1 Minetest Lua Modding API Reference 0.5.0
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
148 The location of this directory can be fetched by using
149 `minetest.get_modpath(modname)`.
152 List of mods that have to be loaded before loading this mod.
154 A single line contains a single modname.
156 Optional dependencies can be defined by appending a question mark
157 to a single modname. Their meaning is that if the specified mod
158 is missing, that does not prevent this mod from being loaded.
161 A screenshot shown in the mod manager within the main menu. It should
162 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
164 ### `description.txt`
165 A File containing description to be shown within mainmenu.
167 ### `settingtypes.txt`
168 A file in the same format as the one in builtin. It will be parsed by the
169 settings menu and the settings will be displayed in the "Mods" category.
172 The main Lua script. Running this script should register everything it
173 wants to register. Subsequent execution depends on minetest calling the
174 registered callbacks.
176 `minetest.settings` can be used to read custom or existing settings at load
177 time, if necessary. (See `Settings`)
180 Models for entities or meshnodes.
182 ### `textures`, `sounds`, `media`
183 Media files (textures, sounds, whatever) that will be transferred to the
184 client and will be available for use by the mod.
187 Translation files for the clients. (See `Translations`)
189 Naming convention for registered textual names
190 ----------------------------------------------
191 Registered names should generally be in this format:
195 `<whatever>` can have these characters:
199 This is to prevent conflicting names from corrupting maps and is
200 enforced by the mod loader.
203 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
204 So the name should be `experimental:tnt`.
206 Enforcement can be overridden by prefixing the name with `:`. This can
207 be used for overriding the registrations of some other mod.
209 Example: Any mod can redefine `experimental:tnt` by using the name
214 (also that mod is required to have `experimental` as a dependency)
216 The `:` prefix can also be used for maintaining backwards compatibility.
219 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
220 `minetest.register_alias_force(name, convert_to)`.
222 This will make Minetest to convert things called name to things called
225 The only difference between `minetest.register_alias` and
226 `minetest.register_alias_force` is that if an item called `name` exists,
227 `minetest.register_alias` will do nothing while
228 `minetest.register_alias_force` will unregister it.
230 This can be used for maintaining backwards compatibility.
232 This can be also used for setting quick access names for things, e.g. if
233 you have an item called `epiclylongmodname:stuff`, you could do
235 minetest.register_alias("stuff", "epiclylongmodname:stuff")
237 and be able to use `/giveme stuff`.
241 Mods should generally prefix their textures with `modname_`, e.g. given
242 the mod name `foomod`, a texture could be called:
246 Textures are referred to by their complete name, or alternatively by
247 stripping out the file extension:
249 * e.g. `foomod_foothing.png`
250 * e.g. `foomod_foothing`
254 There are various texture modifiers that can be used
255 to generate textures on-the-fly.
257 ### Texture overlaying
258 Textures can be overlaid by putting a `^` between them.
262 default_dirt.png^default_grass_side.png
264 `default_grass_side.png` is overlayed over `default_dirt.png`.
265 The texture with the lower resolution will be automatically upscaled to
266 the higher resolution texture.
269 Textures can be grouped together by enclosing them in `(` and `)`.
271 Example: `cobble.png^(thing1.png^thing2.png)`
273 A texture for `thing1.png^thing2.png` is created and the resulting
274 texture is overlaid on top of `cobble.png`.
277 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
278 passing complex texture names as arguments. Escaping is done with backslash and
279 is required for `^` and `:`.
281 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
283 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
284 on top of `cobble.png`.
286 ### Advanced texture modifiers
288 #### `[crack:<n>:<p>`
289 * `<n>` = animation frame count
290 * `<p>` = current animation frame
292 Draw a step of the crack animation on the texture.
296 default_cobble.png^[crack:10:1
298 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
303 * `<file>` = texture to combine
305 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
306 specified coordinates.
310 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
312 #### `[resize:<w>x<h>`
313 Resizes the texture to the given dimensions.
317 default_sandstone.png^[resize:16x16
320 Makes the base image transparent according to the given ratio.
322 `r` must be between 0 and 255.
323 0 means totally transparent. 255 means totally opaque.
327 default_sandstone.png^[opacity:127
329 #### `[invert:<mode>`
330 Inverts the given channels of the base image.
331 Mode may contain the characters "r", "g", "b", "a".
332 Only the channels that are mentioned in the mode string will be inverted.
336 default_apple.png^[invert:rgb
339 Brightens the texture.
343 tnt_tnt_side.png^[brighten
346 Makes the texture completely opaque.
350 default_leaves.png^[noalpha
352 #### `[makealpha:<r>,<g>,<b>`
353 Convert one color to transparency.
357 default_cobble.png^[makealpha:128,128,128
360 * `<t>` = transformation(s) to apply
362 Rotates and/or flips the image.
364 `<t>` can be a number (between 0 and 7) or a transform name.
365 Rotations are counter-clockwise.
368 1 R90 rotate by 90 degrees
369 2 R180 rotate by 180 degrees
370 3 R270 rotate by 270 degrees
372 5 FXR90 flip X then rotate by 90 degrees
374 7 FYR90 flip Y then rotate by 90 degrees
378 default_stone.png^[transformFXR90
380 #### `[inventorycube{<top>{<left>{<right>`
381 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
383 Create an inventory cube texture using the side textures.
387 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
389 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
390 `dirt.png^grass_side.png` textures
392 #### `[lowpart:<percent>:<file>`
393 Blit the lower `<percent>`% part of `<file>` on the texture.
397 base.png^[lowpart:25:overlay.png
399 #### `[verticalframe:<t>:<n>`
400 * `<t>` = animation frame count
401 * `<n>` = current animation frame
403 Crops the texture to a frame of a vertical animation.
407 default_torch_animated.png^[verticalframe:16:8
410 Apply a mask to the base image.
412 The mask is applied using binary AND.
414 #### `[sheet:<w>x<h>:<x>,<y>`
415 Retrieves a tile at position x,y from the base image
416 which it assumes to be a tilesheet with dimensions w,h.
419 #### `[colorize:<color>:<ratio>`
420 Colorize the textures with the given color.
421 `<color>` is specified as a `ColorString`.
422 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
423 it is an int, then it specifies how far to interpolate between the
424 colors where 0 is only the texture color and 255 is only `<color>`. If
425 omitted, the alpha of `<color>` will be used as the ratio. If it is
426 the word "`alpha`", then each texture pixel will contain the RGB of
427 `<color>` and the alpha of `<color>` multiplied by the alpha of the
430 #### `[multiply:<color>`
431 Multiplies texture colors with the given color.
432 `<color>` is specified as a `ColorString`.
433 Result is more like what you'd expect if you put a color on top of another
434 color. Meaning white surfaces get a lot of your new color while black parts don't
439 The goal of hardware coloring is to simplify the creation of
440 colorful nodes. If your textures use the same pattern, and they only
441 differ in their color (like colored wool blocks), you can use hardware
442 coloring instead of creating and managing many texture files.
443 All of these methods use color multiplication (so a white-black texture
444 with red coloring will result in red-black color).
447 This method is useful if you wish to create nodes/items with
448 the same texture, in different colors, each in a new node/item definition.
451 When you register an item or node, set its `color` field (which accepts a
452 `ColorSpec`) to the desired color.
454 An `ItemStack`s static color can be overwritten by the `color` metadata
455 field. If you set that field to a `ColorString`, that color will be used.
458 Each tile may have an individual static color, which overwrites every
459 other coloring methods. To disable the coloring of a face,
460 set its color to white (because multiplying with white does nothing).
461 You can set the `color` property of the tiles in the node's definition
462 if the tile is in table format.
465 For nodes and items which can have many colors, a palette is more
466 suitable. A palette is a texture, which can contain up to 256 pixels.
467 Each pixel is one possible color for the node/item.
468 You can register one node/item, which can have up to 256 colors.
470 #### Palette indexing
471 When using palettes, you always provide a pixel index for the given
472 node or `ItemStack`. The palette is read from left to right and from
473 top to bottom. If the palette has less than 256 pixels, then it is
474 stretched to contain exactly 256 pixels (after arranging the pixels
475 to one line). The indexing starts from 0.
478 * 16x16 palette, index = 0: the top left corner
479 * 16x16 palette, index = 4: the fifth pixel in the first row
480 * 16x16 palette, index = 16: the pixel below the top left corner
481 * 16x16 palette, index = 255: the bottom right corner
482 * 2 (width)x4 (height) palette, index=31: the top left corner.
483 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
484 to ensure the total 256 pixels.
485 * 2x4 palette, index=32: the top right corner
486 * 2x4 palette, index=63: the top right corner
487 * 2x4 palette, index=64: the pixel below the top left corner
489 #### Using palettes with items
490 When registering an item, set the item definition's `palette` field to
491 a texture. You can also use texture modifiers.
493 The `ItemStack`'s color depends on the `palette_index` field of the
494 stack's metadata. `palette_index` is an integer, which specifies the
495 index of the pixel to use.
497 #### Linking palettes with nodes
498 When registering a node, set the item definition's `palette` field to
499 a texture. You can also use texture modifiers.
500 The node's color depends on its `param2`, so you also must set an
501 appropriate `drawtype`:
502 * `drawtype = "color"` for nodes which use their full `param2` for
503 palette indexing. These nodes can have 256 different colors.
504 The palette should contain 256 pixels.
505 * `drawtype = "colorwallmounted"` for nodes which use the first
506 five bits (most significant) of `param2` for palette indexing.
507 The remaining three bits are describing rotation, as in `wallmounted`
508 draw type. Division by 8 yields the palette index (without stretching the
509 palette). These nodes can have 32 different colors, and the palette
510 should contain 32 pixels.
512 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
513 pixel will be picked from the palette.
514 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
515 pixel will be picked from the palette.
516 * `drawtype = "colorfacedir"` for nodes which use the first
517 three bits of `param2` for palette indexing. The remaining
518 five bits are describing rotation, as in `facedir` draw type.
519 Division by 32 yields the palette index (without stretching the
520 palette). These nodes can have 8 different colors, and the
521 palette should contain 8 pixels.
523 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
524 first (= 0 + 1) pixel will be picked from the palette.
525 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
526 second (= 1 + 1) pixel will be picked from the palette.
528 To colorize a node on the map, set its `param2` value (according
529 to the node's draw type).
531 ### Conversion between nodes in the inventory and the on the map
532 Static coloring is the same for both cases, there is no need
535 If the `ItemStack`'s metadata contains the `color` field, it will be
536 lost on placement, because nodes on the map can only use palettes.
538 If the `ItemStack`'s metadata contains the `palette_index` field, it is
539 automatically transferred between node and item forms by the engine,
540 when a player digs or places a colored node.
541 You can disable this feature by setting the `drop` field of the node
542 to itself (without metadata).
543 To transfer the color to a special drop, you need a drop table.
546 minetest.register_node("mod:stone", {
547 description = "Stone",
548 tiles = {"default_stone.png"},
549 paramtype2 = "color",
550 palette = "palette.png",
553 -- assume that mod:cobblestone also has the same palette
554 {items = {"mod:cobblestone"}, inherit_color = true },
559 ### Colored items in craft recipes
560 Craft recipes only support item strings, but fortunately item strings
561 can also contain metadata. Example craft recipe registration:
563 minetest.register_craft({
564 output = minetest.itemstring_with_palette("wool:block", 3),
572 To set the `color` field, you can use `minetest.itemstring_with_color`.
574 Metadata field filtering in the `recipe` field are not supported yet,
575 so the craft output is independent of the color of the ingredients.
579 Sometimes hardware coloring is not enough, because it affects the
580 whole tile. Soft texture overlays were added to Minetest to allow
581 the dynamic coloring of only specific parts of the node's texture.
582 For example a grass block may have colored grass, while keeping the
585 These overlays are 'soft', because unlike texture modifiers, the layers
586 are not merged in the memory, but they are simply drawn on top of each
587 other. This allows different hardware coloring, but also means that
588 tiles with overlays are drawn slower. Using too much overlays might
591 For inventory and wield images you can specify overlays which
592 hardware coloring does not modify. You have to set `inventory_overlay`
593 and `wield_overlay` fields to an image name.
595 To define a node overlay, simply set the `overlay_tiles` field of the node
596 definition. These tiles are defined in the same way as plain tiles:
597 they can have a texture name, color etc.
598 To skip one face, set that overlay tile to an empty string.
600 Example (colored grass block):
602 minetest.register_node("default:dirt_with_grass", {
603 description = "Dirt with Grass",
604 -- Regular tiles, as usual
605 -- The dirt tile disables palette coloring
606 tiles = {{name = "default_grass.png"},
607 {name = "default_dirt.png", color = "white"}},
608 -- Overlay tiles: define them in the same style
609 -- The top and bottom tile does not have overlay
610 overlay_tiles = {"", "",
611 {name = "default_grass_side.png", tileable_vertical = false}},
612 -- Global color, used in inventory
614 -- Palette in the world
615 paramtype2 = "color",
616 palette = "default_foilage.png",
621 Only Ogg Vorbis files are supported.
623 For positional playing of sounds, only single-channel (mono) files are
624 supported. Otherwise OpenAL will play them non-positionally.
626 Mods should generally prefix their sounds with `modname_`, e.g. given
627 the mod name "`foomod`", a sound could be called:
631 Sounds are referred to by their name with a dot, a single digit and the
632 file extension stripped out. When a sound is played, the actual sound file
633 is chosen randomly from the matching sounds.
635 When playing the sound `foomod_foosound`, the sound is chosen randomly
636 from the available ones of the following files:
638 * `foomod_foosound.ogg`
639 * `foomod_foosound.0.ogg`
640 * `foomod_foosound.1.ogg`
642 * `foomod_foosound.9.ogg`
644 Examples of sound parameter tables:
646 -- Play locationless on all clients
648 gain = 1.0, -- default
649 fade = 0.0, -- default, change to a value > 0 to fade the sound in
650 pitch = 1.0, -- default
652 -- Play locationless to one player
655 gain = 1.0, -- default
656 fade = 0.0, -- default, change to a value > 0 to fade the sound in
657 pitch = 1.0, -- default
659 -- Play locationless to one player, looped
662 gain = 1.0, -- default
665 -- Play in a location
667 pos = {x = 1, y = 2, z = 3},
668 gain = 1.0, -- default
669 max_hear_distance = 32, -- default, uses an euclidean metric
671 -- Play connected to an object, looped
673 object = <an ObjectRef>,
674 gain = 1.0, -- default
675 max_hear_distance = 32, -- default, uses an euclidean metric
679 Looped sounds must either be connected to an object or played locationless to
680 one player using `to_player = name,`
682 ### `SimpleSoundSpec`
684 * e.g. `"default_place_node"`
686 * e.g. `{name = "default_place_node"}`
687 * e.g. `{name = "default_place_node", gain = 1.0}`
688 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
690 Registered definitions of stuff
691 -------------------------------
692 Anything added using certain `minetest.register_*` functions get added to
693 the global `minetest.registered_*` tables.
695 * `minetest.register_entity(name, prototype table)`
696 * added to `minetest.registered_entities[name]`
698 * `minetest.register_node(name, node definition)`
699 * added to `minetest.registered_items[name]`
700 * added to `minetest.registered_nodes[name]`
702 * `minetest.register_tool(name, item definition)`
703 * added to `minetest.registered_items[name]`
705 * `minetest.register_craftitem(name, item definition)`
706 * added to `minetest.registered_items[name]`
708 * `minetest.unregister_item(name)`
709 * Unregisters the item name from engine, and deletes the entry with key
710 * `name` from `minetest.registered_items` and from the associated item
711 * table according to its nature: `minetest.registered_nodes[]` etc
713 * `minetest.register_biome(biome definition)`
714 * returns an integer uniquely identifying the registered biome
715 * added to `minetest.registered_biome` with the key of `biome.name`
716 * if `biome.name` is nil, the key is the returned ID
718 * `minetest.register_ore(ore definition)`
719 * returns an integer uniquely identifying the registered ore
720 * added to `minetest.registered_ores` with the key of `ore.name`
721 * if `ore.name` is nil, the key is the returned ID
723 * `minetest.register_decoration(decoration definition)`
724 * returns an integer uniquely identifying the registered decoration
725 * added to `minetest.registered_decorations` with the key of `decoration.name`
726 * if `decoration.name` is nil, the key is the returned ID
728 * `minetest.register_schematic(schematic definition)`
729 * returns an integer uniquely identifying the registered schematic
730 * added to `minetest.registered_schematic` with the key of `schematic.name`
731 * if `schematic.name` is nil, the key is the returned ID
732 * if the schematic is loaded from a file, schematic.name is set to the filename
733 * if the function is called when loading the mod, and schematic.name is a relative
734 path, then the current mod path will be prepended to the schematic filename
736 * `minetest.clear_registered_biomes()`
737 * clears all biomes currently registered
739 * `minetest.clear_registered_ores()`
740 * clears all ores currently registered
742 * `minetest.clear_registered_decorations()`
743 * clears all decorations currently registered
745 * `minetest.clear_registered_schematics()`
746 * clears all schematics currently registered
748 Note that in some cases you will stumble upon things that are not contained
749 in these tables (e.g. when a mod has been removed). Always check for
750 existence before trying to access the fields.
752 Example: If you want to check the drawtype of a node, you could do:
754 local function get_nodedef_field(nodename, fieldname)
755 if not minetest.registered_nodes[nodename] then
758 return minetest.registered_nodes[nodename][fieldname]
760 local drawtype = get_nodedef_field(nodename, "drawtype")
762 Example: `minetest.get_item_group(name, group)` has been implemented as:
764 function minetest.get_item_group(name, group)
765 if not minetest.registered_items[name] or not
766 minetest.registered_items[name].groups[group] then
769 return minetest.registered_items[name].groups[group]
774 Nodes are the bulk data of the world: cubes and other things that take the
775 space of a cube. Huge amounts of them are handled efficiently, but they
778 The definition of a node is stored and can be accessed by name in
780 minetest.registered_nodes[node.name]
782 See "Registered definitions of stuff".
784 Nodes are passed by value between Lua and the engine.
785 They are represented by a table:
787 {name="name", param1=num, param2=num}
789 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
790 them for certain automated functions. If you don't use these functions, you can
791 use them to store arbitrary values.
