1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A key-value store of mod details.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 A file in the same format as the one in builtin. It will be parsed by the
200 settings menu and the settings will be displayed in the "Mods" category.
204 The main Lua script. Running this script should register everything it
205 wants to register. Subsequent execution depends on minetest calling the
206 registered callbacks.
208 `minetest.settings` can be used to read custom or existing settings at load
209 time, if necessary. (See [`Settings`])
213 Models for entities or meshnodes.
215 ### `textures`, `sounds`, `media`
217 Media files (textures, sounds, whatever) that will be transferred to the
218 client and will be available for use by the mod.
222 Translation files for the clients. (See [Translations])
227 Registered names should generally be in this format:
231 `<whatever>` can have these characters:
235 This is to prevent conflicting names from corrupting maps and is
236 enforced by the mod loader.
238 Registered names can be overridden by prefixing the name with `:`. This can
239 be used for overriding the registrations of some other mod.
241 The `:` prefix can also be used for maintaining backwards compatibility.
245 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
246 So the name should be `experimental:tnt`.
248 Any mod can redefine `experimental:tnt` by using the name
252 when registering it. That mod is required to have `experimental` as a
261 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
262 `minetest.register_alias_force(name, convert_to)`.
264 This converts anything called `name` to `convert_to`.
266 The only difference between `minetest.register_alias` and
267 `minetest.register_alias_force` is that if an item called `name` exists,
268 `minetest.register_alias` will do nothing while
269 `minetest.register_alias_force` will unregister it.
271 This can be used for maintaining backwards compatibility.
273 This can also set quick access names for things, e.g. if
274 you have an item called `epiclylongmodname:stuff`, you could do
276 minetest.register_alias("stuff", "epiclylongmodname:stuff")
278 and be able to use `/giveme stuff`.
283 In a game, a certain number of these must be set to tell core mapgens which
284 of the game's nodes are to be used by the core mapgens. For example:
286 minetest.register_alias("mapgen_stone", "default:stone")
288 ### Aliases needed for all mapgens except Mapgen V6
293 * mapgen_water_source
294 * mapgen_river_water_source
298 Not required if cave liquid nodes are set in biome definitions.
304 Not required if dungeon nodes are set in biome definitions.
307 * mapgen_stair_cobble
309 * mapgen_desert_stone
310 * mapgen_stair_desert_stone
312 * mapgen_sandstonebrick
313 * mapgen_stair_sandstone_block
315 ### Aliases needed for Mapgen V6
317 #### Terrain and biomes
320 * mapgen_water_source
323 * mapgen_dirt_with_grass
326 * mapgen_desert_stone
328 * mapgen_dirt_with_snow
339 * mapgen_jungleleaves
342 * mapgen_pine_needles
347 * mapgen_stair_cobble
349 * mapgen_stair_desert_stone
351 ### Setting the node used in Mapgen Singlenode
353 By default the world is filled with air nodes. To set a different node use, for
356 minetest.register_alias("mapgen_singlenode", "default:stone")
364 Mods should generally prefix their textures with `modname_`, e.g. given
365 the mod name `foomod`, a texture could be called:
369 Textures are referred to by their complete name, or alternatively by
370 stripping out the file extension:
372 * e.g. `foomod_foothing.png`
373 * e.g. `foomod_foothing`
378 There are various texture modifiers that can be used
379 to generate textures on-the-fly.
381 ### Texture overlaying
383 Textures can be overlaid by putting a `^` between them.
387 default_dirt.png^default_grass_side.png
389 `default_grass_side.png` is overlaid over `default_dirt.png`.
390 The texture with the lower resolution will be automatically upscaled to
391 the higher resolution texture.
395 Textures can be grouped together by enclosing them in `(` and `)`.
397 Example: `cobble.png^(thing1.png^thing2.png)`
399 A texture for `thing1.png^thing2.png` is created and the resulting
400 texture is overlaid on top of `cobble.png`.
404 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
405 passing complex texture names as arguments. Escaping is done with backslash and
406 is required for `^` and `:`.
408 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
410 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
411 on top of `cobble.png`.
413 ### Advanced texture modifiers
419 * `[crack:<t>:<n>:<p>`
420 * `[cracko:<t>:<n>:<p>`
424 * `<t>`: tile count (in each direction)
425 * `<n>`: animation frame count
426 * `<p>`: current animation frame
428 Draw a step of the crack animation on the texture.
429 `crack` draws it normally, while `cracko` lays it over, keeping transparent
434 default_cobble.png^[crack:10:1
436 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
442 * `<file>`: texture to combine
444 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
445 specified coordinates.
449 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
451 #### `[resize:<w>x<h>`
453 Resizes the texture to the given dimensions.
457 default_sandstone.png^[resize:16x16
461 Makes the base image transparent according to the given ratio.
463 `r` must be between 0 (transparent) and 255 (opaque).
467 default_sandstone.png^[opacity:127
469 #### `[invert:<mode>`
471 Inverts the given channels of the base image.
472 Mode may contain the characters "r", "g", "b", "a".
473 Only the channels that are mentioned in the mode string will be inverted.
477 default_apple.png^[invert:rgb
481 Brightens the texture.
485 tnt_tnt_side.png^[brighten
489 Makes the texture completely opaque.
493 default_leaves.png^[noalpha
495 #### `[makealpha:<r>,<g>,<b>`
497 Convert one color to transparency.
501 default_cobble.png^[makealpha:128,128,128
505 * `<t>`: transformation(s) to apply
507 Rotates and/or flips the image.
509 `<t>` can be a number (between 0 and 7) or a transform name.
510 Rotations are counter-clockwise.
513 1 R90 rotate by 90 degrees
514 2 R180 rotate by 180 degrees
515 3 R270 rotate by 270 degrees
517 5 FXR90 flip X then rotate by 90 degrees
519 7 FYR90 flip Y then rotate by 90 degrees
523 default_stone.png^[transformFXR90
525 #### `[inventorycube{<top>{<left>{<right>`
527 Escaping does not apply here and `^` is replaced by `&` in texture names
530 Create an inventory cube texture using the side textures.
534 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
536 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
537 `dirt.png^grass_side.png` textures
539 #### `[lowpart:<percent>:<file>`
541 Blit the lower `<percent>`% part of `<file>` on the texture.
545 base.png^[lowpart:25:overlay.png
547 #### `[verticalframe:<t>:<n>`
549 * `<t>`: animation frame count
550 * `<n>`: current animation frame
552 Crops the texture to a frame of a vertical animation.
556 default_torch_animated.png^[verticalframe:16:8
560 Apply a mask to the base image.
562 The mask is applied using binary AND.
564 #### `[sheet:<w>x<h>:<x>,<y>`
566 Retrieves a tile at position x,y from the base image
567 which it assumes to be a tilesheet with dimensions w,h.
569 #### `[colorize:<color>:<ratio>`
571 Colorize the textures with the given color.
572 `<color>` is specified as a `ColorString`.
573 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
574 it is an int, then it specifies how far to interpolate between the
575 colors where 0 is only the texture color and 255 is only `<color>`. If
576 omitted, the alpha of `<color>` will be used as the ratio. If it is
577 the word "`alpha`", then each texture pixel will contain the RGB of
578 `<color>` and the alpha of `<color>` multiplied by the alpha of the
581 #### `[multiply:<color>`
583 Multiplies texture colors with the given color.
584 `<color>` is specified as a `ColorString`.
585 Result is more like what you'd expect if you put a color on top of another
586 color, meaning white surfaces get a lot of your new color while black parts
587 don't change very much.
592 The goal of hardware coloring is to simplify the creation of
593 colorful nodes. If your textures use the same pattern, and they only
594 differ in their color (like colored wool blocks), you can use hardware
595 coloring instead of creating and managing many texture files.
596 All of these methods use color multiplication (so a white-black texture
597 with red coloring will result in red-black color).
601 This method is useful if you wish to create nodes/items with
602 the same texture, in different colors, each in a new node/item definition.
606 When you register an item or node, set its `color` field (which accepts a
607 `ColorSpec`) to the desired color.
609 An `ItemStack`'s static color can be overwritten by the `color` metadata
610 field. If you set that field to a `ColorString`, that color will be used.
614 Each tile may have an individual static color, which overwrites every
615 other coloring method. To disable the coloring of a face,
616 set its color to white (because multiplying with white does nothing).
617 You can set the `color` property of the tiles in the node's definition
618 if the tile is in table format.
622 For nodes and items which can have many colors, a palette is more
623 suitable. A palette is a texture, which can contain up to 256 pixels.
624 Each pixel is one possible color for the node/item.
625 You can register one node/item, which can have up to 256 colors.
627 #### Palette indexing
629 When using palettes, you always provide a pixel index for the given
630 node or `ItemStack`. The palette is read from left to right and from
631 top to bottom. If the palette has less than 256 pixels, then it is
632 stretched to contain exactly 256 pixels (after arranging the pixels
633 to one line). The indexing starts from 0.
637 * 16x16 palette, index = 0: the top left corner
638 * 16x16 palette, index = 4: the fifth pixel in the first row
639 * 16x16 palette, index = 16: the pixel below the top left corner
640 * 16x16 palette, index = 255: the bottom right corner
641 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
642 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
643 to ensure the total 256 pixels.
644 * 2x4 palette, index = 32: the top right corner
645 * 2x4 palette, index = 63: the top right corner
646 * 2x4 palette, index = 64: the pixel below the top left corner
648 #### Using palettes with items
650 When registering an item, set the item definition's `palette` field to
651 a texture. You can also use texture modifiers.
653 The `ItemStack`'s color depends on the `palette_index` field of the
654 stack's metadata. `palette_index` is an integer, which specifies the
655 index of the pixel to use.
657 #### Linking palettes with nodes
659 When registering a node, set the item definition's `palette` field to
660 a texture. You can also use texture modifiers.
661 The node's color depends on its `param2`, so you also must set an
662 appropriate `paramtype2`:
664 * `paramtype2 = "color"` for nodes which use their full `param2` for
665 palette indexing. These nodes can have 256 different colors.
666 The palette should contain 256 pixels.
667 * `paramtype2 = "colorwallmounted"` for nodes which use the first
668 five bits (most significant) of `param2` for palette indexing.
669 The remaining three bits are describing rotation, as in `wallmounted`
670 paramtype2. Division by 8 yields the palette index (without stretching the
671 palette). These nodes can have 32 different colors, and the palette
672 should contain 32 pixels.
674 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
675 pixel will be picked from the palette.
676 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
677 pixel will be picked from the palette.
678 * `paramtype2 = "colorfacedir"` for nodes which use the first
679 three bits of `param2` for palette indexing. The remaining
680 five bits are describing rotation, as in `facedir` paramtype2.
681 Division by 32 yields the palette index (without stretching the
682 palette). These nodes can have 8 different colors, and the
683 palette should contain 8 pixels.
685 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
686 first (= 0 + 1) pixel will be picked from the palette.
687 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
688 second (= 1 + 1) pixel will be picked from the palette.
690 To colorize a node on the map, set its `param2` value (according
691 to the node's paramtype2).
693 ### Conversion between nodes in the inventory and on the map
695 Static coloring is the same for both cases, there is no need
698 If the `ItemStack`'s metadata contains the `color` field, it will be
699 lost on placement, because nodes on the map can only use palettes.
701 If the `ItemStack`'s metadata contains the `palette_index` field, it is
702 automatically transferred between node and item forms by the engine,
703 when a player digs or places a colored node.
704 You can disable this feature by setting the `drop` field of the node
705 to itself (without metadata).
706 To transfer the color to a special drop, you need a drop table.
710 minetest.register_node("mod:stone", {
711 description = "Stone",
712 tiles = {"default_stone.png"},
713 paramtype2 = "color",
714 palette = "palette.png",
717 -- assume that mod:cobblestone also has the same palette
718 {items = {"mod:cobblestone"}, inherit_color = true },
723 ### Colored items in craft recipes
725 Craft recipes only support item strings, but fortunately item strings
726 can also contain metadata. Example craft recipe registration:
728 minetest.register_craft({
729 output = minetest.itemstring_with_palette("wool:block", 3),
737 To set the `color` field, you can use `minetest.itemstring_with_color`.
739 Metadata field filtering in the `recipe` field are not supported yet,
740 so the craft output is independent of the color of the ingredients.
745 Sometimes hardware coloring is not enough, because it affects the
746 whole tile. Soft texture overlays were added to Minetest to allow
747 the dynamic coloring of only specific parts of the node's texture.
748 For example a grass block may have colored grass, while keeping the
751 These overlays are 'soft', because unlike texture modifiers, the layers
752 are not merged in the memory, but they are simply drawn on top of each
753 other. This allows different hardware coloring, but also means that
754 tiles with overlays are drawn slower. Using too much overlays might
757 For inventory and wield images you can specify overlays which
758 hardware coloring does not modify. You have to set `inventory_overlay`
759 and `wield_overlay` fields to an image name.
761 To define a node overlay, simply set the `overlay_tiles` field of the node
762 definition. These tiles are defined in the same way as plain tiles:
763 they can have a texture name, color etc.
764 To skip one face, set that overlay tile to an empty string.
766 Example (colored grass block):
768 minetest.register_node("default:dirt_with_grass", {
769 description = "Dirt with Grass",
770 -- Regular tiles, as usual
771 -- The dirt tile disables palette coloring
772 tiles = {{name = "default_grass.png"},
773 {name = "default_dirt.png", color = "white"}},
774 -- Overlay tiles: define them in the same style
775 -- The top and bottom tile does not have overlay
776 overlay_tiles = {"", "",
777 {name = "default_grass_side.png", tileable_vertical = false}},
778 -- Global color, used in inventory
780 -- Palette in the world
781 paramtype2 = "color",
782 palette = "default_foilage.png",
791 Only Ogg Vorbis files are supported.
793 For positional playing of sounds, only single-channel (mono) files are
794 supported. Otherwise OpenAL will play them non-positionally.
796 Mods should generally prefix their sounds with `modname_`, e.g. given
797 the mod name "`foomod`", a sound could be called:
801 Sounds are referred to by their name with a dot, a single digit and the
802 file extension stripped out. When a sound is played, the actual sound file
803 is chosen randomly from the matching sounds.
805 When playing the sound `foomod_foosound`, the sound is chosen randomly
806 from the available ones of the following files:
808 * `foomod_foosound.ogg`
809 * `foomod_foosound.0.ogg`
810 * `foomod_foosound.1.ogg`
812 * `foomod_foosound.9.ogg`
814 Examples of sound parameter tables:
816 -- Play locationless on all clients
818 gain = 1.0, -- default
819 fade = 0.0, -- default, change to a value > 0 to fade the sound in
820 pitch = 1.0, -- default
822 -- Play locationless to one player
825 gain = 1.0, -- default
826 fade = 0.0, -- default, change to a value > 0 to fade the sound in
827 pitch = 1.0, -- default
829 -- Play locationless to one player, looped
832 gain = 1.0, -- default
835 -- Play in a location
837 pos = {x = 1, y = 2, z = 3},
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
841 -- Play connected to an object, looped
843 object = <an ObjectRef>,
844 gain = 1.0, -- default
845 max_hear_distance = 32, -- default, uses an euclidean metric
849 Looped sounds must either be connected to an object or played locationless to
850 one player using `to_player = name,`.
852 A positional sound will only be heard by players that are within
853 `max_hear_distance` of the sound position, at the start of the sound.
859 * e.g. `"default_place_node"`
861 * e.g. `{name = "default_place_node"}`
862 * e.g. `{name = "default_place_node", gain = 1.0}`
863 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
868 Registered definitions
869 ======================
871 Anything added using certain [Registration functions] gets added to one or more
872 of the global [Registered definition tables].
874 Note that in some cases you will stumble upon things that are not contained
875 in these tables (e.g. when a mod has been removed). Always check for
876 existence before trying to access the fields.
880 All nodes register with `minetest.register_node` get added to the table
881 `minetest.registered_nodes`.
883 If you want to check the drawtype of a node, you could do:
885 local function get_nodedef_field(nodename, fieldname)
886 if not minetest.registered_nodes[nodename] then
889 return minetest.registered_nodes[nodename][fieldname]
891 local drawtype = get_nodedef_field(nodename, "drawtype")
899 Nodes are the bulk data of the world: cubes and other things that take the
900 space of a cube. Huge amounts of them are handled efficiently, but they
903 The definition of a node is stored and can be accessed by using
905 minetest.registered_nodes[node.name]
907 See [Registered definitions].
909 Nodes are passed by value between Lua and the engine.
910 They are represented by a table:
912 {name="name", param1=num, param2=num}
914 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
915 them for certain automated functions. If you don't use these functions, you can
916 use them to store arbitrary values.
921 The functions of `param1` and `param2` are determined by certain fields in the
924 `param1` is reserved for the engine when `paramtype != "none"`:
926 * `paramtype = "light"`
927 * The value stores light with and without sun in its upper and lower 4 bits
929 * Required by a light source node to enable spreading its light.
930 * Required by the following drawtypes as they determine their visual
931 brightness from their internal light value:
942 `param2` is reserved for the engine when any of these are used:
944 * `liquidtype = "flowing"`
945 * The level and some flags of the liquid is stored in `param2`
946 * `drawtype = "flowingliquid"`
947 * The drawn liquid level is read from `param2`
948 * `drawtype = "torchlike"`
949 * `drawtype = "signlike"`
950 * `paramtype2 = "wallmounted"`
951 * The rotation of the node is stored in `param2`. You can make this value
952 by using `minetest.dir_to_wallmounted()`.
953 * `paramtype2 = "facedir"`
954 * The rotation of the node is stored in `param2`. Furnaces and chests are
955 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
956 * Values range 0 - 23
957 * facedir / 4 = axis direction:
958 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
959 * facedir modulo 4 = rotation around that axis
960 * `paramtype2 = "leveled"`
961 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
963 * The level of the top face of the nodebox is stored in `param2`.
964 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
966 * The nodebox height is (`param2` / 64) nodes.
967 * The maximum accepted value of `param2` is 127.
969 * The height of the 'plantlike' section is stored in `param2`.
970 * The height is (`param2` / 16) nodes.
971 * `paramtype2 = "degrotate"`
972 * Only valid for "plantlike". The rotation of the node is stored in
974 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
975 get the actual rotation in degrees of the node.
976 * `paramtype2 = "meshoptions"`
977 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
978 can be used to change how the client draws plantlike nodes.
979 * Bits 0, 1 and 2 form a mesh selector.
980 Currently the following meshes are choosable:
981 * 0 = a "x" shaped plant (ordinary plant)
982 * 1 = a "+" shaped plant (just rotated 45 degrees)
983 * 2 = a "*" shaped plant with 3 faces instead of 2
984 * 3 = a "#" shaped plant with 4 faces instead of 2
985 * 4 = a "#" shaped plant with 4 faces that lean outwards
986 * 5-7 are unused and reserved for future meshes.
987 * Bits 3 through 7 are optional flags that can be combined and give these
989 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
990 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
991 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
992 * bits 6-7 are reserved for future use.
993 * `paramtype2 = "color"`
994 * `param2` tells which color is picked from the palette.
995 The palette should have 256 pixels.
996 * `paramtype2 = "colorfacedir"`
997 * Same as `facedir`, but with colors.
998 * The first three bits of `param2` tells which color is picked from the
999 palette. The palette should have 8 pixels.
1000 * `paramtype2 = "colorwallmounted"`
1001 * Same as `wallmounted`, but with colors.
1002 * The first five bits of `param2` tells which color is picked from the
1003 palette. The palette should have 32 pixels.
1004 * `paramtype2 = "glasslikeliquidlevel"`
1005 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1007 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1009 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1011 Nodes can also contain extra data. See [Node Metadata].
1016 There are a bunch of different looking node types.
1018 Look for examples in `games/minimal` or `games/minetest_game`.
1021 * A node-sized cube.
1023 * Invisible, uses no texture.
1025 * The cubic source node for a liquid.
1027 * The flowing version of a liquid, appears with various heights and slopes.
1029 * Often used for partially-transparent nodes.
1030 * Only external sides of textures are visible.
1031 * `glasslike_framed`
1032 * All face-connected nodes are drawn as one volume within a surrounding
1034 * The frame appearance is generated from the edges of the first texture
1035 specified in `tiles`. The width of the edges used are 1/16th of texture
1036 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1037 * The glass 'shine' (or other desired detail) on each node face is supplied
1038 by the second texture specified in `tiles`.
1039 * `glasslike_framed_optional`
1040 * This switches between the above 2 drawtypes according to the menu setting
1043 * Often used for partially-transparent nodes.
1044 * External and internal sides of textures are visible.
1045 * `allfaces_optional`
1046 * Often used for leaves nodes.
1047 * This switches between `normal`, `glasslike` and `allfaces` according to
1048 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1049 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1050 is used instead, if present. This allows a visually thicker texture to be
1051 used to compensate for how `glasslike` reduces visual thickness.
1053 * A single vertical texture.
1054 * If placed on top of a node, uses the first texture specified in `tiles`.
1055 * If placed against the underside of a node, uses the second texture
1056 specified in `tiles`.
1057 * If placed on the side of a node, uses the third texture specified in
1058 `tiles` and is perpendicular to that node.
1060 * A single texture parallel to, and mounted against, the top, underside or
1063 * Two vertical and diagonal textures at right-angles to each other.
1064 * See `paramtype2 = "meshoptions"` above for other options.
1066 * When above a flat surface, appears as 6 textures, the central 2 as
1067 `plantlike` plus 4 more surrounding those.
1068 * If not above a surface the central 2 do not appear, but the texture
1069 appears against the faces of surrounding nodes if they are present.
1071 * A 3D model suitable for a wooden fence.
1072 * One placed node appears as a single vertical post.
1073 * Adjacently-placed nodes cause horizontal bars to appear between them.
1075 * Often used for tracks for mining carts.
1076 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1077 curved, t-junction, crossing.
1078 * Each placed node automatically switches to a suitable rotated texture
1079 determined by the adjacent `raillike` nodes, in order to create a
1080 continuous track network.
1081 * Becomes a sloping node if placed against stepped nodes.
1083 * Often used for stairs and slabs.
1084 * Allows defining nodes consisting of an arbitrary number of boxes.
1085 * See [Node boxes] below for more information.
1087 * Uses models for nodes.
1088 * Tiles should hold model materials textures.
1089 * Only static meshes are implemented.
1090 * For supported model formats see Irrlicht engine documentation.
1091 * `plantlike_rooted`
1092 * Enables underwater `plantlike` without air bubbles around the nodes.
1093 * Consists of a base cube at the co-ordinates of the node plus a
1094 `plantlike` extension above with a height of `param2 / 16` nodes.
1095 * The `plantlike` extension visually passes through any nodes above the
1096 base cube without affecting them.
1097 * The base cube texture tiles are defined as normal, the `plantlike`
1098 extension uses the defined special tile, for example:
1099 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1101 `*_optional` drawtypes need less rendering time if deactivated
1102 (always client-side).
1107 Node selection boxes are defined using "node boxes".
1109 A nodebox is defined as any of:
1112 -- A normal cube; the default in most things
1116 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1118 fixed = box OR {box1, box2, ...}
1121 -- A variable height box (or boxes) with the top face position defined
1122 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1124 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1126 fixed = box OR {box1, box2, ...}
1129 -- A box like the selection box for torches
1130 -- (wallmounted param2 is used, if applicable)
1131 type = "wallmounted",
1137 -- A node that has optional boxes depending on neighbouring nodes'
1138 -- presence and type. See also `connects_to`.
1140 fixed = box OR {box1, box2, ...}
1141 connect_top = box OR {box1, box2, ...}
1142 connect_bottom = box OR {box1, box2, ...}
1143 connect_front = box OR {box1, box2, ...}
1144 connect_left = box OR {box1, box2, ...}
1145 connect_back = box OR {box1, box2, ...}
1146 connect_right = box OR {box1, box2, ...}
1147 -- The following `disconnected_*` boxes are the opposites of the
1148 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1149 -- on the respective side, the corresponding disconnected box is drawn.
