1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.txt`. This file shall be
123 empty, except for lines starting with `#`, which are comments.
125 Mod directory structure
126 -----------------------
132 │ ├── settingtypes.txt
136 │ │ ├── modname_stuff.png
137 │ │ └── modname_something_else.png
146 The location of this directory can be fetched by using
147 `minetest.get_modpath(modname)`.
151 A key-value store of mod details.
153 * `name`: The mod name. Allows Minetest to determine the mod name even if the
154 folder is wrongly named.
155 * `description`: Description of mod to be shown in the Mods tab of the main
157 * `depends`: A comma separated list of dependencies. These are mods that must be
158 loaded before this mod.
159 * `optional_depends`: A comma separated list of optional dependencies.
160 Like a dependency, but no error if the mod doesn't exist.
162 Note: to support 0.4.x, please also provide depends.txt.
166 A screenshot shown in the mod manager within the main menu. It should
167 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
171 **Deprecated:** you should use mod.conf instead.
173 This file is used if there are no dependencies in mod.conf.
175 List of mods that have to be loaded before loading this mod.
177 A single line contains a single modname.
179 Optional dependencies can be defined by appending a question mark
180 to a single modname. This means that if the specified mod
181 is missing, it does not prevent this mod from being loaded.
183 ### `description.txt`
185 **Deprecated:** you should use mod.conf instead.
187 This file is used if there is no description in mod.conf.
189 A file containing a description to be shown in the Mods tab of the main menu.
191 ### `settingtypes.txt`
193 A file in the same format as the one in builtin. It will be parsed by the
194 settings menu and the settings will be displayed in the "Mods" category.
198 The main Lua script. Running this script should register everything it
199 wants to register. Subsequent execution depends on minetest calling the
200 registered callbacks.
202 `minetest.settings` can be used to read custom or existing settings at load
203 time, if necessary. (See [`Settings`])
207 Models for entities or meshnodes.
209 ### `textures`, `sounds`, `media`
211 Media files (textures, sounds, whatever) that will be transferred to the
212 client and will be available for use by the mod.
216 Translation files for the clients. (See [Translations])
221 Registered names should generally be in this format:
225 `<whatever>` can have these characters:
229 This is to prevent conflicting names from corrupting maps and is
230 enforced by the mod loader.
232 Registered names can be overridden by prefixing the name with `:`. This can
233 be used for overriding the registrations of some other mod.
235 The `:` prefix can also be used for maintaining backwards compatibility.
239 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
240 So the name should be `experimental:tnt`.
242 Any mod can redefine `experimental:tnt` by using the name
246 when registering it. That mod is required to have `experimental` as a
255 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
256 `minetest.register_alias_force(name, convert_to)`.
258 This converts anything called `name` to `convert_to`.
260 The only difference between `minetest.register_alias` and
261 `minetest.register_alias_force` is that if an item called `name` exists,
262 `minetest.register_alias` will do nothing while
263 `minetest.register_alias_force` will unregister it.
265 This can be used for maintaining backwards compatibility.
267 This can also set quick access names for things, e.g. if
268 you have an item called `epiclylongmodname:stuff`, you could do
270 minetest.register_alias("stuff", "epiclylongmodname:stuff")
272 and be able to use `/giveme stuff`.
277 In a game, a certain number of these must be set to tell core mapgens which
278 of the game's nodes are to be used by the core mapgens. For example:
280 minetest.register_alias("mapgen_stone", "default:stone")
282 ### Aliases needed for all mapgens except Mapgen V6
287 * mapgen_water_source
288 * mapgen_river_water_source
292 Not required if cave liquid nodes are set in biome definitions.
298 Not required if dungeon nodes are set in biome definitions.
301 * mapgen_stair_cobble
303 * mapgen_desert_stone
304 * mapgen_stair_desert_stone
306 * mapgen_sandstonebrick
307 * mapgen_stair_sandstone_block
309 ### Aliases needed for Mapgen V6
311 #### Terrain and biomes
314 * mapgen_water_source
317 * mapgen_dirt_with_grass
320 * mapgen_desert_stone
322 * mapgen_dirt_with_snow
333 * mapgen_jungleleaves
336 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play in a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
843 Looped sounds must either be connected to an object or played locationless to
844 one player using `to_player = name,`
850 * e.g. `"default_place_node"`
852 * e.g. `{name = "default_place_node"}`
853 * e.g. `{name = "default_place_node", gain = 1.0}`
854 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
859 Registered definitions
860 ======================
862 Anything added using certain `minetest.register_*` functions gets added to
863 the global `minetest.registered_*` tables.
