1 Minetest Lua Modding API Reference 0.4.13
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
74 The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
75 If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
76 and a random image will be chosen from the provided ones.
83 * `$path_share/games/gameid/mods/`
85 * `$path_user/games/gameid/mods/`
86 * `$path_user/mods/` (User-installed mods)
87 * `$worldpath/worldmods/`
89 In a run-in-place version (e.g. the distributed windows version):
91 * `minetest-0.4.x/games/gameid/mods/`
92 * `minetest-0.4.x/mods/` (User-installed mods)
93 * `minetest-0.4.x/worlds/worldname/worldmods/`
95 On an installed version on Linux:
97 * `/usr/share/minetest/games/gameid/mods/`
98 * `$HOME/.minetest/mods/` (User-installed mods)
99 * `$HOME/.minetest/worlds/worldname/worldmods`
101 Mod load path for world-specific games
102 --------------------------------------
103 It is possible to include a game in a world; in this case, no mods or
104 games are loaded or checked from anywhere else.
106 This is useful for e.g. adventure worlds.
108 This happens if the following directory exists:
112 Mods should be then be placed in:
118 Mods can be put in a subdirectory, if the parent directory, which otherwise
119 should be a mod, contains a file named `modpack.txt`. This file shall be
120 empty, except for lines starting with `#`, which are comments.
122 Mod directory structure
123 ------------------------
129 | |-- description.txt
130 | |-- settingtypes.txt
134 | | |-- modname_stuff.png
135 | | `-- modname_something_else.png
143 The location of this directory can be fetched by using
144 `minetest.get_modpath(modname)`.
147 List of mods that have to be loaded before loading this mod.
149 A single line contains a single modname.
151 Optional dependencies can be defined by appending a question mark
152 to a single modname. Their meaning is that if the specified mod
153 is missing, that does not prevent this mod from being loaded.
156 A screenshot shown in modmanager within mainmenu.
158 ### `description.txt`
159 A File containing description to be shown within mainmenu.
161 ### `settingtypes.txt`
162 A file in the same format as the one in builtin. It will be parsed by the
163 settings menu and the settings will be displayed in the "Mods" category.
166 The main Lua script. Running this script should register everything it
167 wants to register. Subsequent execution depends on minetest calling the
168 registered callbacks.
170 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
171 to read custom or existing settings at load time, if necessary.
174 Models for entities or meshnodes.
176 ### `textures`, `sounds`, `media`
177 Media files (textures, sounds, whatever) that will be transferred to the
178 client and will be available for use by the mod.
180 Naming convention for registered textual names
181 ----------------------------------------------
182 Registered names should generally be in this format:
184 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
186 This is to prevent conflicting names from corrupting maps and is
187 enforced by the mod loader.
190 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
191 So the name should be `experimental:tnt`.
193 Enforcement can be overridden by prefixing the name with `:`. This can
194 be used for overriding the registrations of some other mod.
196 Example: Any mod can redefine `experimental:tnt` by using the name
201 (also that mod is required to have `experimental` as a dependency)
203 The `:` prefix can also be used for maintaining backwards compatibility.
206 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
208 This will make Minetest to convert things called name to things called
211 This can be used for maintaining backwards compatibility.
213 This can be also used for setting quick access names for things, e.g. if
214 you have an item called `epiclylongmodname:stuff`, you could do
216 minetest.register_alias("stuff", "epiclylongmodname:stuff")
218 and be able to use `/giveme stuff`.
222 Mods should generally prefix their textures with `modname_`, e.g. given
223 the mod name `foomod`, a texture could be called:
227 Textures are referred to by their complete name, or alternatively by
228 stripping out the file extension:
230 * e.g. `foomod_foothing.png`
231 * e.g. `foomod_foothing`
235 There are various texture modifiers that can be used
236 to generate textures on-the-fly.
238 ### Texture overlaying
239 Textures can be overlaid by putting a `^` between them.
243 default_dirt.png^default_grass_side.png
245 `default_grass_side.png` is overlayed over `default_dirt.png`.
248 Textures can be grouped together by enclosing them in `(` and `)`.
250 Example: `cobble.png^(thing1.png^thing2.png)`
252 A texture for `thing1.png^thing2.png` is created and the resulting
253 texture is overlaid over `cobble.png`.
255 ### Advanced texture modifiers
257 #### `[crack:<n>:<p>`
258 * `<n>` = animation frame count
259 * `<p>` = current animation frame
261 Draw a step of the crack animation on the texture.
265 default_cobble.png^[crack:10:1
267 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
272 * `<file>` = texture to combine
274 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
275 specified coordinates.
279 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
282 Brightens the texture.
286 tnt_tnt_side.png^[brighten
289 Makes the texture completely opaque.
293 default_leaves.png^[noalpha
295 #### `[makealpha:<r>,<g>,<b>`
296 Convert one color to transparency.
300 default_cobble.png^[makealpha:128,128,128
303 * `<t>` = transformation(s) to apply
305 Rotates and/or flips the image.
307 `<t>` can be a number (between 0 and 7) or a transform name.
308 Rotations are counter-clockwise.
311 1 R90 rotate by 90 degrees
312 2 R180 rotate by 180 degrees
313 3 R270 rotate by 270 degrees
315 5 FXR90 flip X then rotate by 90 degrees
317 7 FYR90 flip Y then rotate by 90 degrees
321 default_stone.png^[transformFXR90
323 #### `[inventorycube{<top>{<left>{<right>`
324 `^` is replaced by `&` in texture names.
326 Create an inventory cube texture using the side textures.
330 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
332 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
333 `dirt.png^grass_side.png` textures
335 #### `[lowpart:<percent>:<file>`
336 Blit the lower `<percent>`% part of `<file>` on the texture.
340 base.png^[lowpart:25:overlay.png
342 #### `[verticalframe:<t>:<n>`
343 * `<t>` = animation frame count
344 * `<n>` = current animation frame
346 Crops the texture to a frame of a vertical animation.
350 default_torch_animated.png^[verticalframe:16:8
353 Apply a mask to the base image.
355 The mask is applied using binary AND.
357 #### `[colorize:<color>:<ratio>`
358 Colorize the textures with the given color.
359 `<color>` is specified as a `ColorString`.
360 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
361 it is an int, then it specifies how far to interpolate between the
362 colors where 0 is only the texture color and 255 is only `<color>`. If
363 omitted, the alpha of `<color>` will be used as the ratio. If it is
364 the word "`alpha`", then the alpha of the color will be multiplied with
365 the alpha of the texture with the RGB of the color replacing the RGB of
370 Only Ogg Vorbis files are supported.
372 For positional playing of sounds, only single-channel (mono) files are
373 supported. Otherwise OpenAL will play them non-positionally.
375 Mods should generally prefix their sounds with `modname_`, e.g. given
376 the mod name "`foomod`", a sound could be called:
380 Sounds are referred to by their name with a dot, a single digit and the
381 file extension stripped out. When a sound is played, the actual sound file
382 is chosen randomly from the matching sounds.
384 When playing the sound `foomod_foosound`, the sound is chosen randomly
385 from the available ones of the following files:
387 * `foomod_foosound.ogg`
388 * `foomod_foosound.0.ogg`
389 * `foomod_foosound.1.ogg`
391 * `foomod_foosound.9.ogg`
393 Examples of sound parameter tables:
395 -- Play location-less on all clients
397 gain = 1.0, -- default
399 -- Play location-less to a player
402 gain = 1.0, -- default
404 -- Play in a location
407 gain = 1.0, -- default
408 max_hear_distance = 32, -- default, uses an euclidean metric
410 -- Play connected to an object, looped
412 object = <an ObjectRef>,
413 gain = 1.0, -- default
414 max_hear_distance = 32, -- default, uses an euclidean metric
415 loop = true, -- only sounds connected to objects can be looped
418 ### `SimpleSoundSpec`
420 * e.g. `"default_place_node"`
422 * e.g. `{name="default_place_node"}`
423 * e.g. `{name="default_place_node", gain=1.0}`
425 Registered definitions of stuff
426 -------------------------------
427 Anything added using certain `minetest.register_*` functions get added to
428 the global `minetest.registered_*` tables.
430 * `minetest.register_entity(name, prototype table)`
431 * added to `minetest.registered_entities[name]`
433 * `minetest.register_node(name, node definition)`
434 * added to `minetest.registered_items[name]`
435 * added to `minetest.registered_nodes[name]`
437 * `minetest.register_tool(name, item definition)`
438 * added to `minetest.registered_items[name]`
440 * `minetest.register_craftitem(name, item definition)`
441 * added to `minetest.registered_items[name]`
443 * `minetest.register_biome(biome definition)`
444 * returns an integer uniquely identifying the registered biome
445 * added to `minetest.registered_biome` with the key of `biome.name`
446 * if `biome.name` is nil, the key is the returned ID
448 * `minetest.register_ore(ore definition)`
449 * returns an integer uniquely identifying the registered ore
450 * added to `minetest.registered_ores` with the key of `ore.name`
451 * if `ore.name` is nil, the key is the returned ID
453 * `minetest.register_decoration(decoration definition)`
454 * returns an integer uniquely identifying the registered decoration
455 * added to `minetest.registered_decorations` with the key of `decoration.name`
456 * if `decoration.name` is nil, the key is the returned ID
458 * `minetest.register_schematic(schematic definition)`
459 * returns an integer uniquely identifying the registered schematic
460 * added to `minetest.registered_schematic` with the key of `schematic.name`
461 * if `schematic.name` is nil, the key is the returned ID
462 * if the schematic is loaded from a file, schematic.name is set to the filename
463 * if the function is called when loading the mod, and schematic.name is a relative path,
464 * then the current mod path will be prepended to the schematic filename
466 * `minetest.clear_registered_biomes()`
467 * clears all biomes currently registered
469 * `minetest.clear_registered_ores()`
470 * clears all ores currently registered
472 * `minetest.clear_registered_decorations()`
473 * clears all decorations currently registered
475 * `minetest.clear_registered_schematics()`
476 * clears all schematics currently registered
478 Note that in some cases you will stumble upon things that are not contained
479 in these tables (e.g. when a mod has been removed). Always check for
480 existence before trying to access the fields.
482 Example: If you want to check the drawtype of a node, you could do:
484 local function get_nodedef_field(nodename, fieldname)
485 if not minetest.registered_nodes[nodename] then
488 return minetest.registered_nodes[nodename][fieldname]
490 local drawtype = get_nodedef_field(nodename, "drawtype")
492 Example: `minetest.get_item_group(name, group)` has been implemented as:
494 function minetest.get_item_group(name, group)
495 if not minetest.registered_items[name] or not
496 minetest.registered_items[name].groups[group] then
499 return minetest.registered_items[name].groups[group]
504 Nodes are the bulk data of the world: cubes and other things that take the
505 space of a cube. Huge amounts of them are handled efficiently, but they
508 The definition of a node is stored and can be accessed by name in
510 minetest.registered_nodes[node.name]
512 See "Registered definitions of stuff".
514 Nodes are passed by value between Lua and the engine.
515 They are represented by a table:
517 {name="name", param1=num, param2=num}
519 `param1` and `param2` are 8-bit integers. The engine uses them for certain
520 automated functions. If you don't use these functions, you can use them to
521 store arbitrary values.
523 The functions of `param1` and `param2` are determined by certain fields in the
526 `param1` is reserved for the engine when `paramtype != "none"`:
529 ^ The value stores light with and without sun in its upper and lower 4 bits
530 respectively. Allows light to propagate from or through the node with
531 light value falling by 1 per node. This is essential for a light source
532 node to spread its light.
534 `param2` is reserved for the engine when any of these are used:
536 liquidtype == "flowing"
537 ^ The level and some flags of the liquid is stored in param2
538 drawtype == "flowingliquid"
539 ^ The drawn liquid level is read from param2
540 drawtype == "torchlike"
541 drawtype == "signlike"
542 paramtype2 == "wallmounted"
543 ^ The rotation of the node is stored in param2. You can make this value
544 by using minetest.dir_to_wallmounted().
545 paramtype2 == "facedir"
546 ^ The rotation of the node is stored in param2. Furnaces and chests are
547 rotated this way. Can be made by using minetest.dir_to_facedir().
549 facedir modulo 4 = axisdir
550 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
551 facedir's two less significant bits are rotation around the axis
552 paramtype2 == "leveled"
553 paramtype2 == "degrotate"
554 ^ The rotation of this node is stored in param2. Plants are rotated this way.
555 Values range 0 - 179. The value stored in param2 is multiplied by two to
556 get the actual rotation of the node.
560 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
563 ^ defines list of collision boxes for the node. If empty, collision boxes
564 will be the same as nodeboxes, in case of any other nodes will be full cube
565 as in the example above.
567 Nodes can also contain extra data. See "Node Metadata".
571 There are a bunch of different looking node types.
573 Look for examples in `games/minimal` or `games/minetest_game`.
581 * `glasslike_framed_optional`
583 * `allfaces_optional`
590 * `nodebox` -- See below. (**Experimental!**)
591 * `mesh` -- use models for nodes
593 `*_optional` drawtypes need less rendering time if deactivated (always client side).
597 Node selection boxes are defined using "node boxes"
599 The `nodebox` node drawtype allows defining visual of nodes consisting of
600 arbitrary number of boxes. It allows defining stuff like stairs. Only the
601 `fixed` and `leveled` box type is supported for these.
603 Please note that this is still experimental, and may be incompatibly
604 changed in the future.
606 A nodebox is defined as any of:
609 -- A normal cube; the default in most things
613 -- A fixed box (facedir param2 is used, if applicable)
615 fixed = box OR {box1, box2, ...}
618 -- A box like the selection box for torches
619 -- (wallmounted param2 is used, if applicable)
620 type = "wallmounted",
626 -- A node that has optional boxes depending on neighbouring nodes'
627 -- presence and type. See also `connects_to`.
629 fixed = box OR {box1, box2, ...}
630 connect_top = box OR {box1, box2, ...}
631 connect_bottom = box OR {box1, box2, ...}
632 connect_front = box OR {box1, box2, ...}
633 connect_left = box OR {box1, box2, ...}
634 connect_back = box OR {box1, box2, ...}
635 connect_right = box OR {box1, box2, ...}
638 A `box` is defined as:
640 {x1, y1, z1, x2, y2, z2}
642 A box of a regular node would look like:
644 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
646 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
647 set to level from `param2`.