1150 disconnected_top = box OR {box1, box2, ...}
1151 disconnected_bottom = box OR {box1, box2, ...}
1152 disconnected_front = box OR {box1, box2, ...}
1153 disconnected_left = box OR {box1, box2, ...}
1154 disconnected_back = box OR {box1, box2, ...}
1155 disconnected_right = box OR {box1, box2, ...}
1156 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1157 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1158 -- neighbours to the sides
1161 A `box` is defined as:
1163 {x1, y1, z1, x2, y2, z2}
1165 A box of a regular node would look like:
1167 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1178 The position field is used for all element types.
1180 To account for differing resolutions, the position coordinates are the
1181 percentage of the screen, ranging in value from `0` to `1`.
1183 The name field is not yet used, but should contain a description of what the
1184 HUD element represents. The direction field is the direction in which something
1187 `0` draws from left to right, `1` draws from right to left, `2` draws from
1188 top to bottom, and `3` draws from bottom to top.
1190 The `alignment` field specifies how the item will be aligned. It is a table
1191 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1192 moved to the left/up, and `1` is to the right/down. Fractional values can be
1195 The `offset` field specifies a pixel offset from the position. Contrary to
1196 position, the offset is not scaled to screen size. This allows for some
1197 precisely positioned items in the HUD.
1199 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1202 Below are the specific uses for fields in each type; fields not listed for that
1207 Displays an image on the HUD.
1209 * `scale`: The scale of the image, with 1 being the original texture size.
1210 Only the X coordinate scale is used (positive values).
1211 Negative values represent that percentage of the screen it
1212 should take; e.g. `x=-100` means 100% (width).
1213 * `text`: The name of the texture that is displayed.
1214 * `alignment`: The alignment of the image.
1215 * `offset`: offset in pixels from position.
1219 Displays text on the HUD.
1221 * `scale`: Defines the bounding rectangle of the text.
1222 A value such as `{x=100, y=100}` should work.
1223 * `text`: The text to be displayed in the HUD element.
1224 * `number`: An integer containing the RGB value of the color used to draw the
1225 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1226 * `alignment`: The alignment of the text.
1227 * `offset`: offset in pixels from position.
1231 Displays a horizontal bar made up of half-images.
1233 * `text`: The name of the texture that is used.
1234 * `number`: The number of half-textures that are displayed.
1235 If odd, will end with a vertically center-split texture.
1237 * `offset`: offset in pixels from position.
1238 * `size`: If used, will force full-image size to this value (override texture
1243 * `text`: The name of the inventory list to be displayed.
1244 * `number`: Number of items in the inventory to be displayed.
1245 * `item`: Position of item that is selected.
1247 * `offset`: offset in pixels from position.
1251 Displays distance to selected world position.
1253 * `name`: The name of the waypoint.
1254 * `text`: Distance suffix. Can be blank.
1255 * `number:` An integer containing the RGB value of the color used to draw the
1257 * `world_pos`: World position of the waypoint.
1262 Representations of simple things
1263 ================================
1268 {x=num, y=num, z=num}
1270 For helper functions see [Spatial Vectors].
1275 * `{type="nothing"}`
1276 * `{type="node", under=pos, above=pos}`
1277 * `{type="object", ref=ObjectRef}`
1279 Exact pointing location (currently only `Raycast` supports these fields):
1281 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1282 point on the selection box which is pointed at. May be in the selection box
1283 if the pointer is in the box too.
1284 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1286 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1287 selected selection box. This specifies which face is pointed at.
1288 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1294 Flag Specifier Format
1295 =====================
1297 Flags using the standardized flag specifier format can be specified in either
1298 of two ways, by string or table.
1300 The string format is a comma-delimited set of flag names; whitespace and
1301 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1302 flag, and specifying a flag prefixed by the string `"no"` explicitly
1303 clears the flag from whatever the default may be.
1305 In addition to the standard string flag format, the schematic flags field can
1306 also be a table of flag names to boolean values representing whether or not the
1307 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1308 is present, mapped to a boolean of any value, the specified flag is unset.
1310 E.g. A flag field of value
1312 {place_center_x = true, place_center_y=false, place_center_z=true}
1316 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1318 which is equivalent to
1320 "place_center_x, noplace_center_y, place_center_z"
1324 "place_center_x, place_center_z"
1326 since, by default, no schematic attributes are set.
1337 There are three kinds of items: nodes, tools and craftitems.
1339 * Node: Can be placed in the world's voxel grid
1340 * Tool: Has a wear property but cannot be stacked. The default use action is to
1341 dig nodes or hit objects according to its tool capabilities.
1342 * Craftitem: Cannot dig nodes or be placed
1347 All item stacks have an amount between 0 and 65535. It is 1 by
1348 default. Tool item stacks can not have an amount greater than 1.
1350 Tools use a wear (damage) value ranging from 0 to 65535. The
1351 value 0 is the default and is used for unworn tools. The values
1352 1 to 65535 are used for worn tools, where a higher value stands for
1353 a higher wear. Non-tools always have a wear value of 0.
1358 Items and item stacks can exist in three formats: Serializes, table format
1361 When an item must be passed to a function, it can usually be in any of
1366 This is called "stackstring" or "itemstring". It is a simple string with
1367 1-3 components: the full item identifier, an optional amount and an optional
1370 <identifier> [<amount>[ <wear>]]
1374 * `'default:apple'`: 1 apple
1375 * `'default:dirt 5'`: 5 dirt
1376 * `'default:pick_stone'`: a new stone pickaxe
1377 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1385 {name="default:dirt", count=5, wear=0, metadata=""}
1387 A wooden pick about 1/3 worn out:
1389 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1393 {name="default:apple", count=1, wear=0, metadata=""}
1397 A native C++ format with many helper methods. Useful for converting
1398 between formats. See the [Class reference] section for details.
1406 In a number of places, there is a group table. Groups define the
1407 properties of a thing (item, node, armor of entity, capabilities of
1408 tool) in such a way that the engine and other mods can can interact with
1409 the thing without actually knowing what the thing is.
1414 Groups are stored in a table, having the group names with keys and the
1415 group ratings as values. For example:
1418 groups = {crumbly=3, soil=1}
1420 -- A more special dirt-kind of thing
1421 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1423 Groups always have a rating associated with them. If there is no
1424 useful meaning for a rating for an enabled group, it shall be `1`.
1426 When not defined, the rating of a group defaults to `0`. Thus when you
1427 read groups, you must interpret `nil` and `0` as the same value, `0`.
1429 You can read the rating of a group for an item or a node by using
1431 minetest.get_item_group(itemname, groupname)
1436 Groups of items can define what kind of an item it is (e.g. wool).
1441 In addition to the general item things, groups are used to define whether
1442 a node is destroyable and how long it takes to destroy by a tool.
1447 For entities, groups are, as of now, used only for calculating damage.
1448 The rating is the percentage of damage caused by tools with this damage group.
1449 See [Entity damage mechanism].
1451 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1452 object.set_armor_groups({fleshy=30, cracky=80})
1457 Groups in tools define which groups of nodes and entities they are
1460 Groups in crafting recipes
1461 --------------------------
1463 An example: Make meat soup from any meat, any water and any bowl:
1466 output = 'food:meat_soup_raw',
1472 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1475 Another example: Make red wool from white wool and red dye:
1479 output = 'wool:red',
1480 recipe = {'wool:white', 'group:dye,basecolor_red'},
1486 * `immortal`: Disables the group damage system for an entity
1487 * `punch_operable`: For entities; disables the regular damage mechanism for
1488 players punching it by hand or a non-tool item, so that it can do something
1489 else than take damage.
1490 * `level`: Can be used to give an additional sense of progression in the game.
1491 * A larger level will cause e.g. a weapon of a lower level make much less
1492 damage, and get worn out much faster, or not be able to get drops
1493 from destroyed nodes.
1494 * `0` is something that is directly accessible at the start of gameplay
1495 * There is no upper limit
1496 * `dig_immediate`: Player can always pick up node without reducing tool wear
1497 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1498 * `3`: the node always gets the digging time 0 seconds (torch)
1499 * `disable_jump`: Player (and possibly other things) cannot jump from node
1500 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1501 * `bouncy`: value is bounce speed in percent
1502 * `falling_node`: if there is no walkable block under the node it will fall
1503 * `attached_node`: if the node under it is not a walkable block the node will be
1504 dropped as an item. If the node is wallmounted the wallmounted direction is
1506 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1507 connect to each other
1508 * `slippery`: Players and items will slide on the node.
1509 Slipperiness rises steadily with `slippery` value, starting at 1.
1510 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1511 `"toolrepair"` crafting recipe
1513 Known damage and digging time defining groups
1514 ---------------------------------------------
1516 * `crumbly`: dirt, sand
1517 * `cracky`: tough but crackable stuff like stone.
1518 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1519 plants, wire, sheets of metal
1520 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1521 * `fleshy`: Living things like animals and the player. This could imply
1522 some blood effects when hitting.
1523 * `explody`: Especially prone to explosions
1524 * `oddly_breakable_by_hand`:
1525 Can be added to nodes that shouldn't logically be breakable by the
1526 hand but are. Somewhat similar to `dig_immediate`, but times are more
1527 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1528 speed of a tool if the tool can dig at a faster speed than this
1529 suggests for the hand.
1531 Examples of custom groups
1532 -------------------------
1534 Item groups are often used for defining, well, _groups of items_.
1536 * `meat`: any meat-kind of a thing (rating might define the size or healing
1537 ability or be irrelevant -- it is not defined as of yet)
1538 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1540 * `flammable`: can be set on fire. Rating might define the intensity of the
1541 fire, affecting e.g. the speed of the spreading of an open fire.
1542 * `wool`: any wool (any origin, any color)
1543 * `metal`: any metal
1544 * `weapon`: any weapon
1545 * `heavy`: anything considerably heavy
1547 Digging time calculation specifics
1548 ----------------------------------
1550 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1551 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1552 faster digging time.
1554 The `level` group is used to limit the toughness of nodes a tool can dig
1555 and to scale the digging times / damage to a greater extent.
1557 **Please do understand this**, otherwise you cannot use the system to it's
1560 Tools define their properties by a list of parameters for groups. They
1561 cannot dig other groups; thus it is important to use a standard bunch of
1562 groups to enable interaction with tools.
1575 * Full punch interval
1576 * Maximum drop level
1577 * For an arbitrary list of groups:
1578 * Uses (until the tool breaks)
1579 * Maximum level (usually `0`, `1`, `2` or `3`)
1583 ### Full punch interval
1585 When used as a weapon, the tool will do full damage if this time is spent
1586 between punches. If e.g. half the time is spent, the tool will do half
1589 ### Maximum drop level
1591 Suggests the maximum level of node, when dug with the tool, that will drop
1592 it's useful item. (e.g. iron ore to drop a lump of iron).
1594 This is not automated; it is the responsibility of the node definition
1599 Determines how many uses the tool has when it is used for digging a node,
1600 of this group, of the maximum level. For lower leveled nodes, the use count
1601 is multiplied by `3^leveldiff`.
1603 * `uses=10, leveldiff=0`: actual uses: 10
1604 * `uses=10, leveldiff=1`: actual uses: 30
1605 * `uses=10, leveldiff=2`: actual uses: 90
1609 Tells what is the maximum level of a node of this group that the tool will
1614 List of digging times for different ratings of the group, for nodes of the
1617 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1618 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1619 for this group, and unable to dig the rating `1`, which is the toughest.
1620 Unless there is a matching group that enables digging otherwise.
1622 If the result digging time is 0, a delay of 0.15 seconds is added between
1623 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1624 i.e. players can more quickly click the nodes away instead of holding LMB.
1628 List of damage for groups of entities. See [Entity damage mechanism].
1630 Example definition of the capabilities of a tool
1631 ------------------------------------------------
1633 tool_capabilities = {
1634 full_punch_interval=1.5,
1637 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1639 damage_groups = {fleshy=2},
1642 This makes the tool be able to dig nodes that fulfil both of these:
1644 * Have the `crumbly` group
1645 * Have a `level` group less or equal to `2`
1647 Table of resulting digging times:
1649 crumbly 0 1 2 3 4 <- level
1651 1 0.80 1.60 1.60 - -
1652 2 0.60 1.20 1.20 - -
1653 3 0.40 0.80 0.80 - -
1655 level diff: 2 1 0 -1 -2
1657 Table of resulting tool uses:
1666 * At `crumbly==0`, the node is not diggable.
1667 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1668 easy nodes to be quickly breakable.
1669 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1674 Entity damage mechanism
1675 =======================
1680 foreach group in cap.damage_groups:
1681 damage += cap.damage_groups[group]
1682 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1683 * (object.armor_groups[group] / 100.0)
1684 -- Where object.armor_groups[group] is 0 for inexistent values
1687 Client predicts damage based on damage groups. Because of this, it is able to
1688 give an immediate response when an entity is damaged or dies; the response is
1689 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1691 Currently a smoke puff will appear when an entity dies.
1693 The group `immortal` completely disables normal damage.
1695 Entities can define a special armor group, which is `punch_operable`. This
1696 group disables the regular damage mechanism for players punching it by hand or
1697 a non-tool item, so that it can do something else than take damage.
1699 On the Lua side, every punch calls:
1701 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1704 This should never be called directly, because damage is usually not handled by
1707 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1708 accessed unless absolutely required, to encourage interoperability.
1709 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1710 * `tool_capabilities` can be `nil`.
1711 * `direction` is a unit vector, pointing from the source of the punch to
1713 * `damage` damage that will be done to entity
1714 Return value of this function will determine if damage is done by this function
1715 (retval true) or shall be done by engine (retval false)
1717 To punch an entity/object in Lua, call:
1719 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1721 * Return value is tool wear.
1722 * Parameters are equal to the above callback.
1723 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1724 will be automatically filled in based on the location of `puncher`.
1735 The instance of a node in the world normally only contains the three values
1736 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1737 It is called "node metadata"; See `NodeMetaRef`.
1739 Node metadata contains two things:
1744 Some of the values in the key-value store are handled specially:
1746 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1747 * `infotext`: Text shown on the screen when the node is pointed at
1751 local meta = minetest.get_meta(pos)
1752 meta:set_string("formspec",
1754 "list[context;main;0,0;8,4;]"..
1755 "list[current_player;main;0,5;8,4;]")
1756 meta:set_string("infotext", "Chest");
1757 local inv = meta:get_inventory()
1758 inv:set_size("main", 8*4)
1759 print(dump(meta:to_table()))
1762 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1763 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1764 [10] = "", [11] = "", [12] = "", [13] = "",
1765 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1766 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1767 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1768 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1772 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1780 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1782 Item metadata only contains a key-value store.
1784 Some of the values in the key-value store are handled specially:
1786 * `description`: Set the item stack's description. Defaults to
1788 * `color`: A `ColorString`, which sets the stack's color.
1789 * `palette_index`: If the item has a palette, this is used to get the
1790 current color from the palette.
1794 local meta = stack:get_meta()
1795 meta:set_string("key", "value")
1796 print(dump(meta:to_table()))
1804 Formspec defines a menu. Currently not much else than inventories are
1805 supported. It is a string, with a somewhat strange format.
1807 Spaces and newlines can be inserted between the blocks, as is used in the
1810 Position and size units are inventory slots, `X` and `Y` position the formspec
1811 element relative to the top left of the menu or container. `W` and `H` are its
1812 width and height values.
1813 Inventories with a `player:<name>` inventory location are only sent to the
1814 player named `<name>`.
1816 When displaying text which can contain formspec code, e.g. text set by a player,
1817 use `minetest.formspec_escape`.
1818 For coloured text you can use `minetest.colorize`.
1820 WARNING: Minetest allows you to add elements to every single formspec instance
1821 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1822 appearing when you don't expect them to. See [`no_prepend[]`].
1830 list[context;main;0,0;8,4;]
1831 list[current_player;main;0,5;8,4;]
1836 list[context;fuel;2,3;1,1;]
1837 list[context;src;2,1;1,1;]
1838 list[context;dst;5,1;2,2;]
1839 list[current_player;main;0,5;8,4;]
1841 ### Minecraft-like player inventory
1844 image[1,0.6;1,2;player.png]
1845 list[current_player;main;0,3.5;8,4;]
1846 list[current_player;craft;3,0;3,3;]
1847 list[current_player;craftpreview;7,1;1,1;]
1852 ### `size[<W>,<H>,<fixed_size>]`
1854 * Define the size of the menu in inventory slots
1855 * `fixed_size`: `true`/`false` (optional)
1856 * deprecated: `invsize[<W>,<H>;]`
1858 ### `position[<X>,<Y>]`
1860 * Must be used after `size` element.
1861 * Defines the position on the game window of the formspec's `anchor` point.
1862 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1864 * [0.0, 0.0] sets the position to the top left corner of the game window.
1865 * [1.0, 1.0] sets the position to the bottom right of the game window.
1866 * Defaults to the center of the game window [0.5, 0.5].
1868 ### `anchor[<X>,<Y>]`
1870 * Must be used after both `size` and `position` (if present) elements.
1871 * Defines the location of the anchor point within the formspec.
1872 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1874 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1875 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1876 * Defaults to the center of the formspec [0.5, 0.5].
1878 * `position` and `anchor` elements need suitable values to avoid a formspec
1879 extending off the game window due to particular game window sizes.
1883 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1884 * Disables player:set_formspec_prepend() from applying to this formspec.
1886 ### `container[<X>,<Y>]`
1888 * Start of a container block, moves all physical elements in the container by
1890 * Must have matching `container_end`
1891 * Containers can be nested, in which case the offsets are added
1892 (child containers are relative to parent containers)
1894 ### `container_end[]`
1896 * End of a container, following elements are no longer relative to this
1899 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1901 * Show an inventory list if it has been sent to the client. Nothing will
1902 be shown if the inventory list is of size 0.
1904 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1906 * Show an inventory list if it has been sent to the client. Nothing will
1907 be shown if the inventory list is of size 0.
1909 ### `listring[<inventory location>;<list name>]`
1911 * Allows to create a ring of inventory lists
1912 * Shift-clicking on items in one element of the ring
1913 will send them to the next inventory list inside the ring
1914 * The first occurrence of an element inside the ring will
1915 determine the inventory where items will be sent to
1919 * Shorthand for doing `listring[<inventory location>;<list name>]`
1920 for the last two inventory lists added by list[...]
1922 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1924 * Sets background color of slots as `ColorString`
1925 * Sets background color of slots on mouse hovering
1927 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1929 * Sets background color of slots as `ColorString`
1930 * Sets background color of slots on mouse hovering
1931 * Sets color of slots border
1933 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1935 * Sets background color of slots as `ColorString`
1936 * Sets background color of slots on mouse hovering
1937 * Sets color of slots border
1938 * Sets default background color of tooltips
1939 * Sets default font color of tooltips
1941 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1943 * Adds tooltip for an element
1944 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1945 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1947 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1949 * Adds tooltip for an area. Other tooltips will take priority when present.
1950 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1951 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1953 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1957 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1959 * Show an inventory image of registered item/node
1961 ### `bgcolor[<color>;<fullscreen>]`
1963 * Sets background color of formspec as `ColorString`
1964 * If `true`, the background color is drawn fullscreen (does not affect the size
1967 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1969 * Use a background. Inventory rectangles are not drawn then.
1970 * Example for formspec 8x4 in 16x resolution: image shall be sized
1971 8 times 16px times 4 times 16px.
1973 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1975 * Use a background. Inventory rectangles are not drawn then.
1976 * Example for formspec 8x4 in 16x resolution:
1977 image shall be sized 8 times 16px times 4 times 16px
1978 * If `auto_clip` is `true`, the background is clipped to the formspec size
1979 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1981 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1983 * Textual password style field; will be sent to server when a button is clicked
1984 * When enter is pressed in field, fields.key_enter_field will be sent with the
1986 * Fields are a set height, but will be vertically centred on `H`
1987 * `name` is the name of the field as returned in fields to `on_receive_fields`
1988 * `label`, if not blank, will be text printed on the top left above the field
1989 * See `field_close_on_enter` to stop enter closing the formspec
1991 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1993 * Textual field; will be sent to server when a button is clicked
1994 * When enter is pressed in field, `fields.key_enter_field` will be sent with
1995 the name of this field.
1996 * Fields are a set height, but will be vertically centred on `H`
1997 * `name` is the name of the field as returned in fields to `on_receive_fields`
1998 * `label`, if not blank, will be text printed on the top left above the field
1999 * `default` is the default value of the field
2000 * `default` may contain variable references such as `${text}` which
2001 will fill the value from the metadata value `text`
2002 * **Note**: no extra text or more than a single variable is supported ATM.
2003 * See `field_close_on_enter` to stop enter closing the formspec
2005 ### `field[<name>;<label>;<default>]`
2007 * As above, but without position/size units
2008 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2009 the name of this field.
2010 * Special field for creating simple forms, such as sign text input
2011 * Must be used without a `size[]` element
2012 * A "Proceed" button will be added automatically
2013 * See `field_close_on_enter` to stop enter closing the formspec
2015 ### `field_close_on_enter[<name>;<close_on_enter>]`
2017 * <name> is the name of the field
2018 * if <close_on_enter> is false, pressing enter in the field will submit the
2019 form but not close it.
2020 * defaults to true when not specified (ie: no tag for a field)
2022 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2024 * Same as fields above, but with multi-line input
2025 * If the text overflows, a vertical scrollbar is added.
2026 * If the name is empty, the textarea is read-only and
2027 the background is not shown, which corresponds to a multi-line label.
2029 ### `label[<X>,<Y>;<label>]`
2031 * The label formspec element displays the text set in `label`
2032 at the specified position.
2033 * The text is displayed directly without automatic line breaking,
2034 so label should not be used for big text chunks.
2036 ### `vertlabel[<X>,<Y>;<label>]`
2038 * Textual label drawn vertically
2039 * `label` is the text on the label
2041 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2043 * Clickable button. When clicked, fields will be sent.
2044 * Fixed button height. It will be vertically centred on `H`
2045 * `label` is the text on the button
2047 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2049 * `texture name` is the filename of an image
2051 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2053 * `texture name` is the filename of an image
2054 * `noclip=true` means the image button doesn't need to be within specified
2056 * `drawborder`: draw button border or not
2057 * `pressed texture name` is the filename of an image on pressed state
2059 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2061 * `item name` is the registered name of an item/node
2062 * The item description will be used as the tooltip. This can be overridden with
2065 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2067 * When clicked, fields will be sent and the form will quit.
2069 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2071 * When clicked, fields will be sent and the form will quit.
2073 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2075 * Scrollable item list showing arbitrary text elements
2076 * `name` fieldname sent to server on doubleclick value is current selected
2078 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2080 * if you want a listelement to start with "#" write "##".
2082 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2084 * Scrollable itemlist showing arbitrary text elements
2085 * `name` fieldname sent to server on doubleclick value is current selected
2087 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2088 * if you want a listelement to start with "#" write "##"
2089 * Index to be selected within textlist
2090 * `true`/`false`: draw transparent background
2091 * See also `minetest.explode_textlist_event`
2092 (main menu: `core.explode_textlist_event`).
2094 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2096 * Show a tab**header** at specific position (ignores formsize)
2097 * `name` fieldname data is transferred to Lua
2098 * `caption 1`...: name shown on top of tab
2099 * `current_tab`: index of selected tab 1...
2100 * `transparent` (optional): show transparent
2101 * `draw_border` (optional): draw border
2103 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2105 * Simple colored box
2106 * `color` is color specified as a `ColorString`.
