1 Minetest Lua Modding API Reference
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 using Lua scripting
9 in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things, which 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, and to document it here.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 Where `gameid` is unique to each game.
56 The game directory can contain the following files:
58 * `game.conf`, which contains:
59 * `name = <Human-readable full name of the game>` e.g. `name = Minetest`
60 * Optionally, game.conf can also contain
61 `disallowed_mapgens = <comma-separated mapgens>`
62 e.g. `disallowed_mapgens = v5,v6,flat`
63 These mapgens are removed from the list of mapgens for the game.
65 Used to set default settings when running this game.
67 In the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be
69 displayed in the "Games" category in the advanced settings tab.
70 * If the game contains a folder called `textures` the server will load it as a
71 texturepack, overriding mod textures.
72 Any server texturepack will override mod textures and the game texturepack.
76 Games can provide custom main menu images. They are put inside a `menu`
77 directory inside the game directory.
79 The images are named `$identifier.png`, where `$identifier` is one of
80 `overlay`, `background`, `footer`, `header`.
81 If you want to specify multiple images for one identifier, add additional
82 images named like `$identifier.$n.png`, with an ascending number $n starting
83 with 1, and a random image will be chosen from the provided ones.
89 * `$path_share/games/gameid/mods/`
91 * `$path_user/games/gameid/mods/`
92 * `$path_user/mods/` (User-installed mods)
93 * `$worldpath/worldmods/`
95 In a run-in-place version (e.g. the distributed windows version):
97 * `minetest-0.4.x/games/gameid/mods/`
98 * `minetest-0.4.x/mods/` (User-installed mods)
99 * `minetest-0.4.x/worlds/worldname/worldmods/`
101 On an installed version on Linux:
103 * `/usr/share/minetest/games/gameid/mods/`
104 * `$HOME/.minetest/mods/` (User-installed mods)
105 * `$HOME/.minetest/worlds/worldname/worldmods`
107 Mod load path for world-specific games
108 --------------------------------------
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds.
114 This happens if the following directory exists:
118 Mods should be then be placed in:
124 Mods can be put in a subdirectory, if the parent directory, which otherwise
125 should be a mod, contains a file named `modpack.txt`. This file shall be
126 empty, except for lines starting with `#`, which are comments.
128 Mod directory structure
129 ------------------------
135 | |-- description.txt
136 | |-- settingtypes.txt
140 | | |-- modname_stuff.png
141 | | `-- modname_something_else.png
150 The location of this directory can be fetched by using
151 `minetest.get_modpath(modname)`.
154 List of mods that have to be loaded before loading this mod.
156 A single line contains a single modname.
158 Optional dependencies can be defined by appending a question mark
159 to a single modname. This means that if the specified mod
160 is missing, it does not prevent this mod from being loaded.
163 A screenshot shown in the mod manager within the main menu. It should
164 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
166 ### `description.txt`
167 A file containing a description to be shown in the Mods tab of the mainmenu.
169 ### `settingtypes.txt`
170 A file in the same format as the one in builtin. It will be parsed by the
171 settings menu and the settings will be displayed in the "Mods" category.
174 The main Lua script. Running this script should register everything it
175 wants to register. Subsequent execution depends on minetest calling the
176 registered callbacks.
178 `minetest.settings` can be used to read custom or existing settings at load
179 time, if necessary. (See `Settings`)
182 Models for entities or meshnodes.
184 ### `textures`, `sounds`, `media`
185 Media files (textures, sounds, whatever) that will be transferred to the
186 client and will be available for use by the mod.
189 Translation files for the clients. (See `Translations`)
191 Naming convention for registered textual names
192 ----------------------------------------------
193 Registered names should generally be in this format:
197 `<whatever>` can have these characters:
201 This is to prevent conflicting names from corrupting maps and is
202 enforced by the mod loader.
205 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
206 So the name should be `experimental:tnt`.
208 Enforcement can be overridden by prefixing the name with `:`. This can
209 be used for overriding the registrations of some other mod.
211 Example: Any mod can redefine `experimental:tnt` by using the name
216 (also that mod is required to have `experimental` as a dependency)
218 The `:` prefix can also be used for maintaining backwards compatibility.
222 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
223 `minetest.register_alias_force(name, convert_to)`.
225 This converts anything called `name` to `convert_to`.
227 The only difference between `minetest.register_alias` and
228 `minetest.register_alias_force` is that if an item called `name` exists,
229 `minetest.register_alias` will do nothing while
230 `minetest.register_alias_force` will unregister it.
232 This can be used for maintaining backwards compatibility.
234 This can also set quick access names for things, e.g. if
235 you have an item called `epiclylongmodname:stuff`, you could do
237 minetest.register_alias("stuff", "epiclylongmodname:stuff")
239 and be able to use `/giveme stuff`.
243 In a game, a certain number of these must be set to tell core mapgens which
244 of the game's nodes are to be used by the core mapgens. For example:
246 minetest.register_alias("mapgen_stone", "default:stone")
248 ### Aliases needed for all mapgens except Mapgen v6
253 "mapgen_water_source"
254 "mapgen_river_water_source"
262 Only needed for registered biomes where 'node_stone' is stone:
264 "mapgen_stair_cobble"
266 Only needed for registered biomes where 'node_stone' is desert stone:
267 "mapgen_desert_stone"
268 "mapgen_stair_desert_stone"
269 Only needed for registered biomes where 'node_stone' is sandstone:
271 "mapgen_sandstonebrick"
272 "mapgen_stair_sandstone_block"
274 ### Aliases needed for Mapgen v6
279 "mapgen_water_source"
282 "mapgen_dirt_with_grass"
285 "mapgen_desert_stone"
287 "mapgen_dirt_with_snow"
298 "mapgen_jungleleaves"
301 "mapgen_pine_needles"
306 "mapgen_stair_cobble"
308 "mapgen_stair_desert_stone"
312 Mods should generally prefix their textures with `modname_`, e.g. given
313 the mod name `foomod`, a texture could be called:
317 Textures are referred to by their complete name, or alternatively by
318 stripping out the file extension:
320 * e.g. `foomod_foothing.png`
321 * e.g. `foomod_foothing`
325 There are various texture modifiers that can be used
326 to generate textures on-the-fly.
328 ### Texture overlaying
329 Textures can be overlaid by putting a `^` between them.
333 default_dirt.png^default_grass_side.png
335 `default_grass_side.png` is overlaid over `default_dirt.png`.
336 The texture with the lower resolution will be automatically upscaled to
337 the higher resolution texture.
340 Textures can be grouped together by enclosing them in `(` and `)`.
342 Example: `cobble.png^(thing1.png^thing2.png)`
344 A texture for `thing1.png^thing2.png` is created and the resulting
345 texture is overlaid on top of `cobble.png`.
348 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
349 passing complex texture names as arguments. Escaping is done with backslash and
350 is required for `^` and `:`.
352 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
354 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
355 on top of `cobble.png`.
357 ### Advanced texture modifiers
362 * `[crack:<t>:<n>:<p>`
363 * `[cracko:<t>:<n>:<p>`
366 * `<t>` = tile count (in each direction)
367 * `<n>` = animation frame count
368 * `<p>` = current animation frame
370 Draw a step of the crack animation on the texture.
371 `crack` draws it normally, while `cracko` lays it over, keeping transparent
376 default_cobble.png^[crack:10:1
378 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
383 * `<file>` = texture to combine
385 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
386 specified coordinates.
390 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
392 #### `[resize:<w>x<h>`
393 Resizes the texture to the given dimensions.
397 default_sandstone.png^[resize:16x16
400 Makes the base image transparent according to the given ratio.
402 `r` must be between 0 and 255.
403 0 means totally transparent. 255 means totally opaque.
407 default_sandstone.png^[opacity:127
409 #### `[invert:<mode>`
410 Inverts the given channels of the base image.
411 Mode may contain the characters "r", "g", "b", "a".
412 Only the channels that are mentioned in the mode string will be inverted.
416 default_apple.png^[invert:rgb
419 Brightens the texture.
423 tnt_tnt_side.png^[brighten
426 Makes the texture completely opaque.
430 default_leaves.png^[noalpha
432 #### `[makealpha:<r>,<g>,<b>`
433 Convert one color to transparency.
437 default_cobble.png^[makealpha:128,128,128
440 * `<t>` = transformation(s) to apply
442 Rotates and/or flips the image.
444 `<t>` can be a number (between 0 and 7) or a transform name.
445 Rotations are counter-clockwise.
448 1 R90 rotate by 90 degrees
449 2 R180 rotate by 180 degrees
450 3 R270 rotate by 270 degrees
452 5 FXR90 flip X then rotate by 90 degrees
454 7 FYR90 flip Y then rotate by 90 degrees
458 default_stone.png^[transformFXR90
460 #### `[inventorycube{<top>{<left>{<right>`
461 Escaping does not apply here and `^` is replaced by `&` in texture names
464 Create an inventory cube texture using the side textures.
468 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
470 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
471 `dirt.png^grass_side.png` textures
473 #### `[lowpart:<percent>:<file>`
474 Blit the lower `<percent>`% part of `<file>` on the texture.
478 base.png^[lowpart:25:overlay.png
480 #### `[verticalframe:<t>:<n>`
481 * `<t>` = animation frame count
482 * `<n>` = current animation frame
484 Crops the texture to a frame of a vertical animation.
488 default_torch_animated.png^[verticalframe:16:8
491 Apply a mask to the base image.
493 The mask is applied using binary AND.
495 #### `[sheet:<w>x<h>:<x>,<y>`
496 Retrieves a tile at position x,y from the base image
497 which it assumes to be a tilesheet with dimensions w,h.
500 #### `[colorize:<color>:<ratio>`
501 Colorize the textures with the given color.
502 `<color>` is specified as a `ColorString`.
503 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
504 it is an int, then it specifies how far to interpolate between the
505 colors where 0 is only the texture color and 255 is only `<color>`. If
506 omitted, the alpha of `<color>` will be used as the ratio. If it is
507 the word "`alpha`", then each texture pixel will contain the RGB of
508 `<color>` and the alpha of `<color>` multiplied by the alpha of the
511 #### `[multiply:<color>`
512 Multiplies texture colors with the given color.
513 `<color>` is specified as a `ColorString`.
514 Result is more like what you'd expect if you put a color on top of another
515 color. Meaning white surfaces get a lot of your new color while black parts
516 don't change very much.
520 The goal of hardware coloring is to simplify the creation of
521 colorful nodes. If your textures use the same pattern, and they only
522 differ in their color (like colored wool blocks), you can use hardware
523 coloring instead of creating and managing many texture files.
524 All of these methods use color multiplication (so a white-black texture
525 with red coloring will result in red-black color).
528 This method is useful if you wish to create nodes/items with
529 the same texture, in different colors, each in a new node/item definition.
532 When you register an item or node, set its `color` field (which accepts a
533 `ColorSpec`) to the desired color.
535 An `ItemStack`s static color can be overwritten by the `color` metadata
536 field. If you set that field to a `ColorString`, that color will be used.
539 Each tile may have an individual static color, which overwrites every
540 other coloring methods. To disable the coloring of a face,
541 set its color to white (because multiplying with white does nothing).
542 You can set the `color` property of the tiles in the node's definition
543 if the tile is in table format.
546 For nodes and items which can have many colors, a palette is more
547 suitable. A palette is a texture, which can contain up to 256 pixels.
548 Each pixel is one possible color for the node/item.
549 You can register one node/item, which can have up to 256 colors.
551 #### Palette indexing
552 When using palettes, you always provide a pixel index for the given
553 node or `ItemStack`. The palette is read from left to right and from
554 top to bottom. If the palette has less than 256 pixels, then it is
555 stretched to contain exactly 256 pixels (after arranging the pixels
556 to one line). The indexing starts from 0.
560 * 16x16 palette, index = 0: the top left corner
561 * 16x16 palette, index = 4: the fifth pixel in the first row
562 * 16x16 palette, index = 16: the pixel below the top left corner
563 * 16x16 palette, index = 255: the bottom right corner
564 * 2 (width)x4 (height) palette, index=31: the top left corner.
565 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
566 to ensure the total 256 pixels.
567 * 2x4 palette, index=32: the top right corner
568 * 2x4 palette, index=63: the top right corner
569 * 2x4 palette, index=64: the pixel below the top left corner
571 #### Using palettes with items
572 When registering an item, set the item definition's `palette` field to
573 a texture. You can also use texture modifiers.
575 The `ItemStack`'s color depends on the `palette_index` field of the
576 stack's metadata. `palette_index` is an integer, which specifies the
577 index of the pixel to use.
579 #### Linking palettes with nodes
580 When registering a node, set the item definition's `palette` field to
581 a texture. You can also use texture modifiers.
582 The node's color depends on its `param2`, so you also must set an
583 appropriate `drawtype`:
585 * `drawtype = "color"` for nodes which use their full `param2` for
586 palette indexing. These nodes can have 256 different colors.
587 The palette should contain 256 pixels.
588 * `drawtype = "colorwallmounted"` for nodes which use the first
589 five bits (most significant) of `param2` for palette indexing.
590 The remaining three bits are describing rotation, as in `wallmounted`
591 draw type. Division by 8 yields the palette index (without stretching the
592 palette). These nodes can have 32 different colors, and the palette
593 should contain 32 pixels.
595 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
596 pixel will be picked from the palette.
597 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
598 pixel will be picked from the palette.
599 * `drawtype = "colorfacedir"` for nodes which use the first
600 three bits of `param2` for palette indexing. The remaining
601 five bits are describing rotation, as in `facedir` draw type.
602 Division by 32 yields the palette index (without stretching the
603 palette). These nodes can have 8 different colors, and the
604 palette should contain 8 pixels.
606 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
607 first (= 0 + 1) pixel will be picked from the palette.
608 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
609 second (= 1 + 1) pixel will be picked from the palette.
611 To colorize a node on the map, set its `param2` value (according
612 to the node's draw type).
614 ### Conversion between nodes in the inventory and the on the map
615 Static coloring is the same for both cases, there is no need
618 If the `ItemStack`'s metadata contains the `color` field, it will be
619 lost on placement, because nodes on the map can only use palettes.
621 If the `ItemStack`'s metadata contains the `palette_index` field, it is
622 automatically transferred between node and item forms by the engine,
623 when a player digs or places a colored node.
624 You can disable this feature by setting the `drop` field of the node
625 to itself (without metadata).
626 To transfer the color to a special drop, you need a drop table.
630 minetest.register_node("mod:stone", {
631 description = "Stone",
632 tiles = {"default_stone.png"},
633 paramtype2 = "color",
634 palette = "palette.png",
637 -- assume that mod:cobblestone also has the same palette
638 {items = {"mod:cobblestone"}, inherit_color = true },
643 ### Colored items in craft recipes
644 Craft recipes only support item strings, but fortunately item strings
645 can also contain metadata. Example craft recipe registration:
647 minetest.register_craft({
648 output = minetest.itemstring_with_palette("wool:block", 3),
656 To set the `color` field, you can use `minetest.itemstring_with_color`.
658 Metadata field filtering in the `recipe` field are not supported yet,
659 so the craft output is independent of the color of the ingredients.
663 Sometimes hardware coloring is not enough, because it affects the
664 whole tile. Soft texture overlays were added to Minetest to allow
665 the dynamic coloring of only specific parts of the node's texture.
666 For example a grass block may have colored grass, while keeping the
669 These overlays are 'soft', because unlike texture modifiers, the layers
670 are not merged in the memory, but they are simply drawn on top of each
671 other. This allows different hardware coloring, but also means that
672 tiles with overlays are drawn slower. Using too much overlays might
675 For inventory and wield images you can specify overlays which
676 hardware coloring does not modify. You have to set `inventory_overlay`
677 and `wield_overlay` fields to an image name.
679 To define a node overlay, simply set the `overlay_tiles` field of the node
680 definition. These tiles are defined in the same way as plain tiles:
681 they can have a texture name, color etc.
682 To skip one face, set that overlay tile to an empty string.
684 Example (colored grass block):
686 minetest.register_node("default:dirt_with_grass", {
687 description = "Dirt with Grass",
688 -- Regular tiles, as usual
689 -- The dirt tile disables palette coloring
690 tiles = {{name = "default_grass.png"},
691 {name = "default_dirt.png", color = "white"}},
692 -- Overlay tiles: define them in the same style
693 -- The top and bottom tile does not have overlay
694 overlay_tiles = {"", "",
695 {name = "default_grass_side.png", tileable_vertical = false}},
696 -- Global color, used in inventory
698 -- Palette in the world
699 paramtype2 = "color",
700 palette = "default_foilage.png",
705 Only Ogg Vorbis files are supported.
707 For positional playing of sounds, only single-channel (mono) files are
708 supported. Otherwise OpenAL will play them non-positionally.
710 Mods should generally prefix their sounds with `modname_`, e.g. given
711 the mod name "`foomod`", a sound could be called:
715 Sounds are referred to by their name with a dot, a single digit and the
716 file extension stripped out. When a sound is played, the actual sound file
717 is chosen randomly from the matching sounds.
719 When playing the sound `foomod_foosound`, the sound is chosen randomly
720 from the available ones of the following files:
722 * `foomod_foosound.ogg`
723 * `foomod_foosound.0.ogg`
724 * `foomod_foosound.1.ogg`
726 * `foomod_foosound.9.ogg`
728 Examples of sound parameter tables:
730 -- Play locationless on all clients
732 gain = 1.0, -- default
733 fade = 0.0, -- default, change to a value > 0 to fade the sound in
734 pitch = 1.0, -- default
736 -- Play locationless to one player
739 gain = 1.0, -- default
740 fade = 0.0, -- default, change to a value > 0 to fade the sound in
741 pitch = 1.0, -- default
743 -- Play locationless to one player, looped
746 gain = 1.0, -- default
749 -- Play in a location
751 pos = {x = 1, y = 2, z = 3},
752 gain = 1.0, -- default
753 max_hear_distance = 32, -- default, uses an euclidean metric
755 -- Play connected to an object, looped
757 object = <an ObjectRef>,
758 gain = 1.0, -- default
759 max_hear_distance = 32, -- default, uses an euclidean metric
763 Looped sounds must either be connected to an object or played locationless to
764 one player using `to_player = name,`
766 ### `SimpleSoundSpec`
768 * e.g. `"default_place_node"`
770 * e.g. `{name = "default_place_node"}`
771 * e.g. `{name = "default_place_node", gain = 1.0}`
772 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
774 Registered definitions of stuff
775 -------------------------------
776 Anything added using certain `minetest.register_*` functions get added to
777 the global `minetest.registered_*` tables.
779 * `minetest.register_entity(name, prototype table)`
780 * added to `minetest.registered_entities[name]`
782 * `minetest.register_node(name, node definition)`
783 * added to `minetest.registered_items[name]`
784 * added to `minetest.registered_nodes[name]`
786 * `minetest.register_tool(name, item definition)`
787 * added to `minetest.registered_items[name]`
789 * `minetest.register_craftitem(name, item definition)`
790 * added to `minetest.registered_items[name]`
792 * `minetest.unregister_item(name)`
793 * Unregisters the item name from engine, and deletes the entry with key
794 * `name` from `minetest.registered_items` and from the associated item
795 * table according to its nature: `minetest.registered_nodes[]` etc
797 * `minetest.register_biome(biome definition)`
798 * returns an integer uniquely identifying the registered biome
799 * added to `minetest.registered_biome` with the key of `biome.name`
800 * if `biome.name` is nil, the key is the returned ID
802 * `minetest.unregister_biome(name)`
803 * Unregisters the biome name from engine, and deletes the entry with key
804 * `name` from `minetest.registered_biome`
806 * `minetest.register_ore(ore definition)`
807 * returns an integer uniquely identifying the registered ore
808 * added to `minetest.registered_ores` with the key of `ore.name`
809 * if `ore.name` is nil, the key is the returned ID
811 * `minetest.register_decoration(decoration definition)`
812 * returns an integer uniquely identifying the registered decoration
813 * added to `minetest.registered_decorations` with the key of
815 * if `decoration.name` is nil, the key is the returned ID
817 * `minetest.register_schematic(schematic definition)`
818 * returns an integer uniquely identifying the registered schematic
819 * added to `minetest.registered_schematic` with the key of `schematic.name`
820 * if `schematic.name` is nil, the key is the returned ID
821 * if the schematic is loaded from a file, schematic.name is set to the
823 * if the function is called when loading the mod, and schematic.name is a
824 relative path, then the current mod path will be prepended to the
827 * `minetest.clear_registered_biomes()`
828 * clears all biomes currently registered
830 * `minetest.clear_registered_ores()`
831 * clears all ores currently registered
833 * `minetest.clear_registered_decorations()`
834 * clears all decorations currently registered
836 * `minetest.clear_registered_schematics()`
837 * clears all schematics currently registered
839 Note that in some cases you will stumble upon things that are not contained
840 in these tables (e.g. when a mod has been removed). Always check for
841 existence before trying to access the fields.
843 Example: If you want to check the drawtype of a node, you could do:
845 local function get_nodedef_field(nodename, fieldname)
846 if not minetest.registered_nodes[nodename] then
849 return minetest.registered_nodes[nodename][fieldname]
851 local drawtype = get_nodedef_field(nodename, "drawtype")
853 Example: `minetest.get_item_group(name, group)` has been implemented as:
855 function minetest.get_item_group(name, group)
856 if not minetest.registered_items[name] or not
857 minetest.registered_items[name].groups[group] then
860 return minetest.registered_items[name].groups[group]
865 Nodes are the bulk data of the world: cubes and other things that take the
866 space of a cube. Huge amounts of them are handled efficiently, but they
869 The definition of a node is stored and can be accessed by name in
871 minetest.registered_nodes[node.name]
873 See "Registered definitions of stuff".
875 Nodes are passed by value between Lua and the engine.
876 They are represented by a table:
878 {name="name", param1=num, param2=num}
880 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
881 them for certain automated functions. If you don't use these functions, you can
882 use them to store arbitrary values.
884 The functions of `param1` and `param2` are determined by certain fields in the
887 `param1` is reserved for the engine when `paramtype != "none"`:
890 ^ The value stores light with and without sun in its upper and lower 4 bits
891 respectively. Allows light to propagate from or through the node with
892 light value falling by 1 per node. This is essential for a light source
893 node to spread its light.
895 `param2` is reserved for the engine when any of these are used:
897 liquidtype == "flowing"
898 ^ The level and some flags of the liquid is stored in param2
899 drawtype == "flowingliquid"
900 ^ The drawn liquid level is read from param2
901 drawtype == "torchlike"
902 drawtype == "signlike"
903 paramtype2 == "wallmounted"
904 ^ The rotation of the node is stored in param2. You can make this value
905 by using minetest.dir_to_wallmounted().