865 * `minetest.register_entity(name, entity definition)`
866 * added to `minetest.registered_entities[name]`
868 * `minetest.register_node(name, node definition)`
869 * added to `minetest.registered_items[name]`
870 * added to `minetest.registered_nodes[name]`
872 * `minetest.register_tool(name, item definition)`
873 * added to `minetest.registered_items[name]`
875 * `minetest.register_craftitem(name, item definition)`
876 * added to `minetest.registered_items[name]`
878 * `minetest.unregister_item(name)`
879 * Unregisters the item name from engine, and deletes the entry with key
880 `name` from `minetest.registered_items` and from the associated item
881 table according to its nature: `minetest.registered_nodes[]` etc
883 * `minetest.register_biome(biome definition)`
884 * returns an integer uniquely identifying the registered biome
885 * added to `minetest.registered_biome` with the key of `biome.name`
886 * if `biome.name` is nil, the key is the returned ID
888 * `minetest.unregister_biome(name)`
889 * Unregisters the biome name from engine, and deletes the entry with key
890 `name` from `minetest.registered_biome`
892 * `minetest.register_ore(ore definition)`
893 * returns an integer uniquely identifying the registered ore
894 * added to `minetest.registered_ores` with the key of `ore.name`
895 * if `ore.name` is nil, the key is the returned ID
897 * `minetest.register_decoration(decoration definition)`
898 * returns an integer uniquely identifying the registered decoration
899 * added to `minetest.registered_decorations` with the key of
901 * if `decoration.name` is nil, the key is the returned ID
903 * `minetest.register_schematic(schematic definition)`
904 * returns an integer uniquely identifying the registered schematic
905 * added to `minetest.registered_schematic` with the key of `schematic.name`
906 * if `schematic.name` is nil, the key is the returned ID
907 * if the schematic is loaded from a file, schematic.name is set to the
909 * if the function is called when loading the mod, and schematic.name is a
910 relative path, then the current mod path will be prepended to the
913 * `minetest.clear_registered_biomes()`
914 * clears all biomes currently registered
916 * `minetest.clear_registered_ores()`
917 * clears all ores currently registered
919 * `minetest.clear_registered_decorations()`
920 * clears all decorations currently registered
922 * `minetest.clear_registered_schematics()`
923 * clears all schematics currently registered
925 Note that in some cases you will stumble upon things that are not contained
926 in these tables (e.g. when a mod has been removed). Always check for
927 existence before trying to access the fields.
929 Example: If you want to check the drawtype of a node, you could do:
931 local function get_nodedef_field(nodename, fieldname)
932 if not minetest.registered_nodes[nodename] then
935 return minetest.registered_nodes[nodename][fieldname]
937 local drawtype = get_nodedef_field(nodename, "drawtype")
945 Nodes are the bulk data of the world: cubes and other things that take the
946 space of a cube. Huge amounts of them are handled efficiently, but they
949 The definition of a node is stored and can be accessed by using
951 minetest.registered_nodes[node.name]
953 See [Registered definitions].
955 Nodes are passed by value between Lua and the engine.
956 They are represented by a table:
958 {name="name", param1=num, param2=num}
960 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
961 them for certain automated functions. If you don't use these functions, you can
962 use them to store arbitrary values.
967 The functions of `param1` and `param2` are determined by certain fields in the
970 `param1` is reserved for the engine when `paramtype != "none"`:
972 * `paramtype = "light"`
973 * The value stores light with and without sun in its upper and lower 4 bits
975 * Required by a light source node to enable spreading its light.
976 * Required by the following drawtypes as they determine their visual
977 brightness from their internal light value:
988 `param2` is reserved for the engine when any of these are used:
990 * `liquidtype = "flowing"`
991 * The level and some flags of the liquid is stored in `param2`
992 * `drawtype = "flowingliquid"`
993 * The drawn liquid level is read from `param2`
994 * `drawtype = "torchlike"`
995 * `drawtype = "signlike"`
996 * `paramtype2 = "wallmounted"`
997 * The rotation of the node is stored in `param2`. You can make this value
998 by using `minetest.dir