2107 If the alpha component is left blank, the box will be semitransparent.
2109 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2111 * Show a dropdown field
2112 * **Important note**: There are two different operation modes:
2113 1. handle directly on change (only changed dropdown is submitted)
2114 2. read the value on pressing a button (all dropdown values are available)
2115 * `x` and `y` position of dropdown
2117 * Fieldname data is transferred to Lua
2118 * Items to be shown in dropdown
2119 * Index of currently selected dropdown item
2121 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2124 * `name` fieldname data is transferred to Lua
2125 * `label` to be shown left of checkbox
2126 * `selected` (optional): `true`/`false`
2128 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2131 * There are two ways to use it:
2132 1. handle the changed event (only changed scrollbar is available)
2133 2. read the value on pressing a button (all scrollbars are available)
2134 * `orientation`: `vertical`/`horizontal`
2135 * Fieldname data is transferred to Lua
2136 * Value this trackbar is set to (`0`-`1000`)
2137 * See also `minetest.explode_scrollbar_event`
2138 (main menu: `core.explode_scrollbar_event`).
2140 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2142 * Show scrollable table using options defined by the previous `tableoptions[]`
2143 * Displays cells as defined by the previous `tablecolumns[]`
2144 * `name`: fieldname sent to server on row select or doubleclick
2145 * `cell 1`...`cell n`: cell contents given in row-major order
2146 * `selected idx`: index of row to be selected within table (first row = `1`)
2147 * See also `minetest.explode_table_event`
2148 (main menu: `core.explode_table_event`).
2150 ### `tableoptions[<opt 1>;<opt 2>;...]`
2152 * Sets options for `table[]`
2154 * default text color (`ColorString`), defaults to `#FFFFFF`
2155 * `background=#RRGGBB`
2156 * table background color (`ColorString`), defaults to `#000000`
2157 * `border=<true/false>`
2158 * should the table be drawn with a border? (default: `true`)
2159 * `highlight=#RRGGBB`
2160 * highlight background color (`ColorString`), defaults to `#466432`
2161 * `highlight_text=#RRGGBB`
2162 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2163 * `opendepth=<value>`
2164 * all subtrees up to `depth < value` are open (default value = `0`)
2165 * only useful when there is a column of type "tree"
2167 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2169 * Sets columns for `table[]`
2170 * Types: `text`, `image`, `color`, `indent`, `tree`
2171 * `text`: show cell contents as text
2172 * `image`: cell contents are an image index, use column options to define
2174 * `color`: cell contents are a ColorString and define color of following
2176 * `indent`: cell contents are a number and define indentation of following
2178 * `tree`: same as indent, but user can open and close subtrees
2182 * for `text` and `image`: content alignment within cells.
2183 Available values: `left` (default), `center`, `right`, `inline`
2185 * for `text` and `image`: minimum width in em (default: `0`)
2186 * for `indent` and `tree`: indent width in em (default: `1.5`)
2187 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2188 Exception: defaults to 0 for indent columns
2189 * `tooltip=<value>`: tooltip text (default: empty)
2190 * `image` column options:
2191 * `0=<value>` sets image for image index 0
2192 * `1=<value>` sets image for image index 1
2193 * `2=<value>` sets image for image index 2
2194 * and so on; defined indices need not be contiguous empty or
2195 non-numeric cells are treated as `0`.
2196 * `color` column options:
2197 * `span=<value>`: number of following columns to affect
2198 (default: infinite).
2200 **Note**: do _not_ use a element name starting with `key_`; those names are
2201 reserved to pass key press events to formspec!
2212 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2213 * `"current_player"`: Player to whom the menu is shown
2214 * `"player:<name>"`: Any player
2215 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2216 * `"detached:<name>"`: A detached inventory
2218 Player Inventory lists
2219 ----------------------
2221 * `main`: list containing the default inventory
2222 * `craft`: list containing the craft input
2223 * `craftpreview`: list containing the craft prediction
2224 * `craftresult`: list containing the crafted output
2225 * `hand`: list containing an override for the empty hand
2226 * Is not created automatically, use `InvRef:set_size`
2237 `#RGB` defines a color in hexadecimal format.
2239 `#RGBA` defines a color in hexadecimal format and alpha channel.
2241 `#RRGGBB` defines a color in hexadecimal format.
2243 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2245 Named colors are also supported and are equivalent to
2246 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2247 To specify the value of the alpha channel, append `#AA` to the end of the color
2248 name (e.g. `colorname#08`). For named colors the hexadecimal string
2249 representing the alpha value must (always) be two hexadecimal digits.
2254 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2257 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2258 * `colorspec = {a=255, r=0, g=255, b=0}`
2259 * numerical form: The raw integer value of an ARGB8 quad:
2260 * `colorspec = 0xFF00FF00`
2261 * string form: A ColorString (defined above):
2262 * `colorspec = "green"`
2270 Most text can contain escape sequences, that can for example color the text.
2271 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2272 The following functions provide escape sequences:
2274 * `minetest.get_color_escape_sequence(color)`:
2275 * `color` is a ColorString
2276 * The escape sequence sets the text color to `color`
2277 * `minetest.colorize(color, message)`:
2279 `minetest.get_color_escape_sequence(color) ..
2281 minetest.get_color_escape_sequence("#ffffff")`
2282 * `minetest.get_background_escape_sequence(color)`
2283 * `color` is a ColorString
2284 * The escape sequence sets the background of the whole text element to
2285 `color`. Only defined for item descriptions and tooltips.
2286 * `minetest.strip_foreground_colors(str)`
2287 * Removes foreground colors added by `get_color_escape_sequence`.
2288 * `minetest.strip_background_colors(str)`
2289 * Removes background colors added by `get_background_escape_sequence`.
2290 * `minetest.strip_colors(str)`
2291 * Removes all color escape sequences.
2299 For the following functions, `v`, `v1`, `v2` are vectors,
2300 `p1`, `p2` are positions:
2302 * `vector.new(a[, b, c])`:
2304 * A copy of `a` if `a` is a vector.
2305 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2306 * `vector.direction(p1, p2)`:
2307 * Returns a vector of length 1 with direction `p1` to `p2`.
2308 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2309 * `vector.distance(p1, p2)`:
2310 * Returns zero or a positive number, the distance between `p1` and `p2`.
2311 * `vector.length(v)`:
2312 * Returns zero or a positive number, the length of vector `v`.
2313 * `vector.normalize(v)`:
2314 * Returns a vector of length 1 with direction of vector `v`.
2315 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2316 * `vector.floor(v)`:
2317 * Returns a vector, each dimension rounded down.
2318 * `vector.round(v)`:
2319 * Returns a vector, each dimension rounded to nearest integer.
2320 * `vector.apply(v, func)`:
2321 * Returns a vector where the function `func` has been applied to each
2323 * `vector.equals(v1, v2)`:
2324 * Returns a boolean, `true` if the vectors are identical.
2325 * `vector.sort(v1, v2)`:
2326 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2328 For the following functions `x` can be either a vector or a number:
2330 * `vector.add(v, x)`:
2332 * `vector.subtract(v, x)`:
2334 * `vector.multiply(v, x)`:
2335 * Returns a scaled vector or Schur product.
2336 * `vector.divide(v, x)`:
2337 * Returns a scaled vector or Schur quotient.
2345 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2346 human-readable, handles reference loops.
2347 * `obj`: arbitrary variable
2348 * `name`: string, default: `"_"`
2349 * `dumped`: table, default: `{}`
2350 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2351 * `obj`: arbitrary variable
2352 * `dumped`: table, default: `{}`
2353 * `math.hypot(x, y)`
2354 * Get the hypotenuse of a triangle with legs x and y.
2355 Useful for distance calculation.
2356 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2357 * Get the sign of a number.
2358 * tolerance: number, default: `0.0`
2359 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2361 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2362 * `separator`: string, default: `","`
2363 * `include_empty`: boolean, default: `false`
2364 * `max_splits`: number, if it's negative, splits aren't limited,
2366 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2367 string or a pattern (regex), default: `false`
2368 * e.g. `"a,b":split","` returns `{"a","b"}`
2369 * `string:trim()`: returns the string without whitespace pre- and suffixes
2370 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2371 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2372 * Adds newlines to the string to keep it within the specified character
2374 * Note that the returned lines may be longer than the limit since it only
2375 splits at word borders.
2376 * `limit`: number, maximal amount of characters in one line
2377 * `as_table`: boolean, if set to true, a table of lines instead of a string
2378 is returned, default: `false`
2379 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2380 * `pos`: table {x=X, y=Y, z=Z}
2381 * Converts the position `pos` to a human-readable, printable string
2382 * `decimal_places`: number, if specified, the x, y and z values of
2383 the position are rounded to the given decimal place.
2384 * `minetest.string_to_pos(string)`: returns a position or `nil`
2385 * Same but in reverse.
2386 * If the string can't be parsed to a position, nothing is returned.
2387 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2388 * Converts a string representing an area box into two positions
2389 * `minetest.formspec_escape(string)`: returns a string
2390 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2392 * `minetest.is_yes(arg)`
2393 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2394 * `minetest.is_nan(arg)`
2395 * returns true when the passed number represents NaN.
2396 * `minetest.get_us_time()`
2397 * returns time with microsecond precision. May not return wall time.
2398 * `table.copy(table)`: returns a table
2399 * returns a deep copy of `table`
2400 * `table.insert_all(table, other_table)`:
2401 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2403 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2405 * returns the exact position on the surface of a pointed node
2413 Texts can be translated client-side with the help of `minetest.translate` and
2416 Translating a string
2417 --------------------
2419 Two functions are provided to translate strings: `minetest.translate` and
2420 `minetest.get_translator`.
2422 * `minetest.get_translator(textdomain)` is a simple wrapper around
2423 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2424 equivalent to `minetest.translate(textdomain, str, ...)`.
2425 It is intended to be used in the following way, so that it avoids verbose
2426 repetitions of `minetest.translate`:
2428 local S = minetest.get_translator(textdomain)
2431 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2433 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2434 the given `textdomain` for disambiguation. The textdomain must match the
2435 textdomain specified in the translation file in order to get the string
2436 translated. This can be used so that a string is translated differently in
2438 It is advised to use the name of the mod as textdomain whenever possible, to
2439 avoid clashes with other mods.
2440 This function must be given a number of arguments equal to the number of
2441 arguments the translated string expects.
2442 Arguments are literal strings -- they will not be translated, so if you want
2443 them to be, they need to come as outputs of `minetest.translate` as well.
2445 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2446 by the translation of "Red". We can do the following:
2448 local S = minetest.get_translator()
2449 S("@1 Wool", S("Red"))
2451 This will be displayed as "Red Wool" on old clients and on clients that do
2452 not have localization enabled. However, if we have for instance a translation
2453 file named `wool.fr.tr` containing the following:
2458 this will be displayed as "Laine Rouge" on clients with a French locale.
2460 Operations on translated strings
2461 --------------------------------
2463 The output of `minetest.translate` is a string, with escape sequences adding
2464 additional information to that string so that it can be translated on the
2465 different clients. In particular, you can't expect operations like string.length
2466 to work on them like you would expect them to, or string.gsub to work in the
2467 expected manner. However, string concatenation will still work as expected
2468 (note that you should only use this for things like formspecs; do not translate
2469 sentences by breaking them into parts; arguments should be used instead), and
2470 operations such as `minetest.colorize` which are also concatenation.
2472 Translation file format
2473 -----------------------
2475 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2476 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2477 The file should be a text file, with the following format:
2479 * Lines beginning with `# textdomain:` (the space is significant) can be used
2480 to specify the text domain of all following translations in the file.
2481 * All other empty lines or lines beginning with `#` are ignored.
2482 * Other lines should be in the format `original=translated`. Both `original`
2483 and `translated` can contain escape sequences beginning with `@` to insert
2484 arguments, literal `@`, `=` or newline (See [Escapes] below).
2485 There must be no extraneous whitespace around the `=` or at the beginning or
2486 the end of the line.
2491 Strings that need to be translated can contain several escapes, preceded by `@`.
2493 * `@@` acts as a literal `@`.
2494 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2495 string that will be inlined when translated. Due to how translations are
2496 implemented, the original translation string **must** have its arguments in
2497 increasing order, without gaps or repetitions, starting from 1.
2498 * `@=` acts as a literal `=`. It is not required in strings given to
2499 `minetest.translate`, but is in translation files to avoid being confused
2500 with the `=` separating the original from the translation.
2501 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2502 As with `@=`, this escape is not required in strings given to
2503 `minetest.translate`, but is in translation files.
2504 * `@n` acts as a literal newline as well.
2512 Perlin noise creates a continuously-varying value depending on the input values.
2513 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2514 The result is used during map generation to create the terrain shape, vary heat
2515 and humidity to distribute biomes, vary the density of decorations or vary the
2518 Structure of perlin noise
2519 -------------------------
2521 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2522 The smooth wavy noise it generates has a single characteristic scale, almost
2523 like a 'wavelength', so on its own does not create fine detail.
2524 Due to this perlin noise combines several octaves to create variation on
2525 multiple scales. Each additional octave has a smaller 'wavelength' than the
2528 This combination results in noise varying very roughly between -2.0 and 2.0 and
2529 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2530 and offset the noise variation.
2532 The final perlin noise variation is created as follows:
2534 noise = offset + scale * (octave1 +
2535 octave2 * persistence +
2536 octave3 * persistence ^ 2 +
2537 octave4 * persistence ^ 3 +
2543 Noise Parameters are commonly called `NoiseParams`.
2547 After the multiplication by `scale` this is added to the result and is the final
2548 step in creating the noise value.
2549 Can be positive or negative.
2553 Once all octaves have been combined, the result is multiplied by this.
2554 Can be positive or negative.
2558 For octave1, this is roughly the change of input value needed for a very large
2559 variation in the noise value generated by octave1. It is almost like a
2560 'wavelength' for the wavy noise variation.
2561 Each additional octave has a 'wavelength' that is smaller than the previous
2562 octave, to create finer detail. `spread` will therefore roughly be the typical
2563 size of the largest structures in the final noise variation.
2565 `spread` is a vector with values for x, y, z to allow the noise variation to be
2566 stretched or compressed in the desired axes.
2567 Values are positive numbers.
2571 This is a whole number that determines the entire pattern of the noise
2572 variation. Altering it enables different noise patterns to be created.
2573 With other parameters equal, different seeds produce different noise patterns
2574 and identical seeds produce identical noise patterns.
2576 For this parameter you can randomly choose any whole number. Usually it is
2577 preferable for this to be different from other seeds, but sometimes it is useful
2578 to be able to create identical noise patterns.
2580 When used in mapgen this is actually a 'seed offset', it is added to the
2581 'world seed' to create the seed used by the noise, to ensure the noise has a
2582 different pattern in different worlds.
2586 The number of simple noise generators that are combined.
2587 A whole number, 1 or more.
2588 Each additional octave adds finer detail to the noise but also increases the
2589 noise calculation load.
2590 3 is a typical minimum for a high quality, complex and natural-looking noise
2591 variation. 1 octave has a slight 'gridlike' appearence.
2593 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2594 size of the finest detail you require. For example:
2595 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2596 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2597 512, 256, 128, 64, 32, 16 nodes.
2598 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2602 Each additional octave has an amplitude that is the amplitude of the previous
2603 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2604 as is often helpful and natural to do so.
2605 Since this controls the balance of fine detail to large-scale detail
2606 `persistence` can be thought of as the 'roughness' of the noise.
2608 A positive or negative non-zero number, often between 0.3 and 1.0.
2609 A common medium value is 0.5, such that each octave has half the amplitude of
2610 the previous octave.
2611 This may need to be tuned when altering `lacunarity`; when doing so consider
2612 that a common medium value is 1 / lacunarity.
2616 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2617 previous octave multiplied by 1 / lacunarity, to create finer detail.
2618 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2620 A positive number no smaller than 1.0.
2621 Values below 2.0 create higher quality noise at the expense of requiring more
2622 octaves to cover a paticular range of 'wavelengths'.
2626 Leave this field unset for no special handling.
2627 Currently supported are `defaults`, `eased` and `absvalue`:
2631 Specify this if you would like to keep auto-selection of eased/not-eased while
2632 specifying some other flags.
2636 Maps noise gradient values onto a quintic S-curve before performing
2637 interpolation. This results in smooth, rolling noise.
2638 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2640 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2642 Easing a 3D noise significantly increases the noise calculation load, so use
2647 The absolute value of each octave's noise variation is used when combining the
2648 octaves. The final perlin noise variation is created as follows:
2650 noise = offset + scale * (abs(octave1) +
2651 abs(octave2) * persistence +
2652 abs(octave3) * persistence ^ 2 +
2653 abs(octave4) * persistence ^ 3 +
2658 For 2D or 3D perlin noise or perlin noise maps:
2663 spread = {x = 500, y = 500, z = 500},
2668 flags = "defaults, absvalue",
2671 For 2D noise the Z component of `spread` is still defined but is ignored.
2672 A single noise parameter table can be used for 2D or 3D noise.
2683 These tell in what manner the ore is generated.
2685 All default ores are of the uniformly-distributed scatter type.
2689 Randomly chooses a location and generates a cluster of ore.
2691 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2692 at that point is greater than the `noise_threshold`, giving the ability to
2693 create a non-equal distribution of ore.
2697 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2698 described by `noise_params` and `noise_threshold`. This is essentially an
2699 improved version of the so-called "stratus" ore seen in some unofficial mods.
2701 This sheet consists of vertical columns of uniform randomly distributed height,
2702 varying between the inclusive range `column_height_min` and `column_height_max`.
2703 If `column_height_min` is not specified, this parameter defaults to 1.
2704 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2705 for reverse compatibility. New code should prefer `column_height_max`.
2707 The `column_midpoint_factor` parameter controls the position of the column at
2708 which ore emanates from.
2709 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2710 equally starting from each direction.
2711 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2712 this parameter is not specified, the default is 0.5.
2714 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2719 Creates a sheet of ore in a cloud-like puff shape.
2721 As with the `sheet` ore type, the size and shape of puffs are described by
2722 `noise_params` and `noise_threshold` and are placed at random vertical
2723 positions within the currently generated chunk.
2725 The vertical top and bottom displacement of each puff are determined by the
2726 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2730 Creates a deformed sphere of ore according to 3d perlin noise described by
2731 `noise_params`. The maximum size of the blob is `clust_size`, and
2732 `clust_scarcity` has the same meaning as with the `scatter` type.
2736 Creates veins of ore varying in density by according to the intersection of two
2737 instances of 3d perlin noise with different seeds, both described by
2740 `random_factor` varies the influence random chance has on placement of an ore
2741 inside the vein, which is `1` by default. Note that modifying this parameter
2742 may require adjusting `noise_threshold`.
2744 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2747 This ore type is difficult to control since it is sensitive to small changes.
2748 The following is a decent set of parameters to work from:
2753 spread = {x=200, y=200, z=200},
2760 noise_threshold = 1.6
2762 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2763 computationally expensive than any other ore.
2767 Creates a single undulating ore stratum that is continuous across mapchunk
2768 borders and horizontally spans the world.
2770 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2771 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2772 defines the stratum's vertical thickness (in units of nodes). Due to being
2773 continuous across mapchunk borders the stratum's vertical thickness is
2776 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2777 to y_max in a simple horizontal stratum.
2779 A parameter `stratum_thickness` can be provided instead of the noise parameter
2780 `np_stratum_thickness`, to create a constant thickness.
2782 Leaving out one or both noise parameters makes the ore generation less
2783 intensive, useful when adding multiple strata.
2785 `y_min` and `y_max` define the limits of the ore generation and for performance
2786 reasons should be set as close together as possible but without clipping the
2787 stratum's Y variation.
2789 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2790 solid-ore stratum would require a `clust_scarcity` of 1.
2792 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2793 `random_factor` are ignored by this ore type.
2798 See section [Flag Specifier Format].
2800 Currently supported flags:
2801 `puff_cliffs`, `puff_additive_composition`.
2805 If set, puff ore generation will not taper down large differences in
2806 displacement when approaching the edge of a puff. This flag has no effect for
2807 ore types other than `puff`.
2809 ### `puff_additive_composition`
2811 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2812 in a negative displacement, the sub-column at that point is not generated. With
2813 this attribute set, puff ore generation will instead generate the absolute
2814 difference in noise displacement values. This flag has no effect for ore types
2823 The varying types of decorations that can be placed.
2828 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2829 a list, if a decoration list is specified). Can specify a certain node it must
2830 spawn next to, such as water or lava, for example. Can also generate a
2831 decoration of random height between a specified lower and upper bound.
2832 This type of decoration is intended for placement of grass, flowers, cacti,
2833 papyri, waterlilies and so on.
2838 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2839 Can specify a probability of a node randomly appearing when placed.
2840 This decoration type is intended to be used for multi-node sized discrete
2841 structures, such as trees, cave spikes, rocks, and so on.
2850 --------------------
2852 A schematic specifier identifies a schematic by either a filename to a
2853 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2854 in the form of a table. This table specifies the following fields:
2856 * The `size` field is a 3D vector containing the dimensions of the provided
2857 schematic. (required field)
2858 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2859 sets the probability of a particular horizontal slice of the schematic being
2860 placed. (optional field)
2861 `ypos` = 0 for the lowest horizontal slice of a schematic.
2862 The default of `prob` is 255.
2863 * The `data` field is a flat table of MapNode tables making up the schematic,
2864 in the order of `[z [y [x]]]`. (required field)
2865 Each MapNode table contains:
2866 * `name`: the name of the map node to place (required)
2867 * `prob` (alias `param1`): the probability of this node being placed
2869 * `param2`: the raw param2 value of the node being placed onto the map
2871 * `force_place`: boolean representing if the node should forcibly overwrite
2872 any previous contents (default: false)
2874 About probability values:
2876 * A probability value of `0` or `1` means that node will never appear
2878 * A probability value of `254` or `255` means the node will always appear
2880 * If the probability value `p` is greater than `1`, then there is a
2881 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2884 Schematic attributes
2885 --------------------
2887 See section [Flag Specifier Format].
2889 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2892 * `place_center_x`: Placement of this decoration is centered along the X axis.
2893 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2894 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2895 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2901 Lua Voxel Manipulator
2902 =====================
2907 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2908 facility. The purpose of this object is for fast, low-level, bulk access to
2909 reading and writing Map content. As such, setting map nodes through VoxelManip
2910 will lack many of the higher level features and concepts you may be used to
2911 with other methods of setting nodes. For example, nodes will not have their
2912 construction and destruction callbacks run, and no rollback information is
2915 It is important to note that VoxelManip is designed for speed, and *not* ease
2916 of use or flexibility. If your mod requires a map manipulation facility that
2917 will handle 100% of all edge cases, or the use of high level node placement
2918 features, perhaps `minetest.set_node()` is better suited for the job.
2920 In addition, VoxelManip might not be faster, or could even be slower, for your
2921 specific use case. VoxelManip is most effective when setting large areas of map
2922 at once - for example, if only setting a 3x3x3 node area, a
2923 `minetest.set_node()` loop may be more optimal. Always profile code using both
2924 methods of map manipulation to determine which is most appropriate for your
2927 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2928 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2933 A VoxelManip object can be created any time using either:
2934 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2936 If the optional position parameters are present for either of these routines,
2937 the specified region will be pre-loaded into the VoxelManip object on creation.
2938 Otherwise, the area of map you wish to manipulate must first be loaded into the
2939 VoxelManip object using `VoxelManip:read_from_map()`.
2941 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2942 formed by these positions indicate the minimum and maximum (respectively)
2943 positions of the area actually loaded in the VoxelManip, which may be larger
2944 than the area requested. For convenience, the loaded area coordinates can also
2945 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2947 Now that the VoxelManip object is populated with map data, your mod can fetch a
2948 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2949 which retrieves an individual node in a MapNode formatted table at the position
2950 requested is the simplest method to use, but also the slowest.
2952 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2955 * `VoxelManip:get_data()` for node content (in Content ID form, see section
2957 * `VoxelManip:get_light_data()` for node light levels, and
2958 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2960 See section [Flat array format] for more details.