906 paramtype2 == "facedir"
907 ^ The rotation of the node is stored in param2. Furnaces and chests are
908 rotated this way. Can be made by using minetest.dir_to_facedir().
910 facedir / 4 = axis direction:
911 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
912 facedir modulo 4 = rotation around that axis
913 paramtype2 == "leveled"
914 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
916 The level of the top face of the nodebox is stored in param2.
917 The other faces are defined by 'fixed = {}' like 'type = "fixed"'
919 The nodebox height is (param2 / 64) nodes.
920 The maximum accepted value of param2 is 127.
922 The height of the 'plantlike' section is stored in param2.
923 The height is (param2 / 16) nodes.
924 paramtype2 == "degrotate"
925 ^ Only valid for "plantlike". The rotation of the node is stored in param2.
926 Values range 0 - 179. The value stored in param2 is multiplied by two to
927 get the actual rotation in degrees of the node.
928 paramtype2 == "meshoptions"
929 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which
930 can be used to change how the client draws plantlike nodes.
931 Bits 0, 1 and 2 form a mesh selector.
932 Currently the following meshes are choosable:
933 0 = a "x" shaped plant (ordinary plant)
934 1 = a "+" shaped plant (just rotated 45 degrees)
935 2 = a "*" shaped plant with 3 faces instead of 2
936 3 = a "#" shaped plant with 4 faces instead of 2
937 4 = a "#" shaped plant with 4 faces that lean outwards
938 5-7 are unused and reserved for future meshes.
939 Bits 3 through 7 are optional flags that can be combined and give these
941 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
942 bit 4 (0x10) - Makes the plant mesh 1.4x larger
943 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
944 bits 6-7 are reserved for future use.
945 paramtype2 == "color"
946 ^ `param2` tells which color is picked from the palette.
947 The palette should have 256 pixels.
948 paramtype2 == "colorfacedir"
949 ^ Same as `facedir`, but with colors.
950 The first three bits of `param2` tells which color
951 is picked from the palette.
952 The palette should have 8 pixels.
953 paramtype2 == "colorwallmounted"
954 ^ Same as `wallmounted`, but with colors.
955 The first five bits of `param2` tells which color
956 is picked from the palette.
957 The palette should have 32 pixels.
958 paramtype2 == "glasslikeliquidlevel"
959 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional"
961 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
963 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
965 Nodes can also contain extra data. See "Node Metadata".
969 There are a bunch of different looking node types.
971 Look for examples in `games/minimal` or `games/minetest_game`.
976 * Invisible, uses no texture.
978 * The cubic source node for a liquid.
980 * The flowing version of a liquid, appears with various heights and slopes.
982 * Often used for partially-transparent nodes.
983 * Only external sides of textures are visible.
985 * All face-connected nodes are drawn as one volume within a surrounding
987 * The frame appearence is generated from the edges of the first texture
988 specified in `tiles`. The width of the edges used are 1/16th of texture
989 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
990 * The glass 'shine' (or other desired detail) on each node face is supplied
991 by the second texture specified in `tiles`.
992 * `glasslike_framed_optional`
993 * This switches between the above 2 drawtypes according to the menu setting
996 * Often used for partially-transparent nodes.
997 * External and internal sides of textures are visible.
998 * `allfaces_optional`
999 * Often used for leaves nodes.
1000 * This switches between `normal`, `glasslike` and `allfaces` according to
1001 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1002 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1003 is used instead, if present. This allows a visually thicker texture to be
1004 used to compensate for how `glasslike` reduces visual thickness.
1006 * A single vertical texture.
1007 * If placed on top of a node, uses the first texture specified in `tiles`.
1008 * If placed against the underside of a node, uses the second texture
1009 specified in `tiles`.
1010 * If placed on the side of a node, uses the third texture specified in
1011 `tiles` and is perpendicular to that node.
1013 * A single texture parallel to, and mounted against, the top, underside or
1016 * Two vertical and diagonal textures at right-angles to each other.
1017 * See `paramtype2 == "meshoptions"` above for other options.
1019 * When above a flat surface, appears as 6 textures, the central 2 as
1020 `plantlike` plus 4 more surrounding those.
1021 * If not above a surface the central 2 do not appear, but the texture
1022 appears against the faces of surrounding nodes if they are present.
1024 * A 3D model suitable for a wooden fence.
1025 * One placed node appears as a single vertical post.
1026 * Adjacently-placed nodes cause horizontal bars to appear between them.
1028 * Often used for tracks for mining carts.
1029 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1030 curved, t-junction, crossing.
1031 * Each placed node automatically switches to a suitable rotated texture
1032 determined by the adjacent `raillike` nodes, in order to create a
1033 continuous track network.
1034 * Becomes a sloping node if placed against stepped nodes.
1036 * Often used for stairs and slabs.
1037 * Allows defining nodes consisting of an arbitrary number of boxes.
1038 * See 'Node boxes' below for more information.
1040 * Uses models for nodes.
1041 * Tiles should hold model materials textures.
1042 * Only static meshes are implemented.
1043 * For supported model formats see Irrlicht engine documentation.
1044 * `plantlike_rooted`
1045 * Enables underwater `plantlike` without air bubbles around the nodes.
1046 * Consists of a base cube at the co-ordinates of the node plus a
1047 `plantlike` extension above with a height of `param2 / 16` nodes.
1048 * The `plantlike` extension visually passes through any nodes above the
1049 base cube without affecting them.
1050 * The base cube texture tiles are defined as normal, the `plantlike`
1051 extension uses the defined special tile, for example:
1052 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1054 `*_optional` drawtypes need less rendering time if deactivated
1055 (always client-side).
1059 Node selection boxes are defined using "node boxes".
1061 A nodebox is defined as any of:
1064 -- A normal cube; the default in most things
1068 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1070 fixed = box OR {box1, box2, ...}
1073 -- A variable height box (or boxes) with the top face position defined
1074 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1076 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1078 fixed = box OR {box1, box2, ...}
1081 -- A box like the selection box for torches
1082 -- (wallmounted param2 is used, if applicable)
1083 type = "wallmounted",
1089 -- A node that has optional boxes depending on neighbouring nodes'
1090 -- presence and type. See also `connects_to`.
1092 fixed = box OR {box1, box2, ...}
1093 connect_top = box OR {box1, box2, ...}
1094 connect_bottom = box OR {box1, box2, ...}
1095 connect_front = box OR {box1, box2, ...}
1096 connect_left = box OR {box1, box2, ...}
1097 connect_back = box OR {box1, box2, ...}
1098 connect_right = box OR {box1, box2, ...}
1099 -- The following `disconnected_*` boxes are the opposites of the
1100 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1101 -- on the respective side, the corresponding disconnected box is drawn.
1102 disconnected_top = box OR {box1, box2, ...}
1103 disconnected_bottom = box OR {box1, box2, ...}
1104 disconnected_front = box OR {box1, box2, ...}
1105 disconnected_left = box OR {box1, box2, ...}
1106 disconnected_back = box OR {box1, box2, ...}
1107 disconnected_right = box OR {box1, box2, ...}
1108 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1109 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1110 neighbours to the sides
1113 A `box` is defined as:
1115 {x1, y1, z1, x2, y2, z2}
1117 A box of a regular node would look like:
1119 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1123 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
1127 Offset that the noise is translated by (i.e. added) after calculation.
1130 Factor that the noise is scaled by (i.e. multiplied) after calculation.
1133 Vector containing values by which each coordinate is divided by before
1135 Higher spread values result in larger noise features.
1137 A value of `{x=250, y=250, z=250}` is common.
1140 Random seed for the noise. Add the world seed to a seed offset for world-unique
1141 noise. In the case of `minetest.get_perlin()`, this value has the world seed
1142 automatically added.
1145 Number of times the noise gradient is accumulated into the noise.
1147 Increase this number to increase the amount of detail in the resulting noise.
1149 A value of `6` is common.
1152 Factor by which the effect of the noise gradient function changes with each
1155 Values less than `1` make the details of successive octaves' noise diminish,
1156 while values greater than `1` make successive octaves stronger.
1158 A value of `0.6` is common.
1161 Factor by which the noise feature sizes change with each successive octave.
1163 A value of `2.0` is common.
1166 Leave this field unset for no special handling.
1168 Currently supported are `defaults`, `eased` and `absvalue`.
1171 Specify this if you would like to keep auto-selection of eased/not-eased while
1172 specifying some other flags.
1175 Maps noise gradient values onto a quintic S-curve before performing
1176 interpolation. This results in smooth, rolling noise.
1177 Disable this (`noeased`) for sharp-looking noise.
1178 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
1182 Accumulates the absolute value of each noise gradient result.
1184 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1189 spread = {x=500, y=500, z=500},
1194 flags = "defaults, absvalue"
1196 ^ A single noise parameter table can be used to get 2D or 3D noise,
1197 when getting 2D noise spread.z is ignored.
1202 These tell in what manner the ore is generated.
1204 All default ores are of the uniformly-distributed scatter type.
1207 Randomly chooses a location and generates a cluster of ore.
1209 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
1210 at that point is greater than the `noise_threshold`, giving the ability to
1211 create a non-equal distribution of ore.
1214 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1215 described by `noise_params` and `noise_threshold`. This is essentially an
1216 improved version of the so-called "stratus" ore seen in some unofficial mods.
1218 This sheet consists of vertical columns of uniform randomly distributed height,
1219 varying between the inclusive range `column_height_min` and `column_height_max`.
1220 If `column_height_min` is not specified, this parameter defaults to 1.
1221 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1222 for reverse compatibility. New code should prefer `column_height_max`.
1224 The `column_midpoint_factor` parameter controls the position of the column at
1225 which ore emanates from.
1226 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
1227 equally starting from each direction.
1228 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
1229 this parameter is not specified, the default is 0.5.
1231 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
1235 Creates a sheet of ore in a cloud-like puff shape.
1237 As with the `sheet` ore type, the size and shape of puffs are described by
1238 `noise_params` and `noise_threshold` and are placed at random vertical
1239 positions within the currently generated chunk.
1241 The vertical top and bottom displacement of each puff are determined by the
1242 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
1245 Creates a deformed sphere of ore according to 3d perlin noise described by
1246 `noise_params`. The maximum size of the blob is `clust_size`, and
1247 `clust_scarcity` has the same meaning as with the `scatter` type.
1250 Creates veins of ore varying in density by according to the intersection of two
1251 instances of 3d perlin noise with different seeds, both described by
1254 `random_factor` varies the influence random chance has on placement of an ore
1255 inside the vein, which is `1` by default. Note that modifying this parameter
1256 may require adjusting `noise_threshold`.
1258 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1261 This ore type is difficult to control since it is sensitive to small changes.
1262 The following is a decent set of parameters to work from:
1267 spread = {x=200, y=200, z=200},
1273 noise_threshold = 1.6
1275 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1276 computationally expensive than any other ore.
1279 Creates a single undulating ore stratum that is continuous across mapchunk
1280 borders and horizontally spans the world.
1282 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
1283 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1284 defines the stratum's vertical thickness (in units of nodes). Due to being
1285 continuous across mapchunk borders the stratum's vertical thickness is
1288 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1289 to y_max in a simple horizontal stratum.
1291 A parameter `stratum_thickness` can be provided instead of the noise parameter
1292 `np_stratum_thickness`, to create a constant thickness.
1294 Leaving out one or both noise parameters makes the ore generation less
1295 intensive, useful when adding multiple strata.
1297 `y_min` and `y_max` define the limits of the ore generation and for performance
1298 reasons should be set as close together as possible but without clipping the
1299 stratum's Y variation.
1301 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1302 solid-ore stratum would require a `clust_scarcity` of 1.
1304 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1305 `random_factor` are ignored by this ore type.
1309 See section "Flag Specifier Format".
1311 Currently supported flags:
1312 `puff_cliffs`, `puff_additive_composition`.
1315 If set, puff ore generation will not taper down large differences in
1316 displacement when approaching the edge of a puff. This flag has no effect for
1317 ore types other than `puff`.
1319 ### `puff_additive_composition`
1320 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
1321 in a negative displacement, the sub-column at that point is not generated. With
1322 this attribute set, puff ore generation will instead generate the absolute
1323 difference in noise displacement values. This flag has no effect for ore types
1328 The varying types of decorations that can be placed.
1331 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1332 a list, if a decoration list is specified). Can specify a certain node it must
1333 spawn next to, such as water or lava, for example. Can also generate a
1334 decoration of random height between a specified lower and upper bound.
1335 This type of decoration is intended for placement of grass, flowers, cacti,
1336 papyri, waterlilies and so on.
1339 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1340 Can specify a probability of a node randomly appearing when placed.
1341 This decoration type is intended to be used for multi-node sized discrete
1342 structures, such as trees, cave spikes, rocks, and so on.
1346 --------------------
1347 A schematic specifier identifies a schematic by either a filename to a
1348 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1349 in the form of a table. This table specifies the following fields:
1351 * The `size` field is a 3D vector containing the dimensions of the provided
1352 schematic. (required)
1353 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th
1354 vertical slice of the schematic to have a `prob / 256 * 100` chance of
1355 occurring. (default: 255)
1356 * The `data` field is a flat table of MapNode tables making up the schematic,
1357 in the order of `[z [y [x]]]`. (required)
1358 Each MapNode table contains:
1359 * `name`: the name of the map node to place (required)
1360 * `prob` (alias `param1`): the probability of this node being placed
1362 * `param2`: the raw param2 value of the node being placed onto the map
1364 * `force_place`: boolean representing if the node should forcibly overwrite
1365 any previous contents (default: false)
1367 About probability values:
1369 * A probability value of `0` or `1` means that node will never appear
1371 * A probability value of `254` or `255` means the node will always appear
1373 * If the probability value `p` is greater than `1`, then there is a
1374 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1378 Schematic attributes
1379 --------------------
1380 See section "Flag Specifier Format".
1382 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1385 * `place_center_x`: Placement of this decoration is centered along the X axis.
1386 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1387 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1388 * `force_placement`: Schematic nodes other than "ignore" will replace existing
1394 The position field is used for all element types.
1396 To account for differing resolutions, the position coordinates are the
1397 percentage of the screen, ranging in value from `0` to `1`.
1399 The name field is not yet used, but should contain a description of what the
1400 HUD element represents. The direction field is the direction in which something
1403 `0` draws from left to right, `1` draws from right to left, `2` draws from
1404 top to bottom, and `3` draws from bottom to top.
1406 The `alignment` field specifies how the item will be aligned. It ranges from
1407 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1408 is to the right/down. Fractional values can be used.
1410 The `offset` field specifies a pixel offset from the position. Contrary to
1411 position, the offset is not scaled to screen size. This allows for some
1412 precisely positioned items in the HUD.
1414 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1417 Below are the specific uses for fields in each type; fields not listed for that
1420 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is
1421 still in the experimental stages.
1424 Displays an image on the HUD.
1426 * `scale`: The scale of the image, with 1 being the original texture size.
1427 Only the X coordinate scale is used (positive values).
1428 Negative values represent that percentage of the screen it
1429 should take; e.g. `x=-100` means 100% (width).
1430 * `text`: The name of the texture that is displayed.
1431 * `alignment`: The alignment of the image.
1432 * `offset`: offset in pixels from position.
1435 Displays text on the HUD.
1437 * `scale`: Defines the bounding rectangle of the text.
1438 A value such as `{x=100, y=100}` should work.
1439 * `text`: The text to be displayed in the HUD element.
1440 * `number`: An integer containing the RGB value of the color used to draw the
1441 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1442 * `alignment`: The alignment of the text.
1443 * `offset`: offset in pixels from position.
1446 Displays a horizontal bar made up of half-images.
1448 * `text`: The name of the texture that is used.
1449 * `number`: The number of half-textures that are displayed.
1450 If odd, will end with a vertically center-split texture.
1452 * `offset`: offset in pixels from position.
1453 * `size`: If used, will force full-image size to this value (override texture
1457 * `text`: The name of the inventory list to be displayed.
1458 * `number`: Number of items in the inventory to be displayed.
1459 * `item`: Position of item that is selected.
1461 * `offset`: offset in pixels from position.
1464 Displays distance to selected world position.
1466 * `name`: The name of the waypoint.
1467 * `text`: Distance suffix. Can be blank.
1468 * `number:` An integer containing the RGB value of the color used to draw the
1470 * `world_pos`: World position of the waypoint.
1472 Representations of simple things
1473 --------------------------------
1477 {x=num, y=num, z=num}
1479 For helper functions see "Vector helpers".
1482 * `{type="nothing"}`
1483 * `{type="node", under=pos, above=pos}`
1484 * `{type="object", ref=ObjectRef}`
1486 Flag Specifier Format
1487 ---------------------
1488 Flags using the standardized flag specifier format can be specified in either
1489 of two ways, by string or table.
1491 The string format is a comma-delimited set of flag names; whitespace and
1492 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1493 flag, and specifying a flag prefixed by the string `"no"` explicitly
1494 clears the flag from whatever the default may be.
1496 In addition to the standard string flag format, the schematic flags field can
1497 also be a table of flag names to boolean values representing whether or not the
1498 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1499 is present, mapped to a boolean of any value, the specified flag is unset.
1501 E.g. A flag field of value
1503 {place_center_x = true, place_center_y=false, place_center_z=true}
1507 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1509 which is equivalent to
1511 "place_center_x, noplace_center_y, place_center_z"
1515 "place_center_x, place_center_z"
1517 since, by default, no schematic attributes are set.
1523 There are three kinds of items: nodes, tools and craftitems.
1525 * Node (`register_node`): A node from the world.
1526 * Tool (`register_tool`): A tool/weapon that can dig and damage
1527 things according to `tool_capabilities`.
1528 * Craftitem (`register_craftitem`): A miscellaneous item.
1531 All item stacks have an amount between 0 to 65535. It is 1 by
1532 default. Tool item stacks can not have an amount greater than 1.
1534 Tools use a wear (=damage) value ranging from 0 to 65535. The
1535 value 0 is the default and used is for unworn tools. The values
1536 1 to 65535 are used for worn tools, where a higher value stands for
1537 a higher wear. Non-tools always have a wear value of 0.
1540 Items and item stacks can exist in three formats: Serializes, table format
1544 This is called "stackstring" or "itemstring". It is a simple string with
1545 1-3 components: the full item identifier, an optional amount and an optional
1548 <identifier> [<amount>[ <wear>]]
1552 * `'default:apple'`: 1 apple
1553 * `'default:dirt 5'`: 5 dirt
1554 * `'default:pick_stone'`: a new stone pickaxe
1555 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1562 {name="default:dirt", count=5, wear=0, metadata=""}
1564 A wooden pick about 1/3 worn out:
1566 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1570 {name="default:apple", count=1, wear=0, metadata=""}
1573 A native C++ format with many helper methods. Useful for converting
1574 between formats. See the Class reference section for details.
1576 When an item must be passed to a function, it can usually be in any of
1582 In a number of places, there is a group table. Groups define the
1583 properties of a thing (item, node, armor of entity, capabilities of
1584 tool) in such a way that the engine and other mods can can interact with
1585 the thing without actually knowing what the thing is.
1588 Groups are stored in a table, having the group names with keys and the
1589 group ratings as values. For example:
1591 groups = {crumbly=3, soil=1}
1594 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1595 -- ^ A more special dirt-kind of thing
1597 Groups always have a rating associated with them. If there is no
1598 useful meaning for a rating for an enabled group, it shall be `1`.
1600 When not defined, the rating of a group defaults to `0`. Thus when you
1601 read groups, you must interpret `nil` and `0` as the same value, `0`.
1603 You can read the rating of a group for an item or a node by using
1605 minetest.get_item_group(itemname, groupname)
1608 Groups of items can define what kind of an item it is (e.g. wool).
1611 In addition to the general item things, groups are used to define whether
1612 a node is destroyable and how long it takes to destroy by a tool.
1614 ### Groups of entities
1615 For entities, groups are, as of now, used only for calculating damage.
1616 The rating is the percentage of damage caused by tools with this damage group.
1617 See "Entity damage mechanism".
1619 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1620 object.set_armor_groups({fleshy=30, cracky=80})
1623 Groups in tools define which groups of nodes and entities they are
1626 ### Groups in crafting recipes
1627 An example: Make meat soup from any meat, any water and any bowl:
1630 output = 'food:meat_soup_raw',
1636 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1639 Another example: Make red wool from white wool and red dye:
1643 output = 'wool:red',
1644 recipe = {'wool:white', 'group:dye,basecolor_red'},
1648 * `immortal`: Disables the group damage system for an entity
1649 * `punch_operable`: For entities; disables the regular damage mechanism for
1650 players punching it by hand or a non-tool item, so that it can do something
1651 else than take damage.
1652 * `level`: Can be used to give an additional sense of progression in the game.
1653 * A larger level will cause e.g. a weapon of a lower level make much less
1654 damage, and get worn out much faster, or not be able to get drops
1655 from destroyed nodes.
1656 * `0` is something that is directly accessible at the start of gameplay
1657 * There is no upper limit
1658 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1659 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1660 * `3`: the node always gets the digging time 0 seconds (torch)
1661 * `disable_jump`: Player (and possibly other things) cannot jump from node
1662 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1663 * `bouncy`: value is bounce speed in percent
1664 * `falling_node`: if there is no walkable block under the node it will fall
1665 * `attached_node`: if the node under it is not a walkable block the node will be
1666 dropped as an item. If the node is wallmounted the wallmounted direction is
1668 * `soil`: saplings will grow on nodes in this group
1669 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1670 connect to each other
1671 * `slippery`: Players and items will slide on the node.
1672 Slipperiness rises steadily with `slippery` value, starting at 1.
1675 ### Known damage and digging time defining groups
1676 * `crumbly`: dirt, sand
1677 * `cracky`: tough but crackable stuff like stone.
1678 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1679 plants, wire, sheets of metal
1680 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1681 * `fleshy`: Living things like animals and the player. This could imply
1682 some blood effects when hitting.
1683 * `explody`: Especially prone to explosions
1684 * `oddly_breakable_by_hand`:
1685 Can be added to nodes that shouldn't logically be breakable by the
1686 hand but are. Somewhat similar to `dig_immediate`, but times are more
1687 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1688 speed of a tool if the tool can dig at a faster speed than this
1689 suggests for the hand.
1691 ### Examples of custom groups
1692 Item groups are often used for defining, well, _groups of items_.
1694 * `meat`: any meat-kind of a thing (rating might define the size or healing
1695 ability or be irrelevant -- it is not defined as of yet)
1696 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1698 * `flammable`: can be set on fire. Rating might define the intensity of the
1699 fire, affecting e.g. the speed of the spreading of an open fire.