793 The functions of `param1` and `param2` are determined by certain fields in the
796 `param1` is reserved for the engine when `paramtype != "none"`:
799 ^ The value stores light with and without sun in its upper and lower 4 bits
800 respectively. Allows light to propagate from or through the node with
801 light value falling by 1 per node. This is essential for a light source
802 node to spread its light.
804 `param2` is reserved for the engine when any of these are used:
806 liquidtype == "flowing"
807 ^ The level and some flags of the liquid is stored in param2
808 drawtype == "flowingliquid"
809 ^ The drawn liquid level is read from param2
810 drawtype == "torchlike"
811 drawtype == "signlike"
812 paramtype2 == "wallmounted"
813 ^ The rotation of the node is stored in param2. You can make this value
814 by using minetest.dir_to_wallmounted().
815 paramtype2 == "facedir"
816 ^ The rotation of the node is stored in param2. Furnaces and chests are
817 rotated this way. Can be made by using minetest.dir_to_facedir().
819 facedir / 4 = axis direction:
820 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
821 facedir modulo 4 = rotation around that axis
822 paramtype2 == "leveled"
823 paramtype2 == "degrotate"
824 ^ The rotation of this node is stored in param2. Plants are rotated this way.
825 Values range 0 - 179. The value stored in param2 is multiplied by two to
826 get the actual rotation of the node.
827 paramtype2 == "meshoptions"
828 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
829 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
830 a mesh selector. Currently the following meshes are choosable:
831 0 = a "x" shaped plant (ordinary plant)
832 1 = a "+" shaped plant (just rotated 45 degrees)
833 2 = a "*" shaped plant with 3 faces instead of 2
834 3 = a "#" shaped plant with 4 faces instead of 2
835 4 = a "#" shaped plant with 4 faces that lean outwards
836 5-7 are unused and reserved for future meshes.
837 Bits 3 through 7 are optional flags that can be combined and give these
839 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
840 bit 4 (0x10) - Makes the plant mesh 1.4x larger
841 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
842 bits 6-7 are reserved for future use.
843 paramtype2 == "color"
844 ^ `param2` tells which color is picked from the palette.
845 The palette should have 256 pixels.
846 paramtype2 == "colorfacedir"
847 ^ Same as `facedir`, but with colors.
848 The first three bits of `param2` tells which color
849 is picked from the palette.
850 The palette should have 8 pixels.
851 paramtype2 == "colorwallmounted"
852 ^ Same as `wallmounted`, but with colors.
853 The first five bits of `param2` tells which color
854 is picked from the palette.
855 The palette should have 32 pixels.
856 paramtype2 == "glasslikeliquidlevel"
857 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
858 param2 defines 64 levels of internal liquid.
859 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
861 Nodes can also contain extra data. See "Node Metadata".
865 There are a bunch of different looking node types.
867 Look for examples in `games/minimal` or `games/minetest_game`.
875 * `glasslike_framed_optional`
877 * `allfaces_optional`
884 * `nodebox` -- See below. (**Experimental!**)
885 * `mesh` -- use models for nodes
888 `*_optional` drawtypes need less rendering time if deactivated (always client side).
892 Node selection boxes are defined using "node boxes"
894 The `nodebox` node drawtype allows defining visual of nodes consisting of
895 arbitrary number of boxes. It allows defining stuff like stairs. Only the
896 `fixed` and `leveled` box type is supported for these.
898 Please note that this is still experimental, and may be incompatibly
899 changed in the future.
901 A nodebox is defined as any of:
904 -- A normal cube; the default in most things
908 -- A fixed box (facedir param2 is used, if applicable)
910 fixed = box OR {box1, box2, ...}
913 -- A box like the selection box for torches
914 -- (wallmounted param2 is used, if applicable)
915 type = "wallmounted",
921 -- A node that has optional boxes depending on neighbouring nodes'
922 -- presence and type. See also `connects_to`.
924 fixed = box OR {box1, box2, ...}
925 connect_top = box OR {box1, box2, ...}
926 connect_bottom = box OR {box1, box2, ...}
927 connect_front = box OR {box1, box2, ...}
928 connect_left = box OR {box1, box2, ...}
929 connect_back = box OR {box1, box2, ...}
930 connect_right = box OR {box1, box2, ...}
933 A `box` is defined as:
935 {x1, y1, z1, x2, y2, z2}
937 A box of a regular node would look like:
939 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
941 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
942 set to level from `param2`.
947 If drawtype `mesh` is used, tiles should hold model materials textures.
948 Only static meshes are implemented.
949 For supported model formats see Irrlicht engine documentation.
954 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
958 Offset that the noise is translated by (i.e. added) after calculation.
961 Factor that the noise is scaled by (i.e. multiplied) after calculation.
964 Vector containing values by which each coordinate is divided by before calculation.
965 Higher spread values result in larger noise features.
967 A value of `{x=250, y=250, z=250}` is common.
970 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
971 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
974 Number of times the noise gradient is accumulated into the noise.
976 Increase this number to increase the amount of detail in the resulting noise.
978 A value of `6` is common.
981 Factor by which the effect of the noise gradient function changes with each successive octave.
983 Values less than `1` make the details of successive octaves' noise diminish, while values
984 greater than `1` make successive octaves stronger.
986 A value of `0.6` is common.
989 Factor by which the noise feature sizes change with each successive octave.
991 A value of `2.0` is common.
994 Leave this field unset for no special handling.
996 Currently supported are `defaults`, `eased` and `absvalue`.
999 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1003 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1004 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1005 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1008 Accumulates the absolute value of each noise gradient result.
1010 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1015 spread = {x=500, y=500, z=500},
1020 flags = "defaults, absvalue"
1022 ^ A single noise parameter table can be used to get 2D or 3D noise,
1023 when getting 2D noise spread.z is ignored.
1028 These tell in what manner the ore is generated.
1030 All default ores are of the uniformly-distributed scatter type.
1033 Randomly chooses a location and generates a cluster of ore.
1035 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1036 that point is greater than the `noise_threshold`, giving the ability to create
1037 a non-equal distribution of ore.
1040 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1041 described by `noise_params` and `noise_threshold`. This is essentially an
1042 improved version of the so-called "stratus" ore seen in some unofficial mods.
1044 This sheet consists of vertical columns of uniform randomly distributed height,
1045 varying between the inclusive range `column_height_min` and `column_height_max`.
1046 If `column_height_min` is not specified, this parameter defaults to 1.
1047 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1048 for reverse compatibility. New code should prefer `column_height_max`.
1050 The `column_midpoint_factor` parameter controls the position of the column at which
1051 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1052 columns grow equally starting from each direction. `column_midpoint_factor` is a
1053 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1056 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1059 Creates a sheet of ore in a cloud-like puff shape.
1061 As with the `sheet` ore type, the size and shape of puffs are described by
1062 `noise_params` and `noise_threshold` and are placed at random vertical positions
1063 within the currently generated chunk.
1065 The vertical top and bottom displacement of each puff are determined by the noise
1066 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1070 Creates a deformed sphere of ore according to 3d perlin noise described by
1071 `noise_params`. The maximum size of the blob is `clust_size`, and
1072 `clust_scarcity` has the same meaning as with the `scatter` type.
1075 Creates veins of ore varying in density by according to the intersection of two
1076 instances of 3d perlin noise with diffferent seeds, both described by
1077 `noise_params`. `random_factor` varies the influence random chance has on
1078 placement of an ore inside the vein, which is `1` by default. Note that
1079 modifying this parameter may require adjusting `noise_threshold`.
1080 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1081 by this ore type. This ore type is difficult to control since it is sensitive
1082 to small changes. The following is a decent set of parameters to work from:
1087 spread = {x=200, y=200, z=200},
1093 noise_threshold = 1.6
1095 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1096 computationally expensive than any other ore.
1100 See section "Flag Specifier Format".
1102 Currently supported flags:
1103 `puff_cliffs`, `puff_additive_composition`.
1106 If set, puff ore generation will not taper down large differences in displacement
1107 when approaching the edge of a puff. This flag has no effect for ore types other
1110 ### `puff_additive_composition`
1111 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1112 negative displacement, the sub-column at that point is not generated. With this
1113 attribute set, puff ore generation will instead generate the absolute difference in
1114 noise displacement values. This flag has no effect for ore types other than `puff`.
1118 The varying types of decorations that can be placed.
1121 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1122 a list, if a decoration list is specified). Can specify a certain node it must
1123 spawn next to, such as water or lava, for example. Can also generate a
1124 decoration of random height between a specified lower and upper bound.
1125 This type of decoration is intended for placement of grass, flowers, cacti,
1126 papyri, waterlilies and so on.
1129 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1130 Can specify a probability of a node randomly appearing when placed.
1131 This decoration type is intended to be used for multi-node sized discrete
1132 structures, such as trees, cave spikes, rocks, and so on.
1136 --------------------
1137 A schematic specifier identifies a schematic by either a filename to a
1138 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1139 in the form of a table. This table specifies the following fields:
1141 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1142 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1143 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1144 * The `data` field is a flat table of MapNode tables making up the schematic,
1145 in the order of `[z [y [x]]]`. (required)
1146 Each MapNode table contains:
1147 * `name`: the name of the map node to place (required)
1148 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1149 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1150 * `force_place`: boolean representing if the node should forcibly overwrite any
1151 previous contents (default: false)
1153 About probability values:
1155 * A probability value of `0` or `1` means that node will never appear (0% chance).
1156 * A probability value of `254` or `255` means the node will always appear (100% chance).
1157 * If the probability value `p` is greater than `1`, then there is a
1158 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1162 Schematic attributes
1163 --------------------
1164 See section "Flag Specifier Format".
1166 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1169 * `place_center_x`: Placement of this decoration is centered along the X axis.
1170 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1171 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1172 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1177 The position field is used for all element types.
1179 To account for differing resolutions, the position coordinates are the percentage
1180 of the screen, ranging in value from `0` to `1`.
1182 The name field is not yet used, but should contain a description of what the
1183 HUD element represents. The direction field is the direction in which something
1186 `0` draws from left to right, `1` draws from right to left, `2` draws from
1187 top to bottom, and `3` draws from bottom to top.
1189 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1190 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1191 Fractional values can be used.
1193 The `offset` field specifies a pixel offset from the position. Contrary to position,
1194 the offset is not scaled to screen size. This allows for some precisely-positioned
1197 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1199 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1201 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1202 in the experimental stages.
1205 Displays an image on the HUD.
1207 * `scale`: The scale of the image, with 1 being the original texture size.
1208 Only the X coordinate scale is used (positive values).
1209 Negative values represent that percentage of the screen it
1210 should take; e.g. `x=-100` means 100% (width).
1211 * `text`: The name of the texture that is displayed.
1212 * `alignment`: The alignment of the image.
1213 * `offset`: offset in pixels from position.
1216 Displays text on the HUD.
1218 * `scale`: Defines the bounding rectangle of the text.
1219 A value such as `{x=100, y=100}` should work.
1220 * `text`: The text to be displayed in the HUD element.
1221 * `number`: An integer containing the RGB value of the color used to draw the text.
1222 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1223 * `alignment`: The alignment of the text.
1224 * `offset`: offset in pixels from position.
1227 Displays a horizontal bar made up of half-images.
1229 * `text`: The name of the texture that is used.
1230 * `number`: The number of half-textures that are displayed.
1231 If odd, will end with a vertically center-split texture.
1233 * `offset`: offset in pixels from position.
1234 * `size`: If used, will force full-image size to this value (override texture pack image size)
1237 * `text`: The name of the inventory list to be displayed.
1238 * `number`: Number of items in the inventory to be displayed.
1239 * `item`: Position of item that is selected.
1241 * `offset`: offset in pixels from position.
1244 Displays distance to selected world position.
1246 * `name`: The name of the waypoint.
1247 * `text`: Distance suffix. Can be blank.
1248 * `number:` An integer containing the RGB value of the color used to draw the text.
1249 * `world_pos`: World position of the waypoint.
1251 Representations of simple things
1252 --------------------------------
1256 {x=num, y=num, z=num}
1258 For helper functions see "Vector helpers".
1261 * `{type="nothing"}`
1262 * `{type="node", under=pos, above=pos}`
1263 * `{type="object", ref=ObjectRef}`
1265 Flag Specifier Format
1266 ---------------------
1267 Flags using the standardized flag specifier format can be specified in either of
1268 two ways, by string or table.
1270 The string format is a comma-delimited set of flag names; whitespace and
1271 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1272 flag, and specifying a flag prefixed by the string `"no"` explicitly
1273 clears the flag from whatever the default may be.
1275 In addition to the standard string flag format, the schematic flags field can
1276 also be a table of flag names to boolean values representing whether or not the
1277 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1278 is present, mapped to a boolean of any value, the specified flag is unset.
1280 E.g. A flag field of value
1282 {place_center_x = true, place_center_y=false, place_center_z=true}
1286 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1288 which is equivalent to
1290 "place_center_x, noplace_center_y, place_center_z"
1294 "place_center_x, place_center_z"
1296 since, by default, no schematic attributes are set.
1302 There are three kinds of items: nodes, tools and craftitems.
1304 * Node (`register_node`): A node from the world.
1305 * Tool (`register_tool`): A tool/weapon that can dig and damage
1306 things according to `tool_capabilities`.
1307 * Craftitem (`register_craftitem`): A miscellaneous item.
1310 All item stacks have an amount between 0 to 65535. It is 1 by
1311 default. Tool item stacks can not have an amount greater than 1.
1313 Tools use a wear (=damage) value ranging from 0 to 65535. The
1314 value 0 is the default and used is for unworn tools. The values
1315 1 to 65535 are used for worn tools, where a higher value stands for
1316 a higher wear. Non-tools always have a wear value of 0.
1319 Items and item stacks can exist in three formats: Serializes, table format
1323 This is called "stackstring" or "itemstring". It is a simple string with
1324 1-3 components: the full item identifier, an optional amount and an optional
1327 <identifier> [<amount>[ <wear>]]
1331 * `'default:apple'`: 1 apple
1332 * `'default:dirt 5'`: 5 dirt
1333 * `'default:pick_stone'`: a new stone pickaxe
1334 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1341 {name="default:dirt", count=5, wear=0, metadata=""}
1343 A wooden pick about 1/3 worn out:
1345 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1349 {name="default:apple", count=1, wear=0, metadata=""}
1352 A native C++ format with many helper methods. Useful for converting
1353 between formats. See the Class reference section for details.
1355 When an item must be passed to a function, it can usually be in any of
1361 In a number of places, there is a group table. Groups define the
1362 properties of a thing (item, node, armor of entity, capabilities of
1363 tool) in such a way that the engine and other mods can can interact with
1364 the thing without actually knowing what the thing is.
1367 Groups are stored in a table, having the group names with keys and the
1368 group ratings as values. For example:
1370 groups = {crumbly=3, soil=1}
1373 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1374 -- ^ A more special dirt-kind of thing
1376 Groups always have a rating associated with them. If there is no
1377 useful meaning for a rating for an enabled group, it shall be `1`.
1379 When not defined, the rating of a group defaults to `0`. Thus when you
1380 read groups, you must interpret `nil` and `0` as the same value, `0`.
1382 You can read the rating of a group for an item or a node by using
1384 minetest.get_item_group(itemname, groupname)
1387 Groups of items can define what kind of an item it is (e.g. wool).
1390 In addition to the general item things, groups are used to define whether
1391 a node is destroyable and how long it takes to destroy by a tool.
1393 ### Groups of entities
1394 For entities, groups are, as of now, used only for calculating damage.
1395 The rating is the percentage of damage caused by tools with this damage group.
1396 See "Entity damage mechanism".
1398 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1399 object.set_armor_groups({fleshy=30, cracky=80})
1402 Groups in tools define which groups of nodes and entities they are
1405 ### Groups in crafting recipes
1406 An example: Make meat soup from any meat, any water and any bowl:
1409 output = 'food:meat_soup_raw',
1415 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1418 Another example: Make red wool from white wool and red dye:
1422 output = 'wool:red',
1423 recipe = {'wool:white', 'group:dye,basecolor_red'},
1427 * `immortal`: Disables the group damage system for an entity
1428 * `punch_operable`: For entities; disables the regular damage mechanism for
1429 players punching it by hand or a non-tool item, so that it can do something
1430 else than take damage.
1431 * `level`: Can be used to give an additional sense of progression in the game.
1432 * A larger level will cause e.g. a weapon of a lower level make much less
1433 damage, and get worn out much faster, or not be able to get drops
1434 from destroyed nodes.
1435 * `0` is something that is directly accessible at the start of gameplay
1436 * There is no upper limit
1437 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1438 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1439 * `3`: the node always gets the digging time 0 seconds (torch)
1440 * `disable_jump`: Player (and possibly other things) cannot jump from node
1441 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1442 * `bouncy`: value is bounce speed in percent
1443 * `falling_node`: if there is no walkable block under the node it will fall
1444 * `attached_node`: if the node under it is not a walkable block the node will be
1445 dropped as an item. If the node is wallmounted the wallmounted direction is
1447 * `soil`: saplings will grow on nodes in this group
1448 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1449 connect to each other
1450 * `slippery`: Players and items will slide on the node.
1451 Only use `slippery = 3` for now to ensure forwards compatibility.
1454 ### Known damage and digging time defining groups
1455 * `crumbly`: dirt, sand
1456 * `cracky`: tough but crackable stuff like stone.
1457 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1458 plants, wire, sheets of metal
1459 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1460 * `fleshy`: Living things like animals and the player. This could imply
1461 some blood effects when hitting.
1462 * `explody`: Especially prone to explosions
1463 * `oddly_breakable_by_hand`:
1464 Can be added to nodes that shouldn't logically be breakable by the
1465 hand but are. Somewhat similar to `dig_immediate`, but times are more
1466 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1467 speed of a tool if the tool can dig at a faster speed than this
1468 suggests for the hand.