2962 It is very important to understand that the tables returned by any of the above
2963 three functions represent a snapshot of the VoxelManip's internal state at the
2964 time of the call. This copy of the data will not magically update itself if
2965 another function modifies the internal VoxelManip state.
2966 Any functions that modify a VoxelManip's contents work on the VoxelManip's
2967 internal state unless otherwise explicitly stated.
2969 Once the bulk data has been edited to your liking, the internal VoxelManip
2970 state can be set using:
2972 * `VoxelManip:set_data()` for node content (in Content ID form, see section
2974 * `VoxelManip:set_light_data()` for node light levels, and
2975 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
2977 The parameter to each of the above three functions can use any table at all in
2978 the same flat array format as produced by `get_data()` etc. and is not required
2979 to be a table retrieved from `get_data()`.
2981 Once the internal VoxelManip state has been modified to your liking, the
2982 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
2984 ### Flat array format
2987 `Nx = p2.X - p1.X + 1`,
2988 `Ny = p2.Y - p1.Y + 1`, and
2989 `Nz = p2.Z - p1.Z + 1`.
2991 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
2992 including the value of the expression `Nx * Ny * Nz`.
2994 Positions offset from p1 are present in the array with the format of:
2997 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
2998 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3000 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3001 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3003 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3005 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3008 and the array index for a position p contained completely in p1..p2 is:
3010 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3012 Note that this is the same "flat 3D array" format as
3013 `PerlinNoiseMap:get3dMap_flat()`.
3014 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3015 of the index for a single point in a flat VoxelManip array.
3019 A Content ID is a unique integer identifier for a specific node type.
3020 These IDs are used by VoxelManip in place of the node name string for
3021 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3022 `minetest.get_content_id()` to look up the Content ID for the specified node
3023 name, and `minetest.get_name_from_content_id()` to look up the node name string
3024 for a given Content ID.
3025 After registration of a node, its Content ID will remain the same throughout
3026 execution of the mod.
3027 Note that the node being queried needs to have already been been registered.
3029 The following builtin node types have their Content IDs defined as constants:
3031 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3032 * `minetest.CONTENT_AIR`: ID for "air" nodes
3033 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3035 ### Mapgen VoxelManip objects
3037 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3038 VoxelManip object used by the core's Map Generator (commonly abbreviated
3039 Mapgen). Most of the rules previously described still apply but with a few
3042 * The Mapgen VoxelManip object is retrieved using:
3043 `minetest.get_mapgen_object("voxelmanip")`
3044 * This VoxelManip object already has the region of map just generated loaded
3045 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3046 a Mapgen VoxelManip.
3047 * The `on_generated()` callbacks of some mods may place individual nodes in the
3048 generated area using non-VoxelManip map modification methods. Because the
3049 same Mapgen VoxelManip object is passed through each `on_generated()`
3050 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3051 consistency with the current map state. For this reason, calling any of the
3052 following functions:
3053 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3054 will also update the Mapgen VoxelManip object's internal state active on the
3056 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3057 necessary to update lighting information using either:
3058 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3060 ### Other API functions operating on a VoxelManip
3062 If any VoxelManip contents were set to a liquid node,
3063 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3064 flowing. It is recommended to call this function only after having written all
3065 buffered data back to the VoxelManip object, save for special situations where
3066 the modder desires to only have certain liquid nodes begin flowing.
3068 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3069 will generate all registered decorations and ores throughout the full area
3070 inside of the specified VoxelManip object.
3072 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3073 `minetest.place_schematic()`, except instead of placing the specified schematic
3074 directly on the map at the specified position, it will place the schematic
3075 inside the VoxelManip.
3079 * Attempting to read data from a VoxelManip object before map is read will
3080 result in a zero-length array table for `VoxelManip:get_data()`, and an
3081 "ignore" node at any position for `VoxelManip:get_node_at()`.
3082 * If either a region of map has not yet been generated or is out-of-bounds of
3083 the map, that region is filled with "ignore" nodes.
3084 * Other mods, or the core itself, could possibly modify the area of map
3085 currently loaded into a VoxelManip object. With the exception of Mapgen
3086 VoxelManips (see above section), the internal buffers are not updated. For
3087 this reason, it is strongly encouraged to complete the usage of a particular
3088 VoxelManip object in the same callback it had been created.
3089 * If a VoxelManip object will be used often, such as in an `on_generated()`
3090 callback, consider passing a file-scoped table as the optional parameter to
3091 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3092 to write map data to instead of returning a new table each call. This greatly
3093 enhances performance by avoiding unnecessary memory allocations.
3098 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3099 containing the region formed by `p1` and `p2`.
3100 * returns actual emerged `pmin`, actual emerged `pmax`
3101 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3103 * **important**: data must be set using `VoxelManip:set_data()` before
3105 * if `light` is true, then lighting is automatically recalculated.
3106 The default value is true.
3107 If `light` is false, no light calculations happen, and you should correct
3108 all modified blocks with `minetest.fix_light()` as soon as possible.
3109 Keep in mind that modifying the map where light is incorrect can cause
3111 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3112 the `VoxelManip` at that position
3113 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3115 * `get_data([buffer])`: Retrieves the node content data loaded into the
3116 `VoxelManip` object.
3117 * returns raw node data in the form of an array of node content IDs
3118 * if the param `buffer` is present, this table will be used to store the
3120 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3121 * `update_map()`: Does nothing, kept for compatibility.
3122 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3124 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3125 * To be used only by a `VoxelManip` object from
3126 `minetest.get_mapgen_object`.
3127 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3129 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3130 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3132 * Each value is the bitwise combination of day and night light values
3134 * `light = day + (night * 16)`
3135 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3136 in the `VoxelManip`.
3137 * expects lighting data in the same format that `get_light_data()` returns
3138 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3139 `VoxelManip` object.
3140 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3142 * If the param `buffer` is present, this table will be used to store the
3144 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3146 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3148 * To be used only by a `VoxelManip` object from
3149 `minetest.get_mapgen_object`.
3150 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3151 area if left out or nil.
3152 * Setting `p1`, `p2` to `emin`, `emax` of the mapgen object voxelmanip (the
3153 entire volume of the voxelmanip: the mapchunk plus a 1 mapblock thick
3154 shell around it) will cause an error.
3155 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3156 generated mapchunk above are propagated down into the mapchunk, defaults
3157 to `true` if left out.
3158 * `update_liquids()`: Update liquid flow
3159 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3160 manipulator had been modified since the last read from map, due to a call to
3161 `minetest.set_data()` on the loaded area elsewhere.
3162 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3167 A helper class for voxel areas.
3168 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3169 The coordinates are *inclusive*, like most other things in Minetest.
3173 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3174 `MinEdge` and `MaxEdge`.
3175 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3177 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3179 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3180 * The position (x, y, z) is not checked for being inside the area volume,
3181 being outside can cause an incorrect index result.
3182 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3183 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3184 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3185 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3186 is not checked for being inside the area volume.
3187 * `position(i)`: returns the absolute position vector corresponding to index
3189 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3190 `MinEdge` and `MaxEdge`.
3191 * `containsp(p)`: same as above, except takes a vector
3192 * `containsi(i)`: same as above, except takes an index `i`
3193 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3195 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3197 * `iterp(minp, maxp)`: same as above, except takes a vector
3205 A mapgen object is a construct used in map generation. Mapgen objects can be
3206 used by an `on_generate` callback to speed up operations by avoiding
3207 unnecessary recalculations, these can be retrieved using the
3208 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3209 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3210 callback, `nil` is returned.
3212 The following Mapgen objects are currently available:
3216 This returns three values; the `VoxelManip` object to be used, minimum and
3217 maximum emerged position, in that order. All mapgens support this object.
3221 Returns an array containing the y coordinates of the ground levels of nodes in
3222 the most recently generated chunk by the current mapgen.
3226 Returns an array containing the biome IDs of nodes in the most recently
3227 generated chunk by the current mapgen.
3231 Returns an array containing the temperature values of nodes in the most
3232 recently generated chunk by the current mapgen.
3236 Returns an array containing the humidity values of nodes in the most recently
3237 generated chunk by the current mapgen.
3241 Returns a table mapping requested generation notification types to arrays of
3242 positions at which the corresponding generated structures are located within
3243 the current chunk. To set the capture of positions of interest to be recorded
3244 on generate, use `minetest.set_gen_notify()`.
3245 For decorations, the returned positions are the ground surface 'place_on'
3246 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3247 node above the returned position and possibly displaced by 'place_offset_y'.
3249 Possible fields of the table returned are:
3255 * `large_cave_begin`
3259 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3260 numeric unique decoration ID.
3268 Functions receive a "luaentity" as `self`:
3270 * It has the member `.name`, which is the registered name `("mod:thing")`
3271 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3272 * The original prototype stuff is visible directly via a metatable
3276 * `on_activate(self, staticdata, dtime_s)`
3277 * Called when the object is instantiated.
3278 * `dtime_s` is the time passed since the object was unloaded, which can be
3279 used for updating the entity state.
3280 * `on_step(self, dtime)`
3281 * Called on every server tick, after movement and collision processing.
3282 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3284 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3285 * Called when somebody punches the object.
3286 * Note that you probably want to handle most punches using the automatic
3288 * `puncher`: an `ObjectRef` (can be `nil`)
3289 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3291 * `tool_capabilities`: capability table of used tool (can be `nil`)
3292 * `dir`: unit vector of direction of punch. Always defined. Points from the
3293 puncher to the punched.
3294 * `damage`: damage that will be done to entity.
3295 * `on_death(self, killer)`
3296 * Called when the object dies.
3297 * `killer`: an `ObjectRef` (can be `nil`)
3298 * `on_rightclick(self, clicker)`
3299 * `on_attach_child(self, child)`
3300 * `child`: an `ObjectRef` of the child that attaches
3301 * `on_detach_child(self, child)`
3302 * `child`: an `ObjectRef` of the child that detaches
3303 * `on_detach(self, parent)`
3304 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3305 * This happens before the parent object is removed from the world
3306 * `get_staticdata(self)`
3307 * Should return a string that will be passed to `on_activate` when the
3308 object is instantiated the next time.
3320 axiom, --string initial tree axiom
3321 rules_a, --string rules set A
3322 rules_b, --string rules set B
3323 rules_c, --string rules set C
3324 rules_d, --string rules set D
3325 trunk, --string trunk node name
3326 leaves, --string leaves node name
3327 leaves2, --string secondary leaves node name
3328 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3329 angle, --num angle in deg
3330 iterations, --num max # of iterations, usually 2 -5
3331 random_level, --num factor to lower nr of iterations, usually 0 - 3
3332 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3333 -- 2x2 nodes or 3x3 in cross shape
3334 thin_branches, --boolean true -> use thin (1 node) branches
3335 fruit, --string fruit node name
3336 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3337 seed, --num random seed, if no seed is provided, the engine
3341 Key for special L-System symbols used in axioms
3342 -----------------------------------------------
3344 * `G`: move forward one unit with the pen up
3345 * `F`: move forward one unit with the pen down drawing trunks and branches
3346 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3347 * `T`: move forward one unit with the pen down drawing trunks only
3348 * `R`: move forward one unit with the pen down placing fruit
3349 * `A`: replace with rules set A
3350 * `B`: replace with rules set B
3351 * `C`: replace with rules set C
3352 * `D`: replace with rules set D
3353 * `a`: replace with rules set A, chance 90%
3354 * `b`: replace with rules set B, chance 80%
3355 * `c`: replace with rules set C, chance 70%
3356 * `d`: replace with rules set D, chance 60%
3357 * `+`: yaw the turtle right by `angle` parameter
3358 * `-`: yaw the turtle left by `angle` parameter
3359 * `&`: pitch the turtle down by `angle` parameter
3360 * `^`: pitch the turtle up by `angle` parameter
3361 * `/`: roll the turtle to the right by `angle` parameter
3362 * `*`: roll the turtle to the left by `angle` parameter
3363 * `[`: save in stack current state info
3364 * `]`: recover from stack state info
3369 Spawn a small apple tree:
3371 pos = {x=230,y=20,z=4}
3374 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3375 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3376 trunk="default:tree",
3377 leaves="default:leaves",
3381 trunk_type="single",
3384 fruit="default:apple"
3386 minetest.spawn_tree(pos,apple_tree)
3391 'minetest' namespace reference
3392 ==============================
3397 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3399 * `minetest.get_modpath(modname)`: returns e.g.
3400 `"/home/user/.minetest/usermods/modname"`.
3401 * Useful for loading additional `.lua` modules or static data from mod
3402 * `minetest.get_modnames()`: returns a list of installed mods
3403 * Return a list of installed mods, sorted alphabetically
3404 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3405 * Useful for storing custom data
3406 * `minetest.is_singleplayer()`
3407 * `minetest.features`: Table containing API feature flags
3410 glasslike_framed = true, -- 0.4.7
3411 nodebox_as_selectionbox = true, -- 0.4.7
3412 get_all_craft_recipes_works = true, -- 0.4.7
3413 -- The transparency channel of textures can optionally be used on
3415 use_texture_alpha = true,
3416 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3417 no_legacy_abms = true,
3418 -- Texture grouping is possible using parentheses (0.4.11)
3419 texture_names_parens = true,
3420 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3421 area_store_custom_ids = true,
3422 -- add_entity supports passing initial staticdata to on_activate
3424 add_entity_with_staticdata = true,
3425 -- Chat messages are no longer predicted (0.4.16)
3426 no_chat_message_prediction = true,
3427 -- The transparency channel of textures can optionally be used on
3428 -- objects (ie: players and lua entities) (5.0)
3429 object_use_texture_alpha = true,
3430 -- Object selectionbox is settable independently from collisionbox
3432 object_independent_selectionbox = true,
3435 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3436 * `arg`: string or table in format `{foo=true, bar=true}`
3437 * `missing_features`: `{foo=true, bar=true}`
3438 * `minetest.get_player_information(player_name)`: Table containing information
3439 about a player. Example return value:
3442 address = "127.0.0.1", -- IP address of client
3443 ip_version = 4, -- IPv4 / IPv6
3444 min_rtt = 0.01, -- minimum round trip time
3445 max_rtt = 0.2, -- maximum round trip time
3446 avg_rtt = 0.02, -- average round trip time
3447 min_jitter = 0.01, -- minimum packet time jitter
3448 max_jitter = 0.5, -- maximum packet time jitter
3449 avg_jitter = 0.03, -- average packet time jitter
3450 connection_uptime = 200, -- seconds since client connected
3451 protocol_version = 32, -- protocol version used by client
3452 -- following information is available on debug build only!!!
3453 -- DO NOT USE IN MODS
3454 --ser_vers = 26, -- serialization version used by client
3455 --major = 0, -- major version number
3456 --minor = 4, -- minor version number
3457 --patch = 10, -- patch version number
3458 --vers_string = "0.4.9-git", -- full version string
3459 --state = "Active" -- current client state
3462 * `minetest.mkdir(path)`: returns success.
3463 * Creates a directory specified by `path`, creating parent directories
3464 if they don't exist.
3465 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3467 * nil: return all entries,
3468 * true: return only subdirectory names, or
3469 * false: return only file names.
3470 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3471 * Replaces contents of file at path with new contents in a safe (atomic)
3472 way. Use this instead of below code when writing e.g. database files:
3473 `local f = io.open(path, "wb"); f:write(content); f:close()`
3474 * `minetest.get_version()`: returns a table containing components of the
3475 engine version. Components:
3476 * `project`: Name of the project, eg, "Minetest"
3477 * `string`: Simple version, eg, "1.2.3-dev"
3478 * `hash`: Full git version (only set if available),
3479 eg, "1.2.3-dev-01234567-dirty".
3480 Use this for informational purposes only. The information in the returned
3481 table does not represent the capabilities of the engine, nor is it
3482 reliable or verifiable. Compatible forks will have a different name and
3483 version entirely. To check for the presence of engine features, test
3484 whether the functions exported by the wanted features exist. For example:
3485 `if minetest.check_for_falling then ... end`.
3486 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3487 * `data`: string of data to hash
3488 * `raw`: return raw bytes instead of hex digits, default: false
3493 * `minetest.debug(...)`
3494 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3495 * `minetest.log([level,] text)`
3496 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3497 `"info"`, or `"verbose"`. Default is `"none"`.
3499 Registration functions
3500 ----------------------
3502 Call these functions only at load time!
3506 * `minetest.register_node(name, node definition)`
3507 * `minetest.register_craftitem(name, item definition)`
3508 * `minetest.register_tool(name, item definition)`
3509 * `minetest.override_item(name, redefinition)`
3510 * Overrides fields of an item registered with register_node/tool/craftitem.
3511 * Note: Item must already be defined, (opt)depend on the mod defining it.
3512 * Example: `minetest.override_item("default:mese",
3513 {light_source=minetest.LIGHT_MAX})`
3514 * `minetest.unregister_item(name)`
3515 * Unregisters the item from the engine, and deletes the entry with key
3516 `name` from `minetest.registered_items` and from the associated item table
3517 according to its nature: `minetest.registered_nodes`, etc.
3518 * `minetest.register_entity(name, entity definition)`
3519 * `minetest.register_abm(abm definition)`
3520 * `minetest.register_lbm(lbm definition)`
3521 * `minetest.register_alias(name, convert_to)`
3522 * Also use this to set the 'mapgen aliases' needed in a game for the core
3523 mapgens. See [Mapgen aliases] section above.
3524 * `minetest.register_alias_force(name, convert_to)`
3525 * `minetest.register_ore(ore definition)`
3526 * Returns an integer uniquely identifying the registered ore on success.
3527 * The order of ore registrations determines the order of ore generation.
3528 * `minetest.register_biome(biome definition)`
3529 * Returns an integer uniquely identifying the registered biome on success.
3530 * `minetest.unregister_biome(name)`
3531 * Unregisters the biome from the engine, and deletes the entry with key
3532 `name` from `minetest.registered_biomes`.
3533 * `minetest.register_decoration(decoration definition)`
3534 * Returns an integer uniquely identifying the registered decoration on
3536 * The order of decoration registrations determines the order of decoration
3538 * `minetest.register_schematic(schematic definition)`
3539 * Returns an integer uniquely identifying the registered schematic on
3541 * If the schematic is loaded from a file, the `name` field is set to the
3543 * If the function is called when loading the mod, and `name` is a relative
3544 path, then the current mod path will be prepended to the schematic
3546 * `minetest.clear_registered_ores()`
3547 * Clears all ores currently registered.
3548 * `minetest.clear_registered_biomes()`
3549 * Clears all biomes currently registered.
3550 * `minetest.clear_registered_decorations()`
3551 * Clears all decorations currently registered.
3552 * `minetest.clear_registered_schematics()`
3553 * Clears all schematics currently registered.
3557 * `minetest.register_craft(recipe)`
3558 * Check recipe table syntax for different types below.
3559 * `minetest.clear_craft(recipe)`
3560 * Will erase existing craft based either on output item or on input recipe.
3561 * Specify either output or input only. If you specify both, input will be
3562 ignored. For input use the same recipe table syntax as for
3563 `minetest.register_craft(recipe)`. For output specify only the item,
3565 * Returns false if no erase candidate could be found, otherwise returns true.
3566 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3567 ignored if the recipe contains output. Erasing is then done independently
3568 from the crafting method.
3569 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3570 * `minetest.override_chatcommand(name, redefinition)`
3571 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3572 * `minetest.unregister_chatcommand(name)`
3573 * Unregisters a chatcommands registered with `register_chatcommand`.
3574 * `minetest.register_privilege(name, definition)`
3575 * `definition` can be a description or a definition table (see [Privilege
3577 * If it is a description, the priv will be granted to singleplayer and admin
3579 * To allow players with `basic_privs` to grant, see the `basic_privs`
3580 minetest.conf setting.
3581 * `minetest.register_authentication_handler(authentication handler definition)`
3582 * Registers an auth handler that overrides the builtin one.
3583 * This function can be called by a single mod once only.
3585 Global callback registration functions
3586 --------------------------------------
3588 Call these functions only at load time!
3590 * `minetest.register_globalstep(function(dtime))`
3591 * Called every server step, usually interval of 0.1s
3592 * `minetest.register_on_mods_loaded(function())`
3593 * Called after mods have finished loading and before the media is cached or the
3595 * `minetest.register_on_shutdown(function())`
3596 * Called before server shutdown
3597 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3598 registered callbacks **will likely not be run**. Data should be saved at
3599 semi-frequent intervals as well as on server shutdown.
3600 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3601 * Called when a node has been placed
3602 * If return `true` no item is taken from `itemstack`
3603 * `placer` may be any valid ObjectRef or nil.
3604 * **Not recommended**; use `on_construct` or `after_place_node` in node
3605 definition whenever possible.
3606 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3607 * Called when a node has been dug.
3608 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3609 definition whenever possible.
3610 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3611 * Called when a node is punched
3612 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3613 * Called after generating a piece of world. Modifying nodes inside the area
3614 is a bit faster than usually.
3615 * `minetest.register_on_newplayer(function(ObjectRef))`
3616 * Called after a new player has been created
3617 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3618 * Called when a player is punched
3619 * `player`: ObjectRef - Player that was punched
3620 * `hitter`: ObjectRef - Player that hit
3621 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3623 * `tool_capabilities`: Capability table of used tool (can be nil)
3624 * `dir`: Unit vector of direction of punch. Always defined. Points from
3625 the puncher to the punched.
3626 * `damage`: Number that represents the damage calculated by the engine
3627 * should return `true` to prevent the default damage mechanism
3628 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3629 * Called when the player gets damaged or healed
3630 * `player`: ObjectRef of the player
3631 * `hp_change`: the amount of change. Negative when it is damage.
3632 * `reason`: a PlayerHPChangeReason table.
3633 * The `type` field will have one of the following values:
3634 * `set_hp`: A mod or the engine called `set_hp` without
3635 giving a type - use this for custom damage types.
3636 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3638 * `node_damage`: damage_per_second from a neighbouring node.
3641 * Any of the above types may have additional fields from mods.
3642 * `reason.from` will be `mod` or `engine`.
3643 * `modifier`: when true, the function should return the actual `hp_change`.
3644 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3645 modifiers can return true as a second argument to stop the execution of further functions.
3646 Non-modifiers receive the final hp change calculated by the modifiers.
3647 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3648 * Called when a player dies
3649 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3650 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3651 * Called when player is to be respawned
3652 * Called _before_ repositioning of player occurs
3653 * return true in func to disable regular player placement
3654 * `minetest.register_on_prejoinplayer(function(name, ip))`
3655 * Called before a player joins the game
3656 * If it returns a string, the player is disconnected with that string as
3658 * `minetest.register_on_joinplayer(function(ObjectRef))`
3659 * Called when a player joins the game
3660 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3661 * Called when a player leaves the game
3662 * `timed_out`: True for timeout, false for other reasons.
3663 * `minetest.register_on_auth_fail(function(name, ip))`
3664 * Called when a client attempts to log into an account but supplies the
3666 * `ip`: The IP address of the client.
3667 * `name`: The account the client attempted to log into.
3668 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3669 * Called when a player cheats
3670 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3672 * `interacted_too_far`
3673 * `interacted_while_dead`
3674 * `finished_unknown_dig`
3677 * `minetest.register_on_chat_message(function(name, message))`
3678 * Called always when a player says something
3679 * Return `true` to mark the message as handled, which means that it will
3680 not be sent to other players.
3681 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
3682 * Called when a button is pressed in player's inventory form, when form
3683 values are submitted or when the form is actively closed by the player.
3684 * Fields are sent for formspec elements which define a field, and the "quit"
3685 field is sent when actively closing the form by mouse click, keypress or
3686 through a button_exit[] element.
3687 * Newest functions are called first
3688 * If function returns `true`, remaining functions are not called
3689 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
3690 * Called when `player` crafts something
3691 * `itemstack` is the output
3692 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3694 * `craft_inv` is the inventory with the crafting grid
3695 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3697 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
3698 * The same as before, except that it is called before the player crafts, to
3699 make craft prediction, and it should not change anything.