652 If drawtype `mesh` is used, tiles should hold model materials textures.
653 Only static meshes are implemented.
654 For supported model formats see Irrlicht engine documentation.
659 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
663 Offset that the noise is translated by (i.e. added) after calculation.
666 Factor that the noise is scaled by (i.e. multiplied) after calculation.
669 Vector containing values by which each coordinate is divided by before calculation.
670 Higher spread values result in larger noise features.
672 A value of `{x=250, y=250, z=250}` is common.
675 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
676 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
679 Number of times the noise gradient is accumulated into the noise.
681 Increase this number to increase the amount of detail in the resulting noise.
683 A value of `6` is common.
686 Factor by which the effect of the noise gradient function changes with each successive octave.
688 Values less than `1` make the details of successive octaves' noise diminish, while values
689 greater than `1` make successive octaves stronger.
691 A value of `0.6` is common.
694 Factor by which the noise feature sizes change with each successive octave.
696 A value of `2.0` is common.
699 Leave this field unset for no special handling.
701 Currently supported are `defaults`, `eased` and `absvalue`.
704 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
708 Maps noise gradient values onto a quintic S-curve before performing interpolation.
709 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
710 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
713 Accumulates the absolute value of each noise gradient result.
715 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
719 spread = {x=500, y=500, z=500},
724 flags = "defaults, absvalue"
726 ^ A single noise parameter table can be used to get 2D or 3D noise,
727 when getting 2D noise spread.z is ignored.
732 These tell in what manner the ore is generated.
734 All default ores are of the uniformly-distributed scatter type.
737 Randomly chooses a location and generates a cluster of ore.
739 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
740 that point is greater than the `noise_threshold`, giving the ability to create
741 a non-equal distribution of ore.
744 Creates a sheet of ore in a blob shape according to the 2D perlin noise
745 described by `noise_params` and `noise_threshold`. This is essentially an
746 improved version of the so-called "stratus" ore seen in some unofficial mods.
748 This sheet consists of vertical columns of uniform randomly distributed height,
749 varying between the inclusive range `column_height_min` and `column_height_max`.
750 If `column_height_min` is not specified, this parameter defaults to 1.
751 If `column_height_max` is not specified, this parameter defaults to `clust_size`
752 for reverse compatibility. New code should prefer `column_height_max`.
754 The `column_midpoint_factor` parameter controls the position of the column at which
755 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
756 columns grow equally starting from each direction. `column_midpoint_factor` is a
757 decimal number ranging in value from 0 to 1. If this parameter is not specified,
760 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
763 Creates a sheet of ore in a cloud-like puff shape.
765 As with the `sheet` ore type, the size and shape of puffs are described by
766 `noise_params` and `noise_threshold` and are placed at random vertical positions
767 within the currently generated chunk.
769 The vertical top and bottom displacement of each puff are determined by the noise
770 parameters `np_puff_top` and `np_puff_bottom`, respectively.
774 Creates a deformed sphere of ore according to 3d perlin noise described by
775 `noise_params`. The maximum size of the blob is `clust_size`, and
776 `clust_scarcity` has the same meaning as with the `scatter` type.
779 Creates veins of ore varying in density by according to the intersection of two
780 instances of 3d perlin noise with diffferent seeds, both described by
781 `noise_params`. `random_factor` varies the influence random chance has on
782 placement of an ore inside the vein, which is `1` by default. Note that
783 modifying this parameter may require adjusting `noise_threshold`.
784 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
785 by this ore type. This ore type is difficult to control since it is sensitive
786 to small changes. The following is a decent set of parameters to work from:
791 spread = {x=200, y=200, z=200},
797 noise_threshold = 1.6
799 WARNING: Use this ore type *very* sparingly since it is ~200x more
800 computationally expensive than any other ore.
804 See section "Flag Specifier Format".
806 Currently supported flags: `absheight`
809 Also produce this same ore between the height range of `-y_max` and `-y_min`.
811 Useful for having ore in sky realms without having to duplicate ore entries.
814 If set, puff ore generation will not taper down large differences in displacement
815 when approaching the edge of a puff. This flag has no effect for ore types other
818 ### `puff_additive_composition`
819 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
820 negative displacement, the sub-column at that point is not generated. With this
821 attribute set, puff ore generation will instead generate the absolute difference in
822 noise displacement values. This flag has no effect for ore types other than `puff`.
826 The varying types of decorations that can be placed.
829 Creates a 1 times `H` times 1 column of a specified node (or a random node from
830 a list, if a decoration list is specified). Can specify a certain node it must
831 spawn next to, such as water or lava, for example. Can also generate a
832 decoration of random height between a specified lower and upper bound.
833 This type of decoration is intended for placement of grass, flowers, cacti,
834 papyri, waterlilies and so on.
837 Copies a box of `MapNodes` from a specified schematic file (or raw description).
838 Can specify a probability of a node randomly appearing when placed.
839 This decoration type is intended to be used for multi-node sized discrete
840 structures, such as trees, cave spikes, rocks, and so on.
845 A schematic specifier identifies a schematic by either a filename to a
846 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
847 in the form of a table. This table specifies the following fields:
849 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
850 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
851 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
852 * The `data` field is a flat table of MapNode tables making up the schematic,
853 in the order of `[z [y [x]]]`. (required)
854 Each MapNode table contains:
855 * `name`: the name of the map node to place (required)
856 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
857 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
858 * `force_place`: boolean representing if the node should forcibly overwrite any
859 previous contents (default: false)
861 About probability values:
862 * A probability value of `0` or `1` means that node will never appear (0% chance).
863 * A probability value of `254` or `255` means the node will always appear (100% chance).
864 * If the probability value `p` is greater than `1`, then there is a
865 `(p / 256 * 100)` percent chance that node will appear when the schematic is
871 See section "Flag Specifier Format".
873 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
876 * `place_center_x`: Placement of this decoration is centered along the X axis.
877 * `place_center_y`: Placement of this decoration is centered along the Y axis.
878 * `place_center_z`: Placement of this decoration is centered along the Z axis.
879 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
884 The position field is used for all element types.
886 To account for differing resolutions, the position coordinates are the percentage
887 of the screen, ranging in value from `0` to `1`.
889 The name field is not yet used, but should contain a description of what the
890 HUD element represents. The direction field is the direction in which something
893 `0` draws from left to right, `1` draws from right to left, `2` draws from
894 top to bottom, and `3` draws from bottom to top.
896 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
897 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
898 Fractional values can be used.
900 The `offset` field specifies a pixel offset from the position. Contrary to position,
901 the offset is not scaled to screen size. This allows for some precisely-positioned
904 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
906 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
908 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
909 in the experimental stages.
912 Displays an image on the HUD.
914 * `scale`: The scale of the image, with 1 being the original texture size.
915 Only the X coordinate scale is used (positive values).
916 Negative values represent that percentage of the screen it
917 should take; e.g. `x=-100` means 100% (width).
918 * `text`: The name of the texture that is displayed.
919 * `alignment`: The alignment of the image.
920 * `offset`: offset in pixels from position.
923 Displays text on the HUD.
925 * `scale`: Defines the bounding rectangle of the text.
926 A value such as `{x=100, y=100}` should work.
927 * `text`: The text to be displayed in the HUD element.
928 * `number`: An integer containing the RGB value of the color used to draw the text.
929 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
930 * `alignment`: The alignment of the text.
931 * `offset`: offset in pixels from position.
934 Displays a horizontal bar made up of half-images.
936 * `text`: The name of the texture that is used.
937 * `number`: The number of half-textures that are displayed.
938 If odd, will end with a vertically center-split texture.
940 * `offset`: offset in pixels from position.
941 * `size`: If used, will force full-image size to this value (override texture pack image size)
944 * `text`: The name of the inventory list to be displayed.
945 * `number`: Number of items in the inventory to be displayed.
946 * `item`: Position of item that is selected.
950 Displays distance to selected world position.
952 * `name`: The name of the waypoint.
953 * `text`: Distance suffix. Can be blank.
954 * `number:` An integer containing the RGB value of the color used to draw the text.
955 * `world_pos`: World position of the waypoint.
957 Representations of simple things
958 --------------------------------
962 {x=num, y=num, z=num}
964 For helper functions see "Vector helpers".
968 * `{type="node", under=pos, above=pos}`
969 * `{type="object", ref=ObjectRef}`
971 Flag Specifier Format
972 ---------------------
973 Flags using the standardized flag specifier format can be specified in either of
974 two ways, by string or table.
976 The string format is a comma-delimited set of flag names; whitespace and
977 unrecognized flag fields are ignored. Specifying a flag in the string sets the
978 flag, and specifying a flag prefixed by the string `"no"` explicitly
979 clears the flag from whatever the default may be.
981 In addition to the standard string flag format, the schematic flags field can
982 also be a table of flag names to boolean values representing whether or not the
983 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
984 is present, mapped to a boolean of any value, the specified flag is unset.
986 E.g. A flag field of value
988 {place_center_x = true, place_center_y=false, place_center_z=true}
992 {place_center_x = true, noplace_center_y=true, place_center_z=true}
994 which is equivalent to
996 "place_center_x, noplace_center_y, place_center_z"
1000 "place_center_x, place_center_z"
1002 since, by default, no schematic attributes are set.
1008 There are three kinds of items: nodes, tools and craftitems.
1010 * Node (`register_node`): A node from the world.
1011 * Tool (`register_tool`): A tool/weapon that can dig and damage
1012 things according to `tool_capabilities`.
1013 * Craftitem (`register_craftitem`): A miscellaneous item.
1016 Items and item stacks can exist in three formats: Serializes, table format
1020 This is called "stackstring" or "itemstring":
1022 * e.g. `'default:dirt 5'`
1023 * e.g. `'default:pick_wood 21323'`
1024 * e.g. `'default:apple'`
1031 {name="default:dirt", count=5, wear=0, metadata=""}
1033 A wooden pick about 1/3 worn out:
1035 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1039 {name="default:apple", count=1, wear=0, metadata=""}
1042 A native C++ format with many helper methods. Useful for converting
1043 between formats. See the Class reference section for details.
1045 When an item must be passed to a function, it can usually be in any of
1051 In a number of places, there is a group table. Groups define the
1052 properties of a thing (item, node, armor of entity, capabilities of
1053 tool) in such a way that the engine and other mods can can interact with
1054 the thing without actually knowing what the thing is.
1057 Groups are stored in a table, having the group names with keys and the
1058 group ratings as values. For example:
1060 groups = {crumbly=3, soil=1}
1063 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1064 -- ^ A more special dirt-kind of thing
1066 Groups always have a rating associated with them. If there is no
1067 useful meaning for a rating for an enabled group, it shall be `1`.
1069 When not defined, the rating of a group defaults to `0`. Thus when you
1070 read groups, you must interpret `nil` and `0` as the same value, `0`.
1072 You can read the rating of a group for an item or a node by using
1074 minetest.get_item_group(itemname, groupname)
1077 Groups of items can define what kind of an item it is (e.g. wool).
1080 In addition to the general item things, groups are used to define whether
1081 a node is destroyable and how long it takes to destroy by a tool.
1083 ### Groups of entities
1084 For entities, groups are, as of now, used only for calculating damage.
1085 The rating is the percentage of damage caused by tools with this damage group.
1086 See "Entity damage mechanism".
1088 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1089 object.set_armor_groups({fleshy=30, cracky=80})
1092 Groups in tools define which groups of nodes and entities they are
1095 ### Groups in crafting recipes
1096 An example: Make meat soup from any meat, any water and any bowl:
1099 output = 'food:meat_soup_raw',
1105 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1108 Another example: Make red wool from white wool and red dye:
1112 output = 'wool:red',
1113 recipe = {'wool:white', 'group:dye,basecolor_red'},
1117 * `immortal`: Disables the group damage system for an entity
1118 * `level`: Can be used to give an additional sense of progression in the game.
1119 * A larger level will cause e.g. a weapon of a lower level make much less
1120 damage, and get worn out much faster, or not be able to get drops
1121 from destroyed nodes.
1122 * `0` is something that is directly accessible at the start of gameplay
1123 * There is no upper limit
1124 * `dig_immediate`: (player can always pick up node without tool wear)
1125 * `2`: node is removed without tool wear after 0.5 seconds or so
1127 * `3`: node is removed without tool wear immediately (torch)
1128 * `disable_jump`: Player (and possibly other things) cannot jump from node
1129 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1130 * `bouncy`: value is bounce speed in percent
1131 * `falling_node`: if there is no walkable block under the node it will fall
1132 * `attached_node`: if the node under it is not a walkable block the node will be
1133 dropped as an item. If the node is wallmounted the wallmounted direction is
1135 * `soil`: saplings will grow on nodes in this group
1136 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1137 connect to each other
1139 ### Known damage and digging time defining groups
1140 * `crumbly`: dirt, sand
1141 * `cracky`: tough but crackable stuff like stone.
1142 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1143 plants, wire, sheets of metal
1144 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1145 * `fleshy`: Living things like animals and the player. This could imply
1146 some blood effects when hitting.
1147 * `explody`: Especially prone to explosions
1148 * `oddly_breakable_by_hand`:
1149 Can be added to nodes that shouldn't logically be breakable by the
1150 hand but are. Somewhat similar to `dig_immediate`, but times are more
1151 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1152 speed of a tool if the tool can dig at a faster speed than this
1153 suggests for the hand.
1155 ### Examples of custom groups
1156 Item groups are often used for defining, well, _groups of items_.
1157 * `meat`: any meat-kind of a thing (rating might define the size or healing
1158 ability or be irrelevant -- it is not defined as of yet)
1159 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1161 * `flammable`: can be set on fire. Rating might define the intensity of the
1162 fire, affecting e.g. the speed of the spreading of an open fire.
1163 * `wool`: any wool (any origin, any color)
1164 * `metal`: any metal
1165 * `weapon`: any weapon
1166 * `heavy`: anything considerably heavy
1168 ### Digging time calculation specifics
1169 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1170 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1171 faster digging time.
1173 The `level` group is used to limit the toughness of nodes a tool can dig
1174 and to scale the digging times / damage to a greater extent.
1176 **Please do understand this**, otherwise you cannot use the system to it's
1179 Tools define their properties by a list of parameters for groups. They
1180 cannot dig other groups; thus it is important to use a standard bunch of
1181 groups to enable interaction with tools.