1470 ### Examples of custom groups
1471 Item groups are often used for defining, well, _groups of items_.
1473 * `meat`: any meat-kind of a thing (rating might define the size or healing
1474 ability or be irrelevant -- it is not defined as of yet)
1475 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1477 * `flammable`: can be set on fire. Rating might define the intensity of the
1478 fire, affecting e.g. the speed of the spreading of an open fire.
1479 * `wool`: any wool (any origin, any color)
1480 * `metal`: any metal
1481 * `weapon`: any weapon
1482 * `heavy`: anything considerably heavy
1484 ### Digging time calculation specifics
1485 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1486 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1487 faster digging time.
1489 The `level` group is used to limit the toughness of nodes a tool can dig
1490 and to scale the digging times / damage to a greater extent.
1492 **Please do understand this**, otherwise you cannot use the system to it's
1495 Tools define their properties by a list of parameters for groups. They
1496 cannot dig other groups; thus it is important to use a standard bunch of
1497 groups to enable interaction with tools.
1499 #### Tools definition
1502 * Full punch interval
1503 * Maximum drop level
1504 * For an arbitrary list of groups:
1505 * Uses (until the tool breaks)
1506 * Maximum level (usually `0`, `1`, `2` or `3`)
1510 #### Full punch interval
1511 When used as a weapon, the tool will do full damage if this time is spent
1512 between punches. If e.g. half the time is spent, the tool will do half
1515 #### Maximum drop level
1516 Suggests the maximum level of node, when dug with the tool, that will drop
1517 it's useful item. (e.g. iron ore to drop a lump of iron).
1519 This is not automated; it is the responsibility of the node definition
1523 Determines how many uses the tool has when it is used for digging a node,
1524 of this group, of the maximum level. For lower leveled nodes, the use count
1525 is multiplied by `3^leveldiff`.
1527 * `uses=10, leveldiff=0`: actual uses: 10
1528 * `uses=10, leveldiff=1`: actual uses: 30
1529 * `uses=10, leveldiff=2`: actual uses: 90
1532 Tells what is the maximum level of a node of this group that the tool will
1536 List of digging times for different ratings of the group, for nodes of the
1539 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1540 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1541 for this group, and unable to dig the rating `1`, which is the toughest.
1542 Unless there is a matching group that enables digging otherwise.
1544 If the result digging time is 0, a delay of 0.15 seconds is added between
1545 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1546 i.e. players can more quickly click the nodes away instead of holding LMB.
1549 List of damage for groups of entities. See "Entity damage mechanism".
1551 #### Example definition of the capabilities of a tool
1553 tool_capabilities = {
1554 full_punch_interval=1.5,
1557 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1559 damage_groups = {fleshy=2},
1562 This makes the tool be able to dig nodes that fulfil both of these:
1564 * Have the `crumbly` group
1565 * Have a `level` group less or equal to `2`
1567 Table of resulting digging times:
1569 crumbly 0 1 2 3 4 <- level
1571 1 0.80 1.60 1.60 - -
1572 2 0.60 1.20 1.20 - -
1573 3 0.40 0.80 0.80 - -
1575 level diff: 2 1 0 -1 -2
1577 Table of resulting tool uses:
1586 * At `crumbly==0`, the node is not diggable.
1587 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1588 easy nodes to be quickly breakable.
1589 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1591 Entity damage mechanism
1592 -----------------------
1596 foreach group in cap.damage_groups:
1597 damage += cap.damage_groups[group] * limit(actual_interval /
1598 cap.full_punch_interval, 0.0, 1.0)
1599 * (object.armor_groups[group] / 100.0)
1600 -- Where object.armor_groups[group] is 0 for inexistent values
1603 Client predicts damage based on damage groups. Because of this, it is able to
1604 give an immediate response when an entity is damaged or dies; the response is
1605 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1607 Currently a smoke puff will appear when an entity dies.
1609 The group `immortal` completely disables normal damage.
1611 Entities can define a special armor group, which is `punch_operable`. This
1612 group disables the regular damage mechanism for players punching it by hand or
1613 a non-tool item, so that it can do something else than take damage.
1615 On the Lua side, every punch calls:
1617 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1619 This should never be called directly, because damage is usually not handled by
1622 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1623 accessed unless absolutely required, to encourage interoperability.
1624 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1625 * `tool_capabilities` can be `nil`.
1626 * `direction` is a unit vector, pointing from the source of the punch to
1628 * `damage` damage that will be done to entity
1629 Return value of this function will determin if damage is done by this function
1630 (retval true) or shall be done by engine (retval false)
1632 To punch an entity/object in Lua, call:
1634 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1636 * Return value is tool wear.
1637 * Parameters are equal to the above callback.
1638 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1639 `direction` will be automatically filled in based on the location of `puncher`.
1643 The instance of a node in the world normally only contains the three values
1644 mentioned in "Nodes". However, it is possible to insert extra data into a
1645 node. It is called "node metadata"; See `NodeMetaRef`.
1647 Node metadata contains two things:
1652 Some of the values in the key-value store are handled specially:
1654 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1655 * `infotext`: Text shown on the screen when the node is pointed at
1659 local meta = minetest.get_meta(pos)
1660 meta:set_string("formspec",
1662 "list[context;main;0,0;8,4;]"..
1663 "list[current_player;main;0,5;8,4;]")
1664 meta:set_string("infotext", "Chest");
1665 local inv = meta:get_inventory()
1666 inv:set_size("main", 8*4)
1667 print(dump(meta:to_table()))
1670 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1671 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1672 [10] = "", [11] = "", [12] = "", [13] = "",
1673 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1674 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1675 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1676 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1680 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1687 Item stacks can store metadata too. See `ItemStackMetaRef`.
1689 Item metadata only contains a key-value store.
1691 Some of the values in the key-value store are handled specially:
1693 * `description`: Set the item stack's description. Defaults to `idef.description`
1694 * `color`: A `ColorString`, which sets the stack's color.
1695 * `palette_index`: If the item has a palette, this is used to get the
1696 current color from the palette.
1700 local meta = stack:get_meta()
1701 meta:set_string("key", "value")
1702 print(dump(meta:to_table()))
1706 Formspec defines a menu. Currently not much else than inventories are
1707 supported. It is a string, with a somewhat strange format.
1709 Spaces and newlines can be inserted between the blocks, as is used in the
1717 list[context;main;0,0;8,4;]
1718 list[current_player;main;0,5;8,4;]
1723 list[context;fuel;2,3;1,1;]
1724 list[context;src;2,1;1,1;]
1725 list[context;dst;5,1;2,2;]
1726 list[current_player;main;0,5;8,4;]
1728 #### Minecraft-like player inventory
1731 image[1,0.6;1,2;player.png]
1732 list[current_player;main;0,3.5;8,4;]
1733 list[current_player;craft;3,0;3,3;]
1734 list[current_player;craftpreview;7,1;1,1;]
1738 #### `size[<W>,<H>,<fixed_size>]`
1739 * Define the size of the menu in inventory slots
1740 * `fixed_size`: `true`/`false` (optional)
1741 * deprecated: `invsize[<W>,<H>;]`
1743 #### `position[<X>,<Y>]`
1744 * Define the position of the formspec
1745 * A value between 0.0 and 1.0 represents a position inside the screen
1746 * The default value is the center of the screen (0.5, 0.5)
1748 #### `anchor[<X>,<Y>]`
1749 * Define the anchor of the formspec
1750 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1751 * The default value is the center of the formspec (0.5, 0.5)
1753 #### `container[<X>,<Y>]`
1754 * Start of a container block, moves all physical elements in the container by (X, Y)
1755 * Must have matching `container_end`
1756 * Containers can be nested, in which case the offsets are added
1757 (child containers are relative to parent containers)
1759 #### `container_end[]`
1760 * End of a container, following elements are no longer relative to this container
1762 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1763 * Show an inventory list
1765 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1766 * Show an inventory list
1768 #### `listring[<inventory location>;<list name>]`
1769 * Allows to create a ring of inventory lists
1770 * Shift-clicking on items in one element of the ring
1771 will send them to the next inventory list inside the ring
1772 * The first occurrence of an element inside the ring will
1773 determine the inventory where items will be sent to
1776 * Shorthand for doing `listring[<inventory location>;<list name>]`
1777 for the last two inventory lists added by list[...]
1779 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1780 * Sets background color of slots as `ColorString`
1781 * Sets background color of slots on mouse hovering
1783 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1784 * Sets background color of slots as `ColorString`
1785 * Sets background color of slots on mouse hovering
1786 * Sets color of slots border
1788 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1789 * Sets background color of slots as `ColorString`
1790 * Sets background color of slots on mouse hovering
1791 * Sets color of slots border
1792 * Sets default background color of tooltips
1793 * Sets default font color of tooltips
1795 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1796 * Adds tooltip for an element
1797 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1798 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1800 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1802 * Position and size units are inventory slots
1804 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1805 * Show an inventory image of registered item/node
1806 * Position and size units are inventory slots
1808 #### `bgcolor[<color>;<fullscreen>]`
1809 * Sets background color of formspec as `ColorString`
1810 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1812 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1813 * Use a background. Inventory rectangles are not drawn then.
1814 * Position and size units are inventory slots
1815 * Example for formspec 8x4 in 16x resolution: image shall be sized
1816 8 times 16px times 4 times 16px.
1818 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1819 * Use a background. Inventory rectangles are not drawn then.
1820 * Position and size units are inventory slots
1821 * Example for formspec 8x4 in 16x resolution:
1822 image shall be sized 8 times 16px times 4 times 16px
1823 * If `true` the background is clipped to formspec size
1824 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1826 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1827 * Textual password style field; will be sent to server when a button is clicked
1828 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1830 * `x` and `y` position the field relative to the top left of the menu
1831 * `w` and `h` are the size of the field
1832 * Fields are a set height, but will be vertically centred on `h`
1833 * Position and size units are inventory slots
1834 * `name` is the name of the field as returned in fields to `on_receive_fields`
1835 * `label`, if not blank, will be text printed on the top left above the field
1836 * See field_close_on_enter to stop enter closing the formspec
1838 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1839 * Textual field; will be sent to server when a button is clicked
1840 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1842 * `x` and `y` position the field relative to the top left of the menu
1843 * `w` and `h` are the size of the field
1844 * Fields are a set height, but will be vertically centred on `h`
1845 * Position and size units are inventory slots
1846 * `name` is the name of the field as returned in fields to `on_receive_fields`
1847 * `label`, if not blank, will be text printed on the top left above the field
1848 * `default` is the default value of the field
1849 * `default` may contain variable references such as `${text}'` which
1850 will fill the value from the metadata value `text`
1851 * **Note**: no extra text or more than a single variable is supported ATM.
1852 * See `field_close_on_enter` to stop enter closing the formspec
1854 #### `field[<name>;<label>;<default>]`
1855 * As above, but without position/size units
1856 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1858 * Special field for creating simple forms, such as sign text input
1859 * Must be used without a `size[]` element
1860 * A "Proceed" button will be added automatically
1861 * See `field_close_on_enter` to stop enter closing the formspec
1863 #### `field_close_on_enter[<name>;<close_on_enter>]`
1864 * <name> is the name of the field
1865 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1866 * defaults to true when not specified (ie: no tag for a field)
1868 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1869 * Same as fields above, but with multi-line input
1871 #### `label[<X>,<Y>;<label>]`
1872 * `x` and `y` work as per field
1873 * `label` is the text on the label
1874 * Position and size units are inventory slots
1876 #### `vertlabel[<X>,<Y>;<label>]`
1877 * Textual label drawn vertically
1878 * `x` and `y` work as per field
1879 * `label` is the text on the label
1880 * Position and size units are inventory slots
1882 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1883 * Clickable button. When clicked, fields will be sent.
1884 * `x`, `y` and `name` work as per field
1885 * `w` and `h` are the size of the button
1886 * Fixed button height. It will be vertically centred on `h`
1887 * `label` is the text on the button
1888 * Position and size units are inventory slots
1890 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1891 * `x`, `y`, `w`, `h`, and `name` work as per button
1892 * `texture name` is the filename of an image
1893 * Position and size units are inventory slots
1895 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1896 * `x`, `y`, `w`, `h`, and `name` work as per button
1897 * `texture name` is the filename of an image
1898 * Position and size units are inventory slots
1899 * `noclip=true` means the image button doesn't need to be within specified formsize
1900 * `drawborder`: draw button border or not
1901 * `pressed texture name` is the filename of an image on pressed state
1903 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1904 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1905 * `item name` is the registered name of an item/node,
1906 tooltip will be made out of its description
1907 to override it use tooltip element
1908 * Position and size units are inventory slots
1910 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1911 * When clicked, fields will be sent and the form will quit.
1913 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1914 * When clicked, fields will be sent and the form will quit.
1916 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1917 * Scrollable item list showing arbitrary text elements
1918 * `x` and `y` position the itemlist relative to the top left of the menu
1919 * `w` and `h` are the size of the itemlist
1920 * `name` fieldname sent to server on doubleclick value is current selected element
1921 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1922 * if you want a listelement to start with "#" write "##".
1924 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1925 * Scrollable itemlist showing arbitrary text elements
1926 * `x` and `y` position the item list relative to the top left of the menu
1927 * `w` and `h` are the size of the item list
1928 * `name` fieldname sent to server on doubleclick value is current selected element
1929 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1930 * if you want a listelement to start with "#" write "##"
1931 * Index to be selected within textlist
1932 * `true`/`false`: draw transparent background
1933 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1935 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1936 * Show a tab**header** at specific position (ignores formsize)
1937 * `x` and `y` position the itemlist relative to the top left of the menu
1938 * `name` fieldname data is transferred to Lua
1939 * `caption 1`...: name shown on top of tab
1940 * `current_tab`: index of selected tab 1...
1941 * `transparent` (optional): show transparent
1942 * `draw_border` (optional): draw border
1944 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1945 * Simple colored semitransparent box
1946 * `x` and `y` position the box relative to the top left of the menu
1947 * `w` and `h` are the size of box
1948 * `color` is color specified as a `ColorString`
1950 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1951 * Show a dropdown field
1952 * **Important note**: There are two different operation modes:
1953 1. handle directly on change (only changed dropdown is submitted)
1954 2. read the value on pressing a button (all dropdown values are available)
1955 * `x` and `y` position of dropdown
1957 * Fieldname data is transferred to Lua
1958 * Items to be shown in dropdown
1959 * Index of currently selected dropdown item
1961 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1963 * `x` and `y`: position of checkbox
1964 * `name` fieldname data is transferred to Lua
1965 * `label` to be shown left of checkbox
1966 * `selected` (optional): `true`/`false`
1968 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1970 * There are two ways to use it:
1971 1. handle the changed event (only changed scrollbar is available)
1972 2. read the value on pressing a button (all scrollbars are available)
1973 * `x` and `y`: position of trackbar
1974 * `w` and `h`: width and height
1975 * `orientation`: `vertical`/`horizontal`
1976 * Fieldname data is transferred to Lua
1977 * Value this trackbar is set to (`0`-`1000`)
1978 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1980 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1981 * Show scrollable table using options defined by the previous `tableoptions[]`
1982 * Displays cells as defined by the previous `tablecolumns[]`
1983 * `x` and `y`: position the itemlist relative to the top left of the menu
1984 * `w` and `h` are the size of the itemlist
1985 * `name`: fieldname sent to server on row select or doubleclick
1986 * `cell 1`...`cell n`: cell contents given in row-major order
1987 * `selected idx`: index of row to be selected within table (first row = `1`)
1988 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1990 #### `tableoptions[<opt 1>;<opt 2>;...]`
1991 * Sets options for `table[]`
1993 * default text color (`ColorString`), defaults to `#FFFFFF`
1994 * `background=#RRGGBB`
1995 * table background color (`ColorString`), defaults to `#000000`
1996 * `border=<true/false>`
1997 * should the table be drawn with a border? (default: `true`)
1998 * `highlight=#RRGGBB`
1999 * highlight background color (`ColorString`), defaults to `#466432`
2000 * `highlight_text=#RRGGBB`
2001 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2002 * `opendepth=<value>`
2003 * all subtrees up to `depth < value` are open (default value = `0`)
2004 * only useful when there is a column of type "tree"
2006 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2007 * Sets columns for `table[]`
2008 * Types: `text`, `image`, `color`, `indent`, `tree`
2009 * `text`: show cell contents as text
2010 * `image`: cell contents are an image index, use column options to define images
2011 * `color`: cell contents are a ColorString and define color of following cell
2012 * `indent`: cell contents are a number and define indentation of following cell
2013 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2016 * for `text` and `image`: content alignment within cells.
2017 Available values: `left` (default), `center`, `right`, `inline`
2019 * for `text` and `image`: minimum width in em (default: `0`)
2020 * for `indent` and `tree`: indent width in em (default: `1.5`)
2021 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2022 Exception: defaults to 0 for indent columns
2023 * `tooltip=<value>`: tooltip text (default: empty)
2024 * `image` column options:
2025 * `0=<value>` sets image for image index 0
2026 * `1=<value>` sets image for image index 1
2027 * `2=<value>` sets image for image index 2
2028 * and so on; defined indices need not be contiguous empty or
2029 non-numeric cells are treated as `0`.
2030 * `color` column options:
2031 * `span=<value>`: number of following columns to affect (default: infinite)
2033 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2034 pass key press events to formspec!
2038 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2039 * `"current_player"`: Player to whom the menu is shown
2040 * `"player:<name>"`: Any player
2041 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2042 * `"detached:<name>"`: A detached inventory
2044 Player Inventory lists
2045 ----------------------
2046 * `main`: list containing the default inventory
2047 * `craft`: list containing the craft input
2048 * `craftpreview`: list containing the craft output
2049 * `hand`: list containing an override for the empty hand
2053 `#RGB` defines a color in hexadecimal format.
2055 `#RGBA` defines a color in hexadecimal format and alpha channel.
2057 `#RRGGBB` defines a color in hexadecimal format.