3700 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
3701 * Determinates how much of a stack may be taken, put or moved to a
3703 * `player` (type `ObjectRef`) is the player who modified the inventory
3704 `inventory` (type `InvRef`).
3705 * List of possible `action` (string) values and their
3706 `inventory_info` (table) contents:
3707 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3708 * `put`: `{listname=string, index=number, stack=ItemStack}`
3709 * `take`: Same as `put`
3710 * Return a numeric value to limit the amount of items to be taken, put or
3711 moved. A value of `-1` for `take` will make the source stack infinite.
3712 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
3713 * Called after a take, put or move event from/to/in a player inventory
3714 * Function arguments: see `minetest.register_allow_player_inventory_action`
3715 * Does not accept or handle any return value.
3716 * `minetest.register_on_protection_violation(function(pos, name))`
3717 * Called by `builtin` and mods when a player violates protection at a
3718 position (eg, digs a node or punches a protected entity).
3719 * The registered functions can be called using
3720 `minetest.record_protection_violation`.
3721 * The provided function should check that the position is protected by the
3722 mod calling this function before it prints a message, if it does, to
3723 allow for multiple protection mods.
3724 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3725 * Called when an item is eaten, by `minetest.item_eat`
3726 * Return `true` or `itemstack` to cancel the default item eat response
3727 (i.e.: hp increase).
3728 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3729 * Called when `granter` grants the priv `priv` to `name`.
3730 * Note that the callback will be called twice if it's done by a player,
3731 once with granter being the player name, and again with granter being nil.
3732 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3733 * Called when `revoker` revokes the priv `priv` from `name`.
3734 * Note that the callback will be called twice if it's done by a player,
3735 once with revoker being the player name, and again with revoker being nil.
3736 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3737 * Called when `name` user connects with `ip`.
3738 * Return `true` to by pass the player limit
3739 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
3740 * Called when an incoming mod channel message is received
3741 * You should have joined some channels to receive events.
3742 * If message comes from a server mod, `sender` field is an empty string.
3747 * `minetest.settings`: Settings object containing all of the settings from the
3748 main config file (`minetest.conf`).
3749 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3750 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3755 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3756 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3757 * Convert between two privilege representations
3758 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3759 * `minetest.check_player_privs(player_or_name, ...)`:
3760 returns `bool, missing_privs`
3761 * A quickhand for checking privileges.
3762 * `player_or_name`: Either a Player object or the name of a player.
3763 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3764 a table, e.g. `{ priva = true, privb = true }`.
3766 * `minetest.check_password_entry(name, entry, password)`
3767 * Returns true if the "password entry" for a player with name matches given
3768 password, false otherwise.
3769 * The "password entry" is the password representation generated by the
3770 engine as returned as part of a `get_auth()` call on the auth handler.
3771 * Only use this function for making it possible to log in via password from
3772 external protocols such as IRC, other uses are frowned upon.
3773 * `minetest.get_password_hash(name, raw_password)`
3774 * Convert a name-password pair to a password hash that Minetest can use.
3775 * The returned value alone is not a good basis for password checks based
3776 on comparing the password hash in the database with the password hash
3777 from the function, with an externally provided password, as the hash
3778 in the db might use the new SRP verifier format.
3779 * For this purpose, use `minetest.check_password_entry` instead.
3780 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3782 * The player needs to be online for this to be successful.
3784 * `minetest.get_auth_handler()`: Return the currently active auth handler
3785 * See the [Authentication handler definition]
3786 * Use this to e.g. get the authentication data for a player:
3787 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3788 * `minetest.notify_authentication_modified(name)`
3789 * Must be called by the authentication handler for privilege changes.
3790 * `name`: string; if omitted, all auth data should be considered modified
3791 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3793 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3795 * `minetest.auth_reload()`
3796 * See `reload()` in authentication handler definition
3798 `minetest.set_player_password`, `minetest_set_player_privs`,
3799 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3805 * `minetest.chat_send_all(text)`
3806 * `minetest.chat_send_player(name, text)`
3811 * `minetest.set_node(pos, node)`
3812 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3813 * Set node at position `pos`
3814 * `node`: table `{name=string, param1=number, param2=number}`
3815 * If param1 or param2 is omitted, it's set to `0`.
3816 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3817 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3818 * Set node on all positions set in the first argument.
3819 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3820 * For node specification or position syntax see `minetest.set_node` call
3821 * Faster than set_node due to single call, but still considerably slower
3822 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3823 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3824 in spread out positions which would cause LVMs to waste memory.
3825 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3827 * `minetest.swap_node(pos, node)`
3828 * Set node at position, but don't remove metadata
3829 * `minetest.remove_node(pos)`
3830 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3831 * `minetest.get_node(pos)`
3832 * Returns the node at the given position as table in the format
3833 `{name="node_name", param1=0, param2=0}`,
3834 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3835 * `minetest.get_node_or_nil(pos)`
3836 * Same as `get_node` but returns `nil` for unloaded areas.
3837 * `minetest.get_node_light(pos, timeofday)`
3838 * Gets the light value at the given position. Note that the light value
3839 "inside" the node at the given position is returned, so you usually want
3840 to get the light value of a neighbor.
3841 * `pos`: The position where to measure the light.
3842 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3843 * Returns a number between `0` and `15` or `nil`
3844 * `minetest.place_node(pos, node)`
3845 * Place node with the same effects that a player would cause
3846 * `minetest.dig_node(pos)`
3847 * Dig node with the same effects that a player would cause
3848 * Returns `true` if successful, `false` on failure (e.g. protected location)
3849 * `minetest.punch_node(pos)`
3850 * Punch node with the same effects that a player would cause
3851 * `minetest.spawn_falling_node(pos)`
3852 * Change node into falling node
3853 * Returns `true` if successful, `false` on failure
3855 * `minetest.find_nodes_with_meta(pos1, pos2)`
3856 * Get a table of positions of nodes that have metadata within a region
3858 * `minetest.get_meta(pos)`
3859 * Get a `NodeMetaRef` at that position
3860 * `minetest.get_node_timer(pos)`
3861 * Get `NodeTimerRef`
3863 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3865 * Returns `ObjectRef`, or `nil` if failed
3866 * `minetest.add_item(pos, item)`: Spawn item
3867 * Returns `ObjectRef`, or `nil` if failed
3868 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3869 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3871 * `radius`: using an euclidean metric
3872 * `minetest.set_timeofday(val)`
3873 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3874 * `minetest.get_timeofday()`
3875 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3877 * `minetest.get_day_count()`: returns number days elapsed since world was
3879 * accounts for time changes.
3880 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3882 * `radius`: using a maximum metric
3883 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3884 * `search_center` is an optional boolean (default: `false`)
3885 If true `pos` is also checked for the nodes
3886 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3888 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3889 * First return value: Table with all node positions
3890 * Second return value: Table with the count of each node with the node name
3892 * Area volume is limited to 4,096,000 nodes
3893 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3895 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3896 * Return value: Table with all node positions with a node air above
3897 * Area volume is limited to 4,096,000 nodes
3898 * `minetest.get_perlin(noiseparams)`
3899 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3900 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3901 * `minetest.get_voxel_manip([pos1, pos2])`
3902 * Return voxel manipulator object.
3903 * Loads the manipulator from the map if positions are passed.
3904 * `minetest.set_gen_notify(flags, {deco_ids})`
3905 * Set the types of on-generate notifications that should be collected.
3906 * `flags` is a flag field with the available flags:
3914 * The second parameter is a list of IDs of decorations which notification
3916 * `minetest.get_gen_notify()`
3917 * Returns a flagstring and a table with the `deco_id`s.
3918 * `minetest.get_decoration_id(decoration_name)`
3919 * Returns the decoration ID number for the provided decoration name string,
3920 or `nil` on failure.
3921 * `minetest.get_mapgen_object(objectname)`
3922 * Return requested mapgen object if available (see [Mapgen objects])
3923 * `minetest.get_heat(pos)`
3924 * Returns the heat at the position, or `nil` on failure.
3925 * `minetest.get_humidity(pos)`
3926 * Returns the humidity at the position, or `nil` on failure.
3927 * `minetest.get_biome_data(pos)`
3928 * Returns a table containing:
3929 * `biome` the biome id of the biome at that position
3930 * `heat` the heat at the position
3931 * `humidity` the humidity at the position
3932 * Or returns `nil` on failure.
3933 * `minetest.get_biome_id(biome_name)`
3934 * Returns the biome id, as used in the biomemap Mapgen object and returned
3935 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3936 * `minetest.get_biome_name(biome_id)`
3937 * Returns the biome name string for the provided biome id, or `nil` on
3939 * If no biomes have been registered, such as in mgv6, returns `default`.
3940 * `minetest.get_mapgen_params()`
3941 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3942 * Returns a table containing:
3948 * `minetest.set_mapgen_params(MapgenParams)`
3949 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3951 * Set map generation parameters.
3952 * Function cannot be called after the registration period; only
3953 initialization and `on_mapgen_init`.
3954 * Takes a table as an argument with the fields:
3960 * Leave field unset to leave that parameter unchanged.
3961 * `flags` contains a comma-delimited string of flags to set, or if the
3962 prefix `"no"` is attached, clears instead.
3963 * `flags` is in the same format and has the same options as `mg_flags` in
3965 * `minetest.get_mapgen_setting(name)`
3966 * Gets the *active* mapgen setting (or nil if none exists) in string
3967 format with the following order of precedence:
3968 1) Settings loaded from map_meta.txt or overrides set during mod
3970 2) Settings set by mods without a metafile override
3971 3) Settings explicitly set in the user config file, minetest.conf
3972 4) Settings set as the user config default
3973 * `minetest.get_mapgen_setting_noiseparams(name)`
3974 * Same as above, but returns the value as a NoiseParams table if the
3975 setting `name` exists and is a valid NoiseParams.
3976 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3977 * Sets a mapgen param to `value`, and will take effect if the corresponding
3978 mapgen setting is not already present in map_meta.txt.
3979 * `override_meta` is an optional boolean (default: `false`). If this is set
3980 to true, the setting will become the active setting regardless of the map
3982 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3983 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3984 * Same as above, except value is a NoiseParams table.
3985 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3986 * Sets the noiseparams setting of `name` to the noiseparams table specified
3988 * `set_default` is an optional boolean (default: `true`) that specifies
3989 whether the setting should be applied to the default config or current
3991 * `minetest.get_noiseparams(name)`
3992 * Returns a table of the noiseparams for name.
3993 * `minetest.generate_ores(vm, pos1, pos2)`
3994 * Generate all registered ores within the VoxelManip `vm` and in the area
3995 from `pos1` to `pos2`.
3996 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3997 * `minetest.generate_decorations(vm, pos1, pos2)`
3998 * Generate all registered decorations within the VoxelManip `vm` and in the
3999 area from `pos1` to `pos2`.
4000 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4001 * `minetest.clear_objects([options])`
4002 * Clear all objects in the environment
4003 * Takes an optional table as an argument with the field `mode`.
4004 * mode = `"full"` : Load and go through every mapblock, clearing
4006 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4007 clear objects in unloaded mapblocks only when the
4008 mapblocks are next activated.
4009 * `minetest.load_area(pos1[, pos2])`
4010 * Load the mapblocks containing the area from `pos1` to `pos2`.
4011 `pos2` defaults to `pos1` if not specified.
4012 * This function does not trigger map generation.
4013 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4014 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4015 asynchronously fetched from memory, loaded from disk, or if inexistent,
4017 * If `callback` is a valid Lua function, this will be called for each block
4019 * The function signature of callback is:
4020 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4021 * `blockpos` is the *block* coordinates of the block that had been
4023 * `action` could be one of the following constant values:
4024 * `minetest.EMERGE_CANCELLED`
4025 * `minetest.EMERGE_ERRORED`
4026 * `minetest.EMERGE_FROM_MEMORY`
4027 * `minetest.EMERGE_FROM_DISK`
4028 * `minetest.EMERGE_GENERATED`
4029 * `calls_remaining` is the number of callbacks to be expected after
4031 * `param` is the user-defined parameter passed to emerge_area (or
4032 nil if the parameter was absent).
4033 * `minetest.delete_area(pos1, pos2)`
4034 * delete all mapblocks in the area from pos1 to pos2, inclusive
4035 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4036 * Checks if there is anything other than air between pos1 and pos2.
4037 * Returns false if something is blocking the sight.
4038 * Returns the position of the blocking node when `false`
4039 * `pos1`: First position
4040 * `pos2`: Second position
4041 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4042 * Creates a `Raycast` object.
4043 * `pos1`: start of the ray
4044 * `pos2`: end of the ray
4045 * `objects`: if false, only nodes will be returned. Default is `true`.
4046 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4047 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4048 * returns table containing path
4049 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4051 * `pos1`: start position
4052 * `pos2`: end position
4053 * `searchdistance`: number of blocks to search in each direction using a
4055 * `max_jump`: maximum height difference to consider walkable
4056 * `max_drop`: maximum height difference to consider droppable
4057 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4058 * `minetest.spawn_tree (pos, {treedef})`
4059 * spawns L-system tree at given `pos` with definition in `treedef` table
4060 * `minetest.transforming_liquid_add(pos)`
4061 * add node to liquid update queue
4062 * `minetest.get_node_max_level(pos)`
4063 * get max available level for leveled node
4064 * `minetest.get_node_level(pos)`
4065 * get level of leveled node (water, snow)
4066 * `minetest.set_node_level(pos, level)`
4067 * set level of leveled node, default `level` equals `1`
4068 * if `totallevel > maxlevel`, returns rest (`total-max`).
4069 * `minetest.add_node_level(pos, level)`
4070 * increase level of leveled node by level, default `level` equals `1`
4071 * if `totallevel > maxlevel`, returns rest (`total-max`)
4072 * can be negative for decreasing
4073 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4074 * resets the light in a cuboid-shaped part of
4075 the map and removes lighting bugs.
4076 * Loads the area if it is not loaded.
4077 * `pos1` is the corner of the cuboid with the least coordinates
4078 (in node coordinates), inclusive.
4079 * `pos2` is the opposite corner of the cuboid, inclusive.
4080 * The actual updated cuboid might be larger than the specified one,
4081 because only whole map blocks can be updated.
4082 The actual updated area consists of those map blocks that intersect
4083 with the given cuboid.
4084 * However, the neighborhood of the updated area might change
4085 as well, as light can spread out of the cuboid, also light
4087 * returns `false` if the area is not fully generated,
4089 * `minetest.check_single_for_falling(pos)`
4090 * causes an unsupported `group:falling_node` node to fall and causes an
4091 unattached `group:attached_node` node to fall.
4092 * does not spread these updates to neighbours.
4093 * `minetest.check_for_falling(pos)`
4094 * causes an unsupported `group:falling_node` node to fall and causes an
4095 unattached `group:attached_node` node to fall.
4096 * spread these updates to neighbours and can cause a cascade
4098 * `minetest.get_spawn_level(x, z)`
4099 * Returns a player spawn y co-ordinate for the provided (x, z)
4100 co-ordinates, or `nil` for an unsuitable spawn point.
4101 * For most mapgens a 'suitable spawn point' is one with y between
4102 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4103 so `nil` will be returned for many (x, z) co-ordinates.
4104 * The spawn level returned is for a player spawn in unmodified terrain.
4105 * The spawn level is intentionally above terrain level to cope with
4106 full-node biome 'dust' nodes.
4111 You can find mod channels communication scheme in `doc/mod_channels.png`.
4113 * `minetest.mod_channel_join(channel_name)`
4114 * Server joins channel `channel_name`, and creates it if necessary. You
4115 should listen for incoming messages with
4116 `minetest.register_on_modchannel_message`
4121 `minetest.get_inventory(location)`: returns an `InvRef`
4124 * `{type="player", name="celeron55"}`
4125 * `{type="node", pos={x=, y=, z=}}`
4126 * `{type="detached", name="creative"}`
4127 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4129 * `callbacks`: See [Detached inventory callbacks]
4130 * `player_name`: Make detached inventory available to one player
4131 exclusively, by default they will be sent to every player (even if not
4133 Note that this parameter is mostly just a workaround and will be removed
4135 * Creates a detached inventory. If it already exists, it is cleared.
4136 * `minetest.remove_detached_inventory(name)`
4137 * Returns a `boolean` indicating whether the removal succeeded.
4138 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4139 returns left over ItemStack.
4140 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4145 * `minetest.show_formspec(playername, formname, formspec)`
4146 * `playername`: name of player to show formspec
4147 * `formname`: name passed to `on_player_receive_fields` callbacks.
4148 It should follow the `"modname:<whatever>"` naming convention
4149 * `formspec`: formspec to display
4150 * `minetest.close_formspec(playername, formname)`
4151 * `playername`: name of player to close formspec
4152 * `formname`: has to exactly match the one given in `show_formspec`, or the
4153 formspec will not close.
4154 * calling `show_formspec(playername, formname, "")` is equal to this
4156 * to close a formspec regardless of the formname, call
4157 `minetest.close_formspec(playername, "")`.
4158 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4159 * `minetest.formspec_escape(string)`: returns a string
4160 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4162 * `minetest.explode_table_event(string)`: returns a table
4163 * returns e.g. `{type="CHG", row=1, column=2}`
4165 * `"INV"`: no row selected
4167 * `"DCL"`: double-click
4168 * `minetest.explode_textlist_event(string)`: returns a table
4169 * returns e.g. `{type="CHG", index=1}`
4171 * `"INV"`: no row selected
4173 * `"DCL"`: double-click
4174 * `minetest.explode_scrollbar_event(string)`: returns a table
4175 * returns e.g. `{type="CHG", value=500}`
4177 * `"INV"`: something failed
4178 * `"CHG"`: has been changed
4179 * `"VAL"`: not changed
4184 * `minetest.inventorycube(img1, img2, img3)`
4185 * Returns a string for making an image of a cube (useful as an item image)
4186 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4187 * Get position of a `pointed_thing` (that you can get from somewhere)
4188 * `minetest.dir_to_facedir(dir, is6d)`
4189 * Convert a vector to a facedir value, used in `param2` for
4190 `paramtype2="facedir"`.
4191 * passing something non-`nil`/`false` for the optional second parameter
4192 causes it to take the y component into account.
4193 * `minetest.facedir_to_dir(facedir)`
4194 * Convert a facedir back into a vector aimed directly out the "back" of a
4196 * `minetest.dir_to_wallmounted(dir)`
4197 * Convert a vector to a wallmounted value, used for
4198 `paramtype2="wallmounted"`.
4199 * `minetest.wallmounted_to_dir(wallmounted)`
4200 * Convert a wallmounted value back into a vector aimed directly out the
4202 * `minetest.dir_to_yaw(dir)`
4203 * Convert a vector into a yaw (angle)
4204 * `minetest.yaw_to_dir(yaw)`
4205 * Convert yaw (angle) to a vector
4206 * `minetest.is_colored_paramtype(ptype)`
4207 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4208 color information (`color`, `colorwallmounted` or `colorfacedir`).
4209 * `minetest.strip_param2_color(param2, paramtype2)`
4210 * Removes everything but the color information from the
4211 given `param2` value.
4212 * Returns `nil` if the given `paramtype2` does not contain color
4214 * `minetest.get_node_drops(nodename, toolname)`
4215 * Returns list of item names.
4216 * **Note**: This will be removed or modified in a future version.
4217 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4218 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4219 * `input.width` = for example `3`
4220 * `input.items` = for example
4221 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4222 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4223 * `output.time` = a number, if unsuccessful: `0`
4224 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4225 `decremented_input.items`
4226 * `decremented_input` = like `input`
4227 * `minetest.get_craft_recipe(output)`: returns input
4228 * returns last registered recipe for output item (node)
4229 * `output` is a node or item type such as `"default:torch"`
4230 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4231 * `input.width` = for example `3`
4232 * `input.items` = for example
4233 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4234 * `input.items` = `nil` if no recipe found
4235 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4236 * returns indexed table with all registered recipes for query item (node)
4237 or `nil` if no recipe was found.
4238 * recipe entry table:
4239 * `method`: 'normal' or 'cooking' or 'fuel'
4240 * `width`: 0-3, 0 means shapeless recipe
4241 * `items`: indexed [1-9] table with recipe items
4242 * `output`: string with item name and quantity
4243 * Example query for `"default:gold_ingot"` will return table:
4246 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4247 items = {1 = "default:gold_lump"}},
4248 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4249 items = {1 = "default:goldblock"}}
4251 * `minetest.handle_node_drops(pos, drops, digger)`
4252 * `drops`: list of itemstrings
4253 * Handles drops from nodes after digging: Default action is to put them
4254 into digger's inventory.
4255 * Can be overridden to get different functionality (e.g. dropping items on
4257 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4259 * Creates an item string which contains palette index information
4260 for hardware colorization. You can use the returned string
4261 as an output in a craft recipe.
4262 * `item`: the item stack which becomes colored. Can be in string,
4263 table and native form.
4264 * `palette_index`: this index is added to the item stack
4265 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4266 * Creates an item string which contains static color information
4267 for hardware colorization. Use this method if you wish to colorize
4268 an item that does not own a palette. You can use the returned string
4269 as an output in a craft recipe.
4270 * `item`: the item stack which becomes colored. Can be in string,
4271 table and native form.
4272 * `colorstring`: the new color of the item stack
4277 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4278 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4279 * Find who has done something to a node, or near a node
4280 * `actor`: `"player:<name>"`, also `"liquid"`.
4281 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4282 `boolean, log_messages`.
4283 * Revert latest actions of someone
4284 * `actor`: `"player:<name>"`, also `"liquid"`.
4286 Defaults for the `on_*` item definition functions
4287 -------------------------------------------------
4289 These functions return the leftover itemstack.
4291 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4292 * Place item as a node
4293 * `param2` overrides `facedir` and wallmounted `param2`
4294 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4295 for the newly placed node to prevent a callback and placement loop
4296 * returns `itemstack, success`
4297 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4299 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4300 * Use one of the above based on what the item is.
4301 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4302 * **Note**: is not called when wielded item overrides `on_place`
4303 * `param2` overrides `facedir` and wallmounted `param2`
4304 * returns `itemstack, success`
4305 * `minetest.item_drop(itemstack, dropper, pos)`
4307 * `minetest.item_eat(hp_change, replace_with_item)`
4309 * `replace_with_item` is the itemstring which is added to the inventory.
4310 If the player is eating a stack, then replace_with_item goes to a
4311 different spot. Can be `nil`
4312 * See `minetest.do_item_eat`
4314 Defaults for the `on_punch` and `on_dig` node definition callbacks
4315 ------------------------------------------------------------------
4317 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4318 * Calls functions registered by `minetest.register_on_punchnode()`
4319 * `minetest.node_dig(pos, node, digger)`
4320 * Checks if node can be dug, puts item into inventory, removes node
4321 * Calls functions registered by `minetest.registered_on_dignodes()`
4326 * `minetest.sound_play(spec, parameters)`: returns a handle
4327 * `spec` is a `SimpleSoundSpec`
4328 * `parameters` is a sound parameter table
4329 * `minetest.sound_stop(handle)`
4330 * `minetest.sound_fade(handle, step, gain)`
4331 * `handle` is a handle returned by `minetest.sound_play`
4332 * `step` determines how fast a sound will fade.
4333 Negative step will lower the sound volume, positive step will increase
4335 * `gain` the target gain for the fade.
4340 * `minetest.after(time, func, ...)`
4341 * Call the function `func` after `time` seconds, may be fractional
4342 * Optional: Variable number of arguments that are passed to `func`
4347 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4348 server shutdown. Will display `message` to clients.
4349 * `reconnect` == true displays a reconnect button
4350 * `delay` adds an optional delay (in seconds) before shutdown.