1183 #### Tools definition
1186 * Full punch interval
1187 * Maximum drop level
1188 * For an arbitrary list of groups:
1189 * Uses (until the tool breaks)
1190 * Maximum level (usually `0`, `1`, `2` or `3`)
1194 #### Full punch interval
1195 When used as a weapon, the tool will do full damage if this time is spent
1196 between punches. If e.g. half the time is spent, the tool will do half
1199 #### Maximum drop level
1200 Suggests the maximum level of node, when dug with the tool, that will drop
1201 it's useful item. (e.g. iron ore to drop a lump of iron).
1203 This is not automated; it is the responsibility of the node definition
1207 Determines how many uses the tool has when it is used for digging a node,
1208 of this group, of the maximum level. For lower leveled nodes, the use count
1209 is multiplied by `3^leveldiff`.
1211 * `uses=10, leveldiff=0`: actual uses: 10
1212 * `uses=10, leveldiff=1`: actual uses: 30
1213 * `uses=10, leveldiff=2`: actual uses: 90
1216 Tells what is the maximum level of a node of this group that the tool will
1220 List of digging times for different ratings of the group, for nodes of the
1223 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1224 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1225 for this group, and unable to dig the rating `1`, which is the toughest.
1226 Unless there is a matching group that enables digging otherwise.
1229 List of damage for groups of entities. See "Entity damage mechanism".
1231 #### Example definition of the capabilities of a tool
1233 tool_capabilities = {
1234 full_punch_interval=1.5,
1237 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1239 damage_groups = {fleshy=2},
1242 This makes the tool be able to dig nodes that fulfil both of these:
1244 * Have the `crumbly` group
1245 * Have a `level` group less or equal to `2`
1247 Table of resulting digging times:
1249 crumbly 0 1 2 3 4 <- level
1251 1 0.80 1.60 1.60 - -
1252 2 0.60 1.20 1.20 - -
1253 3 0.40 0.80 0.80 - -
1255 level diff: 2 1 0 -1 -2
1257 Table of resulting tool uses:
1266 * At `crumbly==0`, the node is not diggable.
1267 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1268 easy nodes to be quickly breakable.
1269 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1271 Entity damage mechanism
1272 -----------------------
1276 foreach group in cap.damage_groups:
1277 damage += cap.damage_groups[group] * limit(actual_interval /
1278 cap.full_punch_interval, 0.0, 1.0)
1279 * (object.armor_groups[group] / 100.0)
1280 -- Where object.armor_groups[group] is 0 for inexistent values
1283 Client predicts damage based on damage groups. Because of this, it is able to
1284 give an immediate response when an entity is damaged or dies; the response is
1285 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1287 Currently a smoke puff will appear when an entity dies.
1289 The group `immortal` completely disables normal damage.
1291 Entities can define a special armor group, which is `punch_operable`. This
1292 group disables the regular damage mechanism for players punching it by hand or
1293 a non-tool item, so that it can do something else than take damage.
1295 On the Lua side, every punch calls:
1297 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1299 This should never be called directly, because damage is usually not handled by
1302 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1303 accessed unless absolutely required, to encourage interoperability.
1304 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1305 * `tool_capabilities` can be `nil`.
1306 * `direction` is a unit vector, pointing from the source of the punch to
1309 To punch an entity/object in Lua, call:
1311 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1313 * Return value is tool wear.
1314 * Parameters are equal to the above callback.
1315 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1316 `direction` will be automatically filled in based on the location of `puncher`.
1320 The instance of a node in the world normally only contains the three values
1321 mentioned in "Nodes". However, it is possible to insert extra data into a
1322 node. It is called "node metadata"; See "`NodeMetaRef`".
1324 Metadata contains two things:
1329 Some of the values in the key-value store are handled specially:
1331 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1332 * `infotext`: Text shown on the screen when the node is pointed at
1336 local meta = minetest.get_meta(pos)
1337 meta:set_string("formspec",
1339 "list[context;main;0,0;8,4;]"..
1340 "list[current_player;main;0,5;8,4;]")
1341 meta:set_string("infotext", "Chest");
1342 local inv = meta:get_inventory()
1343 inv:set_size("main", 8*4)
1344 print(dump(meta:to_table()))
1347 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1348 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1349 [10] = "", [11] = "", [12] = "", [13] = "",
1350 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1351 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1352 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1353 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1357 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1364 Formspec defines a menu. Currently not much else than inventories are
1365 supported. It is a string, with a somewhat strange format.
1367 Spaces and newlines can be inserted between the blocks, as is used in the
1375 list[context;main;0,0;8,4;]
1376 list[current_player;main;0,5;8,4;]
1381 list[context;fuel;2,3;1,1;]
1382 list[context;src;2,1;1,1;]
1383 list[context;dst;5,1;2,2;]
1384 list[current_player;main;0,5;8,4;]
1386 #### Minecraft-like player inventory
1389 image[1,0.6;1,2;player.png]
1390 list[current_player;main;0,3.5;8,4;]
1391 list[current_player;craft;3,0;3,3;]
1392 list[current_player;craftpreview;7,1;1,1;]
1396 #### `size[<W>,<H>,<fixed_size>]`
1397 * Define the size of the menu in inventory slots
1398 * `fixed_size`: `true`/`false` (optional)
1399 * deprecated: `invsize[<W>,<H>;]`
1401 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1402 * Show an inventory list
1404 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1405 * Show an inventory list
1407 #### `listring[<inventory location>;<list name>]`
1408 * Allows to create a ring of inventory lists
1409 * Shift-clicking on items in one element of the ring
1410 * will send them to the next inventory list inside the ring
1411 * The first occurrence of an element inside the ring will
1412 * determine the inventory where items will be sent to
1415 * Shorthand for doing `listring[<inventory location>;<list name>]`
1416 * for the last two inventory lists added by list[...]
1418 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1419 * Sets background color of slots as `ColorString`
1420 * Sets background color of slots on mouse hovering
1422 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1423 * Sets background color of slots as `ColorString`
1424 * Sets background color of slots on mouse hovering
1425 * Sets color of slots border
1427 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1428 * Sets background color of slots as `ColorString`
1429 * Sets background color of slots on mouse hovering
1430 * Sets color of slots border
1431 * Sets default background color of tooltips
1432 * Sets default font color of tooltips
1434 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1435 * Adds tooltip for an element
1436 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1437 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1439 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1441 * Position and size units are inventory slots
1443 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1444 * Show an inventory image of registered item/node
1445 * Position and size units are inventory slots
1447 #### `bgcolor[<color>;<fullscreen>]`
1448 * Sets background color of formspec as `ColorString`
1449 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1451 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1452 * Use a background. Inventory rectangles are not drawn then.
1453 * Position and size units are inventory slots
1454 * Example for formspec 8x4 in 16x resolution: image shall be sized
1455 8 times 16px times 4 times 16px.
1457 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1458 * Use a background. Inventory rectangles are not drawn then.
1459 * Position and size units are inventory slots
1460 * Example for formspec 8x4 in 16x resolution:
1461 image shall be sized 8 times 16px times 4 times 16px
1462 * If `true` the background is clipped to formspec size
1463 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1465 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1466 * Textual password style field; will be sent to server when a button is clicked
1467 * `x` and `y` position the field relative to the top left of the menu
1468 * `w` and `h` are the size of the field
1469 * fields are a set height, but will be vertically centred on `h`
1470 * Position and size units are inventory slots
1471 * `name` is the name of the field as returned in fields to `on_receive_fields`
1472 * `label`, if not blank, will be text printed on the top left above the field
1474 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1475 * Textual field; will be sent to server when a button is clicked
1476 * `x` and `y` position the field relative to the top left of the menu
1477 * `w` and `h` are the size of the field
1478 * fields are a set height, but will be vertically centred on `h`
1479 * Position and size units are inventory slots
1480 * `name` is the name of the field as returned in fields to `on_receive_fields`
1481 * `label`, if not blank, will be text printed on the top left above the field
1482 * `default` is the default value of the field
1483 * `default` may contain variable references such as `${text}'` which
1484 will fill the value from the metadata value `text`
1485 * **Note**: no extra text or more than a single variable is supported ATM.
1487 #### `field[<name>;<label>;<default>]`
1488 * as above, but without position/size units
1489 * special field for creating simple forms, such as sign text input
1490 * must be used without a `size[]` element
1491 * a "Proceed" button will be added automatically
1493 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1494 * same as fields above, but with multi-line input
1496 #### `label[<X>,<Y>;<label>]`
1497 * `x` and `y` work as per field
1498 * `label` is the text on the label
1499 * Position and size units are inventory slots
1501 #### `vertlabel[<X>,<Y>;<label>]`
1502 * Textual label drawn vertically
1503 * `x` and `y` work as per field
1504 * `label` is the text on the label
1505 * Position and size units are inventory slots
1507 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1508 * Clickable button. When clicked, fields will be sent.
1509 * `x`, `y` and `name` work as per field
1510 * `w` and `h` are the size of the button
1511 * `label` is the text on the button
1512 * Position and size units are inventory slots
1514 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1515 * `x`, `y`, `w`, `h`, and `name` work as per button
1516 * `texture name` is the filename of an image
1517 * Position and size units are inventory slots
1519 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1520 * `x`, `y`, `w`, `h`, and `name` work as per button
1521 * `texture name` is the filename of an image
1522 * Position and size units are inventory slots
1523 * `noclip=true` means the image button doesn't need to be within specified formsize
1524 * `drawborder`: draw button border or not
1525 * `pressed texture name` is the filename of an image on pressed state
1527 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1528 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1529 * `item name` is the registered name of an item/node,
1530 tooltip will be made out of its description
1531 to override it use tooltip element
1532 * Position and size units are inventory slots
1534 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1535 * When clicked, fields will be sent and the form will quit.
1537 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1538 * When clicked, fields will be sent and the form will quit.
1540 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1541 * Scrollable item list showing arbitrary text elements
1542 * `x` and `y` position the itemlist relative to the top left of the menu
1543 * `w` and `h` are the size of the itemlist
1544 * `name` fieldname sent to server on doubleclick value is current selected element
1545 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1546 * if you want a listelement to start with "#" write "##".
1548 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1549 * Scrollable itemlist showing arbitrary text elements
1550 * `x` and `y` position the item list relative to the top left of the menu
1551 * `w` and `h` are the size of the item list
1552 * `name` fieldname sent to server on doubleclick value is current selected element
1553 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1554 * if you want a listelement to start with "#" write "##"
1555 * index to be selected within textlist
1556 * `true`/`false`: draw transparent background
1557 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1559 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1560 * show a tab**header** at specific position (ignores formsize)
1561 * `x` and `y` position the itemlist relative to the top left of the menu
1562 * `name` fieldname data is transferred to Lua
1563 * `caption 1`...: name shown on top of tab
1564 * `current_tab`: index of selected tab 1...
1565 * `transparent` (optional): show transparent
1566 * `draw_border` (optional): draw border
1568 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1569 * simple colored semitransparent box
1570 * `x` and `y` position the box relative to the top left of the menu
1571 * `w` and `h` are the size of box
1572 * `color` is color specified as a `ColorString`
1574 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1575 * show a dropdown field
1576 * **Important note**: There are two different operation modes:
1577 1. handle directly on change (only changed dropdown is submitted)
1578 2. read the value on pressing a button (all dropdown values are available)
1579 * `x` and `y` position of dropdown
1581 * fieldname data is transferred to Lua
1582 * items to be shown in dropdown
1583 * index of currently selected dropdown item
1585 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1587 * `x` and `y`: position of checkbox
1588 * `name` fieldname data is transferred to Lua
1589 * `label` to be shown left of checkbox
1590 * `selected` (optional): `true`/`false`
1591 * `tooltip` (optional)
1593 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1595 * there are two ways to use it:
1596 1. handle the changed event (only changed scrollbar is available)
1597 2. read the value on pressing a button (all scrollbars are available)
1598 * `x` and `y`: position of trackbar
1599 * `w` and `h`: width and height
1600 * `orientation`: `vertical`/`horizontal`
1601 * fieldname data is transferred to Lua
1602 * value this trackbar is set to (`0`-`1000`)
1603 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1605 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1606 * show scrollable table using options defined by the previous `tableoptions[]`
1607 * displays cells as defined by the previous `tablecolumns[]`
1608 * `x` and `y`: position the itemlist relative to the top left of the menu
1609 * `w` and `h` are the size of the itemlist
1610 * `name`: fieldname sent to server on row select or doubleclick
1611 * `cell 1`...`cell n`: cell contents given in row-major order
1612 * `selected idx`: index of row to be selected within table (first row = `1`)
1613 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1615 #### `tableoptions[<opt 1>;<opt 2>;...]`
1616 * sets options for `table[]`
1618 * default text color (`ColorString`), defaults to `#FFFFFF`
1619 * `background=#RRGGBB`
1620 * table background color (`ColorString`), defaults to `#000000`
1621 * `border=<true/false>`
1622 * should the table be drawn with a border? (default: `true`)
1623 * `highlight=#RRGGBB`
1624 * highlight background color (`ColorString`), defaults to `#466432`
1625 * `highlight_text=#RRGGBB`
1626 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1627 * `opendepth=<value>`
1628 * all subtrees up to `depth < value` are open (default value = `0`)
1629 * only useful when there is a column of type "tree"
1631 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1632 * sets columns for `table[]`
1633 * types: `text`, `image`, `color`, `indent`, `tree`
1634 * `text`: show cell contents as text
1635 * `image`: cell contents are an image index, use column options to define images
1636 * `color`: cell contents are a ColorString and define color of following cell
1637 * `indent`: cell contents are a number and define indentation of following cell
1638 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1641 * for `text` and `image`: content alignment within cells.
1642 Available values: `left` (default), `center`, `right`, `inline`
1644 * for `text` and `image`: minimum width in em (default: `0`)
1645 * for `indent` and `tree`: indent width in em (default: `1.5`)
1646 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1647 Exception: defaults to 0 for indent columns
1648 * `tooltip=<value>`: tooltip text (default: empty)
1649 * `image` column options:
1650 * `0=<value>` sets image for image index 0
1651 * `1=<value>` sets image for image index 1
1652 * `2=<value>` sets image for image index 2
1653 * and so on; defined indices need not be contiguous empty or
1654 non-numeric cells are treated as `0`.
1655 * `color` column options:
1656 * `span=<value>`: number of following columns to affect (default: infinite)
1658 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1659 pass key press events to formspec!