2059 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2061 Named colors are also supported and are equivalent to
2062 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2063 To specify the value of the alpha channel, append `#AA` to the end of the color name
2064 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2065 value must (always) be two hexadecimal digits.
2069 A ColorSpec specifies a 32-bit color. It can be written in either:
2070 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2071 `colorspec = {a=255, r=0, g=255, b=0}`
2072 numerical form, the raw integer value of an ARGB8 quad:
2073 `colorspec = 0xFF00FF00`
2074 or string form, a ColorString (defined above):
2075 `colorspec = "green"`
2079 Most text can contain escape sequences, that can for example color the text.
2080 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2081 The following functions provide escape sequences:
2083 * `minetest.get_color_escape_sequence(color)`:
2084 * `color` is a ColorString
2085 * The escape sequence sets the text color to `color`
2086 * `minetest.colorize(color, message)`:
2088 `minetest.get_color_escape_sequence(color) ..
2090 minetest.get_color_escape_sequence("#ffffff")`
2091 * `minetest.get_background_escape_sequence(color)`
2092 * `color` is a ColorString
2093 * The escape sequence sets the background of the whole text element to
2094 `color`. Only defined for item descriptions and tooltips.
2095 * `minetest.strip_foreground_colors(str)`
2096 * Removes foreground colors added by `get_color_escape_sequence`.
2097 * `minetest.strip_background_colors(str)`
2098 * Removes background colors added by `get_background_escape_sequence`.
2099 * `minetest.strip_colors(str)`
2100 * Removes all color escape sequences.
2104 * `vector.new(a[, b, c])`: returns a vector:
2105 * A copy of `a` if `a` is a vector.
2106 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2107 * `vector.direction(p1, p2)`: returns a vector
2108 * `vector.distance(p1, p2)`: returns a number
2109 * `vector.length(v)`: returns a number
2110 * `vector.normalize(v)`: returns a vector
2111 * `vector.floor(v)`: returns a vector, each dimension rounded down
2112 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2113 * `vector.apply(v, func)`: returns a vector
2114 * `vector.equals(v1, v2)`: returns a boolean
2115 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2117 For the following functions `x` can be either a vector or a number:
2119 * `vector.add(v, x)`: returns a vector
2120 * `vector.subtract(v, x)`: returns a vector
2121 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2122 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2126 * `dump2(obj, name="_", dumped={})`
2127 * Return object serialized as a string, handles reference loops
2128 * `dump(obj, dumped={})`
2129 * Return object serialized as a string
2130 * `math.hypot(x, y)`
2131 * Get the hypotenuse of a triangle with legs x and y.
2132 Useful for distance calculation.
2133 * `math.sign(x, tolerance)`
2134 * Get the sign of a number.
2135 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
2136 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
2137 * If `max_splits` is negative, do not limit splits.
2138 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
2139 * e.g. `string:split("a,b", ",") == {"a","b"}`
2141 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
2142 * `minetest.wrap_text(str, limit)`: returns a string
2143 * Adds new lines to the string to keep it within the specified character limit
2144 * limit: Maximal amount of characters in one line
2145 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
2146 * Convert position to a printable string
2147 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
2148 * `minetest.string_to_pos(string)`: returns a position
2149 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
2150 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2151 * Converts a string representing an area box into two positions
2152 * `minetest.formspec_escape(string)`: returns a string
2153 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2154 * `minetest.is_yes(arg)`
2155 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2156 * `minetest.get_us_time()`
2157 * returns time with microsecond precision. May not return wall time.
2158 * `table.copy(table)`: returns a table
2159 * returns a deep copy of `table`
2160 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2161 * returns the exact position on the surface of a pointed node
2166 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2168 ### Translating a string
2169 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2171 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2172 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2173 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2175 local S = minetest.get_translator(textdomain)
2178 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2180 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2181 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2182 to get the string translated. This can be used so that a string is translated differently in different contexts.
2183 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2184 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2185 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2186 outputs of `minetest.translate` as well.
2188 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2189 We can do the following:
2191 local S = minetest.get_translator()
2192 S("@1 Wool", S("Red"))
2194 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2195 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2200 this will be displayed as "Laine Rouge" on clients with a French locale.
2202 ### Translation file format
2203 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2204 The file should be a text file, with the following format:
2206 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2207 domain of all following translations in the file.
2208 * All other empty lines or lines beginning with `#` are ignored.
2209 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2210 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2211 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2212 or the end of the line.
2215 Strings that need to be translated can contain several escapes, preceded by `@`.
2216 * `@@` acts as a literal `@`.
2217 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2218 when translation. Due to how translations are implemented, the original translation string **must** have
2219 its arguments in increasing order, without gaps or repetitions, starting from 1.
2220 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2221 files to avoid begin confused with the `=` separating the original from the translation.
2222 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2223 in strings given to `minetest.translate`, but is in translation files.
2225 `minetest` namespace reference
2226 ------------------------------
2230 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2231 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2232 * Useful for loading additional `.lua` modules or static data from mod
2233 * `minetest.get_modnames()`: returns a list of installed mods
2234 * Return a list of installed mods, sorted alphabetically
2235 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2236 * Useful for storing custom data
2237 * `minetest.is_singleplayer()`
2238 * `minetest.features`: Table containing API feature flags
2241 glasslike_framed = true,
2242 nodebox_as_selectionbox = true,
2243 chat_send_player_param3 = true,
2244 get_all_craft_recipes_works = true,
2245 use_texture_alpha = true,
2246 -- ^ The transparency channel of textures can be used optionally
2247 no_legacy_abms = true,
2248 -- ^ Tree and grass ABMs are no longer done from C++
2249 texture_names_parens = true,
2250 -- ^ Texture grouping is possible using parentheses
2251 area_store_custom_ids = true,
2252 -- ^ Unique Area ID for AreaStore:insert_area
2253 add_entity_with_staticdata = true,
2254 -- ^ add_entity supports passing initial staticdata to on_activate
2255 no_chat_message_prediction = true,
2256 -- ^ Chat messages are no longer predicted
2258 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2259 * `arg`: string or table in format `{foo=true, bar=true}`
2260 * `missing_features`: `{foo=true, bar=true}`
2261 * `minetest.get_player_information(player_name)`:
2262 * Returns a table containing information about a player. Example return value:
2265 address = "127.0.0.1", -- IP address of client
2266 ip_version = 4, -- IPv4 / IPv6
2267 min_rtt = 0.01, -- minimum round trip time
2268 max_rtt = 0.2, -- maximum round trip time
2269 avg_rtt = 0.02, -- average round trip time
2270 min_jitter = 0.01, -- minimum packet time jitter
2271 max_jitter = 0.5, -- maximum packet time jitter
2272 avg_jitter = 0.03, -- average packet time jitter
2273 connection_uptime = 200, -- seconds since client connected
2274 prot_vers = 31, -- protocol version used by client
2275 -- following information is available on debug build only!!!
2276 -- DO NOT USE IN MODS
2277 --ser_vers = 26, -- serialization version used by client
2278 --major = 0, -- major version number
2279 --minor = 4, -- minor version number
2280 --patch = 10, -- patch version number
2281 --vers_string = "0.4.9-git", -- full version string
2282 --state = "Active" -- current client state
2284 * `minetest.mkdir(path)`: returns success.
2285 * Creates a directory specified by `path`, creating parent directories
2286 if they don't exist.
2287 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2289 * nil: return all entries,
2290 * true: return only subdirectory names, or
2291 * false: return only file names.
2292 * `minetest.get_version()`: returns a table containing components of the
2293 engine version. Components:
2294 * `project`: Name of the project, eg, "Minetest"
2295 * `string`: Simple version, eg, "1.2.3-dev"
2296 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2297 Use this for informational purposes only. The information in the returned
2298 table does not represent the capabilities of the engine, nor is it
2299 reliable or verifyable. Compatible forks will have a different name and
2300 version entirely. To check for the presence of engine features, test
2301 whether the functions exported by the wanted features exist. For example:
2302 `if minetest.nodeupdate then ... end`.
2305 * `minetest.debug(...)`
2306 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2307 * `minetest.log([level,] text)`
2308 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2309 `"info"`, or `"verbose"`. Default is `"none"`.
2311 ### Registration functions
2312 Call these functions only at load time!
2314 * `minetest.register_entity(name, prototype table)`
2315 * `minetest.register_abm(abm definition)`
2316 * `minetest.register_lbm(lbm definition)`
2317 * `minetest.register_node(name, node definition)`
2318 * `minetest.register_tool(name, item definition)`
2319 * `minetest.register_craftitem(name, item definition)`
2320 * `minetest.unregister_item(name)`
2321 * `minetest.register_alias(name, convert_to)`
2322 * `minetest.register_alias_force(name, convert_to)`
2323 * `minetest.register_craft(recipe)`
2324 * Check recipe table syntax for different types below.
2325 * `minetest.clear_craft(recipe)`
2326 * Will erase existing craft based either on output item or on input recipe.
2327 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2328 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2329 * If no erase candidate could be found, Lua exception will be thrown.
2330 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2331 contains output. Erasing is then done independently from the crafting method.
2332 * `minetest.register_ore(ore definition)`
2333 * `minetest.register_biome(biome definition)`
2334 * `minetest.register_decoration(decoration definition)`
2335 * `minetest.override_item(name, redefinition)`
2336 * Overrides fields of an item registered with register_node/tool/craftitem.
2337 * Note: Item must already be defined, (opt)depend on the mod defining it.
2338 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2339 * `minetest.clear_registered_ores()`
2340 * `minetest.clear_registered_biomes()`
2341 * `minetest.clear_registered_decorations()`
2343 ### Global callback registration functions
2344 Call these functions only at load time!
2346 * `minetest.register_globalstep(func(dtime))`
2347 * Called every server step, usually interval of 0.1s
2348 * `minetest.register_on_shutdown(func())`
2349 * Called before server shutdown
2350 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2351 callbacks **will likely not be run**. Data should be saved at
2352 semi-frequent intervals as well as on server shutdown.
2353 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2354 * Called when a node has been placed
2355 * If return `true` no item is taken from `itemstack`
2356 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2358 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2359 * Called when a node has been dug.
2360 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2362 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2363 * Called when a node is punched
2364 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2365 * Called after generating a piece of world. Modifying nodes inside the area
2366 is a bit faster than usually.
2367 * `minetest.register_on_newplayer(func(ObjectRef))`
2368 * Called after a new player has been created
2369 * `minetest.register_on_dieplayer(func(ObjectRef))`
2370 * Called when a player dies
2371 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2372 * Called when a player is punched
2373 * `player` - ObjectRef - Player that was punched
2374 * `hitter` - ObjectRef - Player that hit
2375 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2376 * `tool_capabilities`: capability table of used tool (can be nil)
2377 * `dir`: unit vector of direction of punch. Always defined. Points from
2378 the puncher to the punched.
2379 * `damage` - number that represents the damage calculated by the engine
2380 * should return `true` to prevent the default damage mechanism
2381 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2382 * Called when the player gets damaged or healed
2383 * `player`: ObjectRef of the player
2384 * `hp_change`: the amount of change. Negative when it is damage.
2385 * `modifier`: when true, the function should return the actual `hp_change`.
2386 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2387 modifiers can return true as a second argument to stop the execution of further functions.
2388 Non-modifiers receive the final hp change calculated by the modifiers.
2389 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2390 * Called when player is to be respawned
2391 * Called _before_ repositioning of player occurs
2392 * return true in func to disable regular player placement
2393 * `minetest.register_on_prejoinplayer(func(name, ip))`
2394 * Called before a player joins the game
2395 * If it returns a string, the player is disconnected with that string as reason
2396 * `minetest.register_on_joinplayer(func(ObjectRef))`
2397 * Called when a player joins the game
2398 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2399 * Called when a player leaves the game
2400 * `timed_out`: True for timeout, false for other reasons.
2401 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2402 * Called when a player cheats
2403 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2405 * `interacted_too_far`
2406 * `interacted_while_dead`
2407 * `finished_unknown_dig`
2410 * `minetest.register_on_chat_message(func(name, message))`
2411 * Called always when a player says something
2412 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2413 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2414 * Called when a button is pressed in player's inventory form
2415 * Newest functions are called first
2416 * If function returns `true`, remaining functions are not called
2417 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2418 * Called when `player` crafts something
2419 * `itemstack` is the output
2420 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2421 * `craft_inv` is the inventory with the crafting grid
2422 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2423 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2424 * The same as before, except that it is called before the player crafts, to make
2425 craft prediction, and it should not change anything.
2426 * `minetest.register_on_protection_violation(func(pos, name))`
2427 * Called by `builtin` and mods when a player violates protection at a position
2428 (eg, digs a node or punches a protected entity).
2429 * The registered functions can be called using `minetest.record_protection_violation`
2430 * The provided function should check that the position is protected by the mod
2431 calling this function before it prints a message, if it does, to allow for
2432 multiple protection mods.
2433 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2434 * Called when an item is eaten, by `minetest.item_eat`
2435 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2437 ### Other registration functions
2438 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2439 * Adds definition to `minetest.registered_chatcommands`
2440 * `minetest.override_chatcommand(name, redefinition)`
2441 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2442 * `minetest.unregister_chatcommand(name)`
2443 * Unregisters a chatcommands registered with `register_chatcommand`.
2444 * `minetest.register_privilege(name, definition)`
2445 * `definition`: `"description text"`
2446 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2447 the default of `give_to_singleplayer` is true
2448 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2449 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2450 `granter_name` will be nil if the priv was granted by a mod.
2451 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2452 `revoker_name` will be nil if the priv was revoked by a mod
2453 * Note that the above two callbacks will be called twice if a player is responsible -
2454 once with the player name, and then with a nil player name.
2455 * `minetest.register_authentication_handler(handler)`
2456 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2459 * `minetest.settings`: Settings object containing all of the settings from the
2460 main config file (`minetest.conf`).
2461 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2462 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2465 * `minetest.notify_authentication_modified(name)`
2466 * Should be called by the authentication handler if privileges changes.
2467 * To report everybody, set `name=nil`.
2468 * `minetest.check_password_entry(name, entry, password)`
2469 * Returns true if the "db entry" for a player with name matches given
2470 * password, false otherwise.
2471 * The "db entry" is the usually player-individual value that is derived
2472 * from the player's chosen password and stored on the server in order to allow
2473 * authentication whenever the player desires to log in.
2474 * Only use this function for making it possible to log in via the password from
2475 * via protocols like IRC, other uses for inside the game are frowned upon.
2476 * `minetest.get_password_hash(name, raw_password)`
2477 * Convert a name-password pair to a password hash that Minetest can use.
2478 * The returned value alone is not a good basis for password checks based
2479 * on comparing the password hash in the database with the password hash
2480 * from the function, with an externally provided password, as the hash
2481 * in the db might use the new SRP verifier format.
2482 * For this purpose, use `minetest.check_password_entry` instead.
2483 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2484 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2485 * Convert between two privilege representations
2486 * `minetest.set_player_password(name, password_hash)`
2487 * `minetest.set_player_privs(name, {priv1=true,...})`
2488 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2489 * `minetest.auth_reload()`
2490 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2491 * A quickhand for checking privileges.
2492 * `player_or_name`: Either a Player object or the name of a player.
2493 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2494 a table, e.g. `{ priva = true, privb = true }`.
2495 * `minetest.get_player_ip(name)`: returns an IP address string
2497 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2498 and `minetest.auth_reload` call the authetification handler.
2501 * `minetest.chat_send_all(text)`
2502 * `minetest.chat_send_player(name, text)`
2504 ### Environment access
2505 * `minetest.set_node(pos, node)`
2506 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2507 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2508 * `minetest.swap_node(pos, node)`
2509 * Set node at position, but don't remove metadata
2510 * `minetest.remove_node(pos)`
2511 * Equivalent to `set_node(pos, "air")`
2512 * `minetest.get_node(pos)`
2513 * Returns the node at the given position as table in the format
2514 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2516 * `minetest.get_node_or_nil(pos)`
2517 * Same as `get_node` but returns `nil` for unloaded areas.
2518 * `minetest.get_node_light(pos, timeofday)`
2519 * Gets the light value at the given position. Note that the light value
2520 "inside" the node at the given position is returned, so you usually want
2521 to get the light value of a neighbor.
2522 * `pos`: The position where to measure the light.
2523 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2524 * Returns a number between `0` and `15` or `nil`
2525 * `minetest.place_node(pos, node)`
2526 * Place node with the same effects that a player would cause
2527 * `minetest.dig_node(pos)`
2528 * Dig node with the same effects that a player would cause
2529 * Returns `true` if successful, `false` on failure (e.g. protected location)
2530 * `minetest.punch_node(pos)`
2531 * Punch node with the same effects that a player would cause
2532 * `minetest.spawn_falling_node(pos)`
2533 * Change node into falling node
2534 * Returns `true` if successful, `false` on failure
2536 * `minetest.find_nodes_with_meta(pos1, pos2)`
2537 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2538 * `minetest.get_meta(pos)`
2539 * Get a `NodeMetaRef` at that position
2540 * `minetest.get_node_timer(pos)`
2541 * Get `NodeTimerRef`
2543 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2544 * Returns `ObjectRef`, or `nil` if failed
2545 * `minetest.add_item(pos, item)`: Spawn item
2546 * Returns `ObjectRef`, or `nil` if failed
2547 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2548 * `minetest.get_objects_inside_radius(pos, radius)`
2549 * `radius`: using an euclidean metric
2550 * `minetest.set_timeofday(val)`
2551 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2552 * `minetest.get_timeofday()`
2553 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2554 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2555 * accounting for time changes.
2556 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2557 * `radius`: using a maximum metric
2558 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2559 * `search_center` is an optional boolean (default: `false`)
2560 If true `pos` is also checked for the nodes
2561 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2562 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2563 * First return value: Table with all node positions
2564 * Second return value: Table with the count of each node with the node name as index
2565 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2566 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2567 * Return value: Table with all node positions with a node air above
2568 * `minetest.get_perlin(noiseparams)`
2569 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2570 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2571 * `minetest.get_voxel_manip([pos1, pos2])`
2572 * Return voxel manipulator object.