1700 * `wool`: any wool (any origin, any color)
1701 * `metal`: any metal
1702 * `weapon`: any weapon
1703 * `heavy`: anything considerably heavy
1705 ### Digging time calculation specifics
1706 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1707 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1708 faster digging time.
1710 The `level` group is used to limit the toughness of nodes a tool can dig
1711 and to scale the digging times / damage to a greater extent.
1713 **Please do understand this**, otherwise you cannot use the system to it's
1716 Tools define their properties by a list of parameters for groups. They
1717 cannot dig other groups; thus it is important to use a standard bunch of
1718 groups to enable interaction with tools.
1720 #### Tools definition
1723 * Full punch interval
1724 * Maximum drop level
1725 * For an arbitrary list of groups:
1726 * Uses (until the tool breaks)
1727 * Maximum level (usually `0`, `1`, `2` or `3`)
1731 #### Full punch interval
1732 When used as a weapon, the tool will do full damage if this time is spent
1733 between punches. If e.g. half the time is spent, the tool will do half
1736 #### Maximum drop level
1737 Suggests the maximum level of node, when dug with the tool, that will drop
1738 it's useful item. (e.g. iron ore to drop a lump of iron).
1740 This is not automated; it is the responsibility of the node definition
1744 Determines how many uses the tool has when it is used for digging a node,
1745 of this group, of the maximum level. For lower leveled nodes, the use count
1746 is multiplied by `3^leveldiff`.
1748 * `uses=10, leveldiff=0`: actual uses: 10
1749 * `uses=10, leveldiff=1`: actual uses: 30
1750 * `uses=10, leveldiff=2`: actual uses: 90
1753 Tells what is the maximum level of a node of this group that the tool will
1757 List of digging times for different ratings of the group, for nodes of the
1760 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1761 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1762 for this group, and unable to dig the rating `1`, which is the toughest.
1763 Unless there is a matching group that enables digging otherwise.
1765 If the result digging time is 0, a delay of 0.15 seconds is added between
1766 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1767 i.e. players can more quickly click the nodes away instead of holding LMB.
1770 List of damage for groups of entities. See "Entity damage mechanism".
1772 #### Example definition of the capabilities of a tool
1774 tool_capabilities = {
1775 full_punch_interval=1.5,
1778 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1780 damage_groups = {fleshy=2},
1783 This makes the tool be able to dig nodes that fulfil both of these:
1785 * Have the `crumbly` group
1786 * Have a `level` group less or equal to `2`
1788 Table of resulting digging times:
1790 crumbly 0 1 2 3 4 <- level
1792 1 0.80 1.60 1.60 - -
1793 2 0.60 1.20 1.20 - -
1794 3 0.40 0.80 0.80 - -
1796 level diff: 2 1 0 -1 -2
1798 Table of resulting tool uses:
1807 * At `crumbly==0`, the node is not diggable.
1808 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1809 easy nodes to be quickly breakable.
1810 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1812 Entity damage mechanism
1813 -----------------------
1817 foreach group in cap.damage_groups:
1818 damage += cap.damage_groups[group] * limit(actual_interval /
1819 cap.full_punch_interval, 0.0, 1.0)
1820 * (object.armor_groups[group] / 100.0)
1821 -- Where object.armor_groups[group] is 0 for inexistent values
1824 Client predicts damage based on damage groups. Because of this, it is able to
1825 give an immediate response when an entity is damaged or dies; the response is
1826 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1828 Currently a smoke puff will appear when an entity dies.
1830 The group `immortal` completely disables normal damage.
1832 Entities can define a special armor group, which is `punch_operable`. This
1833 group disables the regular damage mechanism for players punching it by hand or
1834 a non-tool item, so that it can do something else than take damage.
1836 On the Lua side, every punch calls:
1838 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1840 This should never be called directly, because damage is usually not handled by
1843 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1844 accessed unless absolutely required, to encourage interoperability.
1845 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1846 * `tool_capabilities` can be `nil`.
1847 * `direction` is a unit vector, pointing from the source of the punch to
1849 * `damage` damage that will be done to entity
1850 Return value of this function will determine if damage is done by this function
1851 (retval true) or shall be done by engine (retval false)
1853 To punch an entity/object in Lua, call:
1855 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1857 * Return value is tool wear.
1858 * Parameters are equal to the above callback.
1859 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1860 will be automatically filled in based on the location of `puncher`.
1864 The instance of a node in the world normally only contains the three values
1865 mentioned in "Nodes". However, it is possible to insert extra data into a
1866 node. It is called "node metadata"; See `NodeMetaRef`.
1868 Node metadata contains two things:
1873 Some of the values in the key-value store are handled specially:
1875 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1876 * `infotext`: Text shown on the screen when the node is pointed at
1880 local meta = minetest.get_meta(pos)
1881 meta:set_string("formspec",
1883 "list[context;main;0,0;8,4;]"..
1884 "list[current_player;main;0,5;8,4;]")
1885 meta:set_string("infotext", "Chest");
1886 local inv = meta:get_inventory()
1887 inv:set_size("main", 8*4)
1888 print(dump(meta:to_table()))
1891 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1892 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1893 [10] = "", [11] = "", [12] = "", [13] = "",
1894 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1895 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1896 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1897 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1901 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1908 Item stacks can store metadata too. See `ItemStackMetaRef`.
1910 Item metadata only contains a key-value store.
1912 Some of the values in the key-value store are handled specially:
1914 * `description`: Set the item stack's description. Defaults to
1916 * `color`: A `ColorString`, which sets the stack's color.
1917 * `palette_index`: If the item has a palette, this is used to get the
1918 current color from the palette.
1922 local meta = stack:get_meta()
1923 meta:set_string("key", "value")
1924 print(dump(meta:to_table()))
1928 Formspec defines a menu. Currently not much else than inventories are
1929 supported. It is a string, with a somewhat strange format.
1931 Spaces and newlines can be inserted between the blocks, as is used in the
1939 list[context;main;0,0;8,4;]
1940 list[current_player;main;0,5;8,4;]
1945 list[context;fuel;2,3;1,1;]
1946 list[context;src;2,1;1,1;]
1947 list[context;dst;5,1;2,2;]
1948 list[current_player;main;0,5;8,4;]
1950 #### Minecraft-like player inventory
1953 image[1,0.6;1,2;player.png]
1954 list[current_player;main;0,3.5;8,4;]
1955 list[current_player;craft;3,0;3,3;]
1956 list[current_player;craftpreview;7,1;1,1;]
1960 #### `size[<W>,<H>,<fixed_size>]`
1961 * Define the size of the menu in inventory slots
1962 * `fixed_size`: `true`/`false` (optional)
1963 * deprecated: `invsize[<W>,<H>;]`
1965 #### `position[<X>,<Y>]`
1966 * Must be used after `size` element.
1967 * Defines the position on the game window of the formspec's `anchor` point.
1968 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1970 * [0.0, 0.0] sets the position to the top left corner of the game window.
1971 * [1.0, 1.0] sets the position to the bottom right of the game window.
1972 * Defaults to the center of the game window [0.5, 0.5].
1974 #### `anchor[<X>,<Y>]`
1975 * Must be used after both `size` and `position` (if present) elements.
1976 * Defines the location of the anchor point within the formspec.
1977 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1979 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1980 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1981 * Defaults to the center of the formspec [0.5, 0.5].
1983 * `position` and `anchor` elements need suitable values to avoid a formspec
1984 extending off the game window due to particular game window sizes.
1986 #### `container[<X>,<Y>]`
1987 * Start of a container block, moves all physical elements in the container by
1989 * Must have matching `container_end`
1990 * Containers can be nested, in which case the offsets are added
1991 (child containers are relative to parent containers)
1993 #### `container_end[]`
1994 * End of a container, following elements are no longer relative to this
1997 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1998 * Show an inventory list
2000 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2001 * Show an inventory list
2003 #### `listring[<inventory location>;<list name>]`
2004 * Allows to create a ring of inventory lists
2005 * Shift-clicking on items in one element of the ring
2006 will send them to the next inventory list inside the ring
2007 * The first occurrence of an element inside the ring will
2008 determine the inventory where items will be sent to
2011 * Shorthand for doing `listring[<inventory location>;<list name>]`
2012 for the last two inventory lists added by list[...]
2014 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2015 * Sets background color of slots as `ColorString`
2016 * Sets background color of slots on mouse hovering
2018 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2019 * Sets background color of slots as `ColorString`
2020 * Sets background color of slots on mouse hovering
2021 * Sets color of slots border
2023 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2024 * Sets background color of slots as `ColorString`
2025 * Sets background color of slots on mouse hovering
2026 * Sets color of slots border
2027 * Sets default background color of tooltips
2028 * Sets default font color of tooltips
2030 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2031 * Adds tooltip for an element
2032 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2033 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2035 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2037 * Position and size units are inventory slots
2039 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2040 * Show an inventory image of registered item/node
2041 * Position and size units are inventory slots
2043 #### `bgcolor[<color>;<fullscreen>]`
2044 * Sets background color of formspec as `ColorString`
2045 * If `true`, the background color is drawn fullscreen (does not effect the size
2048 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2049 * Use a background. Inventory rectangles are not drawn then.
2050 * Position and size units are inventory slots
2051 * Example for formspec 8x4 in 16x resolution: image shall be sized
2052 8 times 16px times 4 times 16px.
2054 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2055 * Use a background. Inventory rectangles are not drawn then.
2056 * Position and size units are inventory slots
2057 * Example for formspec 8x4 in 16x resolution:
2058 image shall be sized 8 times 16px times 4 times 16px
2059 * If `true` the background is clipped to formspec size
2060 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2062 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2063 * Textual password style field; will be sent to server when a button is clicked
2064 * When enter is pressed in field, fields.key_enter_field will be sent with the
2066 * `x` and `y` position the field relative to the top left of the menu
2067 * `w` and `h` are the size of the field
2068 * Fields are a set height, but will be vertically centred on `h`
2069 * Position and size units are inventory slots
2070 * `name` is the name of the field as returned in fields to `on_receive_fields`
2071 * `label`, if not blank, will be text printed on the top left above the field
2072 * See field_close_on_enter to stop enter closing the formspec
2074 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2075 * Textual field; will be sent to server when a button is clicked
2076 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2077 the name of this field.
2078 * `x` and `y` position the field relative to the top left of the menu
2079 * `w` and `h` are the size of the field
2080 * Fields are a set height, but will be vertically centred on `h`
2081 * Position and size units are inventory slots
2082 * `name` is the name of the field as returned in fields to `on_receive_fields`
2083 * `label`, if not blank, will be text printed on the top left above the field
2084 * `default` is the default value of the field
2085 * `default` may contain variable references such as `${text}'` which
2086 will fill the value from the metadata value `text`
2087 * **Note**: no extra text or more than a single variable is supported ATM.
2088 * See `field_close_on_enter` to stop enter closing the formspec
2090 #### `field[<name>;<label>;<default>]`
2091 * As above, but without position/size units
2092 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2093 the name of this field.
2094 * Special field for creating simple forms, such as sign text input
2095 * Must be used without a `size[]` element
2096 * A "Proceed" button will be added automatically
2097 * See `field_close_on_enter` to stop enter closing the formspec
2099 #### `field_close_on_enter[<name>;<close_on_enter>]`
2100 * <name> is the name of the field
2101 * if <close_on_enter> is false, pressing enter in the field will submit the
2102 form but not close it.
2103 * defaults to true when not specified (ie: no tag for a field)
2105 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2106 * Same as fields above, but with multi-line input
2107 * if the text overflows a vertical scrollbar is added
2108 * if the name is empty the textarea is readonly, the label is not displayed.
2110 #### `label[<X>,<Y>;<label>]`
2111 * `x` and `y` work as per field
2112 * `label` is the text on the label
2113 * Position and size units are inventory slots
2115 #### `vertlabel[<X>,<Y>;<label>]`
2116 * Textual label drawn vertically
2117 * `x` and `y` work as per field
2118 * `label` is the text on the label
2119 * Position and size units are inventory slots
2121 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2122 * Clickable button. When clicked, fields will be sent.
2123 * `x`, `y` and `name` work as per field
2124 * `w` and `h` are the size of the button
2125 * Fixed button height. It will be vertically centred on `h`
2126 * `label` is the text on the button
2127 * Position and size units are inventory slots
2129 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2130 * `x`, `y`, `w`, `h`, and `name` work as per button
2131 * `texture name` is the filename of an image
2132 * Position and size units are inventory slots
2134 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2135 * `x`, `y`, `w`, `h`, and `name` work as per button
2136 * `texture name` is the filename of an image
2137 * Position and size units are inventory slots
2138 * `noclip=true` means the image button doesn't need to be within specified
2140 * `drawborder`: draw button border or not
2141 * `pressed texture name` is the filename of an image on pressed state
2143 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2144 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2145 * `item name` is the registered name of an item/node,
2146 tooltip will be made out of its description
2147 to override it use tooltip element
2148 * Position and size units are inventory slots
2150 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2151 * When clicked, fields will be sent and the form will quit.
2153 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2154 * When clicked, fields will be sent and the form will quit.
2156 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2157 * Scrollable item list showing arbitrary text elements
2158 * `x` and `y` position the itemlist relative to the top left of the menu
2159 * `w` and `h` are the size of the itemlist
2160 * `name` fieldname sent to server on doubleclick value is current selected
2162 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2164 * if you want a listelement to start with "#" write "##".
2166 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2167 * Scrollable itemlist showing arbitrary text elements
2168 * `x` and `y` position the item list relative to the top left of the menu
2169 * `w` and `h` are the size of the item list
2170 * `name` fieldname sent to server on doubleclick value is current selected
2172 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2173 * if you want a listelement to start with "#" write "##"
2174 * Index to be selected within textlist
2175 * `true`/`false`: draw transparent background
2176 * See also `minetest.explode_textlist_event`
2177 (main menu: `engine.explode_textlist_event`).
2179 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2180 * Show a tab**header** at specific position (ignores formsize)
2181 * `x` and `y` position the itemlist relative to the top left of the menu
2182 * `name` fieldname data is transferred to Lua
2183 * `caption 1`...: name shown on top of tab
2184 * `current_tab`: index of selected tab 1...
2185 * `transparent` (optional): show transparent
2186 * `draw_border` (optional): draw border
2188 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2189 * Simple colored semitransparent box
2190 * `x` and `y` position the box relative to the top left of the menu
2191 * `w` and `h` are the size of box
2192 * `color` is color specified as a `ColorString`
2194 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2195 * Show a dropdown field
2196 * **Important note**: There are two different operation modes:
2197 1. handle directly on change (only changed dropdown is submitted)
2198 2. read the value on pressing a button (all dropdown values are available)
2199 * `x` and `y` position of dropdown
2201 * Fieldname data is transferred to Lua
2202 * Items to be shown in dropdown
2203 * Index of currently selected dropdown item
2205 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2207 * `x` and `y`: position of checkbox
2208 * `name` fieldname data is transferred to Lua
2209 * `label` to be shown left of checkbox
2210 * `selected` (optional): `true`/`false`
2212 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2214 * There are two ways to use it:
2215 1. handle the changed event (only changed scrollbar is available)
2216 2. read the value on pressing a button (all scrollbars are available)
2217 * `x` and `y`: position of trackbar
2218 * `w` and `h`: width and height
2219 * `orientation`: `vertical`/`horizontal`
2220 * Fieldname data is transferred to Lua
2221 * Value this trackbar is set to (`0`-`1000`)
2222 * See also `minetest.explode_scrollbar_event`
2223 (main menu: `engine.explode_scrollbar_event`).
2225 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2226 * Show scrollable table using options defined by the previous `tableoptions[]`
2227 * Displays cells as defined by the previous `tablecolumns[]`
2228 * `x` and `y`: position the itemlist relative to the top left of the menu
2229 * `w` and `h` are the size of the itemlist
2230 * `name`: fieldname sent to server on row select or doubleclick
2231 * `cell 1`...`cell n`: cell contents given in row-major order
2232 * `selected idx`: index of row to be selected within table (first row = `1`)
2233 * See also `minetest.explode_table_event`
2234 (main menu: `engine.explode_table_event`).
2236 #### `tableoptions[<opt 1>;<opt 2>;...]`
2237 * Sets options for `table[]`
2239 * default text color (`ColorString`), defaults to `#FFFFFF`
2240 * `background=#RRGGBB`
2241 * table background color (`ColorString`), defaults to `#000000`
2242 * `border=<true/false>`
2243 * should the table be drawn with a border? (default: `true`)
2244 * `highlight=#RRGGBB`
2245 * highlight background color (`ColorString`), defaults to `#466432`
2246 * `highlight_text=#RRGGBB`
2247 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2248 * `opendepth=<value>`
2249 * all subtrees up to `depth < value` are open (default value = `0`)
2250 * only useful when there is a column of type "tree"
2252 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2253 * Sets columns for `table[]`
2254 * Types: `text`, `image`, `color`, `indent`, `tree`
2255 * `text`: show cell contents as text
2256 * `image`: cell contents are an image index, use column options to define
2258 * `color`: cell contents are a ColorString and define color of following
2260 * `indent`: cell contents are a number and define indentation of following
2262 * `tree`: same as indent, but user can open and close subtrees
2266 * for `text` and `image`: content alignment within cells.
2267 Available values: `left` (default), `center`, `right`, `inline`
2269 * for `text` and `image`: minimum width in em (default: `0`)
2270 * for `indent` and `tree`: indent width in em (default: `1.5`)
2271 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2272 Exception: defaults to 0 for indent columns
2273 * `tooltip=<value>`: tooltip text (default: empty)
2274 * `image` column options:
2275 * `0=<value>` sets image for image index 0
2276 * `1=<value>` sets image for image index 1
2277 * `2=<value>` sets image for image index 2
2278 * and so on; defined indices need not be contiguous empty or
2279 non-numeric cells are treated as `0`.
2280 * `color` column options:
2281 * `span=<value>`: number of following columns to affect
2282 (default: infinite).
2284 **Note**: do _not_ use a element name starting with `key_`; those names are
2285 reserved to pass key press events to formspec!
2289 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2290 * `"current_player"`: Player to whom the menu is shown
2291 * `"player:<name>"`: Any player
2292 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2293 * `"detached:<name>"`: A detached inventory
2295 Player Inventory lists
2296 ----------------------
2297 * `main`: list containing the default inventory
2298 * `craft`: list containing the craft input
2299 * `craftpreview`: list containing the craft output
2300 * `hand`: list containing an override for the empty hand
2304 `#RGB` defines a color in hexadecimal format.
2306 `#RGBA` defines a color in hexadecimal format and alpha channel.
2308 `#RRGGBB` defines a color in hexadecimal format.
2310 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2312 Named colors are also supported and are equivalent to
2313 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2314 To specify the value of the alpha channel, append `#AA` to the end of the color
2315 name (e.g. `colorname#08`). For named colors the hexadecimal string
2316 representing the alpha value must (always) be two hexadecimal digits.
2320 A ColorSpec specifies a 32-bit color. It can be written in either:
2321 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2322 `colorspec = {a=255, r=0, g=255, b=0}`
2323 numerical form, the raw integer value of an ARGB8 quad:
2324 `colorspec = 0xFF00FF00`
2325 or string form, a ColorString (defined above):
2326 `colorspec = "green"`
2330 Most text can contain escape sequences, that can for example color the text.
2331 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2332 The following functions provide escape sequences:
2334 * `minetest.get_color_escape_sequence(color)`:
2335 * `color` is a ColorString
2336 * The escape sequence sets the text color to `color`
2337 * `minetest.colorize(color, message)`:
2339 `minetest.get_color_escape_sequence(color) ..
2341 minetest.get_color_escape_sequence("#ffffff")`
2342 * `minetest.get_background_escape_sequence(color)`
2343 * `color` is a ColorString
2344 * The escape sequence sets the background of the whole text element to
2345 `color`. Only defined for item descriptions and tooltips.
2346 * `minetest.strip_foreground_colors(str)`
2347 * Removes foreground colors added by `get_color_escape_sequence`.
2348 * `minetest.strip_background_colors(str)`
2349 * Removes background colors added by `get_background_escape_sequence`.
2350 * `minetest.strip_colors(str)`
2351 * Removes all color escape sequences.
2355 For the following functions, `v`, `v1`, `v2` are vectors,
2356 `p1`, `p2` are positions:
2358 * `vector.new(a[, b, c])`:
2360 * A copy of `a` if `a` is a vector.
2361 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2362 * `vector.direction(p1, p2)`:
2363 * Returns a vector of length 1 with direction `p1` to `p2`.
2364 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2365 * `vector.distance(p1, p2)`:
2366 * Returns zero or a positive number, the distance between `p1` and `p2`.
2367 * `vector.length(v)`:
2368 * Returns zero or a positive number, the length of vector `v`.
2369 * `vector.normalize(v)`:
2370 * Returns a vector of length 1 with direction of vector `v`.
2371 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2372 * `vector.floor(v)`:
2373 * Returns a vector, each dimension rounded down.
2374 * `vector.round(v)`:
2375 * Returns a vector, each dimension rounded to nearest integer.
2376 * `vector.apply(v, func)`:
2377 * Returns a vector where the function `func` has been applied to each
2379 * `vector.equals(v1, v2)`:
2380 * Returns a boolean, `true` if the vectors are identical.
2381 * `vector.sort(v1, v2)`:
2382 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2384 For the following functions `x` can be either a vector or a number:
2386 * `vector.add(v, x)`:
2388 * `vector.subtract(v, x)`:
2390 * `vector.multiply(v, x)`:
2391 * Returns a scaled vector or Schur product.
2392 * `vector.divide(v, x)`:
2393 * Returns a scaled vector or Schur quotient.
2397 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2398 human-readable, handles reference loops.
2399 * `obj`: arbitrary variable
2400 * `name`: string, default: `"_"`
2401 * `dumped`: table, default: `{}`
2402 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2403 * `obj`: arbitrary variable
2404 * `dumped`: table, default: `{}`
2405 * `math.hypot(x, y)`
2406 * Get the hypotenuse of a triangle with legs x and y.
2407 Useful for distance calculation.
2408 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2409 * Get the sign of a number.
2410 * tolerance: number, default: `0.0`
2411 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2413 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2414 * `separator`: string, default: `","`
2415 * `include_empty`: boolean, default: `false`
2416 * `max_splits`: number, if it's positive, splits aren't limited,
2418 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2419 string or a pattern (regex), default: `false`
2420 * e.g. `"a,b":split","` returns `{"a","b"}`
2421 * `string:trim()`: returns the string without whitespace pre- and suffixes
2422 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2423 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2424 * Adds newlines to the string to keep it within the specified character
2426 * Note that the returned lines may be longer than the limit since it only
2427 splits at word borders.