1663 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1664 * `"current_player"`: Player to whom the menu is shown
1665 * `"player:<name>"`: Any player
1666 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1667 * `"detached:<name>"`: A detached inventory
1671 `#RGB` defines a color in hexadecimal format.
1673 `#RGBA` defines a color in hexadecimal format and alpha channel.
1675 `#RRGGBB` defines a color in hexadecimal format.
1677 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1679 Named colors are also supported and are equivalent to
1680 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1681 To specify the value of the alpha channel, append `#AA` to the end of the color name
1682 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1683 value must (always) be two hexadecimal digits.
1687 A ColorSpec specifies a 32-bit color. It can be written in either:
1688 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1689 `colorspec = {a=255, r=0, g=255, b=0}`
1690 numerical form, the raw integer value of an ARGB8 quad:
1691 `colorspec = 0xFF00FF00`
1692 or string form, a ColorString (defined above):
1693 `colorspec = "green"`
1697 * `vector.new(a[, b, c])`: returns a vector:
1698 * A copy of `a` if `a` is a vector.
1699 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1700 * `vector.direction(p1, p2)`: returns a vector
1701 * `vector.distance(p1, p2)`: returns a number
1702 * `vector.length(v)`: returns a number
1703 * `vector.normalize(v)`: returns a vector
1704 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1705 * `vector.apply(v, func)`: returns a vector
1706 * `vector.equals(v1, v2)`: returns a boolean
1708 For the following functions `x` can be either a vector or a number:
1710 * `vector.add(v, x)`: returns a vector
1711 * `vector.subtract(v, x)`: returns a vector
1712 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1713 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1717 * `dump2(obj, name="_", dumped={})`
1718 * Return object serialized as a string, handles reference loops
1719 * `dump(obj, dumped={})`
1720 * Return object serialized as a string
1721 * `math.hypot(x, y)`
1722 * Get the hypotenuse of a triangle with legs x and y.
1723 Useful for distance calculation.
1724 * `math.sign(x, tolerance)`
1725 * Get the sign of a number.
1726 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1727 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1728 * sep_is_pattern=false)`
1729 * If `max_splits` is negative, do not limit splits.
1730 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1731 * e.g. `string:split("a,b", ",") == {"a","b"}`
1733 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1734 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1735 * Convert position to a printable string
1736 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1737 * `minetest.string_to_pos(string)`: returns a position
1738 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1739 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1740 * Converts a string representing an area box into two positions
1741 * `minetest.formspec_escape(string)`: returns a string
1742 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1743 * `minetest.is_yes(arg)`
1744 * returns whether `arg` can be interpreted as yes
1745 * `minetest.get_us_time()`
1746 * returns time with microsecond precision. May not return wall time.
1747 * `table.copy(table)`: returns a table
1748 * returns a deep copy of `table`
1750 `minetest` namespace reference
1751 ------------------------------
1755 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1756 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1757 * Useful for loading additional `.lua` modules or static data from mod
1758 * `minetest.get_modnames()`: returns a list of installed mods
1759 * Return a list of installed mods, sorted alphabetically
1760 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1761 * Useful for storing custom data
1762 * `minetest.is_singleplayer()`
1763 * `minetest.features`
1764 * Table containing API feature flags: `{foo=true, bar=true}`
1765 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1766 * `arg`: string or table in format `{foo=true, bar=true}`
1767 * `missing_features`: `{foo=true, bar=true}`
1768 * `minetest.get_player_information(player_name)`: returns a table containing
1769 information about player. Example return value:
1771 address = "127.0.0.1", -- IP address of client
1772 ip_version = 4, -- IPv4 / IPv6
1773 min_rtt = 0.01, -- minimum round trip time
1774 max_rtt = 0.2, -- maximum round trip time
1775 avg_rtt = 0.02, -- average round trip time
1776 min_jitter = 0.01, -- minimum packet time jitter
1777 max_jitter = 0.5, -- maximum packet time jitter
1778 avg_jitter = 0.03, -- average packet time jitter
1779 connection_uptime = 200, -- seconds since client connected
1781 -- following information is available on debug build only!!!
1782 -- DO NOT USE IN MODS
1783 --ser_vers = 26, -- serialization version used by client
1784 --prot_vers = 23, -- protocol version used by client
1785 --major = 0, -- major version number
1786 --minor = 4, -- minor version number
1787 --patch = 10, -- patch version number
1788 --vers_string = "0.4.9-git", -- full version string
1789 --state = "Active" -- current client state
1791 * `minetest.mkdir(path)`: returns success.
1792 * Creates a directory specified by `path`, creating parent directories
1793 if they don't exist.
1794 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1796 * nil: return all entries,
1797 * true: return only subdirectory names, or
1798 * false: return only file names.
1801 * `minetest.debug(...)`
1802 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1803 * `minetest.log([level,] text)`
1804 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1805 `"info"`, or `"verbose"`. Default is `"none"`.
1807 ### Registration functions
1808 Call these functions only at load time!
1810 * `minetest.register_entity(name, prototype table)`
1811 * `minetest.register_abm(abm definition)`
1812 * `minetest.register_lbm(lbm definition)`
1813 * `minetest.register_node(name, node definition)`
1814 * `minetest.register_tool(name, item definition)`
1815 * `minetest.register_craftitem(name, item definition)`
1816 * `minetest.register_alias(name, convert_to)`
1817 * `minetest.register_craft(recipe)`
1818 * `minetest.register_ore(ore definition)`
1819 * `minetest.register_decoration(decoration definition)`
1820 * `minetest.override_item(name, redefinition)`
1821 * Overrides fields of an item registered with register_node/tool/craftitem.
1822 * Note: Item must already be defined, (opt)depend on the mod defining it.
1823 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1825 * `minetest.clear_registered_ores()`
1826 * `minetest.clear_registered_decorations()`
1828 ### Global callback registration functions
1829 Call these functions only at load time!
1831 * `minetest.register_globalstep(func(dtime))`
1832 * Called every server step, usually interval of 0.1s
1833 * `minetest.register_on_shutdown(func())`
1834 * Called before server shutdown
1835 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1836 callbacks **will likely not be run**. Data should be saved at
1837 semi-frequent intervals as well as on server shutdown.
1838 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1839 * Called when a node has been placed
1840 * If return `true` no item is taken from `itemstack`
1841 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1843 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1844 * Called when a node has been dug.
1845 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1847 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1848 * Called when a node is punched
1849 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1850 * Called after generating a piece of world. Modifying nodes inside the area
1851 is a bit faster than usually.
1852 * `minetest.register_on_newplayer(func(ObjectRef))`
1853 * Called after a new player has been created
1854 * `minetest.register_on_dieplayer(func(ObjectRef))`
1855 * Called when a player dies
1856 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1857 * Called when a player is punched
1858 * `player` - ObjectRef - Player that was punched
1859 * `hitter` - ObjectRef - Player that hit
1860 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1861 * `tool_capabilities`: capability table of used tool (can be nil)
1862 * `dir`: unit vector of direction of punch. Always defined. Points from
1863 the puncher to the punched.
1864 * `damage` - number that represents the damage calculated by the engine
1865 * should return `true` to prevent the default damage mechanism
1866 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1867 * Called when the player gets damaged or healed
1868 * `player`: ObjectRef of the player
1869 * `hp_change`: the amount of change. Negative when it is damage.
1870 * `modifier`: when true, the function should return the actual hp_change.
1871 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1872 modifiers can return true as a second argument to stop the execution of further functions.
1873 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1874 * Called when player is to be respawned
1875 * Called _before_ repositioning of player occurs
1876 * return true in func to disable regular player placement
1877 * `minetest.register_on_prejoinplayer(func(name, ip))`
1878 * Called before a player joins the game
1879 * If it returns a string, the player is disconnected with that string as reason
1880 * `minetest.register_on_joinplayer(func(ObjectRef))`
1881 * Called when a player joins the game
1882 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1883 * Called when a player leaves the game
1884 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1885 * Called when a player cheats
1886 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1887 * `"moved_too_fast"`
1888 * `"interacted_too_far"`
1889 * `"finished_unknown_dig"`
1892 * `minetest.register_on_chat_message(func(name, message))`
1893 * Called always when a player says something
1894 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1895 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1896 * Called when a button is pressed in player's inventory form
1897 * Newest functions are called first
1898 * If function returns `true`, remaining functions are not called
1899 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1900 * Called when `player` crafts something
1901 * `itemstack` is the output
1902 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1903 * `craft_inv` is the inventory with the crafting grid
1904 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1905 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1906 * The same as before, except that it is called before the player crafts, to make
1907 craft prediction, and it should not change anything.
1908 * `minetest.register_on_protection_violation(func(pos, name))`
1909 * Called by `builtin` and mods when a player violates protection at a position
1910 (eg, digs a node or punches a protected entity).
1911 * The registered functions can be called using `minetest.record_protection_violation`
1912 * The provided function should check that the position is protected by the mod
1913 calling this function before it prints a message, if it does, to allow for
1914 multiple protection mods.
1915 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1916 * Called when an item is eaten, by `minetest.item_eat`
1917 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1919 ### Other registration functions
1920 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1921 * `minetest.register_privilege(name, definition)`
1922 * `definition`: `"description text"`
1923 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1924 * `minetest.register_authentication_handler(handler)`
1925 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1928 * `minetest.setting_set(name, value)`
1929 * Setting names can't contain whitespace or any of `="{}#`.
1930 * Setting values can't contain the sequence `\n"""`.
1931 * Setting names starting with "secure." can't be set.
1932 * `minetest.setting_get(name)`: returns string or `nil`
1933 * `minetest.setting_setbool(name, value)`
1934 * See documentation on `setting_set` for restrictions.
1935 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1936 * `minetest.setting_get_pos(name)`: returns position or nil
1937 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1940 * `minetest.notify_authentication_modified(name)`
1941 * Should be called by the authentication handler if privileges changes.
1942 * To report everybody, set `name=nil`.
1943 * `minetest.get_password_hash(name, raw_password)`
1944 * Convert a name-password pair to a password hash that Minetest can use.
1945 * The returned value alone is not a good basis for password checks based
1946 * on comparing the password hash in the database with the password hash
1947 * from the function, with an externally provided password, as the hash
1948 * in the db might use the new SRP verifier format.
1949 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1950 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1951 * Convert between two privilege representations
1952 * `minetest.set_player_password(name, password_hash)`
1953 * `minetest.set_player_privs(name, {priv1=true,...})`
1954 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1955 * `minetest.auth_reload()`
1956 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
1957 * A quickhand for checking privileges.
1958 * `player_or_name`: Either a Player object or the name of a player.
1959 * `...` is either a list of strings, e.g. `"priva", "privb"` or
1960 a table, e.g. `{ priva = true, privb = true }`.
1961 * `minetest.get_player_ip(name)`: returns an IP address string
1963 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1964 and `minetest.auth_reload` call the authetification handler.
1967 * `minetest.chat_send_all(text)`
1968 * `minetest.chat_send_player(name, text)`
1970 ### Environment access
1971 * `minetest.set_node(pos, node)`
1972 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1973 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1974 * `minetest.swap_node(pos, node`
1975 * Set node at position, but don't remove metadata
1976 * `minetest.remove_node(pos)`
1977 * Equivalent to `set_node(pos, "air")`
1978 * `minetest.get_node(pos)`
1979 * Returns the node at the given position as table in the format
1980 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
1982 * `minetest.get_node_or_nil(pos)`
1983 * Same as `get_node` but returns `nil` for unloaded areas.
1984 * `minetest.get_node_light(pos, timeofday)`
1985 * Gets the light value at the given position. Note that the light value
1986 "inside" the node at the given position is returned, so you usually want
1987 to get the light value of a neighbor.
1988 * `pos`: The position where to measure the light.
1989 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1990 * Returns a number between `0` and `15` or `nil`
1991 * `minetest.place_node(pos, node)`
1992 * Place node with the same effects that a player would cause
1993 * `minetest.dig_node(pos)`
1994 * Dig node with the same effects that a player would cause
1995 * Returns `true` if successful, `false` on failure (e.g. protected location)
1996 * `minetest.punch_node(pos)`
1997 * Punch node with the same effects that a player would cause
1999 * `minetest.find_nodes_with_meta(pos1, pos2)`
2000 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2001 * `minetest.get_meta(pos)`
2002 * Get a `NodeMetaRef` at that position
2003 * `minetest.get_node_timer(pos)`
2004 * Get `NodeTimerRef`
2006 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2007 * Returns `ObjectRef`, or `nil` if failed
2008 * `minetest.add_item(pos, item)`: Spawn item
2009 * Returns `ObjectRef`, or `nil` if failed
2010 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2011 * `minetest.get_objects_inside_radius(pos, radius)`
2012 * `radius`: using an euclidean metric
2013 * `minetest.set_timeofday(val)`
2014 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2015 * `minetest.get_timeofday()`
2016 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2017 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2018 * accounting for time changes.
2019 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2020 * `radius`: using a maximum metric
2021 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2022 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2023 * returns as second value a table with the count of the individual nodes found
2024 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2025 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2026 * returned positions are nodes with a node air above
2027 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2028 * `minetest.get_perlin(noiseparams)`
2029 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2030 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2031 * `minetest.get_voxel_manip([pos1, pos2])`
2032 * Return voxel manipulator object.
2033 * Loads the manipulator from the map if positions are passed.
2034 * `minetest.set_gen_notify(flags, {deco_ids})`
2035 * Set the types of on-generate notifications that should be collected
2036 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2037 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2038 * The second parameter is a list of IDS of decorations which notification is requested for
2039 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2040 * `minetest.get_mapgen_object(objectname)`
2041 * Return requested mapgen object if available (see "Mapgen objects")
2042 * `minetest.get_biome_id(biome_name)`
2043 * Returns the biome id, as used in the biomemap Mapgen object, for a
2044 given biome_name string.
2045 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2046 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2047 * `minetest.set_mapgen_params(MapgenParams)`
2048 * Set map generation parameters
2049 * Function cannot be called after the registration period; only initialization
2050 and `on_mapgen_init`
2051 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2053 * Leave field unset to leave that parameter unchanged
2054 * `flags` contains a comma-delimited string of flags to set,
2055 or if the prefix `"no"` is attached, clears instead.