4351 Negative delay cancels the current active shutdown.
4352 Zero delay triggers an immediate shutdown.
4353 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4354 * `minetest.get_server_status(name, joined)`
4355 * Returns the server status string when a player joins or when the command
4356 `/status` is called. Returns `nil` or an empty string when the message is
4358 * `joined`: Boolean value, indicates whether the function was called when
4360 * This function may be overwritten by mods to customize the status message.
4361 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4362 * `minetest.remove_player(name)`: remove player from database (if they are not
4364 * As auth data is not removed, minetest.player_exists will continue to
4365 return true. Call the below method as well if you want to remove auth
4367 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4368 * `minetest.remove_player_auth(name)`: remove player authentication data
4369 * Returns boolean indicating success (false if player nonexistant)
4374 * `minetest.get_ban_list()`: returns the ban list
4375 (same as `minetest.get_ban_description("")`).
4376 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4377 * `minetest.ban_player(name)`: ban a player
4378 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4379 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4385 * `minetest.add_particle(particle definition)`
4386 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4387 expirationtime, size, collisiondetection, texture, playername)`
4389 * `minetest.add_particlespawner(particlespawner definition)`
4390 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4391 over `time` seconds.
4392 * Returns an `id`, and -1 if adding didn't succeed
4393 * Deprecated: `minetest.add_particlespawner(amount, time,
4397 minexptime, maxexptime,
4399 collisiondetection, texture, playername)`
4401 * `minetest.delete_particlespawner(id, player)`
4402 * Delete `ParticleSpawner` with `id` (return value from
4403 `minetest.add_particlespawner`).
4404 * If playername is specified, only deletes on the player's client,
4405 otherwise on all clients.
4410 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4411 * Create a schematic from the volume of map specified by the box formed by
4413 * Apply the specified probability and per-node force-place to the specified
4414 nodes according to the `probability_list`.
4415 * `probability_list` is an array of tables containing two fields, `pos`
4417 * `pos` is the 3D vector specifying the absolute coordinates of the
4418 node being modified,
4419 * `prob` is an integer value from `0` to `255` that encodes
4420 probability and per-node force-place. Probability has levels
4421 0-127, then 128 may be added to encode per-node force-place.
4422 For probability stated as 0-255, divide by 2 and round down to
4423 get values 0-127, then add 128 to apply per-node force-place.
4424 * If there are two or more entries with the same pos value, the
4426 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4428 * If `probability_list` equals `nil`, no probabilities are applied.
4429 * Apply the specified probability to the specified horizontal slices
4430 according to the `slice_prob_list`.
4431 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4433 * `ypos` indicates the y position of the slice with a probability
4434 applied, the lowest slice being `ypos = 0`.
4435 * If slice probability list equals `nil`, no slice probabilities
4437 * Saves schematic in the Minetest Schematic format to filename.
4439 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4440 * Place the schematic specified by schematic (see [Schematic specifier]) at
4442 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4443 * If the `rotation` parameter is omitted, the schematic is not rotated.
4444 * `replacements` = `{["old_name"] = "convert_to", ...}`
4445 * `force_placement` is a boolean indicating whether nodes other than `air`
4446 and `ignore` are replaced by the schematic.
4447 * Returns nil if the schematic could not be loaded.
4448 * **Warning**: Once you have loaded a schematic from a file, it will be
4449 cached. Future calls will always use the cached version and the
4450 replacement list defined for it, regardless of whether the file or the
4451 replacement list parameter have changed. The only way to load the file
4452 anew is to restart the server.
4453 * `flags` is a flag field with the available flags:
4458 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4459 * This function is analogous to minetest.place_schematic, but places a
4460 schematic onto the specified VoxelManip object `vmanip` instead of the
4462 * Returns false if any part of the schematic was cut-off due to the
4463 VoxelManip not containing the full area required, and true if the whole
4464 schematic was able to fit.
4465 * Returns nil if the schematic could not be loaded.
4466 * After execution, any external copies of the VoxelManip contents are
4468 * `flags` is a flag field with the available flags:
4473 * `minetest.serialize_schematic(schematic, format, options)`
4474 * Return the serialized schematic specified by schematic
4475 (see [Schematic specifier])
4476 * in the `format` of either "mts" or "lua".
4477 * "mts" - a string containing the binary MTS data used in the MTS file
4479 * "lua" - a string containing Lua code representing the schematic in table
4481 * `options` is a table containing the following optional parameters:
4482 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4483 generated will have (X, Z) position comments for every X row
4484 generated in the schematic data for easier reading.
4485 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4486 the Lua code generated will use that number of spaces as indentation
4487 instead of a tab character.
4492 * `minetest.request_http_api()`:
4493 * returns `HTTPApiTable` containing http functions if the calling mod has
4494 been granted access by being listed in the `secure.http_mods` or
4495 `secure.trusted_mods` setting, otherwise returns `nil`.
4496 * The returned table contains the functions `fetch`, `fetch_async` and
4497 `fetch_async_get` described below.
4498 * Only works at init time and must be called from the mod's main scope
4499 (not from a function).
4500 * Function only exists if minetest server was built with cURL support.
4501 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4503 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4504 * Performs given request asynchronously and calls callback upon completion
4505 * callback: `function(HTTPRequestResult res)`
4506 * Use this HTTP function if you are unsure, the others are for advanced use
4507 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4508 * Performs given request asynchronously and returns handle for
4509 `HTTPApiTable.fetch_async_get`
4510 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4511 * Return response data for given asynchronous HTTP request
4516 * `minetest.get_mod_storage()`:
4517 * returns reference to mod private `StorageRef`
4518 * must be called during mod load time
4523 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4524 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4525 * `minetest.player_exists(name)`: boolean, whether player exists
4526 (regardless of online status)
4527 * `minetest.hud_replace_builtin(name, hud_definition)`
4528 * Replaces definition of a builtin hud element
4529 * `name`: `"breath"` or `"health"`
4530 * `hud_definition`: definition to replace builtin definition
4531 * `minetest.send_join_message(player_name)`
4532 * This function can be overridden by mods to change the join message.
4533 * `minetest.send_leave_message(player_name, timed_out)`
4534 * This function can be overridden by mods to change the leave message.
4535 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4536 * `pos`: table {x=number, y=number, z=number},
4537 * Gives a unique hash number for a node position (16+16+16=48bit)
4538 * `minetest.get_position_from_hash(hash)`: returns a position
4539 * Inverse transform of `minetest.hash_node_position`
4540 * `minetest.get_item_group(name, group)`: returns a rating
4541 * Get rating of a group of an item. (`0` means: not in group)
4542 * `minetest.get_node_group(name, group)`: returns a rating
4543 * Deprecated: An alias for the former.
4544 * `minetest.raillike_group(name)`: returns a rating
4545 * Returns rating of the connect_to_raillike group corresponding to name
4546 * If name is not yet the name of a connect_to_raillike group, a new group
4547 id is created, with that name.
4548 * `minetest.get_content_id(name)`: returns an integer
4549 * Gets the internal content ID of `name`
4550 * `minetest.get_name_from_content_id(content_id)`: returns a string
4551 * Gets the name of the content with that content ID
4552 * `minetest.parse_json(string[, nullvalue])`: returns something
4553 * Convert a string containing JSON data into the Lua equivalent
4554 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4555 * On success returns a table, a string, a number, a boolean or `nullvalue`
4556 * On failure outputs an error message and returns `nil`
4557 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4558 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4560 * Convert a Lua table into a JSON string
4561 * styled: Outputs in a human-readable format if this is set, defaults to
4563 * Unserializable things like functions and userdata will cause an error.
4564 * **Warning**: JSON is more strict than the Lua table format.
4565 1. You can only use strings and positive integers of at least one as
4567 2. You can not mix string and integer keys.
4568 This is due to the fact that JSON has two distinct array and object
4570 * Example: `write_json({10, {a = false}})`,
4571 returns `"[10, {\"a\": false}]"`
4572 * `minetest.serialize(table)`: returns a string
4573 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4574 into string form readable by `minetest.deserialize`
4575 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4576 * `minetest.deserialize(string)`: returns a table
4577 * Convert a string returned by `minetest.deserialize` into a table
4578 * `string` is loaded in an empty sandbox environment.
4579 * Will load functions, but they cannot access the global environment.
4580 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4581 returns `{foo='bar'}`
4582 * Example: `deserialize('print("foo")')`, returns `nil`
4583 (function call fails), returns
4584 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4585 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4586 * Compress a string of data.
4587 * `method` is a string identifying the compression method to be used.
4588 * Supported compression methods:
4589 * Deflate (zlib): `"deflate"`
4590 * `...` indicates method-specific arguments. Currently defined arguments
4592 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4593 * `minetest.decompress(compressed_data, method, ...)`: returns data
4594 * Decompress a string of data (using ZLib).
4595 * See documentation on `minetest.compress()` for supported compression
4597 * `...` indicates method-specific arguments. Currently, no methods use this
4598 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4599 * Each argument is a 8 Bit unsigned integer
4600 * Returns the ColorString from rgb or rgba values
4601 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4602 * `minetest.encode_base64(string)`: returns string encoded in base64
4603 * Encodes a string in base64.
4604 * `minetest.decode_base64(string)`: returns string
4605 * Decodes a string encoded in base64.
4606 * `minetest.is_protected(pos, name)`: returns boolean
4607 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4608 other actions, definable by mods, due to some mod-defined ownership-like
4610 * Returns false or nil, if the player is allowed to do such actions.
4611 * `name` will be "" for non-players or unknown players.
4612 * This function should be overridden by protection mods and should be used
4613 to check if a player can interact at a position.
4614 * This function should call the old version of itself if the position is
4615 not protected by the mod.
4618 local old_is_protected = minetest.is_protected
4619 function minetest.is_protected(pos, name)
4620 if mymod:position_protected_from(pos, name) then
4623 return old_is_protected(pos, name)
4625 * `minetest.record_protection_violation(pos, name)`
4626 * This function calls functions registered with
4627 `minetest.register_on_protection_violation`.
4628 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4629 * Returns the position of the first node that `player_name` may not modify
4630 in the specified cuboid between `pos1` and `pos2`.
4631 * Returns `false` if no protections were found.
4632 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4633 The points are spaced evenly throughout the volume and have a spacing
4634 similar to, but no larger than, `interval`.
4635 * All corners and edges of the defined volume are checked.
4636 * `interval` defaults to 4.
4637 * `interval` should be carefully chosen and maximised to avoid an excessive
4638 number of points being checked.
4639 * Like `minetest.is_protected`, this function may be extended or
4640 overwritten by mods to provide a faster implementation to check the
4641 cuboid for intersections.
4642 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4643 orient_flags, prevent_after_place])`
4644 * Attempt to predict the desired orientation of the facedir-capable node
4645 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4646 or hanging from the ceiling).
4647 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4648 stacks are handled normally.
4649 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4650 * `invert_wall`: if `true`, place wall-orientation on the ground and
4651 ground-orientation on the wall.
4652 * `force_wall` : if `true`, always place the node in wall orientation.
4653 * `force_ceiling`: if `true`, always place on the ceiling.
4654 * `force_floor`: if `true`, always place the node on the floor.
4655 * `force_facedir`: if `true`, forcefully reset the facedir to north
4656 when placing on the floor or ceiling.
4657 * The first four options are mutually-exclusive; the last in the list
4658 takes precedence over the first.
4659 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4660 * Returns the new itemstack after placement
4661 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4662 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4663 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4664 parameter and `prevent_after_place` set to `true`.
4666 * `minetest.forceload_block(pos[, transient])`
4667 * forceloads the position `pos`.
4668 * returns `true` if area could be forceloaded
4669 * If `transient` is `false` or absent, the forceload will be persistent
4670 (saved between server runs). If `true`, the forceload will be transient
4671 (not saved between server runs).
4673 * `minetest.forceload_free_block(pos[, transient])`
4674 * stops forceloading the position `pos`
4675 * If `transient` is `false` or absent, frees a persistent forceload.
4676 If `true`, frees a transient forceload.
4678 * `minetest.request_insecure_environment()`: returns an environment containing
4679 insecure functions if the calling mod has been listed as trusted in the
4680 `secure.trusted_mods` setting or security is disabled, otherwise returns
4682 * Only works at init time and must be called from the mod's main scope (not
4684 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4685 IT IN A LOCAL VARIABLE!**
4687 * `minetest.global_exists(name)`
4688 * Checks if a global variable has been set, without triggering a warning.
4693 * `minetest.env`: `EnvRef` of the server environment and world.
4694 * Any function in the minetest namespace can be called using the syntax
4695 `minetest.env:somefunction(somearguments)`
4696 instead of `minetest.somefunction(somearguments)`
4697 * Deprecated, but support is not to be dropped soon
4702 ### Registered definition tables
4704 * `minetest.registered_items`
4705 * Map of registered items, indexed by name
4706 * `minetest.registered_nodes`
4707 * Map of registered node definitions, indexed by name
4708 * `minetest.registered_craftitems`
4709 * Map of registered craft item definitions, indexed by name
4710 * `minetest.registered_tools`
4711 * Map of registered tool definitions, indexed by name
4712 * `minetest.registered_entities`
4713 * Map of registered entity prototypes, indexed by name
4714 * `minetest.object_refs`
4715 * Map of object references, indexed by active object id
4716 * `minetest.luaentities`
4717 * Map of Lua entities, indexed by active object id
4718 * `minetest.registered_abms`
4719 * List of ABM definitions
4720 * `minetest.registered_lbms`
4721 * List of LBM definitions
4722 * `minetest.registered_aliases`
4723 * Map of registered aliases, indexed by name
4724 * `minetest.registered_ores`
4725 * Map of registered ore definitions, indexed by the `name` field.
4726 * If `name` is nil, the key is the ID returned by `minetest.register_ore`.
4727 * `minetest.registered_biomes`
4728 * Map of registered biome definitions, indexed by the `name` field.
4729 * If `name` is nil, the key is the ID returned by `minetest.register_biome`.
4730 * `minetest.registered_decorations`
4731 * Map of registered decoration definitions, indexed by the `name` field.
4732 * If `name` is nil, the key is the ID returned by
4733 `minetest.register_decoration`.
4734 * `minetest.registered_schematics`
4735 * Map of registered schematic definitions, indexed by the `name` field.
4736 * If `name` is nil, the key is the ID returned by
4737 `minetest.register_schematic`.
4738 * `minetest.registered_chatcommands`
4739 * Map of registered chat command definitions, indexed by name
4740 * `minetest.registered_privileges`
4741 * Map of registered privilege definitions, indexed by name
4743 ### Registered callback tables
4745 All callbacks registered with [Global callback registration functions] are added
4746 to corresponding `minetest.registered_*` tables.
4754 Sorted alphabetically.
4759 A fast access data structure to store areas, and find areas near a given
4761 Every area has a `data` string attribute to store additional information.
4762 You can create an empty `AreaStore` by calling `AreaStore()`, or
4763 `AreaStore(type_name)`.
4764 If you chose the parameter-less constructor, a fast implementation will be
4765 automatically chosen for you.
4769 * `get_area(id, include_borders, include_data)`: returns the area with the id
4771 (optional) Boolean values `include_borders` and `include_data` control what's
4773 Returns nil if specified area id does not exist.
4774 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4775 that contain the position `pos`.
4776 (optional) Boolean values `include_borders` and `include_data` control what's
4778 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4779 returns all areas that contain all nodes inside the area specified by `edge1`
4780 and `edge2` (inclusive).
4781 If `accept_overlap` is true, also areas are returned that have nodes in
4782 common with the specified area.
4783 (optional) Boolean values `include_borders` and `include_data` control what's
4785 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4786 Returns the new area's ID, or nil if the insertion failed.
4787 The (inclusive) positions `edge1` and `edge2` describe the area.
4788 `data` is a string stored with the area. If passed, `id` will be used as the
4789 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4790 the `id` parameter you must always use it, or insertions are likely to fail
4792 * `reserve(count)`: reserves resources for at most `count` many contained
4794 Only needed for efficiency, and only some implementations profit.
4795 * `remove_area(id)`: removes the area with the given id from the store, returns
4797 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4798 Calling invalidates the cache, so that its elements have to be newly
4800 * `params` is a table with the following fields:
4802 enabled = boolean, -- Whether to enable, default true
4803 block_radius = int, -- The radius (in nodes) of the areas the cache
4804 -- generates prefiltered lists for, minimum 16,
4806 limit = int, -- The cache size, minimum 20, default 1000
4807 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4809 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4811 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4813 Returns success and, optionally, an error message.
4814 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4820 An `InvRef` is a reference to an inventory.
4824 * `is_empty(listname)`: return `true` if list is empty
4825 * `get_size(listname)`: get size of a list
4826 * `set_size(listname, size)`: set size of a list
4827 * returns `false` on error (e.g. invalid `listname` or `size`)
4828 * `get_width(listname)`: get width of a list
4829 * `set_width(listname, width)`: set width of list; currently used for crafting
4830 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4831 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4832 * `get_list(listname)`: return full list
4833 * `set_list(listname, list)`: set full list (size will not change)
4834 * `get_lists()`: returns list of inventory lists
4835 * `set_lists(lists)`: sets inventory lists (size will not change)
4836 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4838 * `room_for_item(listname, stack):` returns `true` if the stack of items
4839 can be fully added to the list
4840 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4841 the stack of items can be fully taken from the list.
4842 If `match_meta` is false, only the items' names are compared
4844 * `remove_item(listname, stack)`: take as many items as specified from the
4845 list, returns the items that were actually removed (as an `ItemStack`)
4846 -- note that any item metadata is ignored, so attempting to remove a specific
4847 unique item this way will likely remove the wrong one -- to do that use
4848 `set_stack` with an empty `ItemStack`.
4849 * `get_location()`: returns a location compatible to
4850 `minetest.get_inventory(location)`.
4851 * returns `{type="undefined"}` in case location is not known
4856 An `ItemStack` is a stack of items.
4858 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4859 an itemstring, a table or `nil`.
4863 * `is_empty()`: returns `true` if stack is empty.
4864 * `get_name()`: returns item name (e.g. `"default:stone"`).
4865 * `set_name(item_name)`: returns a boolean indicating whether the item was
4867 * `get_count()`: Returns number of items on the stack.
4868 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4869 * `count`: number, unsigned 16 bit integer
4870 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4871 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4872 * `wear`: number, unsigned 16 bit integer
4873 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4874 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4876 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4877 * `clear()`: removes all items from the stack, making it empty.
4878 * `replace(item)`: replace the contents of this stack.
4879 * `item` can also be an itemstring or table.
4880 * `to_string()`: returns the stack in itemstring form.
4881 * `to_table()`: returns the stack in Lua table form.
4882 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4884 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4885 * `is_known()`: returns `true` if the item name refers to a defined item type.
4886 * `get_definition()`: returns the item definition table.
4887 * `get_tool_capabilities()`: returns the digging properties of the item,
4888 or those of the hand if none are defined for this item type
4889 * `add_wear(amount)`
4890 * Increases wear by `amount` if the item is a tool
4891 * `amount`: number, integer
4892 * `add_item(item)`: returns leftover `ItemStack`
4893 * Put some item or stack onto this stack
4894 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4896 * `take_item(n)`: returns taken `ItemStack`
4897 * Take (and remove) up to `n` items from this stack
4898 * `n`: number, default: `1`
4899 * `peek_item(n)`: returns taken `ItemStack`
4900 * Copy (don't remove) up to `n` items from this stack
4901 * `n`: number, default: `1`
4906 ItemStack metadata: reference extra data and functionality stored in a stack.
4907 Can be obtained via `item:get_meta()`.
4911 * All methods in MetaDataRef
4912 * `set_tool_capabilities([tool_capabilities])`
4913 * Overrides the item's tool capabilities
4914 * A nil value will clear the override data and restore the original
4920 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
4924 * `contains(key)`: Returns true if key present, otherwise false.
4925 * Returns `nil` when the MetaData is inexistent.
4926 * `get(key)`: Returns `nil` if key not present, else the stored string.
4927 * `set_string(key, value)`: Value of `""` will delete the key.
4928 * `get_string(key)`: Returns `""` if key not present.
4929 * `set_int(key, value)`
4930 * `get_int(key)`: Returns `0` if key not present.
4931 * `set_float(key, value)`
4932 * `get_float(key)`: Returns `0` if key not present.
4933 * `to_table()`: returns `nil` or a table with keys:
4934 * `fields`: key-value storage
4935 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
4936 * `from_table(nil or {})`
4937 * Any non-table value will clear the metadata
4938 * See [Node Metadata] for an example
4939 * returns `true` on success
4941 * returns `true` if this metadata has the same key-value pairs as `other`
4946 An interface to use mod channels on client and server
4950 * `leave()`: leave the mod channel.
4951 * Server leaves channel `channel_name`.
4952 * No more incoming or outgoing messages can be sent to this channel from
4954 * This invalidate all future object usage.
4955 * Ensure you set mod_channel to nil after that to free Lua resources.
4956 * `is_writeable()`: returns true if channel is writeable and mod can send over
4958 * `send_all(message)`: Send `message` though the mod channel.
4959 * If mod channel is not writeable or invalid, message will be dropped.
4960 * Message size is limited to 65535 characters by protocol.
4965 Node metadata: reference extra data and functionality stored in a node.
4966 Can be obtained via `minetest.get_meta(pos)`.
4970 * All methods in MetaDataRef
4971 * `get_inventory()`: returns `InvRef`
4972 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
4973 This will prevent them from being sent to the client. Note that the "private"
4974 status will only be remembered if an associated key-value pair exists,
4975 meaning it's best to call this when initializing all other meta (e.g.
4981 Node Timers: a high resolution persistent per-node timer.
4982 Can be gotten via `minetest.get_node_timer(pos)`.
4986 * `set(timeout,elapsed)`
4987 * set a timer's state
4988 * `timeout` is in seconds, and supports fractional values (0.1 etc)
4989 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
4990 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
4994 * equivalent to `set(timeout,0)`
4997 * `get_timeout()`: returns current timeout in seconds
4998 * if `timeout` equals `0`, timer is inactive
4999 * `get_elapsed()`: returns current elapsed time in seconds
5000 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5002 * `is_started()`: returns boolean state of timer
5003 * returns `true` if timer is started, otherwise `false`
5008 Moving things in the game are generally these.
5010 This is basically a reference to a C++ `ServerActiveObject`
5014 * `remove()`: remove object (after returning from Lua)
5015 * Note: Doesn't work on players, use `minetest.kick_player` instead
5016 * `get_pos()`: returns `{x=num, y=num, z=num}`
5017 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5018 * `move_to(pos, continuous=false)`: interpolated move
5019 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5020 * `puncher` = another `ObjectRef`,
5021 * `time_from_last_punch` = time since last punch action of the puncher
5022 * `direction`: can be `nil`
5023 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5024 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5025 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5026 * See reason in register_on_player_hpchange
5027 * `get_inventory()`: returns an `InvRef`
5028 * `get_wield_list()`: returns the name of the inventory list the wielded item
5030 * `get_wield_index()`: returns the index of the wielded item
5031 * `get_wielded_item()`: returns an `ItemStack`
5032 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5034 * `set_armor_groups({group1=rating, group2=rating, ...})`
5035 * `get_armor_groups()`: returns a table with the armor group ratings
5036 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5037 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5038 * `frame_speed`: number, default: `15.0`
5039 * `frame_blend`: number, default: `0.0`
5040 * `frame_loop`: boolean, default: `true`
5041 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5043 * `set_animation_frame_speed(frame_speed)`
5044 * `frame_speed`: number, default: `15.0`
5045 * `set_attach(parent, bone, position, rotation)`
5047 * `position`: `{x=num, y=num, z=num}` (relative)
5048 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5049 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5052 * `set_bone_position(bone, position, rotation)`
5054 * `position`: `{x=num, y=num, z=num}` (relative)
5055 * `rotation`: `{x=num, y=num, z=num}`
5056 * `get_bone_position(bone)`: returns position and rotation of the bone
5057 * `set_properties(object property table)`
5058 * `get_properties()`: returns object property table
5059 * `is_player()`: returns true for players, false otherwise
5060 * `get_nametag_attributes()`
5061 * returns a table with the attributes of the nametag of an object
5063 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5066 * `set_nametag_attributes(attributes)`
5067 * sets the attributes of the nametag of an object
5071 text = "My Nametag",
5074 #### LuaEntitySAO-only (no-op for other objects)
5076 * `set_velocity(vel)`
5077 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5078 * `add_velocity(vel)`
5079 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5080 * In comparison to using get_velocity, adding the velocity and then using
5081 set_velocity, add_velocity is supposed to avoid synchronization problems.