2428 * `limit`: number, maximal amount of characters in one line
2429 * `as_table`: boolean, if set to true, a table of lines instead of a string
2430 is returned, default: `false`
2431 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2432 * `pos`: table {x=X, y=Y, z=Z}
2433 * Converts the position `pos` to a human-readable, printable string
2434 * `decimal_places`: number, if specified, the x, y and z values of
2435 the position are rounded to the given decimal place.
2436 * `minetest.string_to_pos(string)`: returns a position or `nil`
2437 * Same but in reverse.
2438 * If the string can't be parsed to a position, nothing is returned.
2439 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2440 * Converts a string representing an area box into two positions
2441 * `minetest.formspec_escape(string)`: returns a string
2442 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2444 * `minetest.is_yes(arg)`
2445 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2446 * `minetest.get_us_time()`
2447 * returns time with microsecond precision. May not return wall time.
2448 * `table.copy(table)`: returns a table
2449 * returns a deep copy of `table`
2450 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2452 * returns the exact position on the surface of a pointed node
2457 Texts can be translated client-side with the help of `minetest.translate` and
2460 ### Translating a string
2461 Two functions are provided to translate strings: `minetest.translate` and
2462 `minetest.get_translator`.
2464 * `minetest.get_translator(textdomain)` is a simple wrapper around
2465 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2466 equivalent to `minetest.translate(textdomain, str, ...)`.
2467 It is intended to be used in the following way, so that it avoids verbose
2468 repetitions of `minetest.translate`:
2470 local S = minetest.get_translator(textdomain)
2473 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2475 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2476 the given `textdomain` for disambiguation. The textdomain must match the
2477 textdomain specified in the translation file in order to get the string
2478 translated. This can be used so that a string is translated differently in
2480 It is advised to use the name of the mod as textdomain whenever possible, to
2481 avoid clashes with other mods.
2482 This function must be given a number of arguments equal to the number of
2483 arguments the translated string expects.
2484 Arguments are literal strings -- they will not be translated, so if you want
2485 them to be, they need to come as outputs of `minetest.translate` as well.
2487 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2488 by the translation of "Red". We can do the following:
2490 local S = minetest.get_translator()
2491 S("@1 Wool", S("Red"))
2493 This will be displayed as "Red Wool" on old clients and on clients that do
2494 not have localization enabled. However, if we have for instance a translation
2495 file named `wool.fr.tr` containing the following:
2500 this will be displayed as "Laine Rouge" on clients with a French locale.
2502 ### Operations on translated strings
2504 The output of `minetest.translate` is a string, with escape sequences adding
2505 additional information to that string so that it can be translated on the
2506 different clients. In particular, you can't expect operations like string.length
2507 to work on them like you would expect them to, or string.gsub to work in the
2508 expected manner. However, string concatenation will still work as expected
2509 (note that you should only use this for things like formspecs; do not translate
2510 sentences by breaking them into parts; arguments should be used instead), and
2511 operations such as `minetest.colorize` which are also concatenation.
2513 ### Translation file format
2514 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2516 The file should be a text file, with the following format:
2518 * Lines beginning with `# textdomain:` (the space is significant) can be used
2519 to specify the text domain of all following translations in the file.
2520 * All other empty lines or lines beginning with `#` are ignored.
2521 * Other lines should be in the format `original=translated`. Both `original`
2522 and `translated` can contain escape sequences beginning with `@` to insert
2523 arguments, literal `@`, `=` or newline (See ### Escapes below).
2524 There must be no extraneous whitespace around the `=` or at the beginning or
2525 the end of the line.
2528 Strings that need to be translated can contain several escapes, preceded by `@`.
2530 * `@@` acts as a literal `@`.
2531 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2532 string that will be inlined when translation. Due to how translations are
2533 implemented, the original translation string **must** have its arguments in
2534 increasing order, without gaps or repetitions, starting from 1.
2535 * `@=` acts as a literal `=`. It is not required in strings given to
2536 `minetest.translate`, but is in translation files to avoid being confused
2537 with the `=` separating the original from the translation.
2538 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2539 As with `@=`, this escape is not required in strings given to
2540 `minetest.translate`, but is in translation files.
2541 * `@n` acts as a literal newline as well.
2543 `minetest` namespace reference
2544 ------------------------------
2548 * `minetest.get_current_modname()`: returns the currently loading mod's name,
2550 * `minetest.get_modpath(modname)`: returns e.g.
2551 `"/home/user/.minetest/usermods/modname"`.
2552 * Useful for loading additional `.lua` modules or static data from mod
2553 * `minetest.get_modnames()`: returns a list of installed mods
2554 * Return a list of installed mods, sorted alphabetically
2555 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2556 * Useful for storing custom data
2557 * `minetest.is_singleplayer()`
2558 * `minetest.features`: Table containing API feature flags
2561 glasslike_framed = true,
2562 nodebox_as_selectionbox = true,
2563 chat_send_player_param3 = true,
2564 get_all_craft_recipes_works = true,
2565 use_texture_alpha = true,
2566 -- ^ The transparency channel of textures can be used optionally
2567 no_legacy_abms = true,
2568 -- ^ Tree and grass ABMs are no longer done from C++
2569 texture_names_parens = true,
2570 -- ^ Texture grouping is possible using parentheses
2571 area_store_custom_ids = true,
2572 -- ^ Unique Area ID for AreaStore:insert_area
2573 add_entity_with_staticdata = true,
2574 -- ^ add_entity supports passing initial staticdata to on_activate
2575 no_chat_message_prediction = true,
2576 -- ^ Chat messages are no longer predicted
2578 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2579 * `arg`: string or table in format `{foo=true, bar=true}`
2580 * `missing_features`: `{foo=true, bar=true}`
2581 * `minetest.get_player_information(player_name)`:
2582 * Returns a table containing information about a player.
2583 Example return value:
2586 address = "127.0.0.1", -- IP address of client
2587 ip_version = 4, -- IPv4 / IPv6
2588 min_rtt = 0.01, -- minimum round trip time
2589 max_rtt = 0.2, -- maximum round trip time
2590 avg_rtt = 0.02, -- average round trip time
2591 min_jitter = 0.01, -- minimum packet time jitter
2592 max_jitter = 0.5, -- maximum packet time jitter
2593 avg_jitter = 0.03, -- average packet time jitter
2594 connection_uptime = 200, -- seconds since client connected
2595 protocol_version = 32, -- protocol version used by client
2596 -- following information is available on debug build only!!!
2597 -- DO NOT USE IN MODS
2598 --ser_vers = 26, -- serialization version used by client
2599 --major = 0, -- major version number
2600 --minor = 4, -- minor version number
2601 --patch = 10, -- patch version number
2602 --vers_string = "0.4.9-git", -- full version string
2603 --state = "Active" -- current client state
2605 * `minetest.mkdir(path)`: returns success.
2606 * Creates a directory specified by `path`, creating parent directories
2607 if they don't exist.
2608 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2610 * nil: return all entries,
2611 * true: return only subdirectory names, or
2612 * false: return only file names.
2613 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2614 * Replaces contents of file at path with new contents in a safe (atomic)
2615 way. Use this instead of below code when writing e.g. database files:
2616 `local f = io.open(path, "wb"); f:write(content); f:close()`
2617 * `minetest.get_version()`: returns a table containing components of the
2618 engine version. Components:
2619 * `project`: Name of the project, eg, "Minetest"
2620 * `string`: Simple version, eg, "1.2.3-dev"
2621 * `hash`: Full git version (only set if available),
2622 eg, "1.2.3-dev-01234567-dirty".
2623 Use this for informational purposes only. The information in the returned
2624 table does not represent the capabilities of the engine, nor is it
2625 reliable or verifiable. Compatible forks will have a different name and
2626 version entirely. To check for the presence of engine features, test
2627 whether the functions exported by the wanted features exist. For example:
2628 `if minetest.check_for_falling then ... end`.
2629 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2630 * `data`: string of data to hash
2631 * `raw`: return raw bytes instead of hex digits, default: false
2634 * `minetest.debug(...)`
2635 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2636 * `minetest.log([level,] text)`
2637 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2638 `"info"`, or `"verbose"`. Default is `"none"`.
2640 ### Registration functions
2641 Call these functions only at load time!
2643 * `minetest.register_entity(name, prototype table)`
2644 * `minetest.register_abm(abm definition)`
2645 * `minetest.register_lbm(lbm definition)`
2646 * `minetest.register_node(name, node definition)`
2647 * `minetest.register_tool(name, item definition)`
2648 * `minetest.register_craftitem(name, item definition)`
2649 * `minetest.unregister_item(name)`
2650 * `minetest.register_alias(name, convert_to)`
2651 * Also use this to set the 'mapgen aliases' needed in a game for the core
2652 * mapgens. See 'Mapgen aliases' section above.
2653 * `minetest.register_alias_force(name, convert_to)`
2654 * `minetest.register_craft(recipe)`
2655 * Check recipe table syntax for different types below.
2656 * `minetest.clear_craft(recipe)`
2657 * Will erase existing craft based either on output item or on input recipe.
2658 * Specify either output or input only. If you specify both, input will be
2659 ignored. For input use the same recipe table syntax as for
2660 `minetest.register_craft(recipe)`. For output specify only the item,
2662 * If no erase candidate could be found, Lua exception will be thrown.
2663 * **Warning**! The type field ("shaped","cooking" or any other) will be
2664 ignored if the recipe contains output. Erasing is then done independently
2665 from the crafting method.
2666 * `minetest.register_ore(ore definition)`
2667 * `minetest.register_biome(biome definition)`
2668 * `minetest.register_decoration(decoration definition)`
2669 * `minetest.override_item(name, redefinition)`
2670 * Overrides fields of an item registered with register_node/tool/craftitem.
2671 * Note: Item must already be defined, (opt)depend on the mod defining it.
2672 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2673 * `minetest.clear_registered_ores()`
2674 * `minetest.clear_registered_biomes()`
2675 * `minetest.clear_registered_decorations()`
2677 ### Global callback registration functions
2678 Call these functions only at load time!
2680 * `minetest.register_globalstep(func(dtime))`
2681 * Called every server step, usually interval of 0.1s
2682 * `minetest.register_on_shutdown(func())`
2683 * Called before server shutdown
2684 * **Warning**: If the server terminates abnormally (i.e. crashes), the
2685 registered callbacks **will likely not be run**. Data should be saved at
2686 semi-frequent intervals as well as on server shutdown.
2687 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2688 * Called when a node has been placed
2689 * If return `true` no item is taken from `itemstack`
2690 * `placer` may be any valid ObjectRef or nil.
2691 * **Not recommended**; use `on_construct` or `after_place_node` in node
2692 definition whenever possible.
2693 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2694 * Called when a node has been dug.
2695 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
2696 definition whenever possible.
2697 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2698 * Called when a node is punched
2699 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2700 * Called after generating a piece of world. Modifying nodes inside the area
2701 is a bit faster than usually.
2702 * `minetest.register_on_newplayer(func(ObjectRef))`
2703 * Called after a new player has been created
2704 * `minetest.register_on_dieplayer(func(ObjectRef))`
2705 * Called when a player dies
2706 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2707 * Called when a player is punched
2708 * `player` - ObjectRef - Player that was punched
2709 * `hitter` - ObjectRef - Player that hit
2710 * `time_from_last_punch`: Meant for disallowing spamming of clicks
2712 * `tool_capabilities`: capability table of used tool (can be nil)
2713 * `dir`: unit vector of direction of punch. Always defined. Points from
2714 the puncher to the punched.
2715 * `damage` - number that represents the damage calculated by the engine
2716 * should return `true` to prevent the default damage mechanism
2717 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2718 * Called when the player gets damaged or healed
2719 * `player`: ObjectRef of the player
2720 * `hp_change`: the amount of change. Negative when it is damage.
2721 * `modifier`: when true, the function should return the actual `hp_change`.
2722 Note: modifiers only get a temporary hp_change that can be modified by
2723 later modifiers. modifiers can return true as a second argument to stop
2724 the execution of further functions. Non-modifiers receive the final hp
2725 change calculated by the modifiers.
2726 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2727 * Called when player is to be respawned
2728 * Called _before_ repositioning of player occurs
2729 * return true in func to disable regular player placement
2730 * `minetest.register_on_prejoinplayer(func(name, ip))`
2731 * Called before a player joins the game
2732 * If it returns a string, the player is disconnected with that string as
2734 * `minetest.register_on_joinplayer(func(ObjectRef))`
2735 * Called when a player joins the game
2736 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2737 * Called when a player leaves the game
2738 * `timed_out`: True for timeout, false for other reasons.
2739 * `minetest.register_on_auth_fail(func(name, ip))`
2740 * Called when a client attempts to log into an account but supplies the
2742 * `ip`: The IP address of the client.
2743 * `name`: The account the client attempted to log into.
2744 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2745 * Called when a player cheats
2746 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2748 * `interacted_too_far`
2749 * `interacted_while_dead`
2750 * `finished_unknown_dig`
2753 * `minetest.register_on_chat_message(func(name, message))`
2754 * Called always when a player says something
2755 * Return `true` to mark the message as handled, which means that it will
2756 not be sent to other players.
2757 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2758 * Called when a button is pressed in player's inventory form
2759 * Newest functions are called first
2760 * If function returns `true`, remaining functions are not called
2761 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2762 * Called when `player` crafts something
2763 * `itemstack` is the output
2764 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
2766 * `craft_inv` is the inventory with the crafting grid
2767 * Return either an `ItemStack`, to replace the output, or `nil`, to not
2769 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2770 * The same as before, except that it is called before the player crafts, to
2771 make craft prediction, and it should not change anything.
2772 * `minetest.register_on_protection_violation(func(pos, name))`
2773 * Called by `builtin` and mods when a player violates protection at a
2774 position (eg, digs a node or punches a protected entity).
2775 * The registered functions can be called using
2776 `minetest.record_protection_violation`.
2777 * The provided function should check that the position is protected by the
2778 mod calling this function before it prints a message, if it does, to
2779 allow for multiple protection mods.
2780 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2781 * Called when an item is eaten, by `minetest.item_eat`
2782 * Return `true` or `itemstack` to cancel the default item eat response
2783 (i.e.: hp increase).
2784 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2785 * Called when `granter` grants the priv `priv` to `name`.
2786 * Note that the callback will be called twice if it's done by a player,
2787 once with granter being the player name, and again with granter being nil.
2788 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2789 * Called when `revoker` revokes the priv `priv` from `name`.
2790 * Note that the callback will be called twice if it's done by a player,
2791 once with revoker being the player name, and again with revoker being nil.
2792 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2793 * Called when `name` user connects with `ip`.
2794 * Return `true` to by pass the player limit
2795 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2796 * Called when an incoming mod channel message is received
2797 * You should have joined some channels to receive events.
2798 * If message comes from a server mod, `sender` field is an empty string.
2800 ### Other registration functions
2801 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2802 * Adds definition to `minetest.registered_chatcommands`
2803 * `minetest.override_chatcommand(name, redefinition)`
2804 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2805 * `minetest.unregister_chatcommand(name)`
2806 * Unregisters a chatcommands registered with `register_chatcommand`.
2807 * `minetest.register_privilege(name, definition)`
2808 * `definition`: `"description text"`
2810 `{description = "description text", give_to_singleplayer = boolean}`
2811 the default of `give_to_singleplayer` is true.
2812 * To allow players with `basic_privs` to grant, see `basic_privs`
2813 minetest.conf setting.
2814 * `on_grant(name, granter_name)`: Called when given to player `name` by
2816 `granter_name` will be nil if the priv was granted by a mod.
2817 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
2819 `revoker_name` will be nil if the priv was revoked by a mod
2820 * Note that the above two callbacks will be called twice if a player is
2821 responsible, once with the player name, and then with a nil player name.
2822 * Return true in the above callbacks to stop register_on_priv_grant or
2823 revoke being called.
2824 * `minetest.register_authentication_handler(authentication handler definition)`
2825 * Registers an auth handler that overrides the builtin one
2826 * This function can be called by a single mod once only.
2829 * `minetest.settings`: Settings object containing all of the settings from the
2830 main config file (`minetest.conf`).
2831 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2832 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2835 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2836 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2837 * Convert between two privilege representations
2838 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2839 * `minetest.check_player_privs(player_or_name, ...)`:
2840 returns `bool, missing_privs`
2841 * A quickhand for checking privileges.
2842 * `player_or_name`: Either a Player object or the name of a player.
2843 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2844 a table, e.g. `{ priva = true, privb = true }`.
2846 * `minetest.check_password_entry(name, entry, password)`
2847 * Returns true if the "password entry" for a player with name matches given
2848 password, false otherwise.
2849 * The "password entry" is the password representation generated by the
2850 engine as returned as part of a `get_auth()` call on the auth handler.
2851 * Only use this function for making it possible to log in via password from
2852 external protocols such as IRC, other uses are frowned upon.
2853 * `minetest.get_password_hash(name, raw_password)`
2854 * Convert a name-password pair to a password hash that Minetest can use.
2855 * The returned value alone is not a good basis for password checks based
2856 on comparing the password hash in the database with the password hash
2857 from the function, with an externally provided password, as the hash
2858 in the db might use the new SRP verifier format.
2859 * For this purpose, use `minetest.check_password_entry` instead.
2860 * `minetest.get_player_ip(name)`: returns an IP address string for the player
2862 * The player needs to be online for this to be successful.
2864 * `minetest.get_auth_handler()`: Return the currently active auth handler
2865 * See the `Authentication handler definition`
2866 * Use this to e.g. get the authentication data for a player:
2867 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2868 * `minetest.notify_authentication_modified(name)`
2869 * Must be called by the authentication handler for privilege changes.
2870 * `name`: string; if omitted, all auth data should be considered modified
2871 * `minetest.set_player_password(name, password_hash)`: Set password hash of
2873 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
2875 * `minetest.auth_reload()`
2876 * See `reload()` in authentication handler definition
2878 `minetest.set_player_password`, `minetest_set_player_privs`,
2879 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
2883 * `minetest.chat_send_all(text)`
2884 * `minetest.chat_send_player(name, text)`
2886 ### Environment access
2887 * `minetest.set_node(pos, node)`
2888 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2889 * Set node at position `pos`
2890 * `node`: table `{name=string, param1=number, param2=number}`
2891 * If param1 or param2 is omitted, it's set to `0`.
2892 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2893 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
2894 * Set node on all positions set in the first argument.
2895 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
2896 * For node specification or position syntax see `minetest.set_node` call
2897 * Faster than set_node due to single call, but still considerably slower
2898 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
2899 Unlike LVMs, this will call node callbacks. It also allows setting nodes
2900 in spread out positions which would cause LVMs to waste memory.
2901 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
2903 * `minetest.swap_node(pos, node)`
2904 * Set node at position, but don't remove metadata
2905 * `minetest.remove_node(pos)`
2906 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2907 * `minetest.get_node(pos)`
2908 * Returns the node at the given position as table in the format
2909 `{name="node_name", param1=0, param2=0}`,
2910 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
2911 * `minetest.get_node_or_nil(pos)`
2912 * Same as `get_node` but returns `nil` for unloaded areas.
2913 * `minetest.get_node_light(pos, timeofday)`
2914 * Gets the light value at the given position. Note that the light value
2915 "inside" the node at the given position is returned, so you usually want
2916 to get the light value of a neighbor.
2917 * `pos`: The position where to measure the light.
2918 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2919 * Returns a number between `0` and `15` or `nil`
2920 * `minetest.place_node(pos, node)`
2921 * Place node with the same effects that a player would cause
2922 * `minetest.dig_node(pos)`
2923 * Dig node with the same effects that a player would cause
2924 * Returns `true` if successful, `false` on failure (e.g. protected location)
2925 * `minetest.punch_node(pos)`
2926 * Punch node with the same effects that a player would cause
2927 * `minetest.spawn_falling_node(pos)`
2928 * Change node into falling node
2929 * Returns `true` if successful, `false` on failure
2931 * `minetest.find_nodes_with_meta(pos1, pos2)`
2932 * Get a table of positions of nodes that have metadata within a region
2934 * `minetest.get_meta(pos)`
2935 * Get a `NodeMetaRef` at that position
2936 * `minetest.get_node_timer(pos)`
2937 * Get `NodeTimerRef`
2939 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
2941 * Returns `ObjectRef`, or `nil` if failed
2942 * `minetest.add_item(pos, item)`: Spawn item
2943 * Returns `ObjectRef`, or `nil` if failed
2944 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2945 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
2947 * `radius`: using an euclidean metric
2948 * `minetest.set_timeofday(val)`
2949 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2950 * `minetest.get_timeofday()`
2951 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
2953 * `minetest.get_day_count()`: returns number days elapsed since world was
2955 * accounts for time changes.
2956 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
2958 * `radius`: using a maximum metric
2959 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2960 * `search_center` is an optional boolean (default: `false`)
2961 If true `pos` is also checked for the nodes
2962 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
2964 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2965 * First return value: Table with all node positions
2966 * Second return value: Table with the count of each node with the node name
2968 * Area volume is limited to 4,096,000 nodes
2969 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
2971 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2972 * Return value: Table with all node positions with a node air above
2973 * Area volume is limited to 4,096,000 nodes
2974 * `minetest.get_perlin(noiseparams)`
2975 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2976 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2977 * `minetest.get_voxel_manip([pos1, pos2])`
2978 * Return voxel manipulator object.
2979 * Loads the manipulator from the map if positions are passed.
2980 * `minetest.set_gen_notify(flags, {deco_ids})`
2981 * Set the types of on-generate notifications that should be collected.
2982 * `flags` is a flag field with the available flags:
2990 * The second parameter is a list of IDS of decorations which notification
2992 * `minetest.get_gen_notify()`
2993 * Returns a flagstring and a table with the `deco_id`s.
2994 * `minetest.get_decoration_id(decoration_name)
2995 * Returns the decoration ID number for the provided decoration name string,
2996 or `nil` on failure.
2997 * `minetest.get_mapgen_object(objectname)`
2998 * Return requested mapgen object if available (see "Mapgen objects")
2999 * `minetest.get_heat(pos)`
3000 * Returns the heat at the position, or `nil` on failure.
3001 * `minetest.get_humidity(pos)`
3002 * Returns the humidity at the position, or `nil` on failure.
3003 * `minetest.get_biome_data(pos)`
3004 * Returns a table containing:
3005 * `biome` the biome id of the biome at that position
3006 * `heat` the heat at the position
3007 * `humidity` the humidity at the position
3008 * Or returns `nil` on failure.
3009 * `minetest.get_biome_id(biome_name)`
3010 * Returns the biome id, as used in the biomemap Mapgen object and returned
3011 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3012 * `minetest.get_biome_name(biome_id)`
3013 * Returns the biome name string for the provided biome id, or `nil` on
3015 * If no biomes have been registered, such as in mgv6, returns `default`.