2056 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2057 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2058 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2059 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2060 should be applied to the default config or current active config
2061 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2062 * `minetest.generate_ores(vm, pos1, pos2)`
2063 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2064 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2065 * `minetest.generate_decorations(vm, pos1, pos2)`
2066 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2067 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2068 * `minetest.clear_objects([options])`
2069 * Clear all objects in the environment
2070 * Takes an optional table as an argument with the field `mode`.
2071 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2072 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2073 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2074 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2075 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2076 * fetched from memory, loaded from disk, or if inexistent, generates them.
2077 * If `callback` is a valid Lua function, this will be called for each block emerged.
2078 * The function signature of callback is:
2079 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2080 * - `blockpos` is the *block* coordinates of the block that had been emerged
2081 * - `action` could be one of the following constant values:
2082 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2083 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2084 * - `calls_remaining` is the number of callbacks to be expected after this one
2085 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2086 * parameter was absent)
2087 * `minetest.delete_area(pos1, pos2)`
2088 * delete all mapblocks in the area from pos1 to pos2, inclusive
2089 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2090 * Check if there is a direct line of sight between `pos1` and `pos2`
2091 * Returns the position of the blocking node when `false`
2092 * `pos1`: First position
2093 * `pos2`: Second position
2094 * `stepsize`: smaller gives more accurate results but requires more computing
2095 time. Default is `1`.
2096 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2097 * returns table containing path
2098 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2099 * `pos1`: start position
2100 * `pos2`: end position
2101 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2102 * `max_jump`: maximum height difference to consider walkable
2103 * `max_drop`: maximum height difference to consider droppable
2104 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2105 * `minetest.spawn_tree (pos, {treedef})`
2106 * spawns L-System tree at given `pos` with definition in `treedef` table
2107 * `minetest.transforming_liquid_add(pos)`
2108 * add node to liquid update queue
2109 * `minetest.get_node_max_level(pos)`
2110 * get max available level for leveled node
2111 * `minetest.get_node_level(pos)`
2112 * get level of leveled node (water, snow)
2113 * `minetest.set_node_level(pos, level)`
2114 * set level of leveled node, default `level` equals `1`
2115 * if `totallevel > maxlevel`, returns rest (`total-max`).
2116 * `minetest.add_node_level(pos, level)`
2117 * increase level of leveled node by level, default `level` equals `1`
2118 * if `totallevel > maxlevel`, returns rest (`total-max`)
2119 * can be negative for decreasing
2122 `minetest.get_inventory(location)`: returns an `InvRef`
2125 * `{type="player", name="celeron55"}`
2126 * `{type="node", pos={x=, y=, z=}}`
2127 * `{type="detached", name="creative"}`
2128 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2129 * callbacks: See "Detached inventory callbacks"
2130 * Creates a detached inventory. If it already exists, it is cleared.
2131 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2132 returns left over ItemStack
2133 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2136 * `minetest.show_formspec(playername, formname, formspec)`
2137 * `playername`: name of player to show formspec
2138 * `formname`: name passed to `on_player_receive_fields` callbacks.
2139 It should follow the `"modname:<whatever>"` naming convention
2140 * `formspec`: formspec to display
2141 * `minetest.formspec_escape(string)`: returns a string
2142 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2143 * `minetest.explode_table_event(string)`: returns a table
2144 * returns e.g. `{type="CHG", row=1, column=2}`
2146 * `"INV"`: no row selected)
2147 * `"CHG"`: selected)
2148 * `"DCL"`: double-click
2149 * `minetest.explode_textlist_event(string)`: returns a table
2150 * returns e.g. `{type="CHG", index=1}`
2152 * `"INV"`: no row selected)
2153 * `"CHG"`: selected)
2154 * `"DCL"`: double-click
2155 * `minetest.explode_scrollbar_event(string)`: returns a table
2156 * returns e.g. `{type="CHG", value=500}`
2158 * `"INV"`: something failed
2159 * `"CHG"`: has been changed
2160 * `"VAL"`: not changed
2163 * `minetest.inventorycube(img1, img2, img3)`
2164 * Returns a string for making an image of a cube (useful as an item image)
2165 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2166 * Get position of a `pointed_thing` (that you can get from somewhere)
2167 * `minetest.dir_to_facedir(dir, is6d)`
2168 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2169 * passing something non-`nil`/`false` for the optional second parameter causes it to
2170 take the y component into account
2171 * `minetest.facedir_to_dir(facedir)`
2172 * Convert a facedir back into a vector aimed directly out the "back" of a node
2173 * `minetest.dir_to_wallmounted(dir)`
2174 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2175 * `minetest.wallmounted_to_dir(wallmounted)`
2176 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2177 * `minetest.get_node_drops(nodename, toolname)`
2178 * Returns list of item names.
2179 * **Note**: This will be removed or modified in a future version.
2180 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2181 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2182 * `input.width` = for example `3`
2183 * `input.items` = for example
2184 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2185 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2186 * `output.time` = a number, if unsuccessful: `0`
2187 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2188 `decremented_input.items`
2189 * `decremented_input` = like `input`
2190 * `minetest.get_craft_recipe(output)`: returns input
2191 * returns last registered recipe for output item (node)
2192 * `output` is a node or item type such as `"default:torch"`
2193 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2194 * `input.width` = for example `3`
2195 * `input.items` = for example
2196 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2197 * `input.items` = `nil` if no recipe found
2198 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2199 * returns indexed table with all registered recipes for query item (node)
2200 or `nil` if no recipe was found
2201 * recipe entry table:
2203 method = 'normal' or 'cooking' or 'fuel'
2204 width = 0-3, 0 means shapeless recipe
2205 items = indexed [1-9] table with recipe items
2206 output = string with item name and quantity
2208 * Example query for `"default:gold_ingot"` will return table:
2210 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2211 items = {1 = "default:gold_lump"}},
2212 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2213 items = {1 = "default:goldblock"}}
2215 * `minetest.handle_node_drops(pos, drops, digger)`
2216 * `drops`: list of itemstrings
2217 * Handles drops from nodes after digging: Default action is to put them into
2219 * Can be overridden to get different functionality (e.g. dropping items on
2223 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2224 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2225 * Find who has done something to a node, or near a node
2226 * `actor`: `"player:<name>"`, also `"liquid"`.
2227 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2228 * Revert latest actions of someone
2229 * `actor`: `"player:<name>"`, also `"liquid"`.
2231 ### Defaults for the `on_*` item definition functions
2232 These functions return the leftover itemstack.
2234 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2235 * Place item as a node
2236 * `param2` overrides `facedir` and wallmounted `param2`
2237 * returns `itemstack, success`
2238 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2240 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2241 * Use one of the above based on what the item is.
2242 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2243 * **Note**: is not called when wielded item overrides `on_place`
2244 * `param2` overrides `facedir` and wallmounted `param2`
2245 * returns `itemstack, success`
2246 * `minetest.item_drop(itemstack, dropper, pos)`
2248 * `minetest.item_eat(hp_change, replace_with_item)`
2250 * `replace_with_item` is the itemstring which is added to the inventory.
2251 If the player is eating a stack, then replace_with_item goes to a
2252 different spot. Can be `nil`
2253 * See `minetest.do_item_eat`
2255 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2256 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2257 * Calls functions registered by `minetest.register_on_punchnode()`
2258 * `minetest.node_dig(pos, node, digger)`
2259 * Checks if node can be dug, puts item into inventory, removes node
2260 * Calls functions registered by `minetest.registered_on_dignodes()`
2263 * `minetest.sound_play(spec, parameters)`: returns a handle
2264 * `spec` is a `SimpleSoundSpec`
2265 * `parameters` is a sound parameter table
2266 * `minetest.sound_stop(handle)`
2269 * `minetest.after(time, func, ...)`
2270 * Call the function `func` after `time` seconds, may be fractional
2271 * Optional: Variable number of arguments that are passed to `func`
2274 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2275 and `reconnect` == true displays a reconnect button.
2276 * `minetest.get_server_status()`: returns server status string
2279 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2280 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2281 * `minetest.ban_player(name)`: ban a player
2282 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2283 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2286 * `minetest.add_particle(particle definition)`
2287 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2288 size, collisiondetection, texture, playername)`
2290 * `minetest.add_particlespawner(particlespawner definition)`
2291 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2292 * Returns an `id`, and -1 if adding didn't succeed
2293 * `Deprecated: minetest.add_particlespawner(amount, time,
2297 minexptime, maxexptime,
2299 collisiondetection, texture, playername)`
2301 * `minetest.delete_particlespawner(id, player)``
2302 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2303 * If playername is specified, only deletes on the player's client,
2304 * otherwise on all clients
2307 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2308 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2309 * Apply the specified probability values to the specified nodes in `probability_list`.
2310 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2311 * `pos` is the 3D vector specifying the absolute coordinates of the
2312 node being modified,
2313 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2314 * If there are two or more entries with the same pos value, the
2316 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2317 * If `probability_list` equals `nil`, no probabilities are applied.
2318 * Slice probability works in the same manner, except takes a field
2319 called `ypos` instead which
2320 indicates the y position of the slice with a probability applied.
2321 * If slice probability list equals `nil`, no slice probabilities are applied.
2322 * Saves schematic in the Minetest Schematic format to filename.
2324 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2325 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2326 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2327 * If the `rotation` parameter is omitted, the schematic is not rotated.
2328 * `replacements` = `{["old_name"] = "convert_to", ...}`
2329 * `force_placement` is a boolean indicating whether nodes other than `air` and
2330 `ignore` are replaced by the schematic
2331 * Returns nil if the schematic could not be loaded.
2333 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2334 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2335 specified VoxelManip object `vmanip` instead of the whole map.
2336 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2337 containing the full area required, and true if the whole schematic was able to fit.
2338 * Returns nil if the schematic could not be loaded.
2339 * After execution, any external copies of the VoxelManip contents are invalidated.
2341 * `minetest.serialize_schematic(schematic, format, options)`
2342 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2343 * in the `format` of either "mts" or "lua".
2344 * "mts" - a string containing the binary MTS data used in the MTS file format
2345 * "lua" - a string containing Lua code representing the schematic in table format
2346 * `options` is a table containing the following optional parameters:
2347 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2348 * position comments for every X row generated in the schematic data for easier reading.
2349 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2350 * will use that number of spaces as indentation instead of a tab character.
2353 * `minetest.request_http_api()`:
2354 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2355 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2356 otherwise returns `nil`.
2357 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2359 * Only works at init time and must be called from the mod's main scope (not from a function).
2360 * Function only exists if minetest server was built with cURL support.
2361 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2363 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2364 * Performs given request asynchronously and calls callback upon completion
2365 * callback: `function(HTTPRequestResult res)`
2366 * Use this HTTP function if you are unsure, the others are for advanced use.
2367 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2368 * Performs given request asynchronously and returns handle for `minetest.http_fetch_async_get`
2369 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2370 * Return response data for given asynchronous HTTP request
2373 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2374 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2375 * Gives a unique hash number for a node position (16+16+16=48bit)
2376 * `minetest.get_position_from_hash(hash)`: returns a position
2377 * Inverse transform of `minetest.hash_node_position`
2378 * `minetest.get_item_group(name, group)`: returns a rating
2379 * Get rating of a group of an item. (`0` means: not in group)
2380 * `minetest.get_node_group(name, group)`: returns a rating
2381 * Deprecated: An alias for the former.
2382 * `minetest.raillike_group(name)`: returns a rating
2383 * Returns rating of the connect_to_raillike group corresponding to name
2384 * If name is not yet the name of a connect_to_raillike group, a new group id
2385 * is created, with that name
2386 * `minetest.get_content_id(name)`: returns an integer
2387 * Gets the internal content ID of `name`
2388 * `minetest.get_name_from_content_id(content_id)`: returns a string
2389 * Gets the name of the content with that content ID
2390 * `minetest.parse_json(string[, nullvalue])`: returns something
2391 * Convert a string containing JSON data into the Lua equivalent
2392 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2393 * On success returns a table, a string, a number, a boolean or `nullvalue`
2394 * On failure outputs an error message and returns `nil`
2395 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2396 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2397 * Convert a Lua table into a JSON string
2398 * styled: Outputs in a human-readable format if this is set, defaults to false
2399 * Unserializable things like functions and userdata are saved as null.
2400 * **Warning**: JSON is more strict than the Lua table format.
2401 1. You can only use strings and positive integers of at least one as keys.
2402 2. You can not mix string and integer keys.
2403 This is due to the fact that JSON has two distinct array and object values.
2404 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2405 * `minetest.serialize(table)`: returns a string
2406 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2407 into string form readable by `minetest.deserialize`
2408 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2409 * `minetest.deserialize(string)`: returns a table
2410 * Convert a string returned by `minetest.deserialize` into a table
2411 * `string` is loaded in an empty sandbox environment.
2412 * Will load functions, but they cannot access the global environment.
2413 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2414 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2415 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2416 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2417 * Compress a string of data.
2418 * `method` is a string identifying the compression method to be used.
2419 * Supported compression methods:
2420 * Deflate (zlib): `"deflate"`
2421 * `...` indicates method-specific arguments. Currently defined arguments are:
2422 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2423 * `minetest.decompress(compressed_data, method, ...)`: returns data
2424 * Decompress a string of data (using ZLib).
2425 * See documentation on `minetest.compress()` for supported compression methods.
2426 * currently supported.
2427 * `...` indicates method-specific arguments. Currently, no methods use this.
2428 * `minetest.is_protected(pos, name)`: returns boolean
2429 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2430 actions, defineable by mods, due to some mod-defined ownership-like concept.
2431 Returns false or nil, if the player is allowed to do such actions.
2432 * This function should be overridden by protection mods and should be used to
2433 check if a player can interact at a position.
2434 * This function should call the old version of itself if the position is not
2435 protected by the mod.
2438 local old_is_protected = minetest.is_protected
2439 function minetest.is_protected(pos, name)
2440 if mymod:position_protected_from(pos, name) then
2443 return old_is_protected(pos, name)
2445 * `minetest.record_protection_violation(pos, name)`
2446 * This function calls functions registered with
2447 `minetest.register_on_protection_violation`.
2448 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2449 * Attempt to predict the desired orientation of the facedir-capable node
2450 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2451 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2452 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2453 is an optional table containing extra tweaks to the placement code:
2454 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2455 orientation on the wall.
2456 * `force_wall` : if `true`, always place the node in wall orientation.