2573 * Loads the manipulator from the map if positions are passed.
2574 * `minetest.set_gen_notify(flags, {deco_ids})`
2575 * Set the types of on-generate notifications that should be collected
2576 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2577 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2578 * The second parameter is a list of IDS of decorations which notification is requested for
2579 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2580 * `minetest.get_mapgen_object(objectname)`
2581 * Return requested mapgen object if available (see "Mapgen objects")
2582 * `minetest.get_biome_id(biome_name)`
2583 * Returns the biome id, as used in the biomemap Mapgen object, for a
2584 given biome_name string.
2585 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2586 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2587 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2588 * `minetest.set_mapgen_params(MapgenParams)`
2589 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2590 * Set map generation parameters
2591 * Function cannot be called after the registration period; only initialization
2592 and `on_mapgen_init`
2593 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2595 * Leave field unset to leave that parameter unchanged
2596 * `flags` contains a comma-delimited string of flags to set,
2597 or if the prefix `"no"` is attached, clears instead.
2598 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2599 * `minetest.get_mapgen_setting(name)`
2600 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2601 order of precedence:
2602 1) Settings loaded from map_meta.txt or overrides set during mod execution
2603 2) Settings set by mods without a metafile override
2604 3) Settings explicitly set in the user config file, minetest.conf
2605 4) Settings set as the user config default
2606 * `minetest.get_mapgen_setting_noiseparams(name)`
2607 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2608 and is a valid NoiseParams
2609 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2610 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2611 is not already present in map_meta.txt.
2612 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2613 the setting will become the active setting regardless of the map metafile contents.
2614 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2615 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2616 * Same as above, except value is a NoiseParams table.
2617 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2618 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2619 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2620 should be applied to the default config or current active config
2621 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2622 * `minetest.generate_ores(vm, pos1, pos2)`
2623 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2624 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2625 * `minetest.generate_decorations(vm, pos1, pos2)`
2626 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2627 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2628 * `minetest.clear_objects([options])`
2629 * Clear all objects in the environment
2630 * Takes an optional table as an argument with the field `mode`.
2631 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2632 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2633 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2634 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2635 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2636 * fetched from memory, loaded from disk, or if inexistent, generates them.
2637 * If `callback` is a valid Lua function, this will be called for each block emerged.
2638 * The function signature of callback is:
2639 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2640 * - `blockpos` is the *block* coordinates of the block that had been emerged
2641 * - `action` could be one of the following constant values:
2642 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2643 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2644 * - `calls_remaining` is the number of callbacks to be expected after this one
2645 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2646 * parameter was absent)
2647 * `minetest.delete_area(pos1, pos2)`
2648 * delete all mapblocks in the area from pos1 to pos2, inclusive
2649 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2650 * Check if there is a direct line of sight between `pos1` and `pos2`
2651 * Returns the position of the blocking node when `false`
2652 * `pos1`: First position
2653 * `pos2`: Second position
2654 * `stepsize`: smaller gives more accurate results but requires more computing
2655 time. Default is `1`.
2656 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2657 * Creates a `Raycast` object.
2658 * `pos1`: start of the ray
2659 * `pos2`: end of the ray
2660 * `objects` : if false, only nodes will be returned. Default is `true`.
2661 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2662 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2663 * returns table containing path
2664 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2665 * `pos1`: start position
2666 * `pos2`: end position
2667 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2668 * `max_jump`: maximum height difference to consider walkable
2669 * `max_drop`: maximum height difference to consider droppable
2670 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2671 * `minetest.spawn_tree (pos, {treedef})`
2672 * spawns L-system tree at given `pos` with definition in `treedef` table
2673 * `minetest.transforming_liquid_add(pos)`
2674 * add node to liquid update queue
2675 * `minetest.get_node_max_level(pos)`
2676 * get max available level for leveled node
2677 * `minetest.get_node_level(pos)`
2678 * get level of leveled node (water, snow)
2679 * `minetest.set_node_level(pos, level)`
2680 * set level of leveled node, default `level` equals `1`
2681 * if `totallevel > maxlevel`, returns rest (`total-max`).
2682 * `minetest.add_node_level(pos, level)`
2683 * increase level of leveled node by level, default `level` equals `1`
2684 * if `totallevel > maxlevel`, returns rest (`total-max`)
2685 * can be negative for decreasing
2686 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2687 * resets the light in a cuboid-shaped part of
2688 the map and removes lighting bugs.
2689 * Loads the area if it is not loaded.
2690 * `pos1` is the corner of the cuboid with the least coordinates
2691 (in node coordinates), inclusive.
2692 * `pos2` is the opposite corner of the cuboid, inclusive.
2693 * The actual updated cuboid might be larger than the specified one,
2694 because only whole map blocks can be updated.
2695 The actual updated area consists of those map blocks that intersect
2696 with the given cuboid.
2697 * However, the neighborhood of the updated area might change
2698 as well, as light can spread out of the cuboid, also light
2700 * returns `false` if the area is not fully generated,
2702 * `minetest.check_single_for_falling(pos)`
2703 * causes an unsupported `group:falling_node` node to fall and causes an
2704 unattached `group:attached_node` node to fall.
2705 * does not spread these updates to neighbours.
2706 * `minetest.check_for_falling(pos)`
2707 * causes an unsupported `group:falling_node` node to fall and causes an
2708 unattached `group:attached_node` node to fall.
2709 * spread these updates to neighbours and can cause a cascade
2713 `minetest.get_inventory(location)`: returns an `InvRef`
2716 * `{type="player", name="celeron55"}`
2717 * `{type="node", pos={x=, y=, z=}}`
2718 * `{type="detached", name="creative"}`
2719 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2720 * callbacks: See "Detached inventory callbacks"
2721 * `player_name`: Make detached inventory available to one player exclusively,
2722 by default they will be sent to every player (even if not used).
2723 Note that this parameter is mostly just a workaround and will be removed in future releases.
2724 * Creates a detached inventory. If it already exists, it is cleared.
2725 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2726 returns left over ItemStack
2727 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2730 * `minetest.show_formspec(playername, formname, formspec)`
2731 * `playername`: name of player to show formspec
2732 * `formname`: name passed to `on_player_receive_fields` callbacks.
2733 It should follow the `"modname:<whatever>"` naming convention
2734 * `formspec`: formspec to display
2735 * `minetest.close_formspec(playername, formname)`
2736 * `playername`: name of player to close formspec
2737 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2739 * calling `show_formspec(playername, formname, "")` is equal to this expression
2740 * to close a formspec regardless of the formname, call
2741 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2742 * `minetest.formspec_escape(string)`: returns a string
2743 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2744 * `minetest.explode_table_event(string)`: returns a table
2745 * returns e.g. `{type="CHG", row=1, column=2}`
2747 * `"INV"`: no row selected)
2748 * `"CHG"`: selected)
2749 * `"DCL"`: double-click
2750 * `minetest.explode_textlist_event(string)`: returns a table
2751 * returns e.g. `{type="CHG", index=1}`
2753 * `"INV"`: no row selected)
2754 * `"CHG"`: selected)
2755 * `"DCL"`: double-click
2756 * `minetest.explode_scrollbar_event(string)`: returns a table
2757 * returns e.g. `{type="CHG", value=500}`
2759 * `"INV"`: something failed
2760 * `"CHG"`: has been changed
2761 * `"VAL"`: not changed
2764 * `minetest.inventorycube(img1, img2, img3)`
2765 * Returns a string for making an image of a cube (useful as an item image)
2766 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2767 * Get position of a `pointed_thing` (that you can get from somewhere)
2768 * `minetest.dir_to_facedir(dir, is6d)`
2769 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2770 * passing something non-`nil`/`false` for the optional second parameter causes it to
2771 take the y component into account
2772 * `minetest.facedir_to_dir(facedir)`
2773 * Convert a facedir back into a vector aimed directly out the "back" of a node
2774 * `minetest.dir_to_wallmounted(dir)`
2775 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2776 * `minetest.wallmounted_to_dir(wallmounted)`
2777 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2778 * `minetest.dir_to_yaw(dir)`
2779 * Convert a vector into a yaw (angle)
2780 * `minetest.yaw_to_dir(yaw)`
2781 * Convert yaw (angle) to a vector
2782 * `minetest.is_colored_paramtype(ptype)`
2783 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2784 information (`color`, `colorwallmounted` or `colorfacedir`).
2785 * `minetest.strip_param2_color(param2, paramtype2)`
2786 * Removes everything but the color information from the
2787 given `param2` value.
2788 * Returns `nil` if the given `paramtype2` does not contain color information
2789 * `minetest.get_node_drops(nodename, toolname)`
2790 * Returns list of item names.
2791 * **Note**: This will be removed or modified in a future version.
2792 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2793 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2794 * `input.width` = for example `3`
2795 * `input.items` = for example
2796 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2797 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2798 * `output.time` = a number, if unsuccessful: `0`
2799 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2800 `decremented_input.items`
2801 * `decremented_input` = like `input`
2802 * `minetest.get_craft_recipe(output)`: returns input
2803 * returns last registered recipe for output item (node)
2804 * `output` is a node or item type such as `"default:torch"`
2805 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2806 * `input.width` = for example `3`
2807 * `input.items` = for example
2808 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2809 * `input.items` = `nil` if no recipe found
2810 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2811 * returns indexed table with all registered recipes for query item (node)
2812 or `nil` if no recipe was found
2813 * recipe entry table:
2816 method = 'normal' or 'cooking' or 'fuel'
2817 width = 0-3, 0 means shapeless recipe
2818 items = indexed [1-9] table with recipe items
2819 output = string with item name and quantity
2821 * Example query for `"default:gold_ingot"` will return table:
2824 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2825 items = {1 = "default:gold_lump"}},
2826 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2827 items = {1 = "default:goldblock"}}
2829 * `minetest.handle_node_drops(pos, drops, digger)`
2830 * `drops`: list of itemstrings
2831 * Handles drops from nodes after digging: Default action is to put them into
2833 * Can be overridden to get different functionality (e.g. dropping items on
2835 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2836 * Creates an item string which contains palette index information
2837 for hardware colorization. You can use the returned string
2838 as an output in a craft recipe.
2839 * `item`: the item stack which becomes colored. Can be in string,
2840 table and native form.
2841 * `palette_index`: this index is added to the item stack
2842 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2843 * Creates an item string which contains static color information
2844 for hardware colorization. Use this method if you wish to colorize
2845 an item that does not own a palette. You can use the returned string
2846 as an output in a craft recipe.
2847 * `item`: the item stack which becomes colored. Can be in string,
2848 table and native form.
2849 * `colorstring`: the new color of the item stack
2852 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2853 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2854 * Find who has done something to a node, or near a node
2855 * `actor`: `"player:<name>"`, also `"liquid"`.
2856 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2857 * Revert latest actions of someone
2858 * `actor`: `"player:<name>"`, also `"liquid"`.
2860 ### Defaults for the `on_*` item definition functions
2861 These functions return the leftover itemstack.
2863 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2864 * Place item as a node
2865 * `param2` overrides `facedir` and wallmounted `param2`
2866 * returns `itemstack, success`
2867 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2869 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2870 * Use one of the above based on what the item is.
2871 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2872 * **Note**: is not called when wielded item overrides `on_place`
2873 * `param2` overrides `facedir` and wallmounted `param2`
2874 * returns `itemstack, success`
2875 * `minetest.item_drop(itemstack, dropper, pos)`
2877 * `minetest.item_eat(hp_change, replace_with_item)`
2879 * `replace_with_item` is the itemstring which is added to the inventory.
2880 If the player is eating a stack, then replace_with_item goes to a
2881 different spot. Can be `nil`
2882 * See `minetest.do_item_eat`
2884 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2885 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2886 * Calls functions registered by `minetest.register_on_punchnode()`
2887 * `minetest.node_dig(pos, node, digger)`
2888 * Checks if node can be dug, puts item into inventory, removes node
2889 * Calls functions registered by `minetest.registered_on_dignodes()`
2892 * `minetest.sound_play(spec, parameters)`: returns a handle
2893 * `spec` is a `SimpleSoundSpec`
2894 * `parameters` is a sound parameter table
2895 * `minetest.sound_stop(handle)`
2896 * `minetest.sound_fade(handle, step, gain)`
2897 * `handle` is a handle returned by `minetest.sound_play`
2898 * `step` determines how fast a sound will fade.
2899 Negative step will lower the sound volume, positive step will increase the sound volume
2900 * `gain` the target gain for the fade.
2903 * `minetest.after(time, func, ...)`
2904 * Call the function `func` after `time` seconds, may be fractional
2905 * Optional: Variable number of arguments that are passed to `func`
2908 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2909 `reconnect` == true displays a reconnect button,
2910 `delay` adds an optional delay (in seconds) before shutdown
2911 negative delay cancels the current active shutdown
2912 zero delay triggers an immediate shutdown.
2913 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2914 * `minetest.get_server_status()`: returns server status string
2915 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2916 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2917 * Does not remove player authentication data, minetest.player_exists will continue to return true.
2918 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2921 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2922 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2923 * `minetest.ban_player(name)`: ban a player
2924 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2925 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2928 * `minetest.add_particle(particle definition)`
2929 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2930 size, collisiondetection, texture, playername)`
2932 * `minetest.add_particlespawner(particlespawner definition)`
2933 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2934 * Returns an `id`, and -1 if adding didn't succeed
2935 * `Deprecated: minetest.add_particlespawner(amount, time,
2939 minexptime, maxexptime,
2941 collisiondetection, texture, playername)`
2943 * `minetest.delete_particlespawner(id, player)`
2944 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2945 * If playername is specified, only deletes on the player's client,
2946 * otherwise on all clients
2949 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2950 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2951 * Apply the specified probability and per-node force-place to the specified nodes
2952 according to the `probability_list`.
2953 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2954 * `pos` is the 3D vector specifying the absolute coordinates of the
2955 node being modified,
2956 * `prob` is an integer value from `0` to `255` that encodes probability and
2957 per-node force-place. Probability has levels 0-127, then 128 is added to
2958 encode per-node force-place.
2959 For probability stated as 0-255, divide by 2 and round down to get values
2960 0-127, then add 128 to apply per-node force-place.
2961 * If there are two or more entries with the same pos value, the
2963 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2964 * If `probability_list` equals `nil`, no probabilities are applied.
2965 * Apply the specified probability to the specified horizontal slices according to the
2967 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
2968 * `ypos` indicates the y position of the slice with a probability applied,
2969 the lowest slice being `ypos = 0`.
2970 * If slice probability list equals `nil`, no slice probabilities are applied.
2971 * Saves schematic in the Minetest Schematic format to filename.
2973 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2974 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2975 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2976 * If the `rotation` parameter is omitted, the schematic is not rotated.
2977 * `replacements` = `{["old_name"] = "convert_to", ...}`
2978 * `force_placement` is a boolean indicating whether nodes other than `air` and
2979 `ignore` are replaced by the schematic
2980 * Returns nil if the schematic could not be loaded.
2982 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2983 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2984 specified VoxelManip object `vmanip` instead of the whole map.
2985 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2986 containing the full area required, and true if the whole schematic was able to fit.
2987 * Returns nil if the schematic could not be loaded.
2988 * After execution, any external copies of the VoxelManip contents are invalidated.
2990 * `minetest.serialize_schematic(schematic, format, options)`
2991 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2992 * in the `format` of either "mts" or "lua".
2993 * "mts" - a string containing the binary MTS data used in the MTS file format
2994 * "lua" - a string containing Lua code representing the schematic in table format
2995 * `options` is a table containing the following optional parameters:
2996 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2997 * position comments for every X row generated in the schematic data for easier reading.
2998 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2999 * will use that number of spaces as indentation instead of a tab character.
3002 * `minetest.request_http_api()`:
3003 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3004 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3005 otherwise returns `nil`.
3006 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3008 * Only works at init time and must be called from the mod's main scope (not from a function).
3009 * Function only exists if minetest server was built with cURL support.
3010 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3012 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3013 * Performs given request asynchronously and calls callback upon completion
3014 * callback: `function(HTTPRequestResult res)`
3015 * Use this HTTP function if you are unsure, the others are for advanced use.
3016 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3017 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3018 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3019 * Return response data for given asynchronous HTTP request
3022 * `minetest.get_mod_storage()`:
3023 * returns reference to mod private `StorageRef`
3024 * must be called during mod load time
3027 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3028 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3029 * `minetest.hud_replace_builtin(name, hud_definition)`
3030 * Replaces definition of a builtin hud element
3031 * `name`: `"breath"` or `"health"`
3032 * `hud_definition`: definition to replace builtin definition
3033 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
3034 * Gives a unique hash number for a node position (16+16+16=48bit)
3035 * `minetest.get_position_from_hash(hash)`: returns a position
3036 * Inverse transform of `minetest.hash_node_position`
3037 * `minetest.get_item_group(name, group)`: returns a rating
3038 * Get rating of a group of an item. (`0` means: not in group)
3039 * `minetest.get_node_group(name, group)`: returns a rating
3040 * Deprecated: An alias for the former.
3041 * `minetest.raillike_group(name)`: returns a rating
3042 * Returns rating of the connect_to_raillike group corresponding to name
3043 * If name is not yet the name of a connect_to_raillike group, a new group id
3044 * is created, with that name
3045 * `minetest.get_content_id(name)`: returns an integer
3046 * Gets the internal content ID of `name`
3047 * `minetest.get_name_from_content_id(content_id)`: returns a string
3048 * Gets the name of the content with that content ID
3049 * `minetest.parse_json(string[, nullvalue])`: returns something
3050 * Convert a string containing JSON data into the Lua equivalent
3051 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3052 * On success returns a table, a string, a number, a boolean or `nullvalue`
3053 * On failure outputs an error message and returns `nil`
3054 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3055 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3056 * Convert a Lua table into a JSON string
3057 * styled: Outputs in a human-readable format if this is set, defaults to false
3058 * Unserializable things like functions and userdata will cause an error.
3059 * **Warning**: JSON is more strict than the Lua table format.
3060 1. You can only use strings and positive integers of at least one as keys.
3061 2. You can not mix string and integer keys.
3062 This is due to the fact that JSON has two distinct array and object values.
3063 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3064 * `minetest.serialize(table)`: returns a string
3065 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3066 into string form readable by `minetest.deserialize`
3067 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3068 * `minetest.deserialize(string)`: returns a table
3069 * Convert a string returned by `minetest.deserialize` into a table
3070 * `string` is loaded in an empty sandbox environment.
3071 * Will load functions, but they cannot access the global environment.
3072 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3073 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3074 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3075 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3076 * Compress a string of data.
3077 * `method` is a string identifying the compression method to be used.
3078 * Supported compression methods:
3079 * Deflate (zlib): `"deflate"`
3080 * `...` indicates method-specific arguments. Currently defined arguments are:
3081 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3082 * `minetest.decompress(compressed_data, method, ...)`: returns data
3083 * Decompress a string of data (using ZLib).
3084 * See documentation on `minetest.compress()` for supported compression methods.
3085 * currently supported.
3086 * `...` indicates method-specific arguments. Currently, no methods use this.
3087 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3088 * Each argument is a 8 Bit unsigned integer
3089 * Returns the ColorString from rgb or rgba values
3090 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3091 * `minetest.encode_base64(string)`: returns string encoded in base64
3092 * Encodes a string in base64.
3093 * `minetest.decode_base64(string)`: returns string
3094 * Decodes a string encoded in base64.
3095 * `minetest.is_protected(pos, name)`: returns boolean
3096 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3097 actions, defineable by mods, due to some mod-defined ownership-like concept.
3098 Returns false or nil, if the player is allowed to do such actions.
3099 * This function should be overridden by protection mods and should be used to
3100 check if a player can interact at a position.
3101 * This function should call the old version of itself if the position is not
3102 protected by the mod.
3105 local old_is_protected = minetest.is_protected
3106 function minetest.is_protected(pos, name)
3107 if mymod:position_protected_from(pos, name) then
3110 return old_is_protected(pos, name)
3112 * `minetest.record_protection_violation(pos, name)`
3113 * This function calls functions registered with
3114 `minetest.register_on_protection_violation`.
3115 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3116 * Attempt to predict the desired orientation of the facedir-capable node
3117 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3118 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3119 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3120 is an optional table containing extra tweaks to the placement code:
3121 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3122 orientation on the wall.
3123 * `force_wall` : if `true`, always place the node in wall orientation.
3124 * `force_ceiling`: if `true`, always place on the ceiling.
3125 * `force_floor`: if `true`, always place the node on the floor.
3126 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3127 the floor or ceiling
3128 * The first four options are mutually-exclusive; the last in the list takes
3129 precedence over the first.
3130 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3131 * calls `rotate_and_place()` with infinitestacks set according to the state of
3132 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3135 * `minetest.forceload_block(pos[, transient])`
3136 * forceloads the position `pos`.
3137 * returns `true` if area could be forceloaded
3138 * If `transient` is `false` or absent, the forceload will be persistent
3139 (saved between server runs). If `true`, the forceload will be transient
3140 (not saved between server runs).
3142 * `minetest.forceload_free_block(pos[, transient])`
3143 * stops forceloading the position `pos`
3144 * If `transient` is `false` or absent, frees a persistent forceload.
3145 If `true`, frees a transient forceload.
3147 * `minetest.request_insecure_environment()`: returns an environment containing
3148 insecure functions if the calling mod has been listed as trusted in the
3149 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3150 * Only works at init time and must be called from the mod's main scope (not from a function).
3151 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3154 * `minetest.global_exists(name)`
3155 * Checks if a global variable has been set, without triggering a warning.
3158 * `minetest.env`: `EnvRef` of the server environment and world.
3159 * Any function in the minetest namespace can be called using the syntax
3160 `minetest.env:somefunction(somearguments)`
3161 instead of `minetest.somefunction(somearguments)`
3162 * Deprecated, but support is not to be dropped soon
3165 * `minetest.registered_items`
3166 * Map of registered items, indexed by name
3167 * `minetest.registered_nodes`
3168 * Map of registered node definitions, indexed by name
3169 * `minetest.registered_craftitems`
3170 * Map of registered craft item definitions, indexed by name
3171 * `minetest.registered_tools`
3172 * Map of registered tool definitions, indexed by name
3173 * `minetest.registered_entities`
3174 * Map of registered entity prototypes, indexed by name
3175 * `minetest.object_refs`
3176 * Map of object references, indexed by active object id
3177 * `minetest.luaentities`
3178 * Map of Lua entities, indexed by active object id
3179 * `minetest.registered_chatcommands`
3180 * Map of registered chat command definitions, indexed by name
3181 * `minetest.registered_ores`
3182 * List of registered ore definitions.
3183 * `minetest.registered_biomes`
3184 * List of registered biome definitions.
3185 * `minetest.registered_decorations`
3186 * List of registered decoration definitions.
3192 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3195 * `set_string(name, value)`
3196 * `get_string(name)`
3197 * `set_int(name, value)`
3199 * `set_float(name, value)`
3201 * `to_table()`: returns `nil` or a table with keys:
3202 * `fields`: key-value storage
3203 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3204 * `from_table(nil or {})`
3205 * Any non-table value will clear the metadata
3206 * See "Node Metadata" for an example
3207 * returns `true` on success
3209 * returns `true` if this metadata has the same key-value pairs as `other`
3212 Node metadata: reference extra data and functionality stored in a node.
3213 Can be obtained via `minetest.get_meta(pos)`.
3216 * All methods in MetaDataRef
3217 * `get_inventory()`: returns `InvRef`
3218 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3219 This will prevent them from being sent to the client. Note that the "private"
3220 status will only be remembered if an associated key-value pair exists, meaning
3221 it's best to call this when initializing all other meta (e.g. `on_construct`).
3223 ### `ItemStackMetaRef`
3224 ItemStack metadata: reference extra data and functionality stored in a stack.
3225 Can be obtained via `item:get_meta()`.
3228 * All methods in MetaDataRef
3231 Mod metadata: per mod metadata, saved automatically.
3232 Can be obtained via `minetest.get_mod_storage()` during load time.
3235 * All methods in MetaDataRef
3238 Node Timers: a high resolution persistent per-node timer.
3239 Can be gotten via `minetest.get_node_timer(pos)`.
3242 * `set(timeout,elapsed)`
3243 * set a timer's state
3244 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3245 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3246 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3249 * equivalent to `set(timeout,0)`
3252 * `get_timeout()`: returns current timeout in seconds
3253 * if `timeout` equals `0`, timer is inactive
3254 * `get_elapsed()`: returns current elapsed time in seconds
3255 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3256 * `is_started()`: returns boolean state of timer
3257 * returns `true` if timer is started, otherwise `false`
3260 Moving things in the game are generally these.
3262 This is basically a reference to a C++ `ServerActiveObject`
3265 * `remove()`: remove object (after returning from Lua)
3266 * Note: Doesn't work on players, use `minetest.kick_player` instead
3267 * `get_pos()`: returns `{x=num, y=num, z=num}`
3268 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3269 * `move_to(pos, continuous=false)`: interpolated move
3270 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3271 * `puncher` = another `ObjectRef`,
3272 * `time_from_last_punch` = time since last punch action of the puncher
3273 * `direction`: can be `nil`
3274 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3275 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3276 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3277 * `get_inventory()`: returns an `InvRef`
3278 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3279 * `get_wield_index()`: returns the index of the wielded item
3280 * `get_wielded_item()`: returns an `ItemStack`
3281 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3282 * `set_armor_groups({group1=rating, group2=rating, ...})`
3283 * `get_armor_groups()`: returns a table with the armor group ratings
3284 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
3285 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3286 * `set_attach(parent, bone, position, rotation)`
3288 * `position`: `{x=num, y=num, z=num}` (relative)
3289 * `rotation`: `{x=num, y=num, z=num}`
3290 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3292 * `set_bone_position(bone, position, rotation)`
3294 * `position`: `{x=num, y=num, z=num}` (relative)
3295 * `rotation`: `{x=num, y=num, z=num}`
3296 * `get_bone_position(bone)`: returns position and rotation of the bone
3297 * `set_properties(object property table)`
3298 * `get_properties()`: returns object property table
3299 * `is_player()`: returns true for players, false otherwise
3300 * `get_nametag_attributes()`
3301 * returns a table with the attributes of the nametag of an object
3303 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3306 * `set_nametag_attributes(attributes)`
3307 * sets the attributes of the nametag of an object
3311 text = "My Nametag",
3314 ##### LuaEntitySAO-only (no-op for other objects)
3315 * `set_velocity({x=num, y=num, z=num})`
3316 * `get_velocity()`: returns `{x=num, y=num, z=num}`
3317 * `set_acceleration({x=num, y=num, z=num})`
3318 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
3319 * `set_yaw(radians)`
3320 * `get_yaw()`: returns number in radians
3321 * `set_texture_mod(mod)`
3322 * `get_texture_mod()` returns current texture modifier
3323 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3324 select_horiz_by_yawpitch=false)`
3325 * Select sprite from spritesheet with optional animation and DM-style
3326 texture selection based on yaw relative to camera
3327 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3330 ##### Player-only (no-op for other objects)
3331 * `get_player_name()`: returns `""` if is not a player
3332 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3333 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3334 * `get_look_dir()`: get camera direction as a unit vector
3335 * `get_look_vertical()`: pitch in radians
3336 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3337 * `get_look_horizontal()`: yaw in radians
3338 * Angle is counter-clockwise from the +z direction.
3339 * `set_look_vertical(radians)`: sets look pitch
3340 * radians - Angle from looking forward, where positive is downwards.
3341 * `set_look_horizontal(radians)`: sets look yaw
3342 * radians - Angle from the +z direction, where positive is counter-clockwise.
3343 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3344 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3345 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3346 * Angle is counter-clockwise from the +x direction.
3347 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3348 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3349 * `get_breath()`: returns players breath
3350 * `set_breath(value)`: sets players breath
3352 * `0`: player is drowning,
3353 * `1`-`10`: remaining number of bubbles
3354 * `11`: bubbles bar is not shown
3355 * See constant: `minetest.PLAYER_MAX_BREATH`
3356 * `set_attribute(attribute, value)`:
3357 * Sets an extra attribute with value on player.
3358 * `value` must be a string.
3359 * If `value` is `nil`, remove attribute from player.
3360 * `get_attribute(attribute)`:
3361 * Returns value (a string) for extra attribute.
3362 * Returns `nil` if no attribute found.
3363 * `set_inventory_formspec(formspec)`
3364 * Redefine player's inventory form
3365 * Should usually be called in `on_joinplayer`
3366 * `get_inventory_formspec()`: returns a formspec string
3367 * `get_player_control()`: returns table with player pressed keys
3368 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3369 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3370 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3371 * `set_physics_override(override_table)`
3372 * `override_table` is a table with the following fields:
3373 * `speed`: multiplier to default walking speed value (default: `1`)
3374 * `jump`: multiplier to default jump value (default: `1`)
3375 * `gravity`: multiplier to default gravity value (default: `1`)
3376 * `sneak`: whether player can sneak (default: `true`)
3377 * `sneak_glitch`: whether player can use the new move code replications
3378 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3380 * `new_move`: use new move/sneak code. When `false` the exact old code
3381 is used for the specific old sneak behaviour (default: `true`)
3382 * `get_physics_override()`: returns the table given to `set_physics_override`
3383 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3385 * `hud_remove(id)`: remove the HUD element of the specified id
3386 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3387 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3388 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3389 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3390 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3391 `minimap`, `minimap_radar`
3392 * pass a table containing a `true`/`false` value of each flag to be set or unset
3393 * if a flag equals `nil`, the flag is not modified
3394 * note that setting `minimap` modifies the client's permission to view the minimap -
3395 * the client may locally elect to not view the minimap
3396 * minimap `radar` is only usable when `minimap` is true
3397 * `hud_get_flags()`: returns a table containing status of hud flags
3398 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3399 breathbar=true, minimap=true, minimap_radar=true}`
3400 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3401 * `count`: number of items, must be between `1` and `23`
3402 * `hud_get_hotbar_itemcount`: returns number of visible items
3403 * `hud_set_hotbar_image(texturename)`
3404 * sets background image for hotbar
3405 * `hud_get_hotbar_image`: returns texturename
3406 * `hud_set_hotbar_selected_image(texturename)`
3407 * sets image for selected item of hotbar
3408 * `hud_get_hotbar_selected_image`: returns texturename
3409 * `set_sky(bgcolor, type, {texture names}, clouds)`
3410 * `bgcolor`: ColorSpec, defaults to white
3411 * `type`: Available types:
3412 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3413 * `"skybox"`: Uses 6 textures, `bgcolor` used
3414 * `"plain"`: Uses 0 textures, `bgcolor` used
3415 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3416 `"plain"` custom skyboxes (default: `true`)
3417 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3418 * `set_clouds(parameters)`: set cloud parameters
3419 * `parameters` is a table with the following optional fields:
3420 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3421 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3422 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3423 ColorSpec (alpha ignored, default `#000000`)
3424 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3425 * `thickness`: cloud thickness in nodes (default `16`)
3426 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3427 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3428 * `override_day_night_ratio(ratio or nil)`
3429 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3430 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3431 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3432 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3434 set animation for player model in third person view
3436 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3437 {x=168, y=187}, -- < walk animation key frames
3438 {x=189, y=198}, -- < dig animation key frames
3439 {x=200, y=219}, -- < walk+dig animation key frames
3440 frame_speed=30): -- < animation frame speed
3441 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3442 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3443 * in first person view
3444 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3445 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3448 An `InvRef` is a reference to an inventory.
3451 * `is_empty(listname)`: return `true` if list is empty
3452 * `get_size(listname)`: get size of a list
3453 * `set_size(listname, size)`: set size of a list
3454 * returns `false` on error (e.g. invalid `listname` or `size`)
3455 * `get_width(listname)`: get width of a list
3456 * `set_width(listname, width)`: set width of list; currently used for crafting
3457 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3458 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3459 * `get_list(listname)`: return full list
3460 * `set_list(listname, list)`: set full list (size will not change)
3461 * `get_lists()`: returns list of inventory lists
3462 * `set_lists(lists)`: sets inventory lists (size will not change)
3463 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3464 * `room_for_item(listname, stack):` returns `true` if the stack of items
3465 can be fully added to the list
3466 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3467 the stack of items can be fully taken from the list.
3468 If `match_meta` is false, only the items' names are compared (default: `false`).
3469 * `remove_item(listname, stack)`: take as many items as specified from the list,
3470 returns the items that were actually removed (as an `ItemStack`) -- note that
3471 any item metadata is ignored, so attempting to remove a specific unique
3472 item this way will likely remove the wrong one -- to do that use `set_stack`
3473 with an empty `ItemStack`
3474 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3475 * returns `{type="undefined"}` in case location is not known
3478 A fast access data structure to store areas, and find areas near a given position or area.
3479 Every area has a `data` string attribute to store additional information.
3480 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3481 If you chose the parameter-less constructor, a fast implementation will be automatically
3485 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3486 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3487 Returns nil if specified area id does not exist.
3488 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3489 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3491 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3492 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3493 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3494 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3495 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3496 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3497 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3498 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3499 or insertions are likely to fail due to conflicts.
3500 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3501 Only needed for efficiency, and only some implementations profit.
3502 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3503 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3504 Calling invalidates the cache, so that its elements have to be newly generated.
3507 enabled = boolean, -- whether to enable, default true
3508 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3509 prefiltered lists for, minimum 16, default 64
3510 limit = number, -- the cache's size, minimum 20, default 1000
3512 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3513 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3514 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3515 Returns success and, optionally, an error message.
3516 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3519 An `ItemStack` is a stack of items.
3521 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3522 an itemstring, a table or `nil`.
3525 * `is_empty()`: Returns `true` if stack is empty.
3526 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3527 * `set_name(item_name)`: Returns boolean whether item was cleared
3528 * `get_count()`: Returns number of items on the stack.
3529 * `set_count(count)`: Returns boolean whether item was cleared
3530 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3531 * `set_wear(wear)`: Returns boolean whether item was cleared
3532 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3533 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3534 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3535 * `clear()`: removes all items from the stack, making it empty.
3536 * `replace(item)`: replace the contents of this stack.
3537 * `item` can also be an itemstring or table.
3538 * `to_string()`: Returns the stack in itemstring form.
3539 * `to_table()`: Returns the stack in Lua table form.
3540 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3541 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3542 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3543 * `get_definition()`: Returns the item definition table.
3544 * `get_tool_capabilities()`: Returns the digging properties of the item,
3545 or those of the hand if none are defined for this item type
3546 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3547 * `add_item(item)`: Put some item or stack onto this stack.
3548 Returns leftover `ItemStack`.
3549 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3551 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3552 Returns taken `ItemStack`.
3553 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3554 Returns taken `ItemStack`.
3557 A 16-bit pseudorandom number generator.
3558 Uses a well-known LCG algorithm introduced by K&R.
3560 It can be created via `PseudoRandom(seed)`.
3563 * `next()`: return next integer random number [`0`...`32767`]
3564 * `next(min, max)`: return next integer random number [`min`...`max`]
3565 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3566 due to the simple implementation making bad distribution otherwise.
3569 A 32-bit pseudorandom number generator.
3570 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3572 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3575 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3576 * `next(min, max)`: return next integer random number [`min`...`max`]
3577 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3578 * This is only a rough approximation of a normal distribution with:
3579 * `mean = (max - min) / 2`, and
3580 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3581 * Increasing `num_trials` improves accuracy of the approximation
3584 Interface for the operating system's crypto-secure PRNG.
3586 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3587 be found on the system.
3590 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3593 A perlin noise generator.
3594 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3595 or `PerlinNoise(noiseparams)`.
3596 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3597 or `minetest.get_perlin(noiseparams)`.
3600 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3601 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3603 ### `PerlinNoiseMap`
3604 A fast, bulk perlin noise generator.
3606 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3607 `minetest.get_perlin_map(noiseparams, size)`.
3609 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3610 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3613 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3614 nil, this table will be used to store the result instead of creating a new table.
3618 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3619 with values starting at `pos={x=,y=}`
3620 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3621 of 3D noise with values starting at `pos={x=,y=,z=}`
3622 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3623 with values starting at `pos={x=,y=}`
3624 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3625 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3626 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3627 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3628 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3629 takes a chunk of `slice_size`.
3630 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3631 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3632 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3633 the starting position of the most recently calculated noise.
3634 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3635 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3636 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3640 #### About VoxelManip
3641 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3642 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3643 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3644 to with other methods of setting nodes. For example, nodes will not have their construction and
3645 destruction callbacks run, and no rollback information is logged.
3647 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3648 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3649 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3651 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3652 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3653 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3654 using both methods of map manipulation to determine which is most appropriate for your usage.
3656 #### Using VoxelManip
3657 A VoxelManip object can be created any time using either:
3658 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3660 If the optional position parameters are present for either of these routines, the specified region
3661 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3662 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3664 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3665 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3666 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3667 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3669 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3670 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3671 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3673 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3674 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3675 `VoxelManip:get_light_data()` for node light levels, and
3676 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3678 See section 'Flat array format' for more details.
3680 It is very important to understand that the tables returned by any of the above three functions
3681 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3682 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3683 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3684 otherwise explicitly stated.
3686 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3687 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3688 `VoxelManip:set_light_data()` for node light levels, and
3689 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3691 The parameter to each of the above three functions can use any table at all in the same flat array
3692 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3694 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3695 to the map by calling `VoxelManip:write_to_map()`.
3698 ##### Flat array format
3700 `Nx = p2.X - p1.X + 1`,
3701 `Ny = p2.Y - p1.Y + 1`, and
3702 `Nz = p2.Z - p1.Z + 1`.
3704 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3705 the expression `Nx * Ny * Nz`.
3707 Positions offset from p1 are present in the array with the format of:
3711 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3712 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3714 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3715 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3717 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3719 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3723 and the array index for a position p contained completely in p1..p2 is:
3725 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3727 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3728 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3729 for a single point in a flat VoxelManip array.
3732 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3733 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3734 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3735 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3736 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3737 Note that the node being queried needs to have already been been registered.
3739 The following builtin node types have their Content IDs defined as constants:
3741 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3742 * `minetest.CONTENT_AIR`: ID for "air" nodes
3743 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3745 ##### Mapgen VoxelManip objects
3746 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3747 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3748 but with a few differences:
3750 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3751 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3752 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3753 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3754 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3755 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3756 consistency with the current map state. For this reason, calling any of the following functions:
3757 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3758 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3759 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3760 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3762 ##### Other API functions operating on a VoxelManip
3763 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3764 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3765 written all buffered data back to the VoxelManip object, save for special situations where the modder
3766 desires to only have certain liquid nodes begin flowing.
3768 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3769 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3771 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3772 except instead of placing the specified schematic directly on the map at the specified position, it
3773 will place the schematic inside of the VoxelManip.
3776 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3777 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3778 `VoxelManip:get_node_at()`.
3779 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3780 filled with "ignore" nodes.
3781 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3782 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3783 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3784 object in the same callback it had been created.
3785 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3786 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3787 buffer the function can use to write map data to instead of returning a new table each call. This
3788 greatly enhances performance by avoiding unnecessary memory allocations.
3791 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3792 the region formed by `p1` and `p2`.
3793 * returns actual emerged `pmin`, actual emerged `pmax`
3794 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3795 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3796 * if `light` is true, then lighting is automatically recalculated.
3797 The default value is true.
3798 If `light` is false, no light calculations happen, and you should correct
3799 all modified blocks with `minetest.fix_light()` as soon as possible.
3800 Keep in mind that modifying the map where light is incorrect can cause
3802 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3803 the `VoxelManip` at that position
3804 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3805 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3806 * returns raw node data in the form of an array of node content IDs
3807 * if the param `buffer` is present, this table will be used to store the result instead
3808 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3809 * `update_map()`: Does nothing, kept for compatibility.
3810 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3811 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3812 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3813 * (`p1`, `p2`) is the area in which lighting is set;
3814 defaults to the whole area if left out
3815 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3816 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3817 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3818 * `light = day + (night * 16)`
3819 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3821 * expects lighting data in the same format that `get_light_data()` returns
3822 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3823 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3824 * If the param `buffer` is present, this table will be used to store the result instead
3825 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3826 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3827 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3828 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3830 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3831 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3832 * `update_liquids()`: Update liquid flow
3833 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3834 had been modified since the last read from map, due to a call to
3835 `minetest.set_data()` on the loaded area elsewhere
3836 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3839 A helper class for voxel areas.
3840 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3841 The coordinates are *inclusive*, like most other things in Minetest.
3844 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3845 `MinEdge` and `MaxEdge`
3846 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3847 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3848 * useful for things like `VoxelManip`, raw Schematic specifiers,
3849 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3850 * `indexp(p)`: same as above, except takes a vector
3851 * `position(i)`: returns the absolute position vector corresponding to index `i`
3852 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3853 * `containsp(p)`: same as above, except takes a vector
3854 * `containsi(i)`: same as above, except takes an index `i`
3855 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3856 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3857 * `iterp(minp, maxp)`: same as above, except takes a vector
3860 An interface to read config files in the format of `minetest.conf`.
3862 It can be created via `Settings(filename)`.
3865 * `get(key)`: returns a value
3866 * `get_bool(key)`: returns a boolean
3868 * Setting names can't contain whitespace or any of `="{}#`.
3869 * Setting values can't contain the sequence `\n"""`.
3870 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3871 * `set_bool(key, value)`
3872 * See documentation for set() above.
3873 * `remove(key)`: returns a boolean (`true` for success)
3874 * `get_names()`: returns `{key1,...}`
3875 * `write()`: returns a boolean (`true` for success)
3876 * Writes changes to file.
3877 * `to_table()`: returns `{[key1]=value1,...}`
3880 A raycast on the map. It works with selection boxes.
3881 Can be used as an iterator in a for loop.
3883 The map is loaded as the ray advances. If the
3884 map is modified after the `Raycast` is created,
3885 the changes may or may not have an effect on
3888 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
3889 `minetest.raycast(pos1, pos2, objects, liquids)` where:
3890 * `pos1`: start of the ray
3891 * `pos2`: end of the ray
3892 * `objects` : if false, only nodes will be returned. Default is true.
3893 * `liquids' : if false, liquid nodes won't be returned. Default is false.
3896 * `next()`: returns a `pointed_thing`
3897 * Returns the next thing pointed by the ray or nil.
3901 A mapgen object is a construct used in map generation. Mapgen objects can be used
3902 by an `on_generate` callback to speed up operations by avoiding unnecessary
3903 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3904 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3905 was called outside of an `on_generate()` callback, `nil` is returned.
3907 The following Mapgen objects are currently available:
3910 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3911 emerged position, in that order. All mapgens support this object.
3914 Returns an array containing the y coordinates of the ground levels of nodes in
3915 the most recently generated chunk by the current mapgen.
3918 Returns an array containing the biome IDs of nodes in the most recently
3919 generated chunk by the current mapgen.
3922 Returns an array containing the temperature values of nodes in the most
3923 recently generated chunk by the current mapgen.
3926 Returns an array containing the humidity values of nodes in the most recently
3927 generated chunk by the current mapgen.
3930 Returns a table mapping requested generation notification types to arrays of
3931 positions at which the corresponding generated structures are located at within
3932 the current chunk. To set the capture of positions of interest to be recorded
3933 on generate, use `minetest.set_gen_notify()`.
3935 Possible fields of the table returned are:
3941 * `large_cave_begin`
3945 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3946 numeric unique decoration ID.
3950 * Functions receive a "luaentity" as `self`:
3951 * It has the member `.name`, which is the registered name `("mod:thing")`
3952 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3953 * The original prototype stuff is visible directly via a metatable
3955 * `on_activate(self, staticdata, dtime_s)`
3956 * Called when the object is instantiated.
3957 * `dtime_s` is the time passed since the object was unloaded, which can
3958 be used for updating the entity state.
3959 * `on_step(self, dtime)`
3960 * Called on every server tick, after movement and collision processing.
3961 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3963 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3964 * Called when somebody punches the object.
3965 * Note that you probably want to handle most punches using the
3966 automatic armor group system.
3967 * `puncher`: an `ObjectRef` (can be `nil`)
3968 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3969 * `tool_capabilities`: capability table of used tool (can be `nil`)
3970 * `dir`: unit vector of direction of punch. Always defined. Points from
3971 the puncher to the punched.
3972 `on_death(self, killer)`
3973 * Called when the object dies.
3974 * `killer`: an `ObjectRef` (can be `nil`)
3975 * `on_rightclick(self, clicker)`
3976 * `get_staticdata(self)`
3977 * Should return a string that will be passed to `on_activate` when
3978 the object is instantiated the next time.
3983 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3984 Often these bugs appear as subtle shadows in water.
3989 axiom, --string initial tree axiom
3990 rules_a, --string rules set A
3991 rules_b, --string rules set B
3992 rules_c, --string rules set C
3993 rules_d, --string rules set D
3994 trunk, --string trunk node name
3995 leaves, --string leaves node name
3996 leaves2, --string secondary leaves node name
3997 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3998 angle, --num angle in deg
3999 iterations, --num max # of iterations, usually 2 -5
4000 random_level, --num factor to lower nr of iterations, usually 0 - 3
4001 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4002 -- 2x2 nodes or 3x3 in cross shape
4003 thin_branches, --boolean true -> use thin (1 node) branches
4004 fruit, --string fruit node name
4005 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4006 seed, --num random seed; if no seed is provided, the engine will create one
4009 ### Key for Special L-System Symbols used in Axioms
4011 * `G`: move forward one unit with the pen up
4012 * `F`: move forward one unit with the pen down drawing trunks and branches
4013 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4014 * `T`: move forward one unit with the pen down drawing trunks only
4015 * `R`: move forward one unit with the pen down placing fruit
4016 * `A`: replace with rules set A
4017 * `B`: replace with rules set B
4018 * `C`: replace with rules set C
4019 * `D`: replace with rules set D
4020 * `a`: replace with rules set A, chance 90%
4021 * `b`: replace with rules set B, chance 80%
4022 * `c`: replace with rules set C, chance 70%
4023 * `d`: replace with rules set D, chance 60%
4024 * `+`: yaw the turtle right by `angle` parameter
4025 * `-`: yaw the turtle left by `angle` parameter
4026 * `&`: pitch the turtle down by `angle` parameter
4027 * `^`: pitch the turtle up by `angle` parameter
4028 * `/`: roll the turtle to the right by `angle` parameter
4029 * `*`: roll the turtle to the left by `angle` parameter
4030 * `[`: save in stack current state info
4031 * `]`: recover from stack state info
4034 Spawn a small apple tree:
4036 pos = {x=230,y=20,z=4}
4039 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4040 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4041 trunk="default:tree",
4042 leaves="default:leaves",
4046 trunk_type="single",
4049 fruit="default:apple"
4051 minetest.spawn_tree(pos,apple_tree)
4056 ### Object Properties
4060 -- ^ For players, the maximal HP defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4062 collide_with_objects = true, -- collide with other objects if physical = true
4064 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4065 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4066 -- ^ Default, uses collision box dimensions when not set
4067 pointable = true, -- overrides selection box when false
4068 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4069 visual_size = {x = 1, y = 1},
4071 textures = {}, -- number of required textures depends on visual
4072 colors = {}, -- number of required colors depends on visual
4073 spritediv = {x = 1, y = 1},
4074 initial_sprite_basepos = {x = 0, y = 0},
4076 makes_footstep_sound = false,
4077 automatic_rotate = false,
4079 automatic_face_movement_dir = 0.0,
4080 -- ^ Automatically set yaw to movement direction, offset in degrees,
4081 -- 'false' to disable.
4082 automatic_face_movement_max_rotation_per_sec = -1,
4083 -- ^ Limit automatic rotation to this value in degrees per second,
4084 -- value < 0 no limit.
4085 backface_culling = true, -- false to disable backface_culling for model
4086 nametag = "", -- by default empty, for players their name is shown if empty
4087 nametag_color = <color>, -- sets color of nametag as ColorSpec
4088 infotext = "", -- by default empty, text to be shown when pointed at object
4091 ### Entity definition (`register_entity`)
4094 -- Deprecated: Everything in object properties is read directly from here
4096 initial_properties = --[[<initial object properties>]],
4098 on_activate = function(self, staticdata, dtime_s),
4099 on_step = function(self, dtime),
4100 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4101 on_rightclick = function(self, clicker),
4102 get_staticdata = function(self),
4103 -- ^ Called sometimes; the string returned is passed to on_activate when
4104 -- the entity is re-activated from static state
4106 -- Also you can define arbitrary member variables here (see item definition for
4108 _custom_field = whatever,
4111 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4114 label = "Lava cooling",
4115 -- ^ Descriptive label for profiling purposes (optional).
4116 -- Definitions with identical labels will be listed as one.
4117 -- In the following two fields, also group:groupname will work.
4118 nodenames = {"default:lava_source"},
4119 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4120 ^ If left out or empty, any neighbor will do ]]
4121 interval = 1.0, -- Operation interval in seconds
4122 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4123 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4124 ^ The chance value is temporarily reduced when returning to
4125 an area to simulate time lost by the area being unattended.
4126 ^ Note chance value can often be reduced to 1 ]]
4127 action = func(pos, node, active_object_count, active_object_count_wider),
4130 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4133 label = "Upgrade legacy doors",
4134 -- ^ Descriptive label for profiling purposes (optional).
4135 -- Definitions with identical labels will be listed as one.
4136 name = "modname:replace_legacy_door",
4137 nodenames = {"default:lava_source"},
4138 -- ^ List of node names to trigger the LBM on.
4139 -- Also non-registered nodes will work.
4140 -- Groups (as of group:groupname) will work as well.
4141 run_at_every_load = false,
4142 -- ^ Whether to run the LBM's action every time a block gets loaded,
4143 -- and not just for blocks that were saved last time before LBMs were
4144 -- introduced to the world.
4145 action = func(pos, node),
4148 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4151 description = "Steel Axe",
4152 groups = {}, -- key = name, value = rating; rating = 1..3.
4153 if rating not applicable, use 1.
4154 e.g. {wool = 1, fluffy = 3}
4155 {soil = 2, outerspace = 1, crumbly = 1}
4156 {bendy = 2, snappy = 1},
4157 {hard = 1, metal = 1, spikes = 1}
4158 inventory_image = "default_tool_steelaxe.png",
4159 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4164 ^ An image file containing the palette of a node.
4165 ^ You can set the currently used color as the
4166 ^ "palette_index" field of the item stack metadata.
4167 ^ The palette is always stretched to fit indices
4168 ^ between 0 and 255, to ensure compatibility with
4169 ^ "colorfacedir" and "colorwallmounted" nodes.
4171 color = "0xFFFFFFFF",
4173 ^ The color of the item. The palette overrides this.
4175 wield_scale = {x = 1, y = 1, z = 1},
4178 liquids_pointable = false,
4179 tool_capabilities = {
4180 full_punch_interval = 1.0,
4184 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4186 damage_groups = {groupname = damage},
4188 node_placement_prediction = nil,
4190 ^ If nil and item is node, prediction is made automatically
4191 ^ If nil and item is not a node, no prediction is made
4192 ^ If "" and item is anything, no prediction is made
4193 ^ Otherwise should be name of node which the client immediately places
4194 on ground when the player places the item. Server will always update
4195 actual result to client in a short moment.
4198 breaks = "default_tool_break", -- tools only
4199 place = --[[<SimpleSoundSpec>]],
4202 on_place = func(itemstack, placer, pointed_thing),
4204 ^ Shall place item and return the leftover itemstack
4205 ^ The placer may be any ObjectRef or nil.
4206 ^ default: minetest.item_place ]]
4207 on_secondary_use = func(itemstack, user, pointed_thing),
4209 ^ Same as on_place but called when pointing at nothing.
4210 ^ The user may be any ObjectRef or nil.
4211 ^ pointed_thing : always { type = "nothing" }
4213 on_drop = func(itemstack, dropper, pos),
4215 ^ Shall drop item and return the leftover itemstack
4216 ^ The dropper may be any ObjectRef or nil.
4217 ^ default: minetest.item_drop ]]
4218 on_use = func(itemstack, user, pointed_thing),
4221 ^ Function must return either nil if no item shall be removed from
4222 inventory, or an itemstack to replace the original itemstack.
4223 e.g. itemstack:take_item(); return itemstack
4224 ^ Otherwise, the function is free to do what it wants.
4225 ^ The user may be any ObjectRef or nil.
4226 ^ The default functions handle regular use cases.
4228 after_use = func(itemstack, user, node, digparams),
4231 ^ If defined, should return an itemstack and will be called instead of
4232 wearing out the tool. If returns nil, does nothing.
4233 If after_use doesn't exist, it is the same as:
4234 function(itemstack, user, node, digparams)
4235 itemstack:add_wear(digparams.wear)
4238 ^ The user may be any ObjectRef or nil.
4240 _custom_field = whatever,
4242 ^ Add your own custom fields. By convention, all custom field names
4243 should start with `_` to avoid naming collisions with future engine
4250 * `{name="image.png", animation={Tile Animation definition}}`
4251 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4252 tileable_horizontal=bool}`
4253 * backface culling enabled by default for most nodes
4254 * tileable flags are info for shaders, how they should treat texture
4255 when displacement mapping is used
4256 Directions are from the point of view of the tile texture,
4257 not the node it's on
4258 * `{name="image.png", color=ColorSpec}`
4259 * the texture's color will be multiplied with this color.
4260 * the tile's color overrides the owning node's color in all cases.
4261 * deprecated, yet still supported field names:
4264 ### Tile animation definition
4267 type = "vertical_frames",
4269 -- ^ specify width of a frame in pixels
4271 -- ^ specify height of a frame in pixels
4273 -- ^ specify full loop length
4279 -- ^ specify width in number of frames
4281 -- ^ specify height in number of frames
4283 -- ^ specify length of a single frame
4286 ### Node definition (`register_node`)
4289 -- <all fields allowed in item definitions>,
4291 drawtype = "normal", -- See "Node drawtypes"
4292 visual_scale = 1.0, --[[
4293 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4294 ^ "firelike", "mesh".
4295 ^ For plantlike and firelike, the image will start at the bottom of the
4296 ^ node, for the other drawtypes the image will be centered on the node.
4297 ^ Note that positioning for "torchlike" may still change. ]]
4298 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4299 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4300 ^ List can be shortened to needed length ]]
4301 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4302 ^ Same as `tiles`, but these textures are drawn on top of the
4303 ^ base tiles. You can use this to colorize only specific parts of
4304 ^ your texture. If the texture name is an empty string, that
4305 ^ overlay is not drawn. Since such tiles are drawn twice, it
4306 ^ is not recommended to use overlays on very common nodes.
4307 special_tiles = {tile definition 1, Tile definition 2}, --[[
4308 ^ Special textures of node; used rarely (old field name: special_materials)
4309 ^ List can be shortened to needed length ]]
4310 color = ColorSpec, --[[
4311 ^ The node's original color will be multiplied with this color.
4312 ^ If the node has a palette, then this setting only has an effect
4313 ^ in the inventory and on the wield item. ]]
4314 use_texture_alpha = false, -- Use texture's alpha channel
4315 palette = "palette.png", --[[
4316 ^ The node's `param2` is used to select a pixel from the image
4317 ^ (pixels are arranged from left to right and from top to bottom).
4318 ^ The node's color will be multiplied with the selected pixel's
4319 ^ color. Tiles can override this behavior.
4320 ^ Only when `paramtype2` supports palettes. ]]
4321 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4322 paramtype = "none", -- See "Nodes" --[[
4323 ^ paramtype = "light" allows light to propagate from or through the node with light value
4324 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4325 paramtype2 = "none", -- See "Nodes"
4326 place_param2 = nil, -- Force value for param2 when player places node
4327 is_ground_content = true, -- If false, the cave generator will not carve through this
4328 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4329 walkable = true, -- If true, objects collide with node
4330 pointable = true, -- If true, can be pointed at
4331 diggable = true, -- If false, can never be dug
4332 climbable = false, -- If true, can be climbed on (ladder)
4333 buildable_to = false, -- If true, placed nodes can replace this node
4334 floodable = false, --[[
4335 ^ If true, liquids flow into and replace this node.
4336 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4337 liquidtype = "none", -- "none"/"source"/"flowing"
4338 liquid_alternative_flowing = "", -- Flowing version of source liquid
4339 liquid_alternative_source = "", -- Source version of flowing liquid
4340 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4341 liquid_renewable = true, --[[
4342 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4344 ^ Block contains level in param2. Value is default level, used for snow.
4345 ^ Don't forget to use "leveled" type nodebox. ]]
4346 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4347 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4348 light_source = 0, --[[
4349 ^ Amount of light emitted by node.
4350 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4351 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4352 damage_per_second = 0, -- If player is inside node, this damage is caused
4353 node_box = {type="regular"}, -- See "Node boxes"
4354 connects_to = nodenames, --[[
4355 * Used for nodebox nodes with the type == "connected"
4356 * Specifies to what neighboring nodes connections will be drawn
4357 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4358 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4359 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4361 selection_box = {type="regular"}, -- See "Node boxes" --[[
4362 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4363 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4364 legacy_wallmounted = false, -- Support maps made in and before January 2012
4365 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4366 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4367 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4368 ^ caveats: not all models will properly wave
4369 ^ plantlike drawtype nodes can only wave like plants
4370 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4372 footstep = <SimpleSoundSpec>,
4373 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4374 dug = <SimpleSoundSpec>,
4375 place = <SimpleSoundSpec>,
4376 place_failed = <SimpleSoundSpec>,
4378 drop = "", -- Name of dropped node when dug. Default is the node itself.
4381 max_items = 1, -- Maximum number of items to drop.
4382 items = { -- Choose max_items randomly from this list.
4384 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4385 rarity = 1, -- Probability of dropping is 1 / rarity.
4386 inherit_color = true, -- To inherit palette color from the node
4391 on_construct = func(pos), --[[
4392 ^ Node constructor; called after adding node
4393 ^ Can set up metadata and stuff like that
4394 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4396 on_destruct = func(pos), --[[
4397 ^ Node destructor; called before removing node
4398 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4400 after_destruct = func(pos, oldnode), --[[
4401 ^ Node destructor; called after removing node
4402 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4404 on_flood = func(pos, oldnode, newnode), --[[
4405 ^ Called when a liquid (newnode) is about to flood oldnode, if
4406 ^ it has `floodable = true` in the nodedef. Not called for bulk
4407 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4408 ^ return true the node is not flooded, but on_flood callback will
4409 ^ most likely be called over and over again every liquid update
4410 ^ interval. Default: nil.
4411 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4413 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4414 ^ Called after constructing node when node was placed using
4415 minetest.item_place_node / minetest.place_node
4416 ^ If return true no item is taken from itemstack
4418 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4419 ^ oldmetadata is in table format
4420 ^ Called after destructing node when node was dug using
4421 minetest.node_dig / minetest.dig_node
4423 can_dig = function(pos, [player]) --[[
4424 ^ returns true if node can be dug, or false if not
4427 on_punch = func(pos, node, puncher, pointed_thing), --[[
4428 ^ default: minetest.node_punch
4429 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4430 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4432 ^ itemstack will hold clicker's wielded item
4433 ^ Shall return the leftover itemstack
4434 ^ Note: pointed_thing can be nil, if a mod calls this function
4435 This function does not get triggered by clients <=0.4.16 if the
4436 "formspec" node metadata field is set ]]
4438 on_dig = func(pos, node, digger), --[[
4439 ^ default: minetest.node_dig
4440 ^ By default: checks privileges, wears out tool and removes node ]]
4442 on_timer = function(pos,elapsed), --[[
4444 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4445 ^ elapsed is the total time passed since the timer was started
4446 ^ return true to run the timer for another cycle with the same timeout value ]]
4448 on_receive_fields = func(pos, formname, fields, sender), --[[
4449 ^ fields = {name1 = value1, name2 = value2, ...}
4450 ^ Called when an UI form (e.g. sign text input) returns data
4453 allow_metadata_inventory_move = func(pos, from_list, from_index,
4454 to_list, to_index, count, player), --[[
4455 ^ Called when a player wants to move items inside the inventory
4456 ^ Return value: number of items allowed to move ]]
4458 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4459 ^ Called when a player wants to put something into the inventory
4460 ^ Return value: number of items allowed to put
4461 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4463 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4464 ^ Called when a player wants to take something out of the inventory
4465 ^ Return value: number of items allowed to take
4466 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4468 on_metadata_inventory_move = func(pos, from_list, from_index,
4469 to_list, to_index, count, player),
4470 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4471 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4472 ^ Called after the actual action has happened, according to what was allowed.
4473 ^ No return value ]]
4475 on_blast = func(pos, intensity), --[[
4476 ^ intensity: 1.0 = mid range of regular TNT
4477 ^ If defined, called when an explosion touches the node, instead of
4478 removing the node ]]
4481 ### Recipe for `register_craft` (shaped)
4484 output = 'default:pick_stone',
4486 {'default:cobble', 'default:cobble', 'default:cobble'},
4487 {'', 'default:stick', ''},
4488 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4490 replacements = --[[<optional list of item pairs,
4491 replace one input item with another item on crafting>]]
4494 ### Recipe for `register_craft` (shapeless)
4498 output = 'mushrooms:mushroom_stew',
4501 "mushrooms:mushroom_brown",
4502 "mushrooms:mushroom_red",
4504 replacements = --[[<optional list of item pairs,
4505 replace one input item with another item on crafting>]]
4508 ### Recipe for `register_craft` (tool repair)
4511 type = "toolrepair",
4512 additional_wear = -0.02,
4515 ### Recipe for `register_craft` (cooking)
4519 output = "default:glass",
4520 recipe = "default:sand",
4524 ### Recipe for `register_craft` (furnace fuel)
4528 recipe = "default:leaves",
4532 ### Ore definition (`register_ore`)
4535 ore_type = "scatter", -- See "Ore types"
4536 ore = "default:stone_with_coal",
4537 wherein = "default:stone",
4538 -- ^ a list of nodenames is supported too
4539 clust_scarcity = 8*8*8,
4540 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4541 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4543 -- ^ Number of ores in a cluster
4545 -- ^ Size of the bounding box of the cluster
4546 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4549 -- ^ Lower and upper limits for ore.
4550 -- ^ Limits are relative to y = water_level - 1 for core mapgen, or
4551 -- ^ relative to y = 0 for minetest.generate_ores().
4553 -- ^ Attributes for this ore generation
4554 noise_threshold = 0.5,
4555 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4556 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4557 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4558 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4559 random_factor = 1.0,
4560 -- ^ Multiplier of the randomness contribution to the noise value at any
4561 -- ^ given point to decide if ore should be placed. Set to 0 for solid veins.
4562 -- ^ This parameter is only valid for ore_type == "vein".
4563 biomes = {"desert", "rainforest"}
4564 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4565 -- ^ and ignored if the Mapgen being used does not support biomes.
4566 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4569 ### Biome definition (`register_biome`)
4572 The Biome API is still in an experimental phase and subject to change.
4576 node_dust = "default:snow",
4577 -- ^ Node dropped onto upper surface after all else is generated.
4578 node_top = "default:dirt_with_snow",
4580 -- ^ Node forming surface layer of biome and thickness of this layer.
4581 node_filler = "default:permafrost",
4583 -- ^ Node forming lower layer of biome and thickness of this layer.
4584 node_stone = "default:bluestone",
4585 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4586 node_water_top = "default:ice",
4587 depth_water_top = 10,
4588 -- ^ Node forming a surface layer in seawater with the defined thickness.
4590 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4591 node_river_water = "default:ice",
4592 -- ^ Node that replaces river water in mapgens that use default:river_water.
4593 node_riverbed = "default:gravel",
4595 -- ^ Node placed under river water and thickness of this layer.
4598 -- ^ Lower and upper limits for biome.
4599 -- ^ Limits are relative to y = water_level - 1.
4600 -- ^ Because biome is not recalculated for every node in a node column
4601 -- ^ some biome materials can exceed their limits, especially stone.
4602 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4603 -- ^ top and at each of these surfaces:
4604 -- ^ Ground below air, water below air, ground below water.
4605 -- ^ The selected biome then stays in effect for all nodes below until
4606 -- ^ column base or the next biome recalculation.
4608 humidity_point = 50,
4609 -- ^ Characteristic average temperature and humidity for the biome.
4610 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4611 -- ^ and humidity as axes. The resulting voronoi cells determine which
4612 -- ^ heat/humidity points belong to which biome, and therefore determine
4613 -- ^ the area and location of each biome in the world.
4614 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4615 -- ^ diagram to result in roughly equal size biomes.
4616 -- ^ Heat and humidity have average values of 50, vary mostly between
4617 -- ^ 0 and 100 but also often exceed these values.
4618 -- ^ Heat is not in degrees celcius, both values are abstract.
4621 ### Decoration definition (`register_decoration`)
4624 deco_type = "simple", -- See "Decoration types"
4625 place_on = "default:dirt_with_grass",
4626 -- ^ Node (or list of nodes) that the decoration can be placed on
4628 -- ^ Size of divisions made in the chunk being generated.
4629 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4631 -- ^ Ratio of the area to be uniformly filled by the decoration.
4632 -- ^ Used only if noise_params is not specified.
4633 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4634 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4635 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4636 biomes = {"Oceanside", "Hills", "Plains"},
4637 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4638 -- ^ and ignored if the Mapgen being used does not support biomes.
4639 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4642 -- ^ Lower and upper limits for decoration.
4643 -- ^ Limits are relative to y = water_level - 1 for core mapgen, or
4644 -- ^ relative to y = 0 for minetest.generate_decorations().
4645 -- ^ This parameter refers to the `y` position of the decoration base, so
4646 -- the actual maximum height would be `height_max + size.Y`.
4647 spawn_by = "default:water",
4648 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4649 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4650 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4652 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4653 -- ^ If absent or -1, decorations occur next to any nodes.
4654 flags = "liquid_surface, force_placement",
4655 -- ^ Flags for all decoration types.
4656 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4657 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4658 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4659 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4661 ----- Simple-type parameters
4662 decoration = "default:grass",
4663 -- ^ The node name used as the decoration.
4664 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4666 -- ^ Number of nodes high the decoration is made.
4667 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4669 -- ^ Number of nodes the decoration can be at maximum.
4670 -- ^ If absent, the parameter 'height' is used as a constant.
4672 -- ^ Param2 value of placed decoration node.
4674 ----- Schematic-type parameters
4675 schematic = "foobar.mts",
4676 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4677 -- ^ specified Minetest schematic file.
4678 -- ^ - OR -, could be the ID of a previously registered schematic
4679 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4680 -- ^ and an optional table yslice_prob:
4682 size = {x=4, y=6, z=4},
4684 {name="default:cobble", param1=255, param2=0},
4685 {name="default:dirt_with_grass", param1=255, param2=0},
4686 {name="ignore", param1=255, param2=0},
4687 {name="air", param1=255, param2=0},
4696 -- ^ See 'Schematic specifier' for details.
4697 replacements = {["oldname"] = "convert_to", ...},
4698 flags = "place_center_x, place_center_y, place_center_z",
4699 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4700 rotation = "90" -- rotate schematic 90 degrees on placement
4701 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4704 ### Chat command definition (`register_chatcommand`)
4707 params = "<name> <privilege>", -- Short parameter description
4708 description = "Remove privilege from player", -- Full description
4709 privs = {privs=true}, -- Require the "privs" privilege to run
4710 func = function(name, param), -- Called when command is run.
4711 -- Returns boolean success and text output.
4714 ### Detached inventory callbacks
4717 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4718 -- ^ Called when a player wants to move items inside the inventory
4719 -- ^ Return value: number of items allowed to move
4721 allow_put = func(inv, listname, index, stack, player),
4722 -- ^ Called when a player wants to put something into the inventory
4723 -- ^ Return value: number of items allowed to put
4724 -- ^ Return value: -1: Allow and don't modify item count in inventory
4726 allow_take = func(inv, listname, index, stack, player),
4727 -- ^ Called when a player wants to take something out of the inventory
4728 -- ^ Return value: number of items allowed to take
4729 -- ^ Return value: -1: Allow and don't modify item count in inventory
4731 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4732 on_put = func(inv, listname, index, stack, player),
4733 on_take = func(inv, listname, index, stack, player),
4734 -- ^ Called after the actual action has happened, according to what was allowed.
4735 -- ^ No return value
4738 ### HUD Definition (`hud_add`, `hud_get`)
4741 hud_elem_type = "image", -- see HUD element types
4742 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4743 position = {x=0.5, y=0.5},
4744 -- ^ Left corner position of element
4750 -- ^ Selected item in inventory. 0 for no item selected.
4752 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4753 alignment = {x=0, y=0},
4754 -- ^ See "HUD Element Types"
4755 offset = {x=0, y=0},
4756 -- ^ See "HUD Element Types"
4757 size = { x=100, y=100 },
4758 -- ^ Size of element in pixels
4761 ### Particle definition (`add_particle`)
4764 pos = {x=0, y=0, z=0},
4765 velocity = {x=0, y=0, z=0},
4766 acceleration = {x=0, y=0, z=0},
4767 -- ^ Spawn particle at pos with velocity and acceleration
4769 -- ^ Disappears after expirationtime seconds
4771 collisiondetection = false,
4772 -- ^ collisiondetection: if true collides with physical objects
4773 collision_removal = false,
4774 -- ^ collision_removal: if true then particle is removed when it collides,
4775 -- ^ requires collisiondetection = true to have any effect
4777 -- ^ vertical: if true faces player using y axis only
4778 texture = "image.png",
4779 -- ^ Uses texture (string)
4780 playername = "singleplayer",
4781 -- ^ optional, if specified spawns particle only on the player's client
4782 animation = {Tile Animation definition},
4783 -- ^ optional, specifies how to animate the particle texture
4785 -- ^ optional, specify particle self-luminescence in darkness
4789 ### `ParticleSpawner` definition (`add_particlespawner`)
4794 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4795 minpos = {x=0, y=0, z=0},
4796 maxpos = {x=0, y=0, z=0},
4797 minvel = {x=0, y=0, z=0},
4798 maxvel = {x=0, y=0, z=0},
4799 minacc = {x=0, y=0, z=0},
4800 maxacc = {x=0, y=0, z=0},
4805 -- ^ The particle's properties are random values in between the bounds:
4806 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4807 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4808 collisiondetection = false,
4809 -- ^ collisiondetection: if true uses collision detection
4810 collision_removal = false,
4811 -- ^ collision_removal: if true then particle is removed when it collides,
4812 -- ^ requires collisiondetection = true to have any effect
4813 attached = ObjectRef,
4814 -- ^ attached: if defined, particle positions, velocities and accelerations
4815 -- ^ are relative to this object's position and yaw.
4817 -- ^ vertical: if true faces player using y axis only
4818 texture = "image.png",
4819 -- ^ Uses texture (string)
4820 playername = "singleplayer"
4821 -- ^ Playername is optional, if specified spawns particle only on the player's client
4824 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4827 url = "http://example.org",
4829 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4830 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4831 -- ^ Optional, if specified a POST request with post_data is performed.
4832 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4833 -- ^ as x-www-form-urlencoded key-value pairs.
4834 -- ^ If post_data ist not specified, a GET request is performed instead.
4835 user_agent = "ExampleUserAgent",
4836 -- ^ Optional, if specified replaces the default minetest user agent with given string
4837 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4838 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4839 -- ^ that the header strings follow HTTP specification ("Key: Value").
4841 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4844 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4848 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4850 -- ^ If true, the request was succesful
4852 -- ^ If true, the request timed out
4854 -- ^ HTTP status code