3016 * `minetest.get_mapgen_params()`
3017 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3018 * Returns a table containing:
3024 * `minetest.set_mapgen_params(MapgenParams)`
3025 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3027 * Set map generation parameters.
3028 * Function cannot be called after the registration period; only
3029 initialization and `on_mapgen_init`.
3030 * Takes a table as an argument with the fields:
3036 * Leave field unset to leave that parameter unchanged.
3037 * `flags` contains a comma-delimited string of flags to set, or if the
3038 prefix `"no"` is attached, clears instead.
3039 * `flags` is in the same format and has the same options as `mg_flags` in
3041 * `minetest.get_mapgen_setting(name)`
3042 * Gets the *active* mapgen setting (or nil if none exists) in string
3043 format with the following order of precedence:
3044 1) Settings loaded from map_meta.txt or overrides set during mod
3046 2) Settings set by mods without a metafile override
3047 3) Settings explicitly set in the user config file, minetest.conf
3048 4) Settings set as the user config default
3049 * `minetest.get_mapgen_setting_noiseparams(name)`
3050 * Same as above, but returns the value as a NoiseParams table if the
3051 setting `name` exists and is a valid NoiseParams.
3052 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3053 * Sets a mapgen param to `value`, and will take effect if the corresponding
3054 mapgen setting is not already present in map_meta.txt.
3055 * `override_meta` is an optional boolean (default: `false`). If this is set
3056 to true, the setting will become the active setting regardless of the map
3058 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3059 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3060 * Same as above, except value is a NoiseParams table.
3061 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3062 * Sets the noiseparams setting of `name` to the noiseparams table specified
3064 * `set_default` is an optional boolean (default: `true`) that specifies
3065 whether the setting should be applied to the default config or current
3067 * `minetest.get_noiseparams(name)`
3068 * Returns a table of the noiseparams for name.
3069 * `minetest.generate_ores(vm, pos1, pos2)`
3070 * Generate all registered ores within the VoxelManip `vm` and in the area
3071 from `pos1` to `pos2`.
3072 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3073 * `minetest.generate_decorations(vm, pos1, pos2)`
3074 * Generate all registered decorations within the VoxelManip `vm` and in the
3075 area from `pos1` to `pos2`.
3076 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3077 * `minetest.clear_objects([options])`
3078 * Clear all objects in the environment
3079 * Takes an optional table as an argument with the field `mode`.
3080 * mode = `"full"` : Load and go through every mapblock, clearing
3082 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
3083 clear objects in unloaded mapblocks only when the
3084 mapblocks are next activated.
3085 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3086 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
3087 asynchronously fetched from memory, loaded from disk, or if inexistent,
3089 * If `callback` is a valid Lua function, this will be called for each block
3091 * The function signature of callback is:
3092 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
3093 * `blockpos` is the *block* coordinates of the block that had been
3095 * `action` could be one of the following constant values:
3096 * `minetest.EMERGE_CANCELLED`
3097 * `minetest.EMERGE_ERRORED`
3098 * `minetest.EMERGE_FROM_MEMORY`
3099 * `minetest.EMERGE_FROM_DISK`
3100 * `minetest.EMERGE_GENERATED`
3101 * `calls_remaining` is the number of callbacks to be expected after
3103 * `param` is the user-defined parameter passed to emerge_area (or
3104 nil if the parameter was absent).
3105 * `minetest.delete_area(pos1, pos2)`
3106 * delete all mapblocks in the area from pos1 to pos2, inclusive
3107 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
3108 * Checks if there is anything other than air between pos1 and pos2.
3109 * Returns false if something is blocking the sight.
3110 * Returns the position of the blocking node when `false`
3111 * `pos1`: First position
3112 * `pos2`: Second position
3113 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
3114 * Creates a `Raycast` object.
3115 * `pos1`: start of the ray
3116 * `pos2`: end of the ray
3117 * `objects` : if false, only nodes will be returned. Default is `true`.
3118 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
3119 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
3120 * returns table containing path
3121 * returns a table of 3D points representing a path from `pos1` to `pos2` or
3123 * `pos1`: start position
3124 * `pos2`: end position
3125 * `searchdistance`: number of blocks to search in each direction using a
3127 * `max_jump`: maximum height difference to consider walkable
3128 * `max_drop`: maximum height difference to consider droppable
3129 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
3130 * `minetest.spawn_tree (pos, {treedef})`
3131 * spawns L-system tree at given `pos` with definition in `treedef` table
3132 * `minetest.transforming_liquid_add(pos)`
3133 * add node to liquid update queue
3134 * `minetest.get_node_max_level(pos)`
3135 * get max available level for leveled node
3136 * `minetest.get_node_level(pos)`
3137 * get level of leveled node (water, snow)
3138 * `minetest.set_node_level(pos, level)`
3139 * set level of leveled node, default `level` equals `1`
3140 * if `totallevel > maxlevel`, returns rest (`total-max`).
3141 * `minetest.add_node_level(pos, level)`
3142 * increase level of leveled node by level, default `level` equals `1`
3143 * if `totallevel > maxlevel`, returns rest (`total-max`)
3144 * can be negative for decreasing
3145 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
3146 * resets the light in a cuboid-shaped part of
3147 the map and removes lighting bugs.
3148 * Loads the area if it is not loaded.
3149 * `pos1` is the corner of the cuboid with the least coordinates
3150 (in node coordinates), inclusive.
3151 * `pos2` is the opposite corner of the cuboid, inclusive.
3152 * The actual updated cuboid might be larger than the specified one,
3153 because only whole map blocks can be updated.
3154 The actual updated area consists of those map blocks that intersect
3155 with the given cuboid.
3156 * However, the neighborhood of the updated area might change
3157 as well, as light can spread out of the cuboid, also light
3159 * returns `false` if the area is not fully generated,
3161 * `minetest.check_single_for_falling(pos)`
3162 * causes an unsupported `group:falling_node` node to fall and causes an
3163 unattached `group:attached_node` node to fall.
3164 * does not spread these updates to neighbours.
3165 * `minetest.check_for_falling(pos)`
3166 * causes an unsupported `group:falling_node` node to fall and causes an
3167 unattached `group:attached_node` node to fall.
3168 * spread these updates to neighbours and can cause a cascade
3170 * `minetest.get_spawn_level(x, z)`
3171 * Returns a player spawn y co-ordinate for the provided (x, z)
3172 co-ordinates, or `nil` for an unsuitable spawn point.
3173 * For most mapgens a 'suitable spawn point' is one with y between
3174 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
3175 so `nil` will be returned for many (x, z) co-ordinates.
3176 * The spawn level returned is for a player spawn in unmodified terrain.
3177 * The spawn level is intentionally above terrain level to cope with
3178 full-node biome 'dust' nodes.
3181 You can find mod channels communication scheme in `docs/mod_channels.png`.
3183 * `minetest.mod_channel_join(channel_name)`
3184 * Server joins channel `channel_name`, and creates it if necessary. You
3185 should listen from incoming messages with
3186 `minetest.register_on_modchannel_message` call to receive incoming
3190 `minetest.get_inventory(location)`: returns an `InvRef`
3193 * `{type="player", name="celeron55"}`
3194 * `{type="node", pos={x=, y=, z=}}`
3195 * `{type="detached", name="creative"}`
3196 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
3198 * callbacks: See "Detached inventory callbacks"
3199 * `player_name`: Make detached inventory available to one player
3200 exclusively, by default they will be sent to every player (even if not
3202 Note that this parameter is mostly just a workaround and will be removed
3204 * Creates a detached inventory. If it already exists, it is cleared.
3205 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3206 returns left over ItemStack.
3207 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3210 * `minetest.show_formspec(playername, formname, formspec)`
3211 * `playername`: name of player to show formspec
3212 * `formname`: name passed to `on_player_receive_fields` callbacks.
3213 It should follow the `"modname:<whatever>"` naming convention
3214 * `formspec`: formspec to display
3215 * `minetest.close_formspec(playername, formname)`
3216 * `playername`: name of player to close formspec
3217 * `formname`: has to exactly match the one given in `show_formspec`, or the
3218 formspec will not close.
3219 * calling `show_formspec(playername, formname, "")` is equal to this
3221 * to close a formspec regardless of the formname, call
3222 `minetest.close_formspec(playername, "")`.
3223 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3224 * `minetest.formspec_escape(string)`: returns a string
3225 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3227 * `minetest.explode_table_event(string)`: returns a table
3228 * returns e.g. `{type="CHG", row=1, column=2}`
3230 * `"INV"`: no row selected)
3231 * `"CHG"`: selected)
3232 * `"DCL"`: double-click
3233 * `minetest.explode_textlist_event(string)`: returns a table
3234 * returns e.g. `{type="CHG", index=1}`
3236 * `"INV"`: no row selected)
3237 * `"CHG"`: selected)
3238 * `"DCL"`: double-click
3239 * `minetest.explode_scrollbar_event(string)`: returns a table
3240 * returns e.g. `{type="CHG", value=500}`
3242 * `"INV"`: something failed
3243 * `"CHG"`: has been changed
3244 * `"VAL"`: not changed
3247 * `minetest.inventorycube(img1, img2, img3)`
3248 * Returns a string for making an image of a cube (useful as an item image)
3249 * `minetest.get_pointed_thing_position(pointed_thing, above)`
3250 * Get position of a `pointed_thing` (that you can get from somewhere)
3251 * `minetest.dir_to_facedir(dir, is6d)`
3252 * Convert a vector to a facedir value, used in `param2` for
3253 `paramtype2="facedir"`.
3254 * passing something non-`nil`/`false` for the optional second parameter
3255 causes it to take the y component into account.
3256 * `minetest.facedir_to_dir(facedir)`
3257 * Convert a facedir back into a vector aimed directly out the "back" of a
3259 * `minetest.dir_to_wallmounted(dir)`
3260 * Convert a vector to a wallmounted value, used for
3261 `paramtype2="wallmounted"`.
3262 * `minetest.wallmounted_to_dir(wallmounted)`
3263 * Convert a wallmounted value back into a vector aimed directly out the
3265 * `minetest.dir_to_yaw(dir)`
3266 * Convert a vector into a yaw (angle)
3267 * `minetest.yaw_to_dir(yaw)`
3268 * Convert yaw (angle) to a vector
3269 * `minetest.is_colored_paramtype(ptype)`
3270 * Returns a boolean. Returns `true` if the given `paramtype2` contains
3271 color information (`color`, `colorwallmounted` or `colorfacedir`).
3272 * `minetest.strip_param2_color(param2, paramtype2)`
3273 * Removes everything but the color information from the
3274 given `param2` value.
3275 * Returns `nil` if the given `paramtype2` does not contain color
3277 * `minetest.get_node_drops(nodename, toolname)`
3278 * Returns list of item names.
3279 * **Note**: This will be removed or modified in a future version.
3280 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
3281 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3282 * `input.width` = for example `3`
3283 * `input.items` = for example
3284 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3285 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3286 * `output.time` = a number, if unsuccessful: `0`
3287 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3288 `decremented_input.items`
3289 * `decremented_input` = like `input`
3290 * `minetest.get_craft_recipe(output)`: returns input
3291 * returns last registered recipe for output item (node)
3292 * `output` is a node or item type such as `"default:torch"`
3293 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3294 * `input.width` = for example `3`
3295 * `input.items` = for example
3296 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3297 * `input.items` = `nil` if no recipe found
3298 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3299 * returns indexed table with all registered recipes for query item (node)
3300 or `nil` if no recipe was found.
3301 * recipe entry table:
3304 method = 'normal' or 'cooking' or 'fuel'
3305 width = 0-3, 0 means shapeless recipe
3306 items = indexed [1-9] table with recipe items
3307 output = string with item name and quantity
3309 * Example query for `"default:gold_ingot"` will return table:
3312 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3313 items = {1 = "default:gold_lump"}},
3314 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3315 items = {1 = "default:goldblock"}}
3317 * `minetest.handle_node_drops(pos, drops, digger)`
3318 * `drops`: list of itemstrings
3319 * Handles drops from nodes after digging: Default action is to put them
3320 into digger's inventory.
3321 * Can be overridden to get different functionality (e.g. dropping items on
3323 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
3325 * Creates an item string which contains palette index information
3326 for hardware colorization. You can use the returned string
3327 as an output in a craft recipe.
3328 * `item`: the item stack which becomes colored. Can be in string,
3329 table and native form.
3330 * `palette_index`: this index is added to the item stack
3331 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3332 * Creates an item string which contains static color information
3333 for hardware colorization. Use this method if you wish to colorize
3334 an item that does not own a palette. You can use the returned string
3335 as an output in a craft recipe.
3336 * `item`: the item stack which becomes colored. Can be in string,
3337 table and native form.
3338 * `colorstring`: the new color of the item stack
3341 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3342 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3343 * Find who has done something to a node, or near a node
3344 * `actor`: `"player:<name>"`, also `"liquid"`.
3345 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
3346 `boolean, log_messages`.
3347 * Revert latest actions of someone
3348 * `actor`: `"player:<name>"`, also `"liquid"`.
3350 ### Defaults for the `on_*` item definition functions
3351 These functions return the leftover itemstack.
3353 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3354 * Place item as a node
3355 * `param2` overrides `facedir` and wallmounted `param2`
3356 * returns `itemstack, success`
3357 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3359 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3360 * Use one of the above based on what the item is.
3361 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3362 * **Note**: is not called when wielded item overrides `on_place`
3363 * `param2` overrides `facedir` and wallmounted `param2`
3364 * returns `itemstack, success`
3365 * `minetest.item_drop(itemstack, dropper, pos)`
3367 * `minetest.item_eat(hp_change, replace_with_item)`
3369 * `replace_with_item` is the itemstring which is added to the inventory.
3370 If the player is eating a stack, then replace_with_item goes to a
3371 different spot. Can be `nil`
3372 * See `minetest.do_item_eat`
3374 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3375 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3376 * Calls functions registered by `minetest.register_on_punchnode()`
3377 * `minetest.node_dig(pos, node, digger)`
3378 * Checks if node can be dug, puts item into inventory, removes node
3379 * Calls functions registered by `minetest.registered_on_dignodes()`
3382 * `minetest.sound_play(spec, parameters)`: returns a handle
3383 * `spec` is a `SimpleSoundSpec`
3384 * `parameters` is a sound parameter table
3385 * `minetest.sound_stop(handle)`
3386 * `minetest.sound_fade(handle, step, gain)`
3387 * `handle` is a handle returned by `minetest.sound_play`
3388 * `step` determines how fast a sound will fade.
3389 Negative step will lower the sound volume, positive step will increase
3391 * `gain` the target gain for the fade.
3394 * `minetest.after(time, func, ...)`
3395 * Call the function `func` after `time` seconds, may be fractional
3396 * Optional: Variable number of arguments that are passed to `func`
3399 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
3400 server shutdown. Will display `message` to clients.
3401 * `reconnect` == true displays a reconnect button
3402 * `delay` adds an optional delay (in seconds) before shutdown.
3403 Negative delay cancels the current active shutdown.
3404 Zero delay triggers an immediate shutdown.
3405 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3406 * `minetest.get_server_status()`: returns server status string
3407 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3408 * `minetest.remove_player(name)`: remove player from database (if they are not
3410 * As auth data is not removed, minetest.player_exists will continue to
3411 return true. Call the below method as well if you want to remove auth
3413 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3414 * `minetest.remove_player_auth(name)`: remove player authentication data
3415 * Returns boolean indicating success (false if player nonexistant)
3418 * `minetest.get_ban_list()`: returns the ban list
3419 (same as `minetest.get_ban_description("")`).
3420 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3421 * `minetest.ban_player(name)`: ban a player
3422 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3423 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
3427 * `minetest.add_particle(particle definition)`
3428 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
3429 expirationtime, size, collisiondetection, texture, playername)`
3431 * `minetest.add_particlespawner(particlespawner definition)`
3432 * Add a `ParticleSpawner`, an object that spawns an amount of particles
3433 over `time` seconds.
3434 * Returns an `id`, and -1 if adding didn't succeed
3435 * `Deprecated: minetest.add_particlespawner(amount, time,
3439 minexptime, maxexptime,
3441 collisiondetection, texture, playername)`
3443 * `minetest.delete_particlespawner(id, player)`
3444 * Delete `ParticleSpawner` with `id` (return value from
3445 `minetest.add_particlespawner`).
3446 * If playername is specified, only deletes on the player's client,
3447 otherwise on all clients.
3450 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3451 * Create a schematic from the volume of map specified by the box formed by
3453 * Apply the specified probability and per-node force-place to the specified
3454 nodes according to the `probability_list`.
3455 * `probability_list` is an array of tables containing two fields, `pos`
3457 * `pos` is the 3D vector specifying the absolute coordinates of the
3458 node being modified,
3459 * `prob` is an integer value from `0` to `255` that encodes
3460 probability and per-node force-place. Probability has levels
3461 0-127, then 128 may be added to encode per-node force-place.
3462 For probability stated as 0-255, divide by 2 and round down to
3463 get values 0-127, then add 128 to apply per-node force-place.
3464 * If there are two or more entries with the same pos value, the
3466 * If `pos` is not inside the box formed by `p1` and `p2`, it is
3468 * If `probability_list` equals `nil`, no probabilities are applied.
3469 * Apply the specified probability to the specified horizontal slices
3470 according to the `slice_prob_list`.
3471 * `slice_prob_list` is an array of tables containing two fields, `ypos`
3473 * `ypos` indicates the y position of the slice with a probability
3474 applied, the lowest slice being `ypos = 0`.
3475 * If slice probability list equals `nil`, no slice probabilities
3477 * Saves schematic in the Minetest Schematic format to filename.
3479 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
3480 * Place the schematic specified by schematic (see: Schematic specifier) at
3482 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3483 * If the `rotation` parameter is omitted, the schematic is not rotated.
3484 * `replacements` = `{["old_name"] = "convert_to", ...}`
3485 * `force_placement` is a boolean indicating whether nodes other than `air`
3486 and `ignore` are replaced by the schematic.
3487 * Returns nil if the schematic could not be loaded.
3488 * **Warning**: Once you have loaded a schematic from a file, it will be
3489 cached. Future calls will always use the cached version and the
3490 replacement list defined for it, regardless of whether the file or the
3491 replacement list parameter have changed. The only way to load the file
3492 anew is to restart the server.
3493 * `flags` is a flag field with the available flags:
3498 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
3499 * This function is analogous to minetest.place_schematic, but places a
3500 schematic onto the specified VoxelManip object `vmanip` instead of the
3502 * Returns false if any part of the schematic was cut-off due to the
3503 VoxelManip not containing the full area required, and true if the whole
3504 schematic was able to fit.
3505 * Returns nil if the schematic could not be loaded.
3506 * After execution, any external copies of the VoxelManip contents are
3508 * `flags` is a flag field with the available flags:
3513 * `minetest.serialize_schematic(schematic, format, options)`
3514 * Return the serialized schematic specified by schematic
3515 (see: Schematic specifier)
3516 * in the `format` of either "mts" or "lua".
3517 * "mts" - a string containing the binary MTS data used in the MTS file
3519 * "lua" - a string containing Lua code representing the schematic in table
3521 * `options` is a table containing the following optional parameters:
3522 * If `lua_use_comments` is true and `format` is "lua", the Lua code
3523 generated will have (X, Z) position comments for every X row
3524 generated in the schematic data for easier reading.
3525 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
3526 the Lua code generated will use that number of spaces as indentation
3527 instead of a tab character.
3530 * `minetest.request_http_api()`:
3531 * returns `HTTPApiTable` containing http functions if the calling mod has
3532 been granted access by being listed in the `secure.http_mods` or
3533 `secure.trusted_mods` setting, otherwise returns `nil`.
3534 * The returned table contains the functions `fetch`, `fetch_async` and
3535 `fetch_async_get` described below.
3536 * Only works at init time and must be called from the mod's main scope
3537 (not from a function).
3538 * Function only exists if minetest server was built with cURL support.
3539 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3541 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3542 * Performs given request asynchronously and calls callback upon completion
3543 * callback: `function(HTTPRequestResult res)`
3544 * Use this HTTP function if you are unsure, the others are for advanced use
3545 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3546 * Performs given request asynchronously and returns handle for
3547 `HTTPApiTable.fetch_async_get`
3548 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3549 * Return response data for given asynchronous HTTP request
3552 * `minetest.get_mod_storage()`:
3553 * returns reference to mod private `StorageRef`
3554 * must be called during mod load time
3557 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3558 * `minetest.is_player(o)`: boolean, whether `o` is a player
3559 * `minetest.player_exists(name)`: boolean, whether player exists
3560 (regardless of online status)
3561 * `minetest.hud_replace_builtin(name, hud_definition)`
3562 * Replaces definition of a builtin hud element
3563 * `name`: `"breath"` or `"health"`
3564 * `hud_definition`: definition to replace builtin definition
3565 * `minetest.send_join_message(player_name)`
3566 * This function can be overridden by mods to change the join message.
3567 * `minetest.send_leave_message(player_name, timed_out)`
3568 * This function can be overridden by mods to change the leave message.
3569 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3570 * `pos`: table {x=number, y=number, z=number},
3571 * Gives a unique hash number for a node position (16+16+16=48bit)
3572 * `minetest.get_position_from_hash(hash)`: returns a position
3573 * Inverse transform of `minetest.hash_node_position`
3574 * `minetest.get_item_group(name, group)`: returns a rating
3575 * Get rating of a group of an item. (`0` means: not in group)
3576 * `minetest.get_node_group(name, group)`: returns a rating
3577 * Deprecated: An alias for the former.
3578 * `minetest.raillike_group(name)`: returns a rating
3579 * Returns rating of the connect_to_raillike group corresponding to name
3580 * If name is not yet the name of a connect_to_raillike group, a new group
3581 id is created, with that name.
3582 * `minetest.get_content_id(name)`: returns an integer
3583 * Gets the internal content ID of `name`
3584 * `minetest.get_name_from_content_id(content_id)`: returns a string
3585 * Gets the name of the content with that content ID
3586 * `minetest.parse_json(string[, nullvalue])`: returns something
3587 * Convert a string containing JSON data into the Lua equivalent
3588 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3589 * On success returns a table, a string, a number, a boolean or `nullvalue`
3590 * On failure outputs an error message and returns `nil`
3591 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3592 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
3594 * Convert a Lua table into a JSON string
3595 * styled: Outputs in a human-readable format if this is set, defaults to
3597 * Unserializable things like functions and userdata will cause an error.
3598 * **Warning**: JSON is more strict than the Lua table format.