2457 * `force_ceiling`: if `true`, always place on the ceiling.
2458 * `force_floor`: if `true`, always place the node on the floor.
2459 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2460 the floor or ceiling
2461 * The first four options are mutually-exclusive; the last in the list takes
2462 precedence over the first.
2463 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2464 * calls `rotate_and_place()` with infinitestacks set according to the state of
2465 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2468 * `minetest.forceload_block(pos)`
2469 * forceloads the position `pos`.
2470 * returns `true` if area could be forceloaded
2471 * Please note that forceloaded areas are saved when the server restarts.
2473 * `minetest.forceload_free_block(pos)`
2474 * stops forceloading the position `pos`
2476 * `minetest.request_insecure_environment()`: returns an environment containing
2477 insecure functions if the calling mod has been listed as trusted in the
2478 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2479 * Only works at init time and must be called from the mod's main scope (not from a function).
2480 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2483 * `minetest.global_exists(name)`
2484 * Checks if a global variable has been set, without triggering a warning.
2487 * `minetest.env`: `EnvRef` of the server environment and world.
2488 * Any function in the minetest namespace can be called using the syntax
2489 `minetest.env:somefunction(somearguments)`
2490 instead of `minetest.somefunction(somearguments)`
2491 * Deprecated, but support is not to be dropped soon
2494 * `minetest.registered_items`
2495 * Map of registered items, indexed by name
2496 * `minetest.registered_nodes`
2497 * Map of registered node definitions, indexed by name
2498 * `minetest.registered_craftitems`
2499 * Map of registered craft item definitions, indexed by name
2500 * `minetest.registered_tools`
2501 * Map of registered tool definitions, indexed by name
2502 * `minetest.registered_entities`
2503 * Map of registered entity prototypes, indexed by name
2504 * `minetest.object_refs`
2505 * Map of object references, indexed by active object id
2506 * `minetest.luaentities`
2507 * Map of Lua entities, indexed by active object id
2508 * `minetest.registered_ores`
2509 * List of registered ore definitions.
2510 * `minetest.registered_biomes`
2511 * List of registered biome definitions.
2512 * `minetest.registered_decorations`
2513 * List of registered decoration definitions.
2519 Node metadata: reference extra data and functionality stored in a node.
2520 Can be gotten via `minetest.get_meta(pos)`.
2523 * `set_string(name, value)`
2524 * `get_string(name)`
2525 * `set_int(name, value)`
2527 * `set_float(name, value)`
2529 * `get_inventory()`: returns `InvRef`
2530 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2531 * `from_table(nil or {})`
2532 * See "Node Metadata"
2535 Node Timers: a high resolution persistent per-node timer.
2536 Can be gotten via `minetest.get_node_timer(pos)`.
2539 * `set(timeout,elapsed)`
2540 * set a timer's state
2541 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2542 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2543 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2546 * equivalent to `set(timeout,0)`
2549 * `get_timeout()`: returns current timeout in seconds
2550 * if `timeout` equals `0`, timer is inactive
2551 * `get_elapsed()`: returns current elapsed time in seconds
2552 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2553 * `is_started()`: returns boolean state of timer
2554 * returns `true` if timer is started, otherwise `false`
2557 Moving things in the game are generally these.
2559 This is basically a reference to a C++ `ServerActiveObject`
2562 * `remove()`: remove object (after returning from Lua)
2563 * Note: Doesn't work on players, use minetest.kick_player instead
2564 * `getpos()`: returns `{x=num, y=num, z=num}`
2565 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2566 * `moveto(pos, continuous=false)`: interpolated move
2567 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2568 * `puncher` = another `ObjectRef`,
2569 * `time_from_last_punch` = time since last punch action of the puncher
2570 * `direction`: can be `nil`
2571 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2572 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2573 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2574 * `get_inventory()`: returns an `InvRef`
2575 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2576 * `get_wield_index()`: returns the index of the wielded item
2577 * `get_wielded_item()`: returns an `ItemStack`
2578 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2579 * `set_armor_groups({group1=rating, group2=rating, ...})`
2580 * `get_armor_groups()`: returns a table with the armor group ratings
2581 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2582 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2583 * `set_attach(parent, bone, position, rotation)`
2585 * `position`: `{x=num, y=num, z=num}` (relative)
2586 * `rotation`: `{x=num, y=num, z=num}`
2587 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2589 * `set_bone_position(bone, position, rotation)`
2591 * `position`: `{x=num, y=num, z=num}` (relative)
2592 * `rotation`: `{x=num, y=num, z=num}`
2593 * `get_bone_position(bone)`: returns position and rotation of the bone
2594 * `set_properties(object property table)`
2595 * `get_properties()`: returns object property table
2596 * `is_player()`: returns true for players, false otherwise
2597 * `get_nametag_attributes()`
2598 * returns a table with the attributes of the nametag of an object
2600 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2603 * `set_nametag_attributes(attributes)`
2604 * sets the attributes of the nametag of an object
2608 text = "My Nametag",
2611 ##### LuaEntitySAO-only (no-op for other objects)
2612 * `setvelocity({x=num, y=num, z=num})`
2613 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2614 * `setacceleration({x=num, y=num, z=num})`
2615 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2617 * `getyaw()`: returns number in radians
2618 * `settexturemod(mod)`
2619 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2620 select_horiz_by_yawpitch=false)`
2621 * Select sprite from spritesheet with optional animation and DM-style
2622 texture selection based on yaw relative to camera
2623 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2626 ##### Player-only (no-op for other objects)
2627 * `get_player_name()`: returns `""` if is not a player
2628 * `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
2629 * `get_look_dir()`: get camera direction as a unit vector
2630 * `get_look_pitch()`: pitch in radians
2631 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2632 * `set_look_pitch(radians)`: sets look pitch
2633 * `set_look_yaw(radians)`: sets look yaw
2634 * `get_breath()`: returns players breath
2635 * `set_breath(value)`: sets players breath
2637 * `0`: player is drowning,
2638 * `1`-`10`: remaining number of bubbles
2639 * `11`: bubbles bar is not shown
2640 * `set_inventory_formspec(formspec)`
2641 * Redefine player's inventory form
2642 * Should usually be called in on_joinplayer
2643 * `get_inventory_formspec()`: returns a formspec string
2644 * `get_player_control()`: returns table with player pressed keys
2645 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2646 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2647 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2648 * `set_physics_override(override_table)`
2649 * `override_table` is a table with the following fields:
2650 * `speed`: multiplier to default walking speed value (default: `1`)
2651 * `jump`: multiplier to default jump value (default: `1`)
2652 * `gravity`: multiplier to default gravity value (default: `1`)
2653 * `sneak`: whether player can sneak (default: `true`)
2654 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2655 * `get_physics_override()`: returns the table given to set_physics_override
2656 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2658 * `hud_remove(id)`: remove the HUD element of the specified id
2659 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2660 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2661 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2662 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2663 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2664 * pass a table containing a `true`/`false` value of each flag to be set or unset
2665 * if a flag equals `nil`, the flag is not modified
2666 * note that setting `minimap` modifies the client's permission to view the minimap -
2667 * the client may locally elect to not view the minimap
2668 * `hud_get_flags()`: returns a table containing status of hud flags
2669 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2670 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2671 * `count`: number of items, must be between `1` and `23`
2672 * `hud_get_hotbar_itemcount`: returns number of visible items
2673 * `hud_set_hotbar_image(texturename)`
2674 * sets background image for hotbar
2675 * `hud_get_hotbar_image`: returns texturename
2676 * `hud_set_hotbar_selected_image(texturename)`
2677 * sets image for selected item of hotbar
2678 * `hud_get_hotbar_selected_image`: returns texturename
2679 * `hud_replace_builtin(name, hud_definition)`
2680 * replace definition of a builtin hud element
2681 * `name`: `"breath"` or `"health"`
2682 * `hud_definition`: definition to replace builtin definition
2683 * `set_sky(bgcolor, type, {texture names})`
2684 * `bgcolor`: ColorSpec, defaults to white
2686 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2687 * `"skybox"`: Uses 6 textures, `bgcolor` used
2688 * `"plain"`: Uses 0 textures, `bgcolor` used
2689 * `get_sky()`: returns bgcolor, type and a table with the textures
2690 * `override_day_night_ratio(ratio or nil)`
2691 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2692 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2693 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2694 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2696 set animation for player model in third person view
2698 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2699 {x=168, y=187}, -- < walk animation key frames
2700 {x=189, y=198}, -- < dig animation key frames
2701 {x=200, y=219}, -- < walk+dig animation key frames
2702 frame_speed=30): -- < animation frame speed
2703 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2704 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2705 * in first person view
2706 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2707 * `get_eye_offset()`: returns offset_first and offset_third
2710 An `InvRef` is a reference to an inventory.
2713 * `is_empty(listname)`: return `true` if list is empty
2714 * `get_size(listname)`: get size of a list
2715 * `set_size(listname, size)`: set size of a list
2716 * returns `false` on error (e.g. invalid `listname` or `size`)
2717 * `get_width(listname)`: get width of a list
2718 * `set_width(listname, width)`: set width of list; currently used for crafting
2719 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2720 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2721 * `get_list(listname)`: return full list
2722 * `set_list(listname, list)`: set full list (size will not change)
2723 * `get_lists()`: returns list of inventory lists
2724 * `set_lists(lists)`: sets inventory lists (size will not change)
2725 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2726 * `room_for_item(listname, stack):` returns `true` if the stack of items
2727 can be fully added to the list
2728 * `contains_item(listname, stack)`: returns `true` if the stack of items
2729 can be fully taken from the list
2730 * `remove_item(listname, stack)`: take as many items as specified from the list,
2731 returns the items that were actually removed (as an `ItemStack`) -- note that
2732 any item metadata is ignored, so attempting to remove a specific unique
2733 item this way will likely remove the wrong one -- to do that use `set_stack`
2734 with an empty `ItemStack`
2735 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2736 * returns `{type="undefined"}` in case location is not known
2739 A fast access data structure to store areas, and find areas near a given position or area.
2740 Every area has a `data` string attribute to store additional information.
2741 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2742 If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
2745 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2746 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2747 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2748 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID, or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID, it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it, or insertions are likely to fail due to conflicts.
2749 * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
2750 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2751 * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
2754 enabled = boolean, -- whether to enable, default true
2755 block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
2756 limit = number, -- the cache's size, minimum 20, default 1000
2758 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2759 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2760 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore. Returns success and, optionally, an error message.
2761 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2764 An `ItemStack` is a stack of items.
2766 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2767 an itemstring, a table or `nil`.
2770 * `is_empty()`: Returns `true` if stack is empty.
2771 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2772 * `set_name(item_name)`: Returns boolean success.
2773 Clears item on failure.
2774 * `get_count()`: Returns number of items on the stack.
2775 * `set_count(count)`
2776 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2777 * `set_wear(wear)`: Returns boolean success.
2778 Clears item on failure.
2779 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2780 * `set_metadata(metadata)`: Returns true.
2781 * `clear()`: removes all items from the stack, making it empty.
2782 * `replace(item)`: replace the contents of this stack.
2783 * `item` can also be an itemstring or table.
2784 * `to_string()`: Returns the stack in itemstring form.
2785 * `to_table()`: Returns the stack in Lua table form.
2786 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2787 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2788 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2789 * `get_definition()`: Returns the item definition table.
2790 * `get_tool_capabilities()`: Returns the digging properties of the item,
2791 or those of the hand if none are defined for this item type
2792 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2793 * `add_item(item)`: Put some item or stack onto this stack.
2794 Returns leftover `ItemStack`.
2795 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2797 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2798 Returns taken `ItemStack`.
2799 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2800 Returns taken `ItemStack`.
2803 A 16-bit pseudorandom number generator.
2804 Uses a well-known LCG algorithm introduced by K&R.
2806 It can be created via `PseudoRandom(seed)`.
2809 * `next()`: return next integer random number [`0`...`32767`]
2810 * `next(min, max)`: return next integer random number [`min`...`max`]
2811 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2812 due to the simple implementation making bad distribution otherwise.
2815 A 32-bit pseudorandom number generator.
2816 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2818 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2821 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2822 * `next(min, max)`: return next integer random number [`min`...`max`]
2823 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2824 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2825 * Increasing num_trials improves accuracy of the approximation
2828 Interface for the operating system's crypto-secure PRNG.
2830 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2831 be found on the system.
2834 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2837 A perlin noise generator.
2838 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2839 or `PerlinNoise(noiseparams)`.
2840 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2841 or `minetest.get_perlin(noiseparams)`.
2844 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2845 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2847 ### `PerlinNoiseMap`
2848 A fast, bulk perlin noise generator.
2850 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2851 `minetest.get_perlin_map(noiseparams, size)`.
2853 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2854 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2857 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2858 nil, this table will be used to store the result instead of creating a new table.
2862 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2863 with values starting at `pos={x=,y=}`
2864 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2865 of 3D noise with values starting at `pos={x=,y=,z=}`
2866 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2867 with values starting at `pos={x=,y=}`
2868 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2869 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2870 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2871 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2872 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2873 takes a chunk of `slice_size`.
2874 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2875 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2876 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2877 the starting position of the most recently calculated noise.
2878 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2879 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2880 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2884 #### About VoxelManip
2885 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
2886 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
2887 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
2888 to with other methods of setting nodes. For example, nodes will not have their construction and
2889 destruction callbacks run, and no rollback information is logged.
2891 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
2892 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
2893 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
2895 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
2896 VoxelManip is most effective when setting very large areas of map at once - for example, if only
2897 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
2898 using both methods of map manipulation to determine which is most appropriate for your usage.
2900 #### Using VoxelManip
2901 A VoxelManip object can be created any time using either:
2902 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2904 If the optional position parameters are present for either of these routines, the specified region
2905 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
2906 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
2908 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
2909 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
2910 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
2911 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2913 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
2914 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
2915 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
2917 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
2918 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
2919 `VoxelManip:get_light_data()` for node light levels, and
2920 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2922 See section 'Flat array format' for more details.
2924 It is very important to understand that the tables returned by any of the above three functions
2925 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
2926 data will *not* magically update itself if another function modifies the internal VoxelManip state.
2927 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
2928 otherwise explicitly stated.
2930 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
2931 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
2932 `VoxelManip:set_light_data()` for node light levels, and
2933 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
2935 The parameter to each of the above three functions can use any table at all in the same flat array
2936 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
2938 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
2939 to the map by calling `VoxelManip:write_to_map()`.