5082 * `get_velocity()`: returns the velocity, a vector
5083 * `set_acceleration(acc)`
5085 * `get_acceleration()`: returns the acceleration, a vector
5086 * `set_rotation(rot)`
5087 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5088 and Z is roll (bank).
5089 * `get_rotation()`: returns the rotation, a vector (radians)
5090 * `set_yaw(radians)`: sets the yaw (heading).
5091 * `get_yaw()`: returns number in radians
5092 * `set_texture_mod(mod)`
5093 * `get_texture_mod()` returns current texture modifier
5094 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5095 * Select sprite from spritesheet with optional animation and Dungeon Master
5096 style texture selection based on yaw relative to camera
5097 * `p`: {x=number, y=number}, the coordinate of the first frame
5098 (x: column, y: row), default: `{x=0, y=0}`
5099 * `num_frames`: number, default: `1`
5100 * `framelength`: number, default: `0.2`
5101 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5102 Master mob, default: `false`
5103 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5106 #### Player-only (no-op for other objects)
5108 * `get_player_name()`: returns `""` if is not a player
5109 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5110 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5111 * `get_look_dir()`: get camera direction as a unit vector
5112 * `get_look_vertical()`: pitch in radians
5113 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5115 * `get_look_horizontal()`: yaw in radians
5116 * Angle is counter-clockwise from the +z direction.
5117 * `set_look_vertical(radians)`: sets look pitch
5118 * radians: Angle from looking forward, where positive is downwards.
5119 * `set_look_horizontal(radians)`: sets look yaw
5120 * radians: Angle from the +z direction, where positive is counter-clockwise.
5121 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5122 `get_look_vertical`.
5123 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5125 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5126 `get_look_horizontal`.
5127 * Angle is counter-clockwise from the +x direction.
5128 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5129 `set_look_vertical`.
5130 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5131 `set_look_horizontal`.
5132 * `get_breath()`: returns players breath
5133 * `set_breath(value)`: sets players breath
5135 * `0`: player is drowning
5136 * max: bubbles bar is not shown
5137 * See [Object properties] for more information
5138 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5139 * Sets an extra attribute with value on player.
5140 * `value` must be a string, or a number which will be converted to a
5142 * If `value` is `nil`, remove attribute from player.
5143 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5144 * Returns value (a string) for extra attribute.
5145 * Returns `nil` if no attribute found.
5146 * `get_meta()`: Returns a PlayerMetaRef.
5147 * `set_inventory_formspec(formspec)`
5148 * Redefine player's inventory form
5149 * Should usually be called in `on_joinplayer`
5150 * `get_inventory_formspec()`: returns a formspec string
5151 * `set_formspec_prepend(formspec)`:
5152 * the formspec string will be added to every formspec shown to the user,
5153 except for those with a no_prepend[] tag.
5154 * This should be used to set style elements such as background[] and
5155 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5156 * Only affects formspecs shown after this is called.
5157 * `get_formspec_prepend(formspec)`: returns a formspec string.
5158 * `get_player_control()`: returns table with player pressed keys
5159 * The table consists of fields with boolean value representing the pressed
5160 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5161 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5162 sneak=true, aux1=false, down=false, up=false}`
5163 * `get_player_control_bits()`: returns integer with bit packed player pressed
5165 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5167 * `set_physics_override(override_table)`
5168 * `override_table` is a table with the following fields:
5169 * `speed`: multiplier to default walking speed value (default: `1`)
5170 * `jump`: multiplier to default jump value (default: `1`)
5171 * `gravity`: multiplier to default gravity value (default: `1`)
5172 * `sneak`: whether player can sneak (default: `true`)
5173 * `sneak_glitch`: whether player can use the new move code replications
5174 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5176 * `new_move`: use new move/sneak code. When `false` the exact old code
5177 is used for the specific old sneak behaviour (default: `true`)
5178 * `get_physics_override()`: returns the table given to `set_physics_override`
5179 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5181 * `hud_remove(id)`: remove the HUD element of the specified id
5182 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5184 * element `stat` values:
5185 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5186 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5187 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5188 * `flags`: A table with the following fields set to boolean values
5196 * If a flag equals `nil`, the flag is not modified
5197 * `minimap`: Modifies the client's permission to view the minimap.
5198 The client may locally elect to not view the minimap.
5199 * `minimap_radar` is only usable when `minimap` is true
5200 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5201 * See `hud_set_flags` for a list of flags that can be toggled.
5202 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5203 * `count`: number of items, must be between `1` and `32`
5204 * `hud_get_hotbar_itemcount`: returns number of visible items
5205 * `hud_set_hotbar_image(texturename)`
5206 * sets background image for hotbar
5207 * `hud_get_hotbar_image`: returns texturename
5208 * `hud_set_hotbar_selected_image(texturename)`
5209 * sets image for selected item of hotbar
5210 * `hud_get_hotbar_selected_image`: returns texturename
5211 * `set_sky(bgcolor, type, {texture names}, clouds)`
5212 * `bgcolor`: ColorSpec, defaults to white
5213 * `type`: Available types:
5214 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5215 * `"skybox"`: Uses 6 textures, `bgcolor` used
5216 * `"plain"`: Uses 0 textures, `bgcolor` used
5217 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5218 `"plain"` custom skyboxes (default: `true`)
5219 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5220 * `set_clouds(parameters)`: set cloud parameters
5221 * `parameters` is a table with the following optional fields:
5222 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5223 * `color`: basic cloud color with alpha channel, ColorSpec
5224 (default `#fff0f0e5`).
5225 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5226 ColorSpec (alpha ignored, default `#000000`)
5227 * `height`: cloud height, i.e. y of cloud base (default per conf,
5229 * `thickness`: cloud thickness in nodes (default `16`)
5230 * `speed`: 2D cloud speed + direction in nodes per second
5231 (default `{x=0, z=-2}`).
5232 * `get_clouds()`: returns a table with the current cloud parameters as in
5234 * `override_day_night_ratio(ratio or nil)`
5235 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5237 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5238 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5239 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5240 set animation for player model in third person view
5242 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5243 {x=168, y=187}, -- walk animation key frames
5244 {x=189, y=198}, -- dig animation key frames
5245 {x=200, y=219}, -- walk+dig animation key frames
5246 frame_speed=30) -- animation frame speed
5247 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5249 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5251 * in first person view
5252 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5253 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5258 A 32-bit pseudorandom number generator.
5259 Uses PCG32, an algorithm of the permuted congruential generator family,
5260 offering very strong randomness.
5262 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5266 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5267 * `next(min, max)`: return next integer random number [`min`...`max`]
5268 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5269 random number [`min`...`max`].
5270 * This is only a rough approximation of a normal distribution with:
5271 * `mean = (max - min) / 2`, and
5272 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5273 * Increasing `num_trials` improves accuracy of the approximation
5278 A perlin noise generator.
5279 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5280 or `PerlinNoise(noiseparams)`.
5281 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5282 or `minetest.get_perlin(noiseparams)`.
5286 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5287 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5292 A fast, bulk perlin noise generator.
5294 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5295 `minetest.get_perlin_map(noiseparams, size)`.
5297 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5298 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5301 For each of the functions with an optional `buffer` parameter: If `buffer` is
5302 not nil, this table will be used to store the result instead of creating a new
5307 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5308 with values starting at `pos={x=,y=}`
5309 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5310 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5311 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5312 array of 2D noise with values starting at `pos={x=,y=}`
5313 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5314 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5315 is stored internally.
5316 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5317 is stored internally.
5318 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5319 returns a slice of the most recently computed noise results. The result slice
5320 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5321 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5323 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5324 It is important to note that `slice_offset` offset coordinates begin at 1,
5325 and are relative to the starting position of the most recently calculated
5327 To grab a single vertical column of noise starting at map coordinates
5328 x = 1023, y=1000, z = 1000:
5329 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5330 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5336 Uses the same method of storage as the deprecated player attribute API, so
5337 data there will also be in player meta.
5338 Can be obtained using `player:get_meta()`.
5342 * All methods in MetaDataRef
5347 A 16-bit pseudorandom number generator.
5348 Uses a well-known LCG algorithm introduced by K&R.
5350 It can be created via `PseudoRandom(seed)`.
5354 * `next()`: return next integer random number [`0`...`32767`]
5355 * `next(min, max)`: return next integer random number [`min`...`max`]
5356 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5357 due to the simple implementation making bad distribution otherwise.
5362 A raycast on the map. It works with selection boxes.
5363 Can be used as an iterator in a for loop as:
5365 local ray = Raycast(...)
5366 for pointed_thing in ray do
5370 The map is loaded as the ray advances. If the map is modified after the
5371 `Raycast` is created, the changes may or may not have an effect on the object.
5373 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5374 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5376 * `pos1`: start of the ray
5377 * `pos2`: end of the ray
5378 * `objects`: if false, only nodes will be returned. Default is true.
5379 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5383 * `next()`: returns a `pointed_thing` with exact pointing location
5384 * Returns the next thing pointed by the ray or nil.
5389 Interface for the operating system's crypto-secure PRNG.
5391 It can be created via `SecureRandom()`. The constructor returns nil if a
5392 secure random device cannot be found on the system.
5396 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5397 random bytes, as a string.
5402 An interface to read config files in the format of `minetest.conf`.
5404 It can be created via `Settings(filename)`.
5408 * `get(key)`: returns a value
5409 * `get_bool(key, [default])`: returns a boolean
5410 * `default` is the value returned if `key` is not found.
5411 * Returns `nil` if `key` is not found and `default` not specified.
5412 * `get_np_group(key)`: returns a NoiseParams table
5414 * Setting names can't contain whitespace or any of `="{}#`.
5415 * Setting values can't contain the sequence `\n"""`.
5416 * Setting names starting with "secure." can't be set on the main settings
5417 object (`minetest.settings`).
5418 * `set_bool(key, value)`
5419 * See documentation for set() above.
5420 * `set_np_group(key, value)`
5421 * `value` is a NoiseParams table.
5422 * Also, see documentation for set() above.
5423 * `remove(key)`: returns a boolean (`true` for success)
5424 * `get_names()`: returns `{key1,...}`
5425 * `write()`: returns a boolean (`true` for success)
5426 * Writes changes to file.
5427 * `to_table()`: returns `{[key1]=value1,...}`
5432 Mod metadata: per mod metadata, saved automatically.
5433 Can be obtained via `minetest.get_mod_storage()` during load time.
5437 * All methods in MetaDataRef
5448 Used by `ObjectRef` methods. Part of an Entity definition.
5452 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5455 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5458 -- For players only. Zoom FOV in degrees.
5459 -- Note that zoom loads and/or generates world beyond the server's
5460 -- maximum send and generate distances, so acts like a telescope.
5461 -- Smaller zoom_fov values increase the distance loaded/generated.
5462 -- Defaults to 15 in creative mode, 0 in survival mode.
5463 -- zoom_fov = 0 disables zooming for the player.
5466 -- For players only. Camera height above feet position in nodes.
5467 -- Defaults to 1.625.
5471 collide_with_objects = true,
5472 -- Collide with other objects if physical = true
5476 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5477 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5478 -- Selection box uses collision box dimensions when not set.
5479 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5483 -- Overrides selection box when false
5485 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5486 -- "cube" is a node-sized cube.
5487 -- "sprite" is a flat texture always facing the player.
5488 -- "upright_sprite" is a vertical flat texture.
5489 -- "mesh" uses the defined mesh model.
5490 -- "wielditem" is used for dropped items.
5491 -- (see builtin/game/item_entity.lua).
5492 -- For this use 'textures = {itemname}'.
5493 -- If the item has a 'wield_image' the object will be an extrusion of
5495 -- If 'itemname' is a cubic node or nodebox the object will appear
5496 -- identical to 'itemname'.
5497 -- If 'itemname' is a plantlike node the object will be an extrusion
5499 -- Otherwise for non-node items, the object will be an extrusion of
5500 -- 'inventory_image'.
5501 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5503 visual_size = {x = 1, y = 1, z = 1},
5504 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5505 -- to scale the entity along both horizontal axes.
5510 -- Number of required textures depends on visual.
5511 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5512 -- "sprite" uses 1 texture.
5513 -- "upright_sprite" uses 2 textures: {front, back}.
5514 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5517 -- Number of required colors depends on visual
5519 use_texture_alpha = false,
5520 -- Use texture's alpha channel.
5521 -- Excludes "upright_sprite" and "wielditem".
5522 -- Note: currently causes visual issues when viewed through other
5523 -- semi-transparent materials such as water.
5525 spritediv = {x = 1, y = 1},
5526 -- Used with spritesheet textures for animation and/or frame selection
5527 -- according to position relative to player.
5528 -- Defines the number of columns and rows in the spritesheet:
5531 initial_sprite_basepos = {x = 0, y = 0},
5532 -- Used with spritesheet textures.
5533 -- Defines the {column, row} position of the initially used frame in the
5538 makes_footstep_sound = false,
5540 automatic_rotate = 0,
5541 -- Set constant rotation in radians per second, positive or negative.
5542 -- Set to 0 to disable constant rotation.
5546 automatic_face_movement_dir = 0.0,
5547 -- Automatically set yaw to movement direction, offset in degrees.
5548 -- 'false' to disable.
5550 automatic_face_movement_max_rotation_per_sec = -1,
5551 -- Limit automatic rotation to this value in degrees per second.
5552 -- No limit if value < 0.
5554 backface_culling = true,
5555 -- Set to false to disable backface_culling for model
5558 -- Add this much extra lighting when calculating texture color.
5559 -- Value < 0 disables light's effect on texture color.
5560 -- For faking self-lighting, UI style entities, or programmatic coloring
5564 -- By default empty, for players their name is shown if empty
5566 nametag_color = <ColorSpec>,
5567 -- Sets color of nametag
5570 -- By default empty, text to be shown when pointed at object
5573 -- If false, never save this object statically. It will simply be
5574 -- deleted when the block gets unloaded.
5575 -- The get_staticdata() callback is never called then.
5576 -- Defaults to 'true'.
5582 Used by `minetest.register_entity`.
5585 initial_properties = {
5587 mesh = "boats_boat.obj",
5590 -- A table of object properties, see the `Object properties` section.
5591 -- Object properties being read directly from the entity definition
5592 -- table is deprecated. Define object properties in this
5593 -- `initial_properties` table instead.
5595 on_activate = function(self, staticdata, dtime_s),
5597 on_step = function(self, dtime),
5599 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5601 on_rightclick = function(self, clicker),
5603 get_staticdata = function(self),
5604 -- Called sometimes; the string returned is passed to on_activate when
5605 -- the entity is re-activated from static state
5607 _custom_field = whatever,
5608 -- You can define arbitrary member variables here (see Item definition
5609 -- for more info) by using a '_' prefix
5612 ABM (ActiveBlockModifier) definition
5613 ------------------------------------
5615 Used by `minetest.register_abm`.
5618 label = "Lava cooling",
5619 -- Descriptive label for profiling purposes (optional).
5620 -- Definitions with identical labels will be listed as one.
5622 nodenames = {"default:lava_source"},
5623 -- Apply `action` function to these nodes.
5624 -- `group:groupname` can also be used here.
5626 neighbors = {"default:water_source", "default:water_flowing"},
5627 -- Only apply `action` to nodes that have one of, or any
5628 -- combination of, these neighbors.
5629 -- If left out or empty, any neighbor will do.
5630 -- `group:groupname` can also be used here.
5633 -- Operation interval in seconds
5636 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5640 -- If true, catch-up behaviour is enabled: The `chance` value is
5641 -- temporarily reduced when returning to an area to simulate time lost
5642 -- by the area being unattended. Note that the `chance` value can often
5645 action = function(pos, node, active_object_count, active_object_count_wider),
5646 -- Function triggered for each qualifying node.
5647 -- `active_object_count` is number of active objects in the node's
5649 -- `active_object_count_wider` is number of active objects in the node's
5650 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5651 -- mapblocks are unloaded an estmate is calculated for them based on
5652 -- loaded mapblocks.
5655 LBM (LoadingBlockModifier) definition
5656 -------------------------------------
5658 Used by `minetest.register_lbm`.
5661 label = "Upgrade legacy doors",
5662 -- Descriptive label for profiling purposes (optional).
5663 -- Definitions with identical labels will be listed as one.
5665 name = "modname:replace_legacy_door",
5667 nodenames = {"default:lava_source"},
5668 -- List of node names to trigger the LBM on.
5669 -- Also non-registered nodes will work.
5670 -- Groups (as of group:groupname) will work as well.
5672 run_at_every_load = false,
5673 -- Whether to run the LBM's action every time a block gets loaded,
5674 -- and not just for blocks that were saved last time before LBMs were
5675 -- introduced to the world.
5677 action = function(pos, node),
5684 * `{name="image.png", animation={Tile Animation definition}}`
5685 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5686 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5687 * backface culling enabled by default for most nodes
5688 * tileable flags are info for shaders, how they should treat texture
5689 when displacement mapping is used.
5690 Directions are from the point of view of the tile texture,
5691 not the node it's on.
5692 * align style determines whether the texture will be rotated with the node
5693 or kept aligned with its surroundings. "user" means that client
5694 setting will be used, similar to `glasslike_framed_optional`.
5695 Note: supported by solid nodes and nodeboxes only.
5696 * scale is used to make texture span several (exactly `scale`) nodes,
5697 instead of just one, in each direction. Works for world-aligned
5699 Note that as the effect is applied on per-mapblock basis, `16` should
5700 be equally divisible by `scale` or you may get wrong results.
5701 * `{name="image.png", color=ColorSpec}`
5702 * the texture's color will be multiplied with this color.
5703 * the tile's color overrides the owning node's color in all cases.
5704 * deprecated, yet still supported field names:
5707 Tile animation definition
5708 -------------------------
5711 type = "vertical_frames",
5714 -- Width of a frame in pixels
5717 -- Height of a frame in pixels
5727 -- Width in number of frames
5730 -- Height in number of frames
5733 -- Length of a single frame
5739 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5740 `minetest.register_tool`.
5743 description = "Steel Axe",
5746 -- key = name, value = rating; rating = 1..3.
5747 -- If rating not applicable, use 1.
5748 -- e.g. {wool = 1, fluffy = 3}
5749 -- {soil = 2, outerspace = 1, crumbly = 1}
5750 -- {bendy = 2, snappy = 1},
5751 -- {hard = 1, metal = 1, spikes = 1}
5753 inventory_image = "default_tool_steelaxe.png",
5755 inventory_overlay = "overlay.png",
5756 -- An overlay which does not get colorized
5763 -- An image file containing the palette of a node.
5764 -- You can set the currently used color as the "palette_index" field of
5765 -- the item stack metadata.
5766 -- The palette is always stretched to fit indices between 0 and 255, to
5767 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5769 color = "0xFFFFFFFF",
5770 -- The color of the item. The palette overrides this.
5772 wield_scale = {x = 1, y = 1, z = 1},
5778 liquids_pointable = false,
5780 -- See "Tools" section
5781 tool_capabilities = {
5782 full_punch_interval = 1.0,
5786 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5787 uses = 20, maxlevel = 2},
5789 damage_groups = {groupname = damage},
5792 node_placement_prediction = nil,
5793 -- If nil and item is node, prediction is made automatically.
5794 -- If nil and item is not a node, no prediction is made.
5795 -- If "" and item is anything, no prediction is made.
5796 -- Otherwise should be name of node which the client immediately places
5797 -- on ground when the player places the item. Server will always update
5798 -- actual result to client in a short moment.
5800 node_dig_prediction = "air",
5801 -- if "", no prediction is made.
5802 -- if "air", node is removed.
5803 -- Otherwise should be name of node which the client immediately places
5804 -- upon digging. Server will always update actual result shortly.
5807 breaks = "default_tool_break", -- tools only
5808 place = <SimpleSoundSpec>,
5809 eat = <SimpleSoundSpec>,
5812 on_place = function(itemstack, placer, pointed_thing),
5813 -- Shall place item and return the leftover itemstack.
5814 -- The placer may be any ObjectRef or nil.
5815 -- default: minetest.item_place
5817 on_secondary_use = function(itemstack, user, pointed_thing),
5818 -- Same as on_place but called when pointing at nothing.
5819 -- The user may be any ObjectRef or nil.
5820 -- pointed_thing: always { type = "nothing" }
5822 on_drop = function(itemstack, dropper, pos),
5823 -- Shall drop item and return the leftover itemstack.
5824 -- The dropper may be any ObjectRef or nil.
5825 -- default: minetest.item_drop
5827 on_use = function(itemstack, user, pointed_thing),
5829 -- Function must return either nil if no item shall be removed from
5830 -- inventory, or an itemstack to replace the original itemstack.
5831 -- e.g. itemstack:take_item(); return itemstack
5832 -- Otherwise, the function is free to do what it wants.
5833 -- The user may be any ObjectRef or nil.
5834 -- The default functions handle regular use cases.
5836 after_use = function(itemstack, user, node, digparams),
5838 -- If defined, should return an itemstack and will be called instead of
5839 -- wearing out the tool. If returns nil, does nothing.
5840 -- If after_use doesn't exist, it is the same as:
5841 -- function(itemstack, user, node, digparams)
5842 -- itemstack:add_wear(digparams.wear)
5845 -- The user may be any ObjectRef or nil.
5847 _custom_field = whatever,
5848 -- Add your own custom fields. By convention, all custom field names
5849 -- should start with `_` to avoid naming collisions with future engine
5856 Used by `minetest.register_node`.
5859 -- <all fields allowed in item definitions>,
5861 drawtype = "normal", -- See "Node drawtypes"
5864 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5865 -- "firelike", "mesh".
5866 -- For plantlike and firelike, the image will start at the bottom of the
5867 -- node, for the other drawtypes the image will be centered on the node.
5868 -- Note that positioning for "torchlike" may still change.
5870 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5871 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5872 -- Old field name was 'tile_images'.
5873 -- List can be shortened to needed length.
5875 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5876 -- Same as `tiles`, but these textures are drawn on top of the base
5877 -- tiles. You can use this to colorize only specific parts of your
5878 -- texture. If the texture name is an empty string, that overlay is not
5879 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5880 -- overlays on very common nodes.
5882 special_tiles = {tile definition 1, Tile definition 2},
5883 -- Special textures of node; used rarely.
5884 -- Old field name was 'special_materials'.
5885 -- List can be shortened to needed length.
5888 -- The node's original color will be multiplied with this color.
5889 -- If the node has a palette, then this setting only has an effect in
5890 -- the inventory and on the wield item.
5892 use_texture_alpha = false,
5893 -- Use texture's alpha channel
5895 palette = "palette.png",
5896 -- The node's `param2` is used to select a pixel from the image.
5897 -- Pixels are arranged from left to right and from top to bottom.
5898 -- The node's color will be multiplied with the selected pixel's color.
5899 -- Tiles can override this behavior.
5900 -- Only when `paramtype2` supports palettes.
5902 post_effect_color = "green#0F",
5903 -- Screen tint if player is inside node, see "ColorSpec"
5905 paramtype = "none", -- See "Nodes"
5907 paramtype2 = "none", -- See "Nodes"
5909 place_param2 = nil, -- Force value for param2 when player places node
5911 is_ground_content = true,
5912 -- If false, the cave generator will not carve through this node
5914 sunlight_propagates = false,
5915 -- If true, sunlight will go infinitely through this node
5917 walkable = true, -- If true, objects collide with node
5919 pointable = true, -- If true, can be pointed at
5921 diggable = true, -- If false, can never be dug
5923 climbable = false, -- If true, can be climbed on (ladder)
5925 buildable_to = false, -- If true, placed nodes can replace this node
5928 -- If true, liquids flow into and replace this node.