3599 1. You can only use strings and positive integers of at least one as
3601 2. You can not mix string and integer keys.
3602 This is due to the fact that JSON has two distinct array and object
3604 * Example: `write_json({10, {a = false}})`,
3605 returns `"[10, {\"a\": false}]"`
3606 * `minetest.serialize(table)`: returns a string
3607 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3608 into string form readable by `minetest.deserialize`
3609 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3610 * `minetest.deserialize(string)`: returns a table
3611 * Convert a string returned by `minetest.deserialize` into a table
3612 * `string` is loaded in an empty sandbox environment.
3613 * Will load functions, but they cannot access the global environment.
3614 * Example: `deserialize('return { ["foo"] = "bar" }')`,
3615 returns `{foo='bar'}`
3616 * Example: `deserialize('print("foo")')`, returns `nil`
3617 (function call fails), returns
3618 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3619 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3620 * Compress a string of data.
3621 * `method` is a string identifying the compression method to be used.
3622 * Supported compression methods:
3623 * Deflate (zlib): `"deflate"`
3624 * `...` indicates method-specific arguments. Currently defined arguments
3626 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3627 * `minetest.decompress(compressed_data, method, ...)`: returns data
3628 * Decompress a string of data (using ZLib).
3629 * See documentation on `minetest.compress()` for supported compression
3631 * `...` indicates method-specific arguments. Currently, no methods use this
3632 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3633 * Each argument is a 8 Bit unsigned integer
3634 * Returns the ColorString from rgb or rgba values
3635 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3636 * `minetest.encode_base64(string)`: returns string encoded in base64
3637 * Encodes a string in base64.
3638 * `minetest.decode_base64(string)`: returns string
3639 * Decodes a string encoded in base64.
3640 * `minetest.is_protected(pos, name)`: returns boolean
3641 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
3642 other actions, definable by mods, due to some mod-defined ownership-like
3644 * Returns false or nil, if the player is allowed to do such actions.
3645 * `name` will be "" for non-players or unknown players.
3646 * This function should be overridden by protection mods and should be used
3647 to check if a player can interact at a position.
3648 * This function should call the old version of itself if the position is
3649 not protected by the mod.
3652 local old_is_protected = minetest.is_protected
3653 function minetest.is_protected(pos, name)
3654 if mymod:position_protected_from(pos, name) then
3657 return old_is_protected(pos, name)
3659 * `minetest.record_protection_violation(pos, name)`
3660 * This function calls functions registered with
3661 `minetest.register_on_protection_violation`.
3662 * `minetest.is_area_protected(pos1, pos2, player_name, interval)
3663 * Returns the position of the first node that `player_name` may not modify
3664 in the specified cuboid between `pos1` and `pos2`.
3665 * Returns `false` if no protections were found.
3666 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
3667 The points are spaced evenly throughout the volume and have a spacing
3668 similar to, but no larger than, `interval`.
3669 * All corners and edges of the defined volume are checked.
3670 * `interval` defaults to 4.
3671 * `interval` should be carefully chosen and maximised to avoid an excessive
3672 number of points being checked.
3673 * Like `minetest.is_protected`, this function may be extended or
3674 overwritten by mods to provide a faster implementation to check the
3675 cuboid for intersections.
3676 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3677 * Attempt to predict the desired orientation of the facedir-capable node
3678 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
3679 or hanging from the ceiling). Stacks are handled normally if the
3680 `infinitestacks` field is false or omitted (else, the itemstack is not
3681 changed). `orient_flags` is an optional table containing extra tweaks to
3683 * `invert_wall`: if `true`, place wall-orientation on the ground and
3684 ground-orientation on the wall.
3685 * `force_wall` : if `true`, always place the node in wall orientation.
3686 * `force_ceiling`: if `true`, always place on the ceiling.
3687 * `force_floor`: if `true`, always place the node on the floor.
3688 * `force_facedir`: if `true`, forcefully reset the facedir to north
3689 when placing on the floor or ceiling.
3690 * The first four options are mutually-exclusive; the last in the list
3691 takes precedence over the first.
3692 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3693 * calls `rotate_and_place()` with infinitestacks set according to the state
3694 of the creative mode setting, and checks for "sneak" to set the
3695 `invert_wall` parameter.
3697 * `minetest.forceload_block(pos[, transient])`
3698 * forceloads the position `pos`.
3699 * returns `true` if area could be forceloaded
3700 * If `transient` is `false` or absent, the forceload will be persistent
3701 (saved between server runs). If `true`, the forceload will be transient
3702 (not saved between server runs).
3704 * `minetest.forceload_free_block(pos[, transient])`
3705 * stops forceloading the position `pos`
3706 * If `transient` is `false` or absent, frees a persistent forceload.
3707 If `true`, frees a transient forceload.
3709 * `minetest.request_insecure_environment()`: returns an environment containing
3710 insecure functions if the calling mod has been listed as trusted in the
3711 `secure.trusted_mods` setting or security is disabled, otherwise returns
3713 * Only works at init time and must be called from the mod's main scope (not
3715 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
3716 IT IN A LOCAL VARIABLE!**
3718 * `minetest.global_exists(name)`
3719 * Checks if a global variable has been set, without triggering a warning.
3722 * `minetest.env`: `EnvRef` of the server environment and world.
3723 * Any function in the minetest namespace can be called using the syntax
3724 `minetest.env:somefunction(somearguments)`
3725 instead of `minetest.somefunction(somearguments)`
3726 * Deprecated, but support is not to be dropped soon
3729 * `minetest.registered_items`
3730 * Map of registered items, indexed by name
3731 * `minetest.registered_nodes`
3732 * Map of registered node definitions, indexed by name
3733 * `minetest.registered_craftitems`
3734 * Map of registered craft item definitions, indexed by name
3735 * `minetest.registered_tools`
3736 * Map of registered tool definitions, indexed by name
3737 * `minetest.registered_entities`
3738 * Map of registered entity prototypes, indexed by name
3739 * `minetest.object_refs`
3740 * Map of object references, indexed by active object id
3741 * `minetest.luaentities`
3742 * Map of Lua entities, indexed by active object id
3743 * `minetest.registered_chatcommands`
3744 * Map of registered chat command definitions, indexed by name
3745 * `minetest.registered_ores`
3746 * List of registered ore definitions.
3747 * `minetest.registered_biomes`
3748 * List of registered biome definitions.
3749 * `minetest.registered_decorations`
3750 * List of registered decoration definitions.
3757 An interface to use mod channels on client and server
3760 * `leave()`: leave the mod channel.
3761 * Server leaves channel `channel_name`.
3762 * No more incoming or outgoing messages can be sent to this channel from
3764 * This invalidate all future object usage.
3765 * Ensure your set mod_channel to nil after that to free Lua resources.
3766 * `is_writeable()`: returns true if channel is writeable and mod can send over
3768 * `send_all(message)`: Send `message` though the mod channel.
3769 * If mod channel is not writeable or invalid, message will be dropped.
3770 * Message size is limited to 65535 characters by protocol.
3773 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3776 * `set_string(name, value)`
3777 * `get_string(name)`
3778 * `set_int(name, value)`
3780 * `set_float(name, value)`
3782 * `to_table()`: returns `nil` or a table with keys:
3783 * `fields`: key-value storage
3784 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3785 * `from_table(nil or {})`
3786 * Any non-table value will clear the metadata
3787 * See "Node Metadata" for an example
3788 * returns `true` on success
3790 * returns `true` if this metadata has the same key-value pairs as `other`
3793 Node metadata: reference extra data and functionality stored in a node.
3794 Can be obtained via `minetest.get_meta(pos)`.
3797 * All methods in MetaDataRef
3798 * `get_inventory()`: returns `InvRef`
3799 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3800 This will prevent them from being sent to the client. Note that the "private"
3801 status will only be remembered if an associated key-value pair exists,
3802 meaning it's best to call this when initializing all other meta (e.g.
3805 ### `ItemStackMetaRef`
3806 ItemStack metadata: reference extra data and functionality stored in a stack.
3807 Can be obtained via `item:get_meta()`.
3810 * All methods in MetaDataRef
3811 * `set_tool_capabilities([tool_capabilities])`
3812 * Overrides the item's tool capabilities
3813 * A nil value will clear the override data and restore the original
3817 Mod metadata: per mod metadata, saved automatically.
3818 Can be obtained via `minetest.get_mod_storage()` during load time.
3821 * All methods in MetaDataRef
3824 Node Timers: a high resolution persistent per-node timer.
3825 Can be gotten via `minetest.get_node_timer(pos)`.
3828 * `set(timeout,elapsed)`
3829 * set a timer's state
3830 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3831 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3832 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
3836 * equivalent to `set(timeout,0)`
3839 * `get_timeout()`: returns current timeout in seconds
3840 * if `timeout` equals `0`, timer is inactive
3841 * `get_elapsed()`: returns current elapsed time in seconds
3842 * the node's `on_timer` function will be called after `(timeout - elapsed)`
3844 * `is_started()`: returns boolean state of timer
3845 * returns `true` if timer is started, otherwise `false`
3848 Moving things in the game are generally these.
3850 This is basically a reference to a C++ `ServerActiveObject`
3853 * `remove()`: remove object (after returning from Lua)
3854 * Note: Doesn't work on players, use `minetest.kick_player` instead
3855 * `get_pos()`: returns `{x=num, y=num, z=num}`
3856 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3857 * `move_to(pos, continuous=false)`: interpolated move
3858 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3859 * `puncher` = another `ObjectRef`,
3860 * `time_from_last_punch` = time since last punch action of the puncher
3861 * `direction`: can be `nil`
3862 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3863 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3864 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3865 * `get_inventory()`: returns an `InvRef`
3866 * `get_wield_list()`: returns the name of the inventory list the wielded item
3868 * `get_wield_index()`: returns the index of the wielded item
3869 * `get_wielded_item()`: returns an `ItemStack`
3870 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
3872 * `set_armor_groups({group1=rating, group2=rating, ...})`
3873 * `get_armor_groups()`: returns a table with the armor group ratings
3874 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3875 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3876 * `frame_speed`: number, default: `15.0`
3877 * `frame_blend`: number, default: `0.0`
3878 * `frame_loop`: boolean, default: `true`
3879 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
3881 * `set_animation_frame_speed(frame_speed)`
3882 * `frame_speed`: number, default: `15.0`
3883 * `set_attach(parent, bone, position, rotation)`
3885 * `position`: `{x=num, y=num, z=num}` (relative)
3886 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3887 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
3890 * `set_bone_position(bone, position, rotation)`
3892 * `position`: `{x=num, y=num, z=num}` (relative)
3893 * `rotation`: `{x=num, y=num, z=num}`
3894 * `get_bone_position(bone)`: returns position and rotation of the bone
3895 * `set_properties(object property table)`
3896 * `get_properties()`: returns object property table
3897 * `is_player()`: returns true for players, false otherwise
3898 * `get_nametag_attributes()`
3899 * returns a table with the attributes of the nametag of an object
3901 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3904 * `set_nametag_attributes(attributes)`
3905 * sets the attributes of the nametag of an object
3909 text = "My Nametag",
3912 ##### LuaEntitySAO-only (no-op for other objects)
3913 * `set_velocity(vel)`
3914 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3915 * `get_velocity()`: returns the velocity, a vector
3916 * `set_acceleration(acc)`
3918 * `get_acceleration()`: returns the acceleration, a vector
3919 * `set_yaw(radians)`
3920 * `get_yaw()`: returns number in radians
3921 * `set_texture_mod(mod)`
3922 * `get_texture_mod()` returns current texture modifier
3923 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3924 * Select sprite from spritesheet with optional animation and Dungeon Master
3925 style texture selection based on yaw relative to camera
3926 * `p`: {x=number, y=number}, the coordinate of the first frame
3927 (x: column, y: row), default: `{x=0, y=0}`
3928 * `num_frames`: number, default: `1`
3929 * `framelength`: number, default: `0.2`
3930 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3931 Master mob, default: `false`
3932 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3935 ##### Player-only (no-op for other objects)
3936 * `get_player_name()`: returns `""` if is not a player
3937 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3938 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3939 * `get_look_dir()`: get camera direction as a unit vector
3940 * `get_look_vertical()`: pitch in radians
3941 * Angle ranges between -pi/2 and pi/2, which are straight up and down
3943 * `get_look_horizontal()`: yaw in radians
3944 * Angle is counter-clockwise from the +z direction.
3945 * `set_look_vertical(radians)`: sets look pitch
3946 * radians - Angle from looking forward, where positive is downwards.
3947 * `set_look_horizontal(radians)`: sets look yaw
3948 * radians - Angle from the +z direction, where positive is
3950 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
3951 `get_look_vertical`.
3952 * Angle ranges between -pi/2 and pi/2, which are straight down and up
3954 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
3955 `get_look_horizontal`.
3956 * Angle is counter-clockwise from the +x direction.
3957 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
3958 `set_look_vertical`.
3959 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
3960 `set_look_horizontal`.
3961 * `get_breath()`: returns players breath
3962 * `set_breath(value)`: sets players breath
3964 * `0`: player is drowning
3965 * max: bubbles bar is not shown
3966 * See Object Properties for more information
3967 * `set_attribute(attribute, value)`:
3968 * Sets an extra attribute with value on player.
3969 * `value` must be a string, or a number which will be converted to a
3971 * If `value` is `nil`, remove attribute from player.
3972 * `get_attribute(attribute)`:
3973 * Returns value (a string) for extra attribute.
3974 * Returns `nil` if no attribute found.
3975 * `set_inventory_formspec(formspec)`
3976 * Redefine player's inventory form
3977 * Should usually be called in `on_joinplayer`
3978 * `get_inventory_formspec()`: returns a formspec string
3979 * `get_player_control()`: returns table with player pressed keys
3980 * The table consists of fields with boolean value representing the pressed
3981 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
3982 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3983 sneak=true, aux1=false, down=false, up=false}`
3984 * `get_player_control_bits()`: returns integer with bit packed player pressed
3986 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3988 * `set_physics_override(override_table)`
3989 * `override_table` is a table with the following fields:
3990 * `speed`: multiplier to default walking speed value (default: `1`)
3991 * `jump`: multiplier to default jump value (default: `1`)
3992 * `gravity`: multiplier to default gravity value (default: `1`)
3993 * `sneak`: whether player can sneak (default: `true`)
3994 * `sneak_glitch`: whether player can use the new move code replications
3995 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3997 * `new_move`: use new move/sneak code. When `false` the exact old code
3998 is used for the specific old sneak behaviour (default: `true`)
3999 * `get_physics_override()`: returns the table given to `set_physics_override`
4000 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
4002 * `hud_remove(id)`: remove the HUD element of the specified id
4003 * `hud_change(id, stat, value)`: change a value of a previously added HUD
4005 * element `stat` values:
4006 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
4007 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
4008 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
4009 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`,
4010 `breathbar`, `minimap`, `minimap_radar`
4011 * pass a table containing a `true`/`false` value of each flag to be set or
4013 * if a flag equals `nil`, the flag is not modified
4014 * note that setting `minimap` modifies the client's permission to view the
4015 minimap - the client may locally elect to not view the minimap.
4016 * minimap `radar` is only usable when `minimap` is true
4017 * `hud_get_flags()`: returns a table containing status of hud flags
4018 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
4019 breathbar=true, minimap=true, minimap_radar=true}`
4020 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
4021 * `count`: number of items, must be between `1` and `23`
4022 * `hud_get_hotbar_itemcount`: returns number of visible items
4023 * `hud_set_hotbar_image(texturename)`
4024 * sets background image for hotbar
4025 * `hud_get_hotbar_image`: returns texturename
4026 * `hud_set_hotbar_selected_image(texturename)`
4027 * sets image for selected item of hotbar
4028 * `hud_get_hotbar_selected_image`: returns texturename
4029 * `set_sky(bgcolor, type, {texture names}, clouds)`
4030 * `bgcolor`: ColorSpec, defaults to white
4031 * `type`: Available types:
4032 * `"regular"`: Uses 0 textures, `bgcolor` ignored
4033 * `"skybox"`: Uses 6 textures, `bgcolor` used
4034 * `"plain"`: Uses 0 textures, `bgcolor` used
4035 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
4036 `"plain"` custom skyboxes (default: `true`)
4037 * `get_sky()`: returns bgcolor, type, table of textures, clouds
4038 * `set_clouds(parameters)`: set cloud parameters
4039 * `parameters` is a table with the following optional fields:
4040 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
4041 * `color`: basic cloud color with alpha channel, ColorSpec
4042 (default `#fff0f0e5`).
4043 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
4044 ColorSpec (alpha ignored, default `#000000`)
4045 * `height`: cloud height, i.e. y of cloud base (default per conf,
4047 * `thickness`: cloud thickness in nodes (default `16`)
4048 * `speed`: 2D cloud speed + direction in nodes per second
4049 (default `{x=0, z=-2}`).
4050 * `get_clouds()`: returns a table with the current cloud parameters as in
4052 * `override_day_night_ratio(ratio or nil)`
4053 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
4055 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
4056 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
4057 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
4058 set animation for player model in third person view
4060 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
4061 {x=168, y=187}, -- < walk animation key frames
4062 {x=189, y=198}, -- < dig animation key frames
4063 {x=200, y=219}, -- < walk+dig animation key frames
4064 frame_speed=30): -- < animation frame speed
4065 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
4067 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
4069 * in first person view
4070 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
4071 * `get_eye_offset()`: returns `offset_first` and `offset_third`
4074 An `InvRef` is a reference to an inventory.
4077 * `is_empty(listname)`: return `true` if list is empty
4078 * `get_size(listname)`: get size of a list
4079 * `set_size(listname, size)`: set size of a list
4080 * returns `false` on error (e.g. invalid `listname` or `size`)
4081 * `get_width(listname)`: get width of a list
4082 * `set_width(listname, width)`: set width of list; currently used for crafting
4083 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4084 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4085 * `get_list(listname)`: return full list
4086 * `set_list(listname, list)`: set full list (size will not change)
4087 * `get_lists()`: returns list of inventory lists
4088 * `set_lists(lists)`: sets inventory lists (size will not change)
4089 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4091 * `room_for_item(listname, stack):` returns `true` if the stack of items
4092 can be fully added to the list
4093 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4094 the stack of items can be fully taken from the list.
4095 If `match_meta` is false, only the items' names are compared
4097 * `remove_item(listname, stack)`: take as many items as specified from the
4098 list, returns the items that were actually removed (as an `ItemStack`)
4099 -- note that any item metadata is ignored, so attempting to remove a specific
4100 unique item this way will likely remove the wrong one -- to do that use
4101 `set_stack` with an empty `ItemStack`.
4102 * `get_location()`: returns a location compatible to
4103 `minetest.get_inventory(location)`.
4104 * returns `{type="undefined"}` in case location is not known
4107 A fast access data structure to store areas, and find areas near a given
4109 Every area has a `data` string attribute to store additional information.
4110 You can create an empty `AreaStore` by calling `AreaStore()`, or
4111 `AreaStore(type_name)`.
4112 If you chose the parameter-less constructor, a fast implementation will be
4113 automatically chosen for you.
4116 * `get_area(id, include_borders, include_data)`: returns the area with the id
4118 (optional) Boolean values `include_borders` and `include_data` control what's
4120 Returns nil if specified area id does not exist.
4121 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4122 that contain the position `pos`.
4123 (optional) Boolean values `include_borders` and `include_data` control what's
4125 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4126 returns all areas that contain all nodes inside the area specified by `edge1`
4127 and `edge2` (inclusive).
4128 If `accept_overlap` is true, also areas are returned that have nodes in
4129 common with the specified area.
4130 (optional) Boolean values `include_borders` and `include_data` control what's
4132 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4133 Returns the new area's ID, or nil if the insertion failed.
4134 The (inclusive) positions `edge1` and `edge2` describe the area.
4135 `data` is a string stored with the area. If passed, `id` will be used as the
4136 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4137 the `id` parameter you must always use it, or insertions are likely to fail
4139 * `reserve(count)`: reserves resources for at most `count` many contained
4141 Only needed for efficiency, and only some implementations profit.
4142 * `remove_area(id)`: removes the area with the given id from the store, returns
4144 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4145 Calling invalidates the cache, so that its elements have to be newly
4149 enabled = boolean, -- whether to enable, default true
4150 block_radius = number, -- the radius (in nodes) of the areas the cache
4151 generates prefiltered lists for, minimum 16,
4153 limit = number, -- the cache's size, minimum 20, default 1000
4155 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4157 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4159 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4161 Returns success and, optionally, an error message.
4162 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4166 An `ItemStack` is a stack of items.
4168 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4169 an itemstring, a table or `nil`.
4172 * `is_empty()`: returns `true` if stack is empty.
4173 * `get_name()`: returns item name (e.g. `"default:stone"`).
4174 * `set_name(item_name)`: returns a boolean indicating whether the item was
4176 * `get_count()`: Returns number of items on the stack.
4177 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4178 * `count`: number, unsigned 16 bit integer
4179 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4180 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4181 * `wear`: number, unsigned 16 bit integer
4182 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4183 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4185 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4186 * `clear()`: removes all items from the stack, making it empty.
4187 * `replace(item)`: replace the contents of this stack.
4188 * `item` can also be an itemstring or table.
4189 * `to_string()`: returns the stack in itemstring form.
4190 * `to_table()`: returns the stack in Lua table form.
4191 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4193 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4194 * `is_known()`: returns `true` if the item name refers to a defined item type.
4195 * `get_definition()`: returns the item definition table.
4196 * `get_tool_capabilities()`: returns the digging properties of the item,
4197 or those of the hand if none are defined for this item type
4198 * `add_wear(amount)`
4199 * Increases wear by `amount` if the item is a tool
4200 * `amount`: number, integer
4201 * `add_item(item)`: returns leftover `ItemStack`
4202 * Put some item or stack onto this stack
4203 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4205 * `take_item(n)`: returns taken `ItemStack`
4206 * Take (and remove) up to `n` items from this stack
4207 * `n`: number, default: `1`
4208 * `peek_item(n)`: returns taken `ItemStack`
4209 * Copy (don't remove) up to `n` items from this stack
4210 * `n`: number, default: `1`
4213 A 16-bit pseudorandom number generator.
4214 Uses a well-known LCG algorithm introduced by K&R.
4216 It can be created via `PseudoRandom(seed)`.
4219 * `next()`: return next integer random number [`0`...`32767`]
4220 * `next(min, max)`: return next integer random number [`min`...`max`]
4221 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
4222 due to the simple implementation making bad distribution otherwise.
4225 A 32-bit pseudorandom number generator.
4226 Uses PCG32, an algorithm of the permuted congruential generator family,
4227 offering very strong randomness.