2941 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
2942 as being modified so that connected clients are sent the updated parts of map.
2945 ##### Flat array format
2947 `Nx = p2.X - p1.X + 1`,
2948 `Ny = p2.Y - p1.Y + 1`, and
2949 `Nz = p2.Z - p1.Z + 1`.
2951 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
2952 the expression `Nx * Ny * Nz`.
2954 Positions offset from p1 are present in the array with the format of:
2957 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
2958 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
2960 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
2961 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
2963 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
2965 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
2969 and the array index for a position p contained completely in p1..p2 is:
2971 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
2973 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
2974 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
2975 for a single point in a flat VoxelManip array.
2978 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
2979 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
2980 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
2981 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
2982 After registration of a node, its Content ID will remain the same throughout execution of the mod.
2983 Note that the node being queried needs to have already been been registered.
2985 The following builtin node types have their Content IDs defined as constants:
2987 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
2988 core.CONTENT_AIR (ID for "air" nodes)
2989 core.CONTENT_IGNORE (ID for "ignore" nodes)
2992 ##### Mapgen VoxelManip objects
2993 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
2994 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
2995 but with a few differences:
2997 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
2998 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
2999 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3000 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3001 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3002 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3003 consistency with the current map state. For this reason, calling any of the following functions:
3004 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3005 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3006 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3007 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3008 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3009 automatically after all on_generated callbacks have been run for that generated block.
3011 ##### Other API functions operating on a VoxelManip
3012 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3013 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3014 written all buffered data back to the VoxelManip object, save for special situations where the modder
3015 desires to only have certain liquid nodes begin flowing.
3017 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3018 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3020 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3021 except instead of placing the specified schematic directly on the map at the specified position, it
3022 will place the schematic inside of the VoxelManip.
3025 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3026 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3027 `VoxelManip:get_node_at()`.
3028 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3029 filled with "ignore" nodes.
3030 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3031 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3032 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3033 object in the same callback it had been created.
3034 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3035 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3036 buffer the function can use to write map data to instead of returning a new table each call. This
3037 greatly enhances performance by avoiding unnecessary memory allocations.
3040 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3041 the region formed by `p1` and `p2`.
3042 * returns actual emerged `pmin`, actual emerged `pmax`
3043 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3044 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3045 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3046 the `VoxelManip` at that position
3047 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3048 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3049 * returns raw node data in the form of an array of node content IDs
3050 * if the param `buffer` is present, this table will be used to store the result instead
3051 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3052 * `update_map()`: Update map after writing chunk back to map.
3053 * To be used only by `VoxelManip` objects created by the mod itself;
3054 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3055 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3056 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3057 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3058 * (`p1`, `p2`) is the area in which lighting is set;
3059 defaults to the whole area if left out
3060 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3061 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3062 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3063 * `light = day + (night * 16)`
3064 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3066 * expects lighting data in the same format that `get_light_data()` returns
3067 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3068 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3069 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3070 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3071 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3073 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3074 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3075 * `update_liquids()`: Update liquid flow
3076 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3077 had been modified since the last read from map, due to a call to
3078 `minetest.set_data()` on the loaded area elsewhere
3079 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3082 A helper class for voxel areas.
3083 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3084 The coordinates are *inclusive*, like most other things in Minetest.
3087 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3088 `MinEdge` and `MaxEdge`
3089 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3090 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3091 * useful for things like `VoxelManip`, raw Schematic specifiers,
3092 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3093 * `indexp(p)`: same as above, except takes a vector
3094 * `position(i)`: returns the absolute position vector corresponding to index `i`
3095 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3096 * `containsp(p)`: same as above, except takes a vector
3097 * `containsi(i)`: same as above, except takes an index `i`
3098 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3099 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3100 * `iterp(minp, maxp)`: same as above, except takes a vector
3103 An interface to read config files in the format of `minetest.conf`.
3105 It can be created via `Settings(filename)`.
3108 * `get(key)`: returns a value
3109 * `get_bool(key)`: returns a boolean
3111 * `remove(key)`: returns a boolean (`true` for success)
3112 * `get_names()`: returns `{key1,...}`
3113 * `write()`: returns a boolean (`true` for success)
3114 * write changes to file
3115 * `to_table()`: returns `{[key1]=value1,...}`
3119 A mapgen object is a construct used in map generation. Mapgen objects can be used
3120 by an `on_generate` callback to speed up operations by avoiding unnecessary
3121 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3122 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3123 was called outside of an `on_generate()` callback, `nil` is returned.
3125 The following Mapgen objects are currently available:
3128 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3129 emerged position, in that order. All mapgens support this object.
3132 Returns an array containing the y coordinates of the ground levels of nodes in
3133 the most recently generated chunk by the current mapgen.
3136 Returns an array containing the biome IDs of nodes in the most recently
3137 generated chunk by the current mapgen.
3140 Returns an array containing the temperature values of nodes in the most
3141 recently generated chunk by the current mapgen.
3144 Returns an array containing the humidity values of nodes in the most recently
3145 generated chunk by the current mapgen.
3148 Returns a table mapping requested generation notification types to arrays of
3149 positions at which the corresponding generated structures are located at within
3150 the current chunk. To set the capture of positions of interest to be recorded
3151 on generate, use `minetest.set_gen_notify()`.
3153 Possible fields of the table returned are:
3159 * `large_cave_begin`
3163 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3164 numeric unique decoration ID.
3168 * Functions receive a "luaentity" as `self`:
3169 * It has the member `.name`, which is the registered name `("mod:thing")`
3170 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3171 * The original prototype stuff is visible directly via a metatable
3173 * `on_activate(self, staticdata)`
3174 * Called when the object is instantiated.
3175 * `on_step(self, dtime)`
3176 * Called on every server tick, after movement and collision processing.
3177 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3179 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3180 * Called when somebody punches the object.
3181 * Note that you probably want to handle most punches using the
3182 automatic armor group system.
3183 * `puncher`: an `ObjectRef` (can be `nil`)
3184 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3185 * `tool_capabilities`: capability table of used tool (can be `nil`)
3186 * `dir`: unit vector of direction of punch. Always defined. Points from
3187 the puncher to the punched.
3188 * `on_rightclick(self, clicker)`
3189 * `get_staticdata(self)`
3190 * Should return a string that will be passed to `on_activate` when
3191 the object is instantiated the next time.
3199 axiom, --string initial tree axiom
3200 rules_a, --string rules set A
3201 rules_b, --string rules set B
3202 rules_c, --string rules set C
3203 rules_d, --string rules set D
3204 trunk, --string trunk node name
3205 leaves, --string leaves node name
3206 leaves2, --string secondary leaves node name
3207 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3208 angle, --num angle in deg
3209 iterations, --num max # of iterations, usually 2 -5
3210 random_level, --num factor to lower nr of iterations, usually 0 - 3
3211 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3212 -- 2x2 nodes or 3x3 in cross shape
3213 thin_branches, --boolean true -> use thin (1 node) branches
3214 fruit, --string fruit node name
3215 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3216 seed, --num random seed; if no seed is provided, the engine will create one
3219 ### Key for Special L-System Symbols used in Axioms
3221 * `G`: move forward one unit with the pen up
3222 * `F`: move forward one unit with the pen down drawing trunks and branches
3223 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3224 * `T`: move forward one unit with the pen down drawing trunks only
3225 * `R`: move forward one unit with the pen down placing fruit
3226 * `A`: replace with rules set A
3227 * `B`: replace with rules set B
3228 * `C`: replace with rules set C
3229 * `D`: replace with rules set D
3230 * `a`: replace with rules set A, chance 90%
3231 * `b`: replace with rules set B, chance 80%
3232 * `c`: replace with rules set C, chance 70%
3233 * `d`: replace with rules set D, chance 60%
3234 * `+`: yaw the turtle right by `angle` parameter
3235 * `-`: yaw the turtle left by `angle` parameter
3236 * `&`: pitch the turtle down by `angle` parameter
3237 * `^`: pitch the turtle up by `angle` parameter
3238 * `/`: roll the turtle to the right by `angle` parameter
3239 * `*`: roll the turtle to the left by `angle` parameter
3240 * `[`: save in stack current state info
3241 * `]`: recover from stack state info
3244 Spawn a small apple tree:
3246 pos = {x=230,y=20,z=4}
3249 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3250 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3251 trunk="default:tree",
3252 leaves="default:leaves",
3256 trunk_type="single",
3259 fruit="default:apple"
3261 minetest.spawn_tree(pos,apple_tree)
3266 ### Object Properties
3271 collide_with_objects = true, -- collide with other objects if physical=true
3273 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3274 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3275 visual_size = {x=1, y=1},
3277 textures = {}, -- number of required textures depends on visual
3278 colors = {}, -- number of required colors depends on visual
3279 spritediv = {x=1, y=1},
3280 initial_sprite_basepos = {x=0, y=0},
3282 makes_footstep_sound = false,
3283 automatic_rotate = false,
3285 automatic_face_movement_dir = 0.0,
3286 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3287 automatic_face_movement_max_rotation_per_sec = -1,
3288 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3289 backface_culling = true, -- false to disable backface_culling for model
3290 nametag = "", -- by default empty, for players their name is shown if empty
3291 nametag_color = <color>, -- sets color of nametag as ColorSpec
3292 infotext = "", -- by default empty, text to be shown when pointed at object
3295 ### Entity definition (`register_entity`)
3298 -- Deprecated: Everything in object properties is read directly from here
3300 initial_properties = --[[<initial object properties>]],
3302 on_activate = function(self, staticdata, dtime_s),
3303 on_step = function(self, dtime),
3304 on_punch = function(self, hitter),
3305 on_rightclick = function(self, clicker),
3306 get_staticdata = function(self),
3307 -- ^ Called sometimes; the string returned is passed to on_activate when
3308 -- the entity is re-activated from static state
3310 -- Also you can define arbitrary member variables here
3311 myvariable = whatever,
3314 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3317 -- In the following two fields, also group:groupname will work.
3318 nodenames = {"default:lava_source"},
3319 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3320 ^ If left out or empty, any neighbor will do ]]
3321 interval = 1.0, -- Operation interval in seconds
3322 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3323 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3324 ^ The chance value is temporarily reduced when returning to
3325 an area to simulate time lost by the area being unattended.
3326 ^ Note chance value can often be reduced to 1 ]]
3327 action = func(pos, node, active_object_count, active_object_count_wider),
3330 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3333 name = "modname:replace_legacy_door",
3334 nodenames = {"default:lava_source"},
3335 -- ^ List of node names to trigger the LBM on.
3336 -- Also non-registered nodes will work.
3337 -- Groups (as of group:groupname) will work as well.
3338 run_at_every_load = false,
3339 -- ^ Whether to run the LBM's action every time a block gets loaded,
3340 -- and not just for blocks that were saved last time before LBMs were
3341 -- introduced to the world.
3342 action = func(pos, node),
3345 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3348 description = "Steel Axe",
3349 groups = {}, -- key=name, value=rating; rating=1..3.
3350 if rating not applicable, use 1.
3351 e.g. {wool=1, fluffy=3}
3352 {soil=2, outerspace=1, crumbly=1}
3353 {bendy=2, snappy=1},
3354 {hard=1, metal=1, spikes=1}
3355 inventory_image = "default_tool_steelaxe.png",
3357 wield_scale = {x=1,y=1,z=1},
3360 liquids_pointable = false,
3361 tool_capabilities = {
3362 full_punch_interval = 1.0,
3366 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3367 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3369 damage_groups = {groupname=damage},
3371 node_placement_prediction = nil,
3373 ^ If nil and item is node, prediction is made automatically
3374 ^ If nil and item is not a node, no prediction is made
3375 ^ If "" and item is anything, no prediction is made
3376 ^ Otherwise should be name of node which the client immediately places
3377 on ground when the player places the item. Server will always update
3378 actual result to client in a short moment.
3381 place = --[[<SimpleSoundSpec>]],
3384 on_place = func(itemstack, placer, pointed_thing),
3386 ^ Shall place item and return the leftover itemstack
3387 ^ default: minetest.item_place ]]
3388 on_secondary_use = func(itemstack, user, pointed_thing),
3390 ^ Same as on_place but called when pointing at nothing.
3391 ^ pointed_thing : always { type = "nothing" }
3393 on_drop = func(itemstack, dropper, pos),
3395 ^ Shall drop item and return the leftover itemstack
3396 ^ default: minetest.item_drop ]]
3397 on_use = func(itemstack, user, pointed_thing),
3400 ^ Function must return either nil if no item shall be removed from
3401 inventory, or an itemstack to replace the original itemstack.
3402 e.g. itemstack:take_item(); return itemstack
3403 ^ Otherwise, the function is free to do what it wants.
3404 ^ The default functions handle regular use cases.
3406 after_use = func(itemstack, user, node, digparams),
3409 ^ If defined, should return an itemstack and will be called instead of
3410 wearing out the tool. If returns nil, does nothing.
3411 If after_use doesn't exist, it is the same as:
3412 function(itemstack, user, node, digparams)
3413 itemstack:add_wear(digparams.wear)
3421 * `{name="image.png", animation={Tile Animation definition}}`
3422 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3423 tileable_horizontal=bool}`
3424 * backface culling enabled by default for most nodes
3425 * tileable flags are info for shaders, how they should treat texture
3426 when displacement mapping is used
3427 Directions are from the point of view of the tile texture,
3428 not the node it's on
3429 * deprecated, yet still supported field names:
3432 ### Tile animation definition
3433 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3435 ### Node definition (`register_node`)
3438 -- <all fields allowed in item definitions>,
3440 drawtype = "normal", -- See "Node drawtypes"
3441 visual_scale = 1.0, --[[
3442 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3443 ^ For plantlike, the image will start at the bottom of the node; for the
3444 ^ other drawtypes, the image will be centered on the node.