5929 -- Warning: making a liquid node 'floodable' will cause problems.
5931 liquidtype = "none", -- "none" / "source" / "flowing"
5933 liquid_alternative_flowing = "", -- Flowing version of source liquid
5935 liquid_alternative_source = "", -- Source version of flowing liquid
5937 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5939 liquid_renewable = true,
5940 -- If true, a new liquid source can be created by placing two or more
5944 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
5945 -- Allows defining the nodebox height without using param2.
5946 -- The nodebox height is 'leveled' / 64 nodes.
5947 -- The maximum value of 'leveled' is 127.
5949 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
5952 -- Player will take this amount of damage if no bubbles are left
5955 -- Amount of light emitted by node.
5956 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
5957 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5960 damage_per_second = 0,
5961 -- If player is inside node, this damage is caused
5963 node_box = {type="regular"}, -- See "Node boxes"
5965 connects_to = nodenames,
5966 -- Used for nodebox nodes with the type == "connected".
5967 -- Specifies to what neighboring nodes connections will be drawn.
5968 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
5970 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5971 -- Tells connected nodebox nodes to connect only to these sides of this
5979 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5982 -- Custom selection box definition. Multiple boxes can be defined.
5983 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
5984 -- definition is used for the selection box.
5989 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5992 -- Custom collision box definition. Multiple boxes can be defined.
5993 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
5994 -- definition is used for the collision box.
5995 -- Both of the boxes above are defined as:
5996 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
5998 -- Support maps made in and before January 2012
5999 legacy_facedir_simple = false,
6000 legacy_wallmounted = false,
6003 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
6004 -- 1 - wave node like plants (top of node moves, bottom is fixed)
6005 -- 2 - wave node like leaves (whole node moves side-to-side)
6006 -- caveats: not all models will properly wave.
6007 -- plantlike drawtype nodes can only wave like plants.
6008 -- allfaces_optional drawtype nodes can only wave like leaves.
6011 footstep = <SimpleSoundSpec>,
6012 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6013 dug = <SimpleSoundSpec>,
6014 place = <SimpleSoundSpec>,
6015 place_failed = <SimpleSoundSpec>,
6019 -- Name of dropped node when dug. Default is the node itself.
6022 -- Maximum number of items to drop
6024 -- Choose max_items randomly from this list
6027 items = {"foo:bar", "baz:frob"}, -- Items to drop
6028 rarity = 1, -- Probability of dropping is 1 / rarity
6029 inherit_color = true, -- Inherit palette color from the node
6034 on_construct = function(pos),
6035 -- Node constructor; called after adding node.
6036 -- Can set up metadata and stuff like that.
6037 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6040 on_destruct = function(pos),
6041 -- Node destructor; called before removing node.
6042 -- Not called for bulk node placement.
6045 after_destruct = function(pos, oldnode),
6046 -- Node destructor; called after removing node.
6047 -- Not called for bulk node placement.
6050 on_flood = function(pos, oldnode, newnode),
6051 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6052 -- `floodable = true` in the nodedef. Not called for bulk node placement
6053 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6054 -- node is not flooded, but on_flood callback will most likely be called
6055 -- over and over again every liquid update interval.
6057 -- Warning: making a liquid node 'floodable' will cause problems.
6059 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6060 -- Called when oldnode is about be converted to an item, but before the
6061 -- node is deleted from the world or the drops are added. This is
6062 -- generally the result of either the node being dug or an attached node
6063 -- becoming detached.
6064 -- drops is a table of ItemStacks, so any metadata to be preserved can
6065 -- be added directly to one or more of the dropped items. See
6066 -- "ItemStackMetaRef".
6069 after_place_node = function(pos, placer, itemstack, pointed_thing),
6070 -- Called after constructing node when node was placed using
6071 -- minetest.item_place_node / minetest.place_node.
6072 -- If return true no item is taken from itemstack.
6073 -- `placer` may be any valid ObjectRef or nil.
6076 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6077 -- oldmetadata is in table format.
6078 -- Called after destructing node when node was dug using
6079 -- minetest.node_dig / minetest.dig_node.
6082 can_dig = function(pos, [player]),
6084 on_punch = function(pos, node, puncher, pointed_thing),
6085 -- Returns true if node can be dug, or false if not.
6087 -- default: minetest.node_punch
6088 -- By default calls minetest.register_on_punchnode callbacks.
6090 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6092 -- itemstack will hold clicker's wielded item.
6093 -- Shall return the leftover itemstack.
6094 -- Note: pointed_thing can be nil, if a mod calls this function.
6095 -- This function does not get triggered by clients <=0.4.16 if the
6096 -- "formspec" node metadata field is set.
6098 on_dig = function(pos, node, digger),
6099 -- default: minetest.node_dig
6100 -- By default checks privileges, wears out tool and removes node.
6102 on_timer = function(pos, elapsed),
6104 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6105 -- elapsed is the total time passed since the timer was started.
6106 -- return true to run the timer for another cycle with the same timeout
6109 on_receive_fields = function(pos, formname, fields, sender),
6110 -- fields = {name1 = value1, name2 = value2, ...}
6111 -- Called when an UI form (e.g. sign text input) returns data.
6114 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6115 -- Called when a player wants to move items inside the inventory.
6116 -- Return value: number of items allowed to move.
6118 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6119 -- Called when a player wants to put something into the inventory.
6120 -- Return value: number of items allowed to put.
6121 -- Return value -1: Allow and don't modify item count in inventory.
6123 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6124 -- Called when a player wants to take something out of the inventory.
6125 -- Return value: number of items allowed to take.
6126 -- Return value -1: Allow and don't modify item count in inventory.
6128 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6129 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6130 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6131 -- Called after the actual action has happened, according to what was
6135 on_blast = function(pos, intensity),
6136 -- intensity: 1.0 = mid range of regular TNT.
6137 -- If defined, called when an explosion touches the node, instead of
6138 -- removing the node.
6144 Used by `minetest.register_craft`.
6149 output = 'default:pick_stone',
6151 {'default:cobble', 'default:cobble', 'default:cobble'},
6152 {'', 'default:stick', ''},
6153 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6155 replacements = <list of item pairs>,
6156 -- replacements: replace one input item with another item on crafting
6164 output = 'mushrooms:mushroom_stew',
6167 "mushrooms:mushroom_brown",
6168 "mushrooms:mushroom_red",
6170 replacements = <list of item pairs>,
6176 type = "toolrepair",
6177 additional_wear = -0.02,
6180 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6186 output = "default:glass",
6187 recipe = "default:sand",
6195 recipe = "bucket:bucket_lava",
6197 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6203 Used by `minetest.register_ore`.
6205 See [Ores] section above for essential information.
6208 ore_type = "scatter",
6210 ore = "default:stone_with_coal",
6213 -- Facedir rotation. Default is 0 (unchanged rotation)
6215 wherein = "default:stone",
6216 -- A list of nodenames is supported too
6218 clust_scarcity = 8 * 8 * 8,
6219 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6220 -- If the desired average distance between ores is 'd', set this to
6224 -- Number of ores in a cluster
6227 -- Size of the bounding box of the cluster.
6228 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6229 -- nodes are coal ore.
6233 -- Lower and upper limits for ore
6236 -- Attributes for the ore generation, see 'Ore attributes' section above
6238 noise_threshold = 0.5,
6239 -- If noise is above this threshold, ore is placed. Not needed for a
6240 -- uniform distribution.
6245 spread = {x = 100, y = 100, z = 100},
6250 -- NoiseParams structure describing one of the perlin noises used for
6251 -- ore distribution.
6252 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6253 -- Omit from "scatter" ore for a uniform ore distribution.
6254 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6257 biomes = {"desert", "rainforest"},
6258 -- List of biomes in which this ore occurs.
6259 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6260 -- being used does not support biomes.
6261 -- Can be a list of (or a single) biome names, IDs, or definitions.
6263 -- Type-specific parameters
6266 column_height_min = 1,
6267 column_height_max = 16,
6268 column_midpoint_factor = 0.5,
6274 spread = {x = 100, y = 100, z = 100},
6282 spread = {x = 100, y = 100, z = 100},
6289 random_factor = 1.0,
6292 np_stratum_thickness = {
6295 spread = {x = 100, y = 100, z = 100},
6300 stratum_thickness = 8,
6306 Used by `minetest.register_biome`.
6311 node_dust = "default:snow",
6312 -- Node dropped onto upper surface after all else is generated
6314 node_top = "default:dirt_with_snow",
6316 -- Node forming surface layer of biome and thickness of this layer
6318 node_filler = "default:permafrost",
6320 -- Node forming lower layer of biome and thickness of this layer
6322 node_stone = "default:bluestone",
6323 -- Node that replaces all stone nodes between roughly y_min and y_max.
6325 node_water_top = "default:ice",
6326 depth_water_top = 10,
6327 -- Node forming a surface layer in seawater with the defined thickness
6330 -- Node that replaces all seawater nodes not in the surface layer
6332 node_river_water = "default:ice",
6333 -- Node that replaces river water in mapgens that use
6334 -- default:river_water
6336 node_riverbed = "default:gravel",
6338 -- Node placed under river water and thickness of this layer
6340 node_cave_liquid = "default:water_source",
6341 -- Nodes placed as a blob of liquid in 50% of large caves.
6342 -- If absent, cave liquids fall back to classic behaviour of lava or
6343 -- water distributed according to a hardcoded 3D noise.
6345 node_dungeon = "default:cobble",
6346 -- Node used for primary dungeon structure.
6347 -- If absent, dungeon materials fall back to classic behaviour.
6348 -- If present, the following two nodes are also used.
6350 node_dungeon_alt = "default:mossycobble",
6351 -- Node used for randomly-distributed alternative structure nodes.
6352 -- If alternative structure nodes are not wanted leave this absent for
6353 -- performance reasons.
6355 node_dungeon_stair = "stairs:stair_cobble",
6356 -- Node used for dungeon stairs.
6357 -- If absent, stairs fall back to 'node_dungeon'.
6361 -- Upper and lower limits for biome.
6362 -- Alternatively you can use xyz limits as shown below.
6364 max_pos = {x = 31000, y = 128, z = 31000},
6365 min_pos = {x = -31000, y = 9, z = -31000},
6366 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6367 -- Biome is limited to a cuboid defined by these positions.
6368 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6369 -- 31000 in 'max_pos'.
6372 -- Vertical distance in nodes above 'y_max' over which the biome will
6373 -- blend with the biome above.
6374 -- Set to 0 for no vertical blend. Defaults to 0.
6377 humidity_point = 50,
6378 -- Characteristic temperature and humidity for the biome.
6379 -- These values create 'biome points' on a voronoi diagram with heat and
6380 -- humidity as axes. The resulting voronoi cells determine the
6381 -- distribution of the biomes.
6382 -- Heat and humidity have average values of 50, vary mostly between
6383 -- 0 and 100 but can exceed these values.
6386 Decoration definition
6387 ---------------------
6389 See [Decoration types]. Used by `minetest.register_decoration`.
6392 deco_type = "simple",
6394 place_on = "default:dirt_with_grass",
6395 -- Node (or list of nodes) that the decoration can be placed on
6398 -- Size of the square divisions of the mapchunk being generated.
6399 -- Determines the resolution of noise variation if used.
6400 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6401 -- equal to the chunk size.
6404 -- The value determines 'decorations per surface node'.
6405 -- Used only if noise_params is not specified.
6406 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6407 -- a different and much faster method.
6412 spread = {x = 100, y = 100, z = 100},
6419 -- NoiseParams structure describing the perlin noise used for decoration
6421 -- A noise value is calculated for each square division and determines
6422 -- 'decorations per surface node' within each division.
6423 -- If the noise value >= 10.0 complete coverage is enabled and
6424 -- decoration placement uses a different and much faster method.
6426 biomes = {"Oceanside", "Hills", "Plains"},
6427 -- List of biomes in which this decoration occurs. Occurs in all biomes
6428 -- if this is omitted, and ignored if the Mapgen being used does not
6430 -- Can be a list of (or a single) biome names, IDs, or definitions.
6434 -- Lower and upper limits for decoration.
6435 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6437 spawn_by = "default:water",
6438 -- Node (or list of nodes) that the decoration only spawns next to.
6439 -- Checks two horizontal planes of 8 neighbouring nodes (including
6440 -- diagonal neighbours), one plane level with the 'place_on' node and a
6441 -- plane one node above that.
6444 -- Number of spawn_by nodes that must be surrounding the decoration
6445 -- position to occur.
6446 -- If absent or -1, decorations occur next to any nodes.
6448 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6449 -- Flags for all decoration types.
6450 -- "liquid_surface": Instead of placement on the highest solid surface
6451 -- in a mapchunk column, placement is on the highest liquid surface.
6452 -- Placement is disabled if solid nodes are found above the liquid
6454 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6455 -- by the decoration.
6456 -- "all_floors", "all_ceilings": Instead of placement on the highest
6457 -- surface in a mapchunk the decoration is placed on all floor and/or
6458 -- ceiling surfaces, for example in caves and dungeons.
6459 -- Ceiling decorations act as an inversion of floor decorations so the
6460 -- effect of 'place_offset_y' is inverted.
6461 -- Y-slice probabilities do not function correctly for ceiling
6462 -- schematic decorations as the behaviour is unchanged.
6463 -- If a single decoration registration has both flags the floor and
6464 -- ceiling decorations will be aligned vertically.
6466 ----- Simple-type parameters
6468 decoration = "default:grass",
6469 -- The node name used as the decoration.
6470 -- If instead a list of strings, a randomly selected node from the list
6471 -- is placed as the decoration.
6474 -- Decoration height in nodes.
6475 -- If height_max is not 0, this is the lower limit of a randomly
6479 -- Upper limit of the randomly selected height.
6480 -- If absent, the parameter 'height' is used as a constant.
6483 -- Param2 value of decoration nodes.
6484 -- If param2_max is not 0, this is the lower limit of a randomly
6488 -- Upper limit of the randomly selected param2.
6489 -- If absent, the parameter 'param2' is used as a constant.
6492 -- Y offset of the decoration base node relative to the standard base
6494 -- Can be positive or negative. Default is 0.
6495 -- Effect is inverted for "all_ceilings" decorations.
6496 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6497 -- to the 'place_on' node.
6499 ----- Schematic-type parameters
6501 schematic = "foobar.mts",
6502 -- If schematic is a string, it is the filepath relative to the current
6503 -- working directory of the specified Minetest schematic file.
6504 -- Could also be the ID of a previously registered schematic.
6507 size = {x = 4, y = 6, z = 4},
6509 {name = "default:cobble", param1 = 255, param2 = 0},
6510 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6511 {name = "air", param1 = 255, param2 = 0},
6515 {ypos = 2, prob = 128},
6516 {ypos = 5, prob = 64},
6520 -- Alternative schematic specification by supplying a table. The fields
6521 -- size and data are mandatory whereas yslice_prob is optional.
6522 -- See 'Schematic specifier' for details.
6524 replacements = {["oldname"] = "convert_to", ...},
6526 flags = "place_center_x, place_center_y, place_center_z",
6527 -- Flags for schematic decorations. See 'Schematic attributes'.
6530 -- Rotation can be "0", "90", "180", "270", or "random"
6533 -- If the flag 'place_center_y' is set this parameter is ignored.
6534 -- Y offset of the schematic base node layer relative to the 'place_on'
6536 -- Can be positive or negative. Default is 0.
6537 -- Effect is inverted for "all_ceilings" decorations.
6538 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6539 -- to the 'place_on' node.
6542 Chat command definition
6543 -----------------------
6545 Used by `minetest.register_chatcommand`.
6548 params = "<name> <privilege>", -- Short parameter description
6550 description = "Remove privilege from player", -- Full description
6552 privs = {privs=true}, -- Require the "privs" privilege to run
6554 func = function(name, param),
6555 -- Called when command is run. Returns boolean success and text output.
6558 Note that in params, use of symbols is as follows:
6560 * `<>` signifies a placeholder to be replaced when the command is used. For
6561 example, when a player name is needed: `<name>`
6562 * `[]` signifies param is optional and not required when the command is used.
6563 For example, if you require param1 but param2 is optional:
6564 `<param1> [<param2>]`
6565 * `|` signifies exclusive or. The command requires one param from the options
6566 provided. For example: `<param1> | <param2>`
6567 * `()` signifies grouping. For example, when param1 and param2 are both
6568 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6570 Privilege definition
6571 --------------------
6573 Used by `minetest.register_privilege`.
6576 description = "Can teleport", -- Privilege description
6578 give_to_singleplayer = false,
6579 -- Whether to grant the privilege to singleplayer (default true).
6581 give_to_admin = true,
6582 -- Whether to grant the privilege to the server admin.
6583 -- Uses value of 'give_to_singleplayer' by default.
6585 on_grant = function(name, granter_name),
6586 -- Called when given to player 'name' by 'granter_name'.
6587 -- 'granter_name' will be nil if the priv was granted by a mod.
6589 on_revoke = function(name, revoker_name),
6590 -- Called when taken from player 'name' by 'revoker_name'.
6591 -- 'revoker_name' will be nil if the priv was revoked by a mod.
6593 -- Note that the above two callbacks will be called twice if a player is
6594 -- responsible, once with the player name, and then with a nil player
6596 -- Return true in the above callbacks to stop register_on_priv_grant or
6597 -- revoke being called.
6600 Detached inventory callbacks
6601 ----------------------------
6603 Used by `minetest.create_detached_inventory`.
6606 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6607 -- Called when a player wants to move items inside the inventory.
6608 -- Return value: number of items allowed to move.
6610 allow_put = function(inv, listname, index, stack, player),
6611 -- Called when a player wants to put something into the inventory.
6612 -- Return value: number of items allowed to put.
6613 -- Return value -1: Allow and don't modify item count in inventory.
6615 allow_take = function(inv, listname, index, stack, player),
6616 -- Called when a player wants to take something out of the inventory.
6617 -- Return value: number of items allowed to take.
6618 -- Return value -1: Allow and don't modify item count in inventory.
6620 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6621 on_put = function(inv, listname, index, stack, player),
6622 on_take = function(inv, listname, index, stack, player),
6623 -- Called after the actual action has happened, according to what was
6633 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6636 hud_elem_type = "image", -- See HUD element types
6637 -- Type of element, can be "image", "text", "statbar", or "inventory"
6639 position = {x=0.5, y=0.5},
6640 -- Left corner position of element
6644 scale = {x = 2, y = 2},
6651 -- Selected item in inventory. 0 for no item selected.
6654 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6656 alignment = {x=0, y=0},
6658 offset = {x=0, y=0},
6660 size = { x=100, y=100 },
6661 -- Size of element in pixels
6667 Used by `minetest.add_particle`.
6670 pos = {x=0, y=0, z=0},
6671 velocity = {x=0, y=0, z=0},
6672 acceleration = {x=0, y=0, z=0},
6673 -- Spawn particle at pos with velocity and acceleration
6676 -- Disappears after expirationtime seconds
6679 -- Scales the visual size of the particle texture.
6681 collisiondetection = false,
6682 -- If true collides with `walkable` nodes and, depending on the
6683 -- `object_collision` field, objects too.
6685 collision_removal = false,
6686 -- If true particle is removed when it collides.
6687 -- Requires collisiondetection = true to have any effect.
6689 object_collision = false,
6690 -- If true particle collides with objects that are defined as
6691 -- `physical = true,` and `collide_with_objects = true,`.
6692 -- Requires collisiondetection = true to have any effect.
6695 -- If true faces player using y axis only
6697 texture = "image.png",
6699 playername = "singleplayer",
6700 -- Optional, if specified spawns particle only on the player's client
6702 animation = {Tile Animation definition},
6703 -- Optional, specifies how to animate the particle texture
6706 -- Optional, specify particle self-luminescence in darkness.
6711 `ParticleSpawner` definition
6712 ----------------------------
6714 Used by `minetest.add_particlespawner`.
6718 -- Number of particles spawned over the time period `time`.
6721 -- Lifespan of spawner in seconds.
6722 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6723 -- a per-second basis.
6725 minpos = {x=0, y=0, z=0},
6726 maxpos = {x=0, y=0, z=0},
6727 minvel = {x=0, y=0, z=0},
6728 maxvel = {x=0, y=0, z=0},
6729 minacc = {x=0, y=0, z=0},
6730 maxacc = {x=0, y=0, z=0},
6735 -- The particles' properties are random values between the min and max
6737 -- pos, velocity, acceleration, expirationtime, size
6739 collisiondetection = false,
6740 -- If true collide with `walkable` nodes and, depending on the
6741 -- `object_collision` field, objects too.
6743 collision_removal = false,
6744 -- If true particles are removed when they collide.
6745 -- Requires collisiondetection = true to have any effect.
6747 object_collision = false,
6748 -- If true particles collide with objects that are defined as
6749 -- `physical = true,` and `collide_with_objects = true,`.
6750 -- Requires collisiondetection = true to have any effect.
6752 attached = ObjectRef,
6753 -- If defined, particle positions, velocities and accelerations are
6754 -- relative to this object's position and yaw
6757 -- If true face player using y axis only
6759 texture = "image.png",
6761 playername = "singleplayer",
6762 -- Optional, if specified spawns particles only on the player's client
6764 animation = {Tile Animation definition},
6765 -- Optional, specifies how to animate the particles' texture
6768 -- Optional, specify particle self-luminescence in darkness.
6772 `HTTPRequest` definition
6773 ------------------------
6775 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6778 url = "http://example.org",
6781 -- Timeout for connection in seconds. Default is 3 seconds.
6783 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6784 -- Optional, if specified a POST request with post_data is performed.
6785 -- Accepts both a string and a table. If a table is specified, encodes
6786 -- table as x-www-form-urlencoded key-value pairs.
6787 -- If post_data is not specified, a GET request is performed instead.
6789 user_agent = "ExampleUserAgent",
6790 -- Optional, if specified replaces the default minetest user agent with
6793 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6794 -- Optional, if specified adds additional headers to the HTTP request.
6795 -- You must make sure that the header strings follow HTTP specification
6799 -- Optional, if true performs a multipart HTTP request.
6800 -- Default is false.
6803 `HTTPRequestResult` definition
6804 ------------------------------
6806 Passed to `HTTPApiTable.fetch` callback. Returned by
6807 `HTTPApiTable.fetch_async_get`.
6811 -- If true, the request has finished (either succeeded, failed or timed
6815 -- If true, the request was successful
6818 -- If true, the request timed out
6826 Authentication handler definition
6827 ---------------------------------
6829 Used by `minetest.register_authentication_handler`.
6832 get_auth = function(name),
6833 -- Get authentication data for existing player `name` (`nil` if player
6835 -- Returns following structure:
6836 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6838 create_auth = function(name, password),
6839 -- Create new auth data for player `name`.
6840 -- Note that `password` is not plain-text but an arbitrary
6841 -- representation decided by the engine.
6843 delete_auth = function(name),
6844 -- Delete auth data of player `name`.
6845 -- Returns boolean indicating success (false if player is nonexistent).
6847 set_password = function(name, password),
6848 -- Set password of player `name` to `password`.
6849 -- Auth data should be created if not present.
6851 set_privileges = function(name, privileges),
6852 -- Set privileges of player `name`.
6853 -- `privileges` is in table form, auth data should be created if not
6856 reload = function(),
6857 -- Reload authentication data from the storage location.
6858 -- Returns boolean indicating success.
6860 record_login = function(name),
6861 -- Called when player joins, used for keeping track of last_login
6863 iterate = function(),
6864 -- Returns an iterator (use with `for` loops) for all player names
6865 -- currently in the auth database