4229 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
4232 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
4233 * `next(min, max)`: return next integer random number [`min`...`max`]
4234 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
4235 random number [`min`...`max`].
4236 * This is only a rough approximation of a normal distribution with:
4237 * `mean = (max - min) / 2`, and
4238 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
4239 * Increasing `num_trials` improves accuracy of the approximation
4242 Interface for the operating system's crypto-secure PRNG.
4244 It can be created via `SecureRandom()`. The constructor returns nil if a
4245 secure random device cannot be found on the system.
4248 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
4249 random bytes, as a string.
4252 A perlin noise generator.
4253 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
4254 or `PerlinNoise(noiseparams)`.
4255 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
4256 or `minetest.get_perlin(noiseparams)`.
4259 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
4260 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
4262 ### `PerlinNoiseMap`
4263 A fast, bulk perlin noise generator.
4265 It can be created via `PerlinNoiseMap(noiseparams, size)` or
4266 `minetest.get_perlin_map(noiseparams, size)`.
4268 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
4269 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
4272 For each of the functions with an optional `buffer` parameter: If `buffer` is
4273 not nil, this table will be used to store the result instead of creating a new
4277 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
4278 with values starting at `pos={x=,y=}`
4279 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
4280 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
4281 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
4282 array of 2D noise with values starting at `pos={x=,y=}`
4283 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
4284 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
4285 is stored internally.
4286 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
4287 is stored internally.
4288 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
4289 returns a slice of the most recently computed noise results. The result slice
4290 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
4291 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
4293 `noisevals = noise:get_map_slice({y=20}, {y=2})`
4294 It is important to note that `slice_offset` offset coordinates begin at 1,
4295 and are relative to the starting position of the most recently calculated
4297 To grab a single vertical column of noise starting at map coordinates
4298 x = 1023, y=1000, z = 1000:
4299 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
4300 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
4304 #### About VoxelManip
4305 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
4306 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
4307 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
4308 to with other methods of setting nodes. For example, nodes will not have their construction and
4309 destruction callbacks run, and no rollback information is logged.
4311 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
4312 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
4313 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
4315 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
4316 VoxelManip is most effective when setting very large areas of map at once - for example, if only
4317 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
4318 using both methods of map manipulation to determine which is most appropriate for your usage.
4320 #### Using VoxelManip
4321 A VoxelManip object can be created any time using either:
4322 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4324 If the optional position parameters are present for either of these routines, the specified region
4325 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
4326 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
4328 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
4329 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
4330 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
4331 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4333 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
4334 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
4335 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
4337 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
4338 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
4339 `VoxelManip:get_light_data()` for node light levels, and
4340 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4342 See section 'Flat array format' for more details.
4344 It is very important to understand that the tables returned by any of the above three functions
4345 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
4346 data will *not* magically update itself if another function modifies the internal VoxelManip state.
4347 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
4348 otherwise explicitly stated.
4350 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
4351 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
4352 `VoxelManip:set_light_data()` for node light levels, and
4353 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4355 The parameter to each of the above three functions can use any table at all in the same flat array
4356 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
4358 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
4359 to the map by calling `VoxelManip:write_to_map()`.
4362 ##### Flat array format
4364 `Nx = p2.X - p1.X + 1`,
4365 `Ny = p2.Y - p1.Y + 1`, and
4366 `Nz = p2.Z - p1.Z + 1`.
4368 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
4369 the expression `Nx * Ny * Nz`.
4371 Positions offset from p1 are present in the array with the format of:
4375 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4376 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4378 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4379 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4381 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4383 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4387 and the array index for a position p contained completely in p1..p2 is:
4389 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4391 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
4392 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
4393 for a single point in a flat VoxelManip array.
4396 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
4397 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4398 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
4399 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
4400 After registration of a node, its Content ID will remain the same throughout execution of the mod.
4401 Note that the node being queried needs to have already been been registered.
4403 The following builtin node types have their Content IDs defined as constants:
4405 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4406 * `minetest.CONTENT_AIR`: ID for "air" nodes
4407 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4409 ##### Mapgen VoxelManip objects
4410 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
4411 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
4412 but with a few differences:
4414 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
4415 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
4416 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
4417 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
4418 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
4419 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4420 consistency with the current map state. For this reason, calling any of the following functions:
4421 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4422 will also update the Mapgen VoxelManip object's internal state active on the current thread.
4423 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
4424 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4426 ##### Other API functions operating on a VoxelManip
4427 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
4428 for these liquid nodes to begin flowing. It is recommended to call this function only after having
4429 written all buffered data back to the VoxelManip object, save for special situations where the modder
4430 desires to only have certain liquid nodes begin flowing.
4432 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
4433 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
4435 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
4436 except instead of placing the specified schematic directly on the map at the specified position, it
4437 will place the schematic inside of the VoxelManip.
4440 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
4441 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
4442 `VoxelManip:get_node_at()`.
4443 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
4444 filled with "ignore" nodes.
4445 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
4446 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
4447 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
4448 object in the same callback it had been created.
4449 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
4450 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
4451 buffer the function can use to write map data to instead of returning a new table each call. This
4452 greatly enhances performance by avoiding unnecessary memory allocations.
4455 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
4456 the region formed by `p1` and `p2`.
4457 * returns actual emerged `pmin`, actual emerged `pmax`
4458 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
4459 * **important**: data must be set using `VoxelManip:set_data()` before calling this
4460 * if `light` is true, then lighting is automatically recalculated.
4461 The default value is true.
4462 If `light` is false, no light calculations happen, and you should correct
4463 all modified blocks with `minetest.fix_light()` as soon as possible.
4464 Keep in mind that modifying the map where light is incorrect can cause
4466 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4467 the `VoxelManip` at that position
4468 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
4469 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
4470 * returns raw node data in the form of an array of node content IDs
4471 * if the param `buffer` is present, this table will be used to store the result instead
4472 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4473 * `update_map()`: Does nothing, kept for compatibility.
4474 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
4475 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4476 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4477 * (`p1`, `p2`) is the area in which lighting is set;
4478 defaults to the whole area if left out
4479 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4480 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4481 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
4482 * `light = day + (night * 16)`
4483 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4485 * expects lighting data in the same format that `get_light_data()` returns
4486 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
4487 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4488 * If the param `buffer` is present, this table will be used to store the result instead
4489 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
4490 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
4491 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4492 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
4494 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
4495 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
4496 * `update_liquids()`: Update liquid flow
4497 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
4498 had been modified since the last read from map, due to a call to
4499 `minetest.set_data()` on the loaded area elsewhere
4500 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4503 A helper class for voxel areas.
4504 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4505 The coordinates are *inclusive*, like most other things in Minetest.
4508 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4509 `MinEdge` and `MaxEdge`
4510 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4511 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4512 * useful for things like `VoxelManip`, raw Schematic specifiers,
4513 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4514 * `indexp(p)`: same as above, except takes a vector
4515 * `position(i)`: returns the absolute position vector corresponding to index `i`
4516 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4517 * `containsp(p)`: same as above, except takes a vector
4518 * `containsi(i)`: same as above, except takes an index `i`
4519 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4520 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4521 * `iterp(minp, maxp)`: same as above, except takes a vector
4524 An interface to read config files in the format of `minetest.conf`.
4526 It can be created via `Settings(filename)`.
4529 * `get(key)`: returns a value
4530 * `get_bool(key, [default])`: returns a boolean
4531 * `default` is the value returned if `key` is not found.
4532 * Returns `nil` if `key` is not found and `default` not specified.
4533 * `get_np_group(key)`: returns a NoiseParams table
4535 * Setting names can't contain whitespace or any of `="{}#`.
4536 * Setting values can't contain the sequence `\n"""`.
4537 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4538 * `set_bool(key, value)`
4539 * See documentation for set() above.
4540 * `set_np_group(key, value)`
4541 * `value` is a NoiseParams table.
4542 * Also, see documentation for set() above.
4543 * `remove(key)`: returns a boolean (`true` for success)
4544 * `get_names()`: returns `{key1,...}`
4545 * `write()`: returns a boolean (`true` for success)
4546 * Writes changes to file.
4547 * `to_table()`: returns `{[key1]=value1,...}`
4550 A raycast on the map. It works with selection boxes.
4551 Can be used as an iterator in a for loop.
4553 The map is loaded as the ray advances. If the
4554 map is modified after the `Raycast` is created,
4555 the changes may or may not have an effect on
4558 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4559 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4560 * `pos1`: start of the ray
4561 * `pos2`: end of the ray
4562 * `objects` : if false, only nodes will be returned. Default is true.
4563 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4566 * `next()`: returns a `pointed_thing`
4567 * Returns the next thing pointed by the ray or nil.
4571 A mapgen object is a construct used in map generation. Mapgen objects can be used
4572 by an `on_generate` callback to speed up operations by avoiding unnecessary
4573 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4574 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4575 was called outside of an `on_generate()` callback, `nil` is returned.
4577 The following Mapgen objects are currently available:
4580 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4581 emerged position, in that order. All mapgens support this object.
4584 Returns an array containing the y coordinates of the ground levels of nodes in
4585 the most recently generated chunk by the current mapgen.
4588 Returns an array containing the biome IDs of nodes in the most recently
4589 generated chunk by the current mapgen.
4592 Returns an array containing the temperature values of nodes in the most
4593 recently generated chunk by the current mapgen.
4596 Returns an array containing the humidity values of nodes in the most recently
4597 generated chunk by the current mapgen.
4600 Returns a table mapping requested generation notification types to arrays of
4601 positions at which the corresponding generated structures are located within
4602 the current chunk. To set the capture of positions of interest to be recorded
4603 on generate, use `minetest.set_gen_notify()`.
4604 For decorations, the returned positions are the ground surface 'place_on' nodes,
4605 not the decorations themselves. A 'simple' type decoration is often 1 node above
4606 the returned position and possibly displaced by 'place_offset_y'.
4608 Possible fields of the table returned are:
4614 * `large_cave_begin`
4618 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4619 numeric unique decoration ID.
4623 * Functions receive a "luaentity" as `self`:
4624 * It has the member `.name`, which is the registered name `("mod:thing")`
4625 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4626 * The original prototype stuff is visible directly via a metatable
4628 * `on_activate(self, staticdata, dtime_s)`
4629 * Called when the object is instantiated.
4630 * `dtime_s` is the time passed since the object was unloaded, which can
4631 be used for updating the entity state.
4632 * `on_step(self, dtime)`
4633 * Called on every server tick, after movement and collision processing.
4634 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4636 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4637 * Called when somebody punches the object.
4638 * Note that you probably want to handle most punches using the
4639 automatic armor group system.
4640 * `puncher`: an `ObjectRef` (can be `nil`)
4641 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4642 * `tool_capabilities`: capability table of used tool (can be `nil`)
4643 * `dir`: unit vector of direction of punch. Always defined. Points from
4644 the puncher to the punched.
4645 * `on_death(self, killer)`
4646 * Called when the object dies.
4647 * `killer`: an `ObjectRef` (can be `nil`)
4648 * `on_rightclick(self, clicker)`
4649 * `get_staticdata(self)`
4650 * Should return a string that will be passed to `on_activate` when
4651 the object is instantiated the next time.
4656 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4657 Often these bugs appear as subtle shadows in water.
4662 axiom, --string initial tree axiom
4663 rules_a, --string rules set A
4664 rules_b, --string rules set B
4665 rules_c, --string rules set C
4666 rules_d, --string rules set D
4667 trunk, --string trunk node name
4668 leaves, --string leaves node name
4669 leaves2, --string secondary leaves node name
4670 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4671 angle, --num angle in deg
4672 iterations, --num max # of iterations, usually 2 -5
4673 random_level, --num factor to lower nr of iterations, usually 0 - 3
4674 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4675 -- 2x2 nodes or 3x3 in cross shape
4676 thin_branches, --boolean true -> use thin (1 node) branches
4677 fruit, --string fruit node name
4678 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4679 seed, --num random seed; if no seed is provided, the engine will create one
4682 ### Key for Special L-System Symbols used in Axioms
4684 * `G`: move forward one unit with the pen up
4685 * `F`: move forward one unit with the pen down drawing trunks and branches
4686 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4687 * `T`: move forward one unit with the pen down drawing trunks only
4688 * `R`: move forward one unit with the pen down placing fruit
4689 * `A`: replace with rules set A
4690 * `B`: replace with rules set B
4691 * `C`: replace with rules set C
4692 * `D`: replace with rules set D
4693 * `a`: replace with rules set A, chance 90%
4694 * `b`: replace with rules set B, chance 80%
4695 * `c`: replace with rules set C, chance 70%
4696 * `d`: replace with rules set D, chance 60%
4697 * `+`: yaw the turtle right by `angle` parameter
4698 * `-`: yaw the turtle left by `angle` parameter
4699 * `&`: pitch the turtle down by `angle` parameter
4700 * `^`: pitch the turtle up by `angle` parameter
4701 * `/`: roll the turtle to the right by `angle` parameter
4702 * `*`: roll the turtle to the left by `angle` parameter
4703 * `[`: save in stack current state info
4704 * `]`: recover from stack state info
4707 Spawn a small apple tree:
4709 pos = {x=230,y=20,z=4}
4712 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4713 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4714 trunk="default:tree",
4715 leaves="default:leaves",
4719 trunk_type="single",
4722 fruit="default:apple"
4724 minetest.spawn_tree(pos,apple_tree)
4729 ### Object Properties
4733 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4735 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4737 -- ^ For players only. Zoom FOV in degrees.
4738 -- Note that zoom loads and/or generates world beyond the server's maximum
4739 -- send and generate distances, so acts like a telescope.
4740 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4741 -- Defaults to 15 in creative mode, 0 in survival mode.
4742 -- zoom_fov = 0 disables zooming for the player.
4744 -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
4746 collide_with_objects = true, -- collide with other objects if physical = true
4748 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4749 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4750 -- ^ Default, uses collision box dimensions when not set.
4751 -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
4753 pointable = true, -- overrides selection box when false
4754 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4755 -- ^ "cube" is a node-sized cube.
4756 -- ^ "sprite" is a flat texture always facing the player.
4757 -- ^ "upright_sprite" is a vertical flat texture.
4758 -- ^ "mesh" uses the defined mesh model.
4759 -- ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua).
4760 -- For this use 'textures = {itemname}'.
4761 -- If the item has a 'wield_image' the object will be an extrusion of that,
4763 -- If 'itemname' is a cubic node or nodebox the object will appear identical
4765 -- If 'itemname' is a plantlike node the object will be an extrusion of its
4767 -- Otherwise for non-node items, the object will be an extrusion of
4768 -- 'inventory_image'.
4769 visual_size = {x = 1, y = 1},
4770 -- ^ `x` multiplies horizontal (X and Z) visual size.
4771 -- ^ `y` multiplies vertical (Y) visual size.
4773 textures = {}, -- number of required textures depends on visual
4774 -- ^ "cube" uses 6 textures in the way a node does.
4775 -- ^ "sprite" uses 1 texture.
4776 -- ^ "upright_sprite" uses 2 textures: {front, back}.
4777 -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
4778 colors = {}, -- number of required colors depends on visual
4779 spritediv = {x = 1, y = 1},
4780 -- ^ Used with spritesheet textures for animation and/or frame selection according
4781 -- to position relative to player.
4782 -- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
4783 initial_sprite_basepos = {x = 0, y = 0},
4784 -- ^ Used with spritesheet textures.
4785 -- ^ Defines the {column, row} position of the initially used frame in the
4788 makes_footstep_sound = false,
4789 automatic_rotate = 0,
4790 -- ^ Set constant rotation in radians per second, positive or negative.
4791 -- ^ Set to 0 to disable constant rotation.
4793 automatic_face_movement_dir = 0.0,
4794 -- ^ Automatically set yaw to movement direction, offset in degrees,
4795 -- 'false' to disable.
4796 automatic_face_movement_max_rotation_per_sec = -1,
4797 -- ^ Limit automatic rotation to this value in degrees per second,
4798 -- value < 0 no limit.
4799 backface_culling = true, -- false to disable backface_culling for model
4801 -- ^ Add this much extra lighting when calculating texture color.
4802 -- Value < 0 disables light's effect on texture color.
4803 -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
4804 nametag = "", -- by default empty, for players their name is shown if empty
4805 nametag_color = <color>, -- sets color of nametag as ColorSpec
4806 infotext = "", -- by default empty, text to be shown when pointed at object
4808 -- ^ If false, never save this object statically. It will simply be deleted when the
4809 -- block gets unloaded.
4810 -- The get_staticdata() callback is never called then.
4811 -- Defaults to 'true'
4814 ### Entity definition (`register_entity`)
4817 -- Deprecated: Everything in object properties is read directly from here
4819 initial_properties = --[[<initial object properties>]],
4821 on_activate = function(self, staticdata, dtime_s),
4822 on_step = function(self, dtime),
4823 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4824 on_rightclick = function(self, clicker),
4825 get_staticdata = function(self),
4826 -- ^ Called sometimes; the string returned is passed to on_activate when
4827 -- the entity is re-activated from static state
4829 -- Also you can define arbitrary member variables here (see item definition for
4831 _custom_field = whatever,
4834 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4837 label = "Lava cooling",
4838 ^ Descriptive label for profiling purposes (optional).
4839 Definitions with identical labels will be listed as one.
4840 nodenames = {"default:lava_source"},
4841 ^ Apply `action` function to these nodes.
4842 ^ `group:groupname` can also be used here.
4843 neighbors = {"default:water_source", "default:water_flowing"},
4844 ^ Only apply `action` to nodes that have one of, or any
4845 combination of, these neighbors.
4846 ^ If left out or empty, any neighbor will do.
4847 ^ `group:groupname` can also be used here.
4849 ^ Operation interval in seconds.
4851 ^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
4853 ^ If true, catch-up behaviour is enabled: The `chance` value is temporarily
4854 reduced when returning to an area to simulate time lost by the area being
4855 unattended. Note that the `chance` value can often be reduced to 1.
4856 action = function(pos, node, active_object_count, active_object_count_wider),
4857 ^ Function triggered for each qualifying node.
4858 ^ `active_object_count` is number of active objects in the node's mapblock.
4859 ^ `active_object_count_wider` is number of active objects in the node's
4860 mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
4861 are unloaded an estmate is calculated for them based on loaded mapblocks.
4864 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4867 label = "Upgrade legacy doors",
4868 -- ^ Descriptive label for profiling purposes (optional).
4869 -- Definitions with identical labels will be listed as one.
4870 name = "modname:replace_legacy_door",
4871 nodenames = {"default:lava_source"},
4872 -- ^ List of node names to trigger the LBM on.
4873 -- Also non-registered nodes will work.
4874 -- Groups (as of group:groupname) will work as well.
4875 run_at_every_load = false,
4876 -- ^ Whether to run the LBM's action every time a block gets loaded,
4877 -- and not just for blocks that were saved last time before LBMs were
4878 -- introduced to the world.
4879 action = func(pos, node),
4882 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4885 description = "Steel Axe",
4886 groups = {}, -- key = name, value = rating; rating = 1..3.
4887 if rating not applicable, use 1.
4888 e.g. {wool = 1, fluffy = 3}
4889 {soil = 2, outerspace = 1, crumbly = 1}
4890 {bendy = 2, snappy = 1},
4891 {hard = 1, metal = 1, spikes = 1}
4892 inventory_image = "default_tool_steelaxe.png",
4893 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4898 ^ An image file containing the palette of a node.
4899 ^ You can set the currently used color as the
4900 ^ "palette_index" field of the item stack metadata.
4901 ^ The palette is always stretched to fit indices
4902 ^ between 0 and 255, to ensure compatibility with
4903 ^ "colorfacedir" and "colorwallmounted" nodes.
4905 color = "0xFFFFFFFF",
4907 ^ The color of the item. The palette overrides this.
4909 wield_scale = {x = 1, y = 1, z = 1},
4912 liquids_pointable = false,
4913 tool_capabilities = {
4914 full_punch_interval = 1.0,
4918 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4920 damage_groups = {groupname = damage},
4922 node_placement_prediction = nil,
4924 ^ If nil and item is node, prediction is made automatically
4925 ^ If nil and item is not a node, no prediction is made
4926 ^ If "" and item is anything, no prediction is made
4927 ^ Otherwise should be name of node which the client immediately places
4928 on ground when the player places the item. Server will always update
4929 actual result to client in a short moment.
4931 node_dig_prediction = "air",
4933 ^ if "", no prediction is made
4934 ^ if "air", node is removed
4935 ^ Otherwise should be name of node which the client immediately places
4936 upon digging. Server will always update actual result shortly.
4939 breaks = "default_tool_break", -- tools only
4940 place = --[[<SimpleSoundSpec>]],
4943 on_place = func(itemstack, placer, pointed_thing),
4945 ^ Shall place item and return the leftover itemstack
4946 ^ The placer may be any ObjectRef or nil.
4947 ^ default: minetest.item_place ]]
4948 on_secondary_use = func(itemstack, user, pointed_thing),
4950 ^ Same as on_place but called when pointing at nothing.
4951 ^ The user may be any ObjectRef or nil.
4952 ^ pointed_thing : always { type = "nothing" }
4954 on_drop = func(itemstack, dropper, pos),
4956 ^ Shall drop item and return the leftover itemstack
4957 ^ The dropper may be any ObjectRef or nil.
4958 ^ default: minetest.item_drop ]]
4959 on_use = func(itemstack, user, pointed_thing),
4962 ^ Function must return either nil if no item shall be removed from
4963 inventory, or an itemstack to replace the original itemstack.
4964 e.g. itemstack:take_item(); return itemstack
4965 ^ Otherwise, the function is free to do what it wants.
4966 ^ The user may be any ObjectRef or nil.
4967 ^ The default functions handle regular use cases.
4969 after_use = func(itemstack, user, node, digparams),
4972 ^ If defined, should return an itemstack and will be called instead of
4973 wearing out the tool. If returns nil, does nothing.
4974 If after_use doesn't exist, it is the same as:
4975 function(itemstack, user, node, digparams)
4976 itemstack:add_wear(digparams.wear)
4979 ^ The user may be any ObjectRef or nil.
4981 _custom_field = whatever,
4983 ^ Add your own custom fields. By convention, all custom field names
4984 should start with `_` to avoid naming collisions with future engine
4991 * `{name="image.png", animation={Tile Animation definition}}`
4992 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4993 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4994 * backface culling enabled by default for most nodes
4995 * tileable flags are info for shaders, how they should treat texture
4996 when displacement mapping is used
4997 Directions are from the point of view of the tile texture,
4998 not the node it's on
4999 * align style determines whether the texture will be rotated with the node
5000 or kept aligned with its surroundings. "user" means that client
5001 setting will be used, similar to `glasslike_framed_optional`.