3445 ^ Note that positioning for "torchlike" may still change. ]]
3446 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3447 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3448 ^ List can be shortened to needed length ]]
3449 special_tiles = {tile definition 1, Tile definition 2}, --[[
3450 ^ Special textures of node; used rarely (old field name: special_materials)
3451 ^ List can be shortened to needed length ]]
3453 use_texture_alpha = false, -- Use texture's alpha channel
3454 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3455 paramtype = "none", -- See "Nodes" --[[
3456 ^ paramtype = "light" allows light to propagate from or through the node with light value
3457 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3458 paramtype2 = "none", -- See "Nodes"
3459 is_ground_content = true, -- If false, the cave generator will not carve through this
3460 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3461 walkable = true, -- If true, objects collide with node
3462 pointable = true, -- If true, can be pointed at
3463 diggable = true, -- If false, can never be dug
3464 climbable = false, -- If true, can be climbed on (ladder)
3465 buildable_to = false, -- If true, placed nodes can replace this node
3466 floodable = false, -- If true, liquids flow into and replace this node
3467 liquidtype = "none", -- "none"/"source"/"flowing"
3468 liquid_alternative_flowing = "", -- Flowing version of source liquid
3469 liquid_alternative_source = "", -- Source version of flowing liquid
3470 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3471 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
3473 ^ Block contains level in param2. Value is default level, used for snow.
3474 ^ Don't forget to use "leveled" type nodebox. ]]
3475 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3476 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3477 light_source = 0, -- Amount of light emitted by node
3478 damage_per_second = 0, -- If player is inside node, this damage is caused
3479 node_box = {type="regular"}, -- See "Node boxes"
3480 connects_to = nodenames, --[[
3481 * Used for nodebox nodes with the type == "connected"
3482 * Specifies to what neighboring nodes connections will be drawn
3483 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3484 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3485 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3487 selection_box = {type="regular"}, -- See "Node boxes" --[[
3488 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3489 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3490 legacy_wallmounted = false, -- Support maps made in and before January 2012
3492 footstep = <SimpleSoundSpec>,
3493 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3494 dug = <SimpleSoundSpec>,
3495 place = <SimpleSoundSpec>,
3496 place_failed = <SimpleSoundSpec>,
3498 drop = "", -- Name of dropped node when dug. Default is the node itself.
3501 max_items = 1, -- Maximum number of items to drop.
3502 items = { -- Choose max_items randomly from this list.
3504 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3505 rarity = 1, -- Probability of getting is 1 / rarity.
3510 on_construct = func(pos), --[[
3511 ^ Node constructor; called after adding node
3512 ^ Can set up metadata and stuff like that
3513 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3515 on_destruct = func(pos), --[[
3516 ^ Node destructor; called before removing node
3517 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3519 after_destruct = func(pos, oldnode), --[[
3520 ^ Node destructor; called after removing node
3521 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3524 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3525 ^ Called after constructing node when node was placed using
3526 minetest.item_place_node / minetest.place_node
3527 ^ If return true no item is taken from itemstack
3529 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3530 ^ oldmetadata is in table format
3531 ^ Called after destructing node when node was dug using
3532 minetest.node_dig / minetest.dig_node
3534 can_dig = function(pos, [player]) --[[
3535 ^ returns true if node can be dug, or false if not
3538 on_punch = func(pos, node, puncher, pointed_thing), --[[
3539 ^ default: minetest.node_punch
3540 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3541 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3543 ^ if defined, itemstack will hold clicker's wielded item
3544 ^ Shall return the leftover itemstack
3545 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3547 on_dig = func(pos, node, digger), --[[
3548 ^ default: minetest.node_dig
3549 ^ By default: checks privileges, wears out tool and removes node ]]
3551 on_timer = function(pos,elapsed), --[[
3553 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3554 ^ elapsed is the total time passed since the timer was started
3555 ^ return true to run the timer for another cycle with the same timeout value ]]
3557 on_receive_fields = func(pos, formname, fields, sender), --[[
3558 ^ fields = {name1 = value1, name2 = value2, ...}
3559 ^ Called when an UI form (e.g. sign text input) returns data
3562 allow_metadata_inventory_move = func(pos, from_list, from_index,
3563 to_list, to_index, count, player), --[[
3564 ^ Called when a player wants to move items inside the inventory
3565 ^ Return value: number of items allowed to move ]]
3567 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3568 ^ Called when a player wants to put something into the inventory
3569 ^ Return value: number of items allowed to put
3570 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3572 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3573 ^ Called when a player wants to take something out of the inventory
3574 ^ Return value: number of items allowed to take
3575 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3577 on_metadata_inventory_move = func(pos, from_list, from_index,
3578 to_list, to_index, count, player),
3579 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3580 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3581 ^ Called after the actual action has happened, according to what was allowed.
3582 ^ No return value ]]
3584 on_blast = func(pos, intensity), --[[
3585 ^ intensity: 1.0 = mid range of regular TNT
3586 ^ If defined, called when an explosion touches the node, instead of
3587 removing the node ]]
3590 ### Recipe for `register_craft` (shaped)
3593 output = 'default:pick_stone',
3595 {'default:cobble', 'default:cobble', 'default:cobble'},
3596 {'', 'default:stick', ''},
3597 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3599 replacements = --[[<optional list of item pairs,
3600 replace one input item with another item on crafting>]]
3603 ### Recipe for `register_craft` (shapeless)
3607 output = 'mushrooms:mushroom_stew',
3610 "mushrooms:mushroom_brown",
3611 "mushrooms:mushroom_red",
3613 replacements = --[[<optional list of item pairs,
3614 replace one input item with another item on crafting>]]
3617 ### Recipe for `register_craft` (tool repair)
3620 type = "toolrepair",
3621 additional_wear = -0.02,
3624 ### Recipe for `register_craft` (cooking)
3628 output = "default:glass",
3629 recipe = "default:sand",
3633 ### Recipe for `register_craft` (furnace fuel)
3637 recipe = "default:leaves",
3641 ### Ore definition (`register_ore`)
3644 ore_type = "scatter", -- See "Ore types"
3645 ore = "default:stone_with_coal",
3646 wherein = "default:stone",
3647 -- ^ a list of nodenames is supported too
3648 clust_scarcity = 8*8*8,
3649 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3650 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3652 -- ^ Number of ores in a cluster
3654 -- ^ Size of the bounding box of the cluster
3655 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3659 -- ^ Attributes for this ore generation
3660 noise_threshold = 0.5,
3661 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3662 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3663 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3664 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3665 random_factor = 1.0,
3666 -- ^ Multiplier of the randomness contribution to the noise value at any
3667 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3668 -- ^ This parameter is only valid for ore_type == "vein".
3669 biomes = {"desert", "rainforest"}
3670 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3671 -- ^ and ignored if the Mapgen being used does not support biomes.
3672 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3675 ### Biome definition (`register_biome`)
3679 node_dust = "default:snow",
3680 -- ^ Node dropped onto upper surface after all else is generated.
3681 node_top = "default:dirt_with_snow",
3683 -- ^ Node forming surface layer of biome and thickness of this layer.
3684 node_filler = "default:permafrost",
3686 -- ^ Node forming lower layer of biome and thickness of this layer.
3687 node_stone = "default:bluestone",
3688 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3689 node_water_top = "default:ice",
3690 depth_water_top = 10,
3691 -- ^ Node forming a surface layer in seawater with the defined thickness.
3693 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3694 node_river_water = "default:ice",
3695 -- ^ Node that replaces river water in mapgens that use default:river_water.
3698 -- ^ Lower and upper limits for biome.
3699 -- ^ Because biome is not recalculated for every node in a node column
3700 -- ^ some biome materials can exceed their limits, especially stone.
3701 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3702 -- ^ top and at each of these surfaces:
3703 -- ^ Ground below air, water below air, ground below water.
3704 -- ^ The selected biome then stays in effect for all nodes below until
3705 -- ^ column base or the next biome recalculation.
3707 humidity_point = 50,
3708 -- ^ Characteristic average temperature and humidity for the biome.
3709 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3710 -- ^ and humidity as axes. The resulting voronoi cells determine which
3711 -- ^ heat/humidity points belong to which biome, and therefore determine
3712 -- ^ the area and location of each biome in the world.
3713 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3714 -- ^ diagram to result in roughly equal size biomes.
3715 -- ^ Heat and humidity have average values of 50, vary mostly between
3716 -- ^ 0 and 100 but also often exceed these values.
3717 -- ^ Heat is not in degrees celcius, both values are abstract.
3720 ### Decoration definition (`register_decoration`)
3723 deco_type = "simple", -- See "Decoration types"
3724 place_on = "default:dirt_with_grass",
3725 -- ^ Node that decoration can be placed on
3727 -- ^ Size of divisions made in the chunk being generated.
3728 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3730 -- ^ Ratio of the area to be uniformly filled by the decoration.
3731 -- ^ Used only if noise_params is not specified.
3732 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3733 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3734 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3735 biomes = {"Oceanside", "Hills", "Plains"},
3736 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3737 -- ^ and ignored if the Mapgen being used does not support biomes.
3738 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3741 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3742 -- ^ This parameter refers to the `y` position of the decoration base, so
3743 -- the actual maximum height would be `height_max + size.Y`.
3744 flags = "liquid_surface, force_placement",
3745 -- ^ Flags for all decoration types.
3746 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3747 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3748 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3749 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3751 ----- Simple-type parameters
3752 decoration = "default:grass",
3753 -- ^ The node name used as the decoration.
3754 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3756 -- ^ Number of nodes high the decoration is made.
3757 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3759 -- ^ Number of nodes the decoration can be at maximum.
3760 -- ^ If absent, the parameter 'height' is used as a constant.
3761 spawn_by = "default:water",
3762 -- ^ Node that the decoration only spawns next to.
3763 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3764 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3766 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3767 -- ^ If absent or -1, decorations occur next to any nodes.
3769 ----- Schematic-type parameters
3770 schematic = "foobar.mts",
3771 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3772 -- ^ specified Minetest schematic file.
3773 -- ^ - OR -, could be the ID of a previously registered schematic
3774 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3775 -- ^ and an optional table yslice_prob:
3777 size = {x=4, y=6, z=4},
3779 {name="default:cobble", param1=255, param2=0},
3780 {name="default:dirt_with_grass", param1=255, param2=0},
3781 {name="ignore", param1=255, param2=0},
3782 {name="air", param1=255, param2=0},
3791 -- ^ See 'Schematic specifier' for details.
3792 replacements = {["oldname"] = "convert_to", ...},
3793 flags = "place_center_x, place_center_y, place_center_z",
3794 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3795 rotation = "90" -- rotate schematic 90 degrees on placement
3796 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3799 ### Chat command definition (`register_chatcommand`)
3802 params = "<name> <privilege>", -- Short parameter description
3803 description = "Remove privilege from player", -- Full description
3804 privs = {privs=true}, -- Require the "privs" privilege to run
3805 func = function(name, param), -- Called when command is run.
3806 -- Returns boolean success and text output.
3809 ### Detached inventory callbacks
3812 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3813 -- ^ Called when a player wants to move items inside the inventory
3814 -- ^ Return value: number of items allowed to move
3816 allow_put = func(inv, listname, index, stack, player),
3817 -- ^ Called when a player wants to put something into the inventory
3818 -- ^ Return value: number of items allowed to put
3819 -- ^ Return value: -1: Allow and don't modify item count in inventory
3821 allow_take = func(inv, listname, index, stack, player),
3822 -- ^ Called when a player wants to take something out of the inventory
3823 -- ^ Return value: number of items allowed to take
3824 -- ^ Return value: -1: Allow and don't modify item count in inventory
3826 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3827 on_put = func(inv, listname, index, stack, player),
3828 on_take = func(inv, listname, index, stack, player),
3829 -- ^ Called after the actual action has happened, according to what was allowed.
3830 -- ^ No return value
3833 ### HUD Definition (`hud_add`, `hud_get`)
3836 hud_elem_type = "image", -- see HUD element types
3837 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3838 position = {x=0.5, y=0.5},
3839 -- ^ Left corner position of element
3845 -- ^ Selected item in inventory. 0 for no item selected.
3847 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3848 alignment = {x=0, y=0},
3849 -- ^ See "HUD Element Types"
3850 offset = {x=0, y=0},
3851 -- ^ See "HUD Element Types"
3852 size = { x=100, y=100 },
3853 -- ^ Size of element in pixels
3856 ### Particle definition (`add_particle`)
3859 pos = {x=0, y=0, z=0},
3860 velocity = {x=0, y=0, z=0},
3861 acceleration = {x=0, y=0, z=0},
3862 -- ^ Spawn particle at pos with velocity and acceleration
3864 -- ^ Disappears after expirationtime seconds
3866 collisiondetection = false,
3867 -- ^ collisiondetection: if true collides with physical objects
3869 -- ^ vertical: if true faces player using y axis only
3870 texture = "image.png",
3871 -- ^ Uses texture (string)
3872 playername = "singleplayer"
3873 -- ^ optional, if specified spawns particle only on the player's client
3876 ### `ParticleSpawner` definition (`add_particlespawner`)
3881 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3882 minpos = {x=0, y=0, z=0},
3883 maxpos = {x=0, y=0, z=0},
3884 minvel = {x=0, y=0, z=0},
3885 maxvel = {x=0, y=0, z=0},
3886 minacc = {x=0, y=0, z=0},
3887 maxacc = {x=0, y=0, z=0},
3892 -- ^ The particle's properties are random values in between the bounds:
3893 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3894 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3895 collisiondetection = false,
3896 -- ^ collisiondetection: if true uses collision detection
3898 -- ^ vertical: if true faces player using y axis only
3899 texture = "image.png",
3900 -- ^ Uses texture (string)
3901 playername = "singleplayer"
3902 -- ^ Playername is optional, if specified spawns particle only on the player's client
3905 ### `HTTPRequest` definition (`http_fetch`, `http_fetch_async`)
3908 url = "http://example.org",
3910 -- ^ Timeout for connection in seconds. Default is 3 seconds.
3911 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
3912 -- ^ Optional, if specified a POST request with post_data is performed.
3913 -- ^ Accepts both a string and a table. If a table is specified, encodes table
3914 -- ^ as x-www-form-urlencoded key-value pairs.
3915 -- ^ If post_data ist not specified, a GET request is performed instead.
3916 user_agent = "ExampleUserAgent",
3917 -- ^ Optional, if specified replaces the default minetest user agent with given string
3918 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
3919 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
3920 -- ^ that the header strings follow HTTP specification ("Key: Value").
3922 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
3925 ### `HTTPRequestResult` definition (`http_fetch` callback, `http_fetch_async_get`)
3929 -- ^ If true, the request has finished (either succeeded, failed or timed out)
3931 -- ^ If true, the request was succesful
3933 -- ^ If true, the request timed out
3935 -- ^ HTTP status code