5002 Note: supported by solid nodes and nodeboxes only.
5003 * scale is used to make texture span several (exactly `scale`) nodes,
5004 instead of just one, in each direction. Works for world-aligned
5006 Note that as the effect is applied on per-mapblock basis, `16` should
5007 be equally divisible by `scale` or you may get wrong results.
5008 * `{name="image.png", color=ColorSpec}`
5009 * the texture's color will be multiplied with this color.
5010 * the tile's color overrides the owning node's color in all cases.
5011 * deprecated, yet still supported field names:
5014 ### Tile animation definition
5017 type = "vertical_frames",
5019 -- ^ specify width of a frame in pixels
5021 -- ^ specify height of a frame in pixels
5023 -- ^ specify full loop length
5029 -- ^ specify width in number of frames
5031 -- ^ specify height in number of frames
5033 -- ^ specify length of a single frame
5036 ### Node definition (`register_node`)
5039 -- <all fields allowed in item definitions>,
5041 drawtype = "normal", -- See "Node drawtypes"
5042 visual_scale = 1.0, --[[
5043 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
5044 ^ "firelike", "mesh".
5045 ^ For plantlike and firelike, the image will start at the bottom of the
5046 ^ node, for the other drawtypes the image will be centered on the node.
5047 ^ Note that positioning for "torchlike" may still change. ]]
5048 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5049 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
5050 ^ List can be shortened to needed length ]]
5051 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5052 ^ Same as `tiles`, but these textures are drawn on top of the
5053 ^ base tiles. You can use this to colorize only specific parts of
5054 ^ your texture. If the texture name is an empty string, that
5055 ^ overlay is not drawn. Since such tiles are drawn twice, it
5056 ^ is not recommended to use overlays on very common nodes. ]]
5057 special_tiles = {tile definition 1, Tile definition 2}, --[[
5058 ^ Special textures of node; used rarely (old field name: special_materials)
5059 ^ List can be shortened to needed length ]]
5060 color = ColorSpec, --[[
5061 ^ The node's original color will be multiplied with this color.
5062 ^ If the node has a palette, then this setting only has an effect
5063 ^ in the inventory and on the wield item. ]]
5064 use_texture_alpha = false, -- Use texture's alpha channel
5065 palette = "palette.png", --[[
5066 ^ The node's `param2` is used to select a pixel from the image
5067 ^ (pixels are arranged from left to right and from top to bottom).
5068 ^ The node's color will be multiplied with the selected pixel's
5069 ^ color. Tiles can override this behavior.
5070 ^ Only when `paramtype2` supports palettes. ]]
5071 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
5072 paramtype = "none", -- See "Nodes" --[[
5073 ^ paramtype = "light" allows light to propagate from or through the node with light value
5074 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
5075 paramtype2 = "none", -- See "Nodes"
5076 place_param2 = nil, -- Force value for param2 when player places node
5077 is_ground_content = true, -- If false, the cave generator will not carve through this
5078 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
5079 walkable = true, -- If true, objects collide with node
5080 pointable = true, -- If true, can be pointed at
5081 diggable = true, -- If false, can never be dug
5082 climbable = false, -- If true, can be climbed on (ladder)
5083 buildable_to = false, -- If true, placed nodes can replace this node
5084 floodable = false, --[[
5085 ^ If true, liquids flow into and replace this node.
5086 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
5087 liquidtype = "none", -- "none"/"source"/"flowing"
5088 liquid_alternative_flowing = "", -- Flowing version of source liquid
5089 liquid_alternative_source = "", -- Source version of flowing liquid
5090 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5091 liquid_renewable = true, --[[
5092 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
5094 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
5095 ^ Allows defining the nodebox height without using param2.
5096 ^ The nodebox height is 'leveled' / 64 nodes.
5097 ^ The maximum value of 'leveled' is 127. ]]
5098 liquid_range = 8, -- number of flowing nodes around source (max. 8)
5099 drowning = 0, -- Player will take this amount of damage if no bubbles are left
5100 light_source = 0, --[[
5101 ^ Amount of light emitted by node.
5102 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
5103 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
5104 damage_per_second = 0, -- If player is inside node, this damage is caused
5105 node_box = {type="regular"}, -- See "Node boxes"
5106 connects_to = nodenames, --[[
5107 * Used for nodebox nodes with the type == "connected"
5108 * Specifies to what neighboring nodes connections will be drawn
5109 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
5110 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
5111 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
5113 selection_box = {type="regular"}, -- See "Node boxes" --[[
5114 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
5115 legacy_facedir_simple = false, -- Support maps made in and before January 2012
5116 legacy_wallmounted = false, -- Support maps made in and before January 2012
5117 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
5118 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
5119 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
5120 ^ caveats: not all models will properly wave
5121 ^ plantlike drawtype nodes can only wave like plants
5122 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
5124 footstep = <SimpleSoundSpec>,
5125 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5126 dug = <SimpleSoundSpec>,
5127 place = <SimpleSoundSpec>,
5128 place_failed = <SimpleSoundSpec>,
5130 drop = "", -- Name of dropped node when dug. Default is the node itself.
5133 max_items = 1, -- Maximum number of items to drop.
5134 items = { -- Choose max_items randomly from this list.
5136 items = {"foo:bar", "baz:frob"}, -- Items to drop.
5137 rarity = 1, -- Probability of dropping is 1 / rarity.
5138 inherit_color = true, -- To inherit palette color from the node
5143 on_construct = func(pos), --[[
5144 ^ Node constructor; called after adding node
5145 ^ Can set up metadata and stuff like that
5146 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5148 on_destruct = func(pos), --[[
5149 ^ Node destructor; called before removing node
5150 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5152 after_destruct = func(pos, oldnode), --[[
5153 ^ Node destructor; called after removing node
5154 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5156 on_flood = func(pos, oldnode, newnode), --[[
5157 ^ Called when a liquid (newnode) is about to flood oldnode, if
5158 ^ it has `floodable = true` in the nodedef. Not called for bulk
5159 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
5160 ^ return true the node is not flooded, but on_flood callback will
5161 ^ most likely be called over and over again every liquid update
5162 ^ interval. Default: nil.
5163 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
5165 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
5166 ^ Called when oldnode is about be converted to an item, but before the
5167 node is deleted from the world or the drops are added. This is generally
5168 the result of either the node being dug or an attached node becoming detached.
5169 ^ drops is a table of ItemStacks, so any metadata to be preserved can be
5170 added directly to one or more of the dropped items. See "ItemStackMetaRef".
5172 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
5173 ^ Called after constructing node when node was placed using
5174 minetest.item_place_node / minetest.place_node
5175 ^ If return true no item is taken from itemstack
5176 ^ `placer` may be any valid ObjectRef or nil
5178 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
5179 ^ oldmetadata is in table format
5180 ^ Called after destructing node when node was dug using
5181 minetest.node_dig / minetest.dig_node
5183 can_dig = function(pos, [player]) --[[
5184 ^ returns true if node can be dug, or false if not
5187 on_punch = func(pos, node, puncher, pointed_thing), --[[
5188 ^ default: minetest.node_punch
5189 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
5190 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
5192 ^ itemstack will hold clicker's wielded item
5193 ^ Shall return the leftover itemstack
5194 ^ Note: pointed_thing can be nil, if a mod calls this function
5195 This function does not get triggered by clients <=0.4.16 if the
5196 "formspec" node metadata field is set ]]
5198 on_dig = func(pos, node, digger), --[[
5199 ^ default: minetest.node_dig
5200 ^ By default: checks privileges, wears out tool and removes node ]]
5202 on_timer = function(pos,elapsed), --[[
5204 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
5205 ^ elapsed is the total time passed since the timer was started
5206 ^ return true to run the timer for another cycle with the same timeout value ]]
5208 on_receive_fields = func(pos, formname, fields, sender), --[[
5209 ^ fields = {name1 = value1, name2 = value2, ...}
5210 ^ Called when an UI form (e.g. sign text input) returns data
5213 allow_metadata_inventory_move = func(pos, from_list, from_index,
5214 to_list, to_index, count, player), --[[
5215 ^ Called when a player wants to move items inside the inventory
5216 ^ Return value: number of items allowed to move ]]
5218 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
5219 ^ Called when a player wants to put something into the inventory
5220 ^ Return value: number of items allowed to put
5221 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5223 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
5224 ^ Called when a player wants to take something out of the inventory
5225 ^ Return value: number of items allowed to take
5226 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5228 on_metadata_inventory_move = func(pos, from_list, from_index,
5229 to_list, to_index, count, player),
5230 on_metadata_inventory_put = func(pos, listname, index, stack, player),
5231 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
5232 ^ Called after the actual action has happened, according to what was allowed.
5233 ^ No return value ]]
5235 on_blast = func(pos, intensity), --[[
5236 ^ intensity: 1.0 = mid range of regular TNT
5237 ^ If defined, called when an explosion touches the node, instead of
5238 removing the node ]]
5241 ### Recipe for `register_craft` (shaped)
5244 output = 'default:pick_stone',
5246 {'default:cobble', 'default:cobble', 'default:cobble'},
5247 {'', 'default:stick', ''},
5248 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
5250 replacements = --[[<optional list of item pairs,
5251 replace one input item with another item on crafting>]]
5254 ### Recipe for `register_craft` (shapeless)
5258 output = 'mushrooms:mushroom_stew',
5261 "mushrooms:mushroom_brown",
5262 "mushrooms:mushroom_red",
5264 replacements = --[[<optional list of item pairs,
5265 replace one input item with another item on crafting>]]
5268 ### Recipe for `register_craft` (tool repair)
5271 type = "toolrepair",
5272 additional_wear = -0.02,
5275 ### Recipe for `register_craft` (cooking)
5279 output = "default:glass",
5280 recipe = "default:sand",
5284 ### Recipe for `register_craft` (furnace fuel)
5288 recipe = "default:leaves",
5292 ### Ore definition (`register_ore`)
5294 See 'Ore types' section above for essential information.
5297 ore_type = "scatter",
5298 ore = "default:stone_with_coal",
5300 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
5301 wherein = "default:stone",
5302 -- ^ a list of nodenames is supported too
5303 clust_scarcity = 8 * 8 * 8,
5304 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
5305 -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
5307 -- ^ Number of ores in a cluster
5309 -- ^ Size of the bounding box of the cluster
5310 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
5314 -- ^ Lower and upper limits for ore.
5316 -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
5317 noise_threshold = 0.5,
5318 -- ^ If noise is above this threshold, ore is placed. Not needed for a
5319 -- ^ uniform distribution.
5323 spread = {x = 100, y = 100, z = 100},
5328 -- ^ NoiseParams structure describing one of the perlin noises used for ore
5330 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
5331 -- ^ Omit from "scatter" ore for a uniform ore distribution.
5332 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
5333 biomes = {"desert", "rainforest"}
5334 -- ^ List of biomes in which this decoration occurs.
5335 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
5336 -- ^ used does not support biomes.
5337 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5338 column_height_min = 1,
5339 column_height_max = 16,
5340 column_midpoint_factor = 0.5,
5341 -- ^ See 'Ore types' section above.
5342 -- ^ The above 3 parameters are only valid for "sheet" ore.
5346 spread = {x = 100, y = 100, z = 100},
5354 spread = {x = 100, y = 100, z = 100},
5359 -- ^ See 'Ore types' section above.
5360 -- ^ The above 2 parameters are only valid for "puff" ore.
5361 random_factor = 1.0,
5362 -- ^ See 'Ore types' section above.
5363 -- ^ Only valid for "vein" ore.
5364 np_stratum_thickness = {
5367 spread = {x = 100, y = 100, z = 100},
5372 stratum_thickness = 8,
5373 -- ^ See 'Ore types' section above.
5374 -- ^ The above 2 parameters are only valid for "stratum" ore.
5377 ### Biome definition (`register_biome`)
5381 node_dust = "default:snow",
5382 -- ^ Node dropped onto upper surface after all else is generated.
5383 node_top = "default:dirt_with_snow",
5385 -- ^ Node forming surface layer of biome and thickness of this layer.
5386 node_filler = "default:permafrost",
5388 -- ^ Node forming lower layer of biome and thickness of this layer.
5389 node_stone = "default:bluestone",
5390 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
5391 node_water_top = "default:ice",
5392 depth_water_top = 10,
5393 -- ^ Node forming a surface layer in seawater with the defined thickness.
5395 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
5396 node_river_water = "default:ice",
5397 -- ^ Node that replaces river water in mapgens that use default:river_water.
5398 node_riverbed = "default:gravel",
5400 -- ^ Node placed under river water and thickness of this layer.
5403 -- ^ Upper and lower limits for biome.
5404 -- ^ Alternatively you can use xyz limits as shown below.
5405 max_pos = {x = 31000, y = 128, z = 31000},
5406 min_pos = {x = -31000, y = 9, z = -31000},
5407 -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
5408 -- ^ Biome is limited to a cuboid defined by these positions.
5409 -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
5410 -- ^ 31000 in 'max_pos'.
5412 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
5413 -- ^ blend with the biome above.
5414 -- ^ Set to 0 for no vertical blend. Defaults to 0.
5416 humidity_point = 50,
5417 -- ^ Characteristic temperature and humidity for the biome.
5418 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5419 -- ^ humidity as axes. The resulting voronoi cells determine the
5420 -- ^ distribution of the biomes.
5421 -- ^ Heat and humidity have average values of 50, vary mostly between
5422 -- ^ 0 and 100 but can exceed these values.
5425 ### Decoration definition (`register_decoration`)
5428 deco_type = "simple", -- See "Decoration types"
5429 place_on = "default:dirt_with_grass",
5430 -- ^ Node (or list of nodes) that the decoration can be placed on
5432 -- ^ Size of divisions made in the chunk being generated.
5433 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
5435 -- ^ Ratio of the area to be uniformly filled by the decoration.
5436 -- ^ Used only if noise_params is not specified.
5437 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
5438 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
5439 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
5440 biomes = {"Oceanside", "Hills", "Plains"},
5441 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
5442 -- ^ and ignored if the Mapgen being used does not support biomes.
5443 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5446 -- ^ Lower and upper limits for decoration.
5447 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
5448 spawn_by = "default:water",
5449 -- ^ Node (or list of nodes) that the decoration only spawns next to.
5450 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
5451 -- ^ one plane level with the 'place_on' node and a plane one node above that.
5453 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
5454 -- ^ If absent or -1, decorations occur next to any nodes.
5455 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
5456 -- ^ Flags for all decoration types.
5457 -- ^ "liquid_surface": Instead of placement on the highest solid surface
5458 -- ^ in a mapchunk column, placement is on the highest liquid surface.
5459 -- ^ Placement is disabled if solid nodes are found above the liquid
5461 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
5462 -- ^ by the decoration.
5463 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
5464 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
5465 -- ^ ceiling surfaces, for example in caves.
5466 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5467 -- ^ effect of 'place_offset_y' is inverted.
5468 -- ^ If a single decoration registration has both flags the floor and
5469 -- ^ ceiling decorations will be aligned vertically and may sometimes
5470 -- ^ meet to form a column.
5472 ----- Simple-type parameters
5473 decoration = "default:grass",
5474 -- ^ The node name used as the decoration.
5475 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
5477 -- ^ Decoration height in nodes.
5478 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
5480 -- ^ Upper limit of the randomly selected height.
5481 -- ^ If absent, the parameter 'height' is used as a constant.
5483 -- ^ Param2 value of decoration nodes.
5484 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
5486 -- ^ Upper limit of the randomly selected param2.
5487 -- ^ If absent, the parameter 'param2' is used as a constant.
5489 -- ^ Y offset of the decoration base node relative to the standard base
5491 -- ^ Can be positive or negative. Default is 0.
5492 -- ^ Effect is inverted for "all_ceilings" decorations.
5493 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5494 -- ^ to the 'place_on' node.
5496 ----- Schematic-type parameters
5497 schematic = "foobar.mts",
5498 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
5499 -- ^ specified Minetest schematic file.
5500 -- ^ - OR -, could be the ID of a previously registered schematic
5501 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
5502 -- ^ and an optional table yslice_prob:
5504 size = {x=4, y=6, z=4},
5506 {name="default:cobble", param1=255, param2=0},
5507 {name="default:dirt_with_grass", param1=255, param2=0},
5508 {name="ignore", param1=255, param2=0},
5509 {name="air", param1=255, param2=0},
5518 -- ^ See 'Schematic specifier' for details.
5519 replacements = {["oldname"] = "convert_to", ...},
5520 flags = "place_center_x, place_center_y, place_center_z",
5521 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5522 rotation = "90" -- rotate schematic 90 degrees on placement
5523 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5525 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5526 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5528 -- ^ Can be positive or negative. Default is 0.
5529 -- ^ Effect is inverted for "all_ceilings" decorations.
5530 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5531 -- ^ to the 'place_on' node.
5534 ### Chat command definition (`register_chatcommand`)
5537 params = "<name> <privilege>", -- Short parameter description
5538 description = "Remove privilege from player", -- Full description
5539 privs = {privs=true}, -- Require the "privs" privilege to run
5540 func = function(name, param), -- Called when command is run.
5541 -- Returns boolean success and text output.
5544 Note that in params, use of symbols is as follows:
5546 * `<>` signifies a placeholder to be replaced when the command is used. For example,
5547 when a player name is needed: `<name>`
5548 * `[]` signifies param is optional and not required when the command is used. For
5549 example, if you require param1 but param2 is optional: `<param1> [<param2>]`
5550 * `|` signifies exclusive or. The command requires one param from the options
5551 provided. For example: `<param1> | <param2>`
5552 * `()` signifies grouping. For example, when param1 and param2 are both required,
5553 or only param3 is required: `(<param1> <param2>) | <param3>`
5555 ### Detached inventory callbacks
5558 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5559 -- ^ Called when a player wants to move items inside the inventory
5560 -- ^ Return value: number of items allowed to move
5562 allow_put = func(inv, listname, index, stack, player),
5563 -- ^ Called when a player wants to put something into the inventory
5564 -- ^ Return value: number of items allowed to put
5565 -- ^ Return value: -1: Allow and don't modify item count in inventory
5567 allow_take = func(inv, listname, index, stack, player),
5568 -- ^ Called when a player wants to take something out of the inventory
5569 -- ^ Return value: number of items allowed to take
5570 -- ^ Return value: -1: Allow and don't modify item count in inventory
5572 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5573 on_put = func(inv, listname, index, stack, player),
5574 on_take = func(inv, listname, index, stack, player),
5575 -- ^ Called after the actual action has happened, according to what was allowed.
5576 -- ^ No return value
5579 ### HUD Definition (`hud_add`, `hud_get`)
5582 hud_elem_type = "image", -- see HUD element types
5583 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
5584 position = {x=0.5, y=0.5},
5585 -- ^ Left corner position of element
5591 -- ^ Selected item in inventory. 0 for no item selected.
5593 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5594 alignment = {x=0, y=0},
5595 -- ^ See "HUD Element Types"
5596 offset = {x=0, y=0},
5597 -- ^ See "HUD Element Types"
5598 size = { x=100, y=100 },
5599 -- ^ Size of element in pixels
5602 ### Particle definition (`add_particle`)
5605 pos = {x=0, y=0, z=0},
5606 velocity = {x=0, y=0, z=0},
5607 acceleration = {x=0, y=0, z=0},
5608 -- ^ Spawn particle at pos with velocity and acceleration
5610 -- ^ Disappears after expirationtime seconds
5612 collisiondetection = false,
5613 -- ^ collisiondetection: if true collides with physical objects
5614 collision_removal = false,
5615 -- ^ collision_removal: if true then particle is removed when it collides,
5616 -- ^ requires collisiondetection = true to have any effect
5618 -- ^ vertical: if true faces player using y axis only
5619 texture = "image.png",
5620 -- ^ Uses texture (string)
5621 playername = "singleplayer",
5622 -- ^ optional, if specified spawns particle only on the player's client
5623 animation = {Tile Animation definition},
5624 -- ^ optional, specifies how to animate the particle texture
5626 -- ^ optional, specify particle self-luminescence in darkness
5630 ### `ParticleSpawner` definition (`add_particlespawner`)
5635 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5636 minpos = {x=0, y=0, z=0},
5637 maxpos = {x=0, y=0, z=0},
5638 minvel = {x=0, y=0, z=0},
5639 maxvel = {x=0, y=0, z=0},
5640 minacc = {x=0, y=0, z=0},
5641 maxacc = {x=0, y=0, z=0},
5646 -- ^ The particle's properties are random values in between the bounds:
5647 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5648 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5649 collisiondetection = false,
5650 -- ^ collisiondetection: if true uses collision detection
5651 collision_removal = false,
5652 -- ^ collision_removal: if true then particle is removed when it collides,
5653 -- ^ requires collisiondetection = true to have any effect
5654 attached = ObjectRef,
5655 -- ^ attached: if defined, particle positions, velocities and accelerations
5656 -- ^ are relative to this object's position and yaw.
5658 -- ^ vertical: if true faces player using y axis only
5659 texture = "image.png",
5660 -- ^ Uses texture (string)
5661 playername = "singleplayer"
5662 -- ^ Playername is optional, if specified spawns particle only on the player's client
5663 animation = {Tile Animation definition},
5664 -- ^ optional, specifies how to animate the particle texture
5666 -- ^ optional, specify particle self-luminescence in darkness
5669 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5672 url = "http://example.org",
5674 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5675 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5676 -- ^ Optional, if specified a POST request with post_data is performed.
5677 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5678 -- ^ as x-www-form-urlencoded key-value pairs.
5679 -- ^ If post_data ist not specified, a GET request is performed instead.
5680 user_agent = "ExampleUserAgent",
5681 -- ^ Optional, if specified replaces the default minetest user agent with given string
5682 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5683 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5684 -- ^ that the header strings follow HTTP specification ("Key: Value").
5686 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5689 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5693 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5695 -- ^ If true, the request was successful
5697 -- ^ If true, the request timed out
5699 -- ^ HTTP status code
5703 ### Authentication handler definition
5706 get_auth = func(name),
5707 -- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
5708 -- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
5709 create_auth = func(name, password),
5710 -- ^ Create new auth data for player `name`
5711 -- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
5712 delete_auth = func(name),
5713 -- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
5714 set_password = func(name, password),
5715 -- ^ Set password of player `name` to `password`
5716 Auth data should be created if not present
5717 set_privileges = func(name, privileges),
5718 -- ^ Set privileges of player `name`
5719 -- ^ `privileges` is in table form, auth data should be created if not present
5721 -- ^ Reload authentication data from the storage location
5722 -- ^ Returns boolean indicating success
5723 record_login = func(name),
5724 -- ^ Called when player joins, used for keeping track of last_login
5726 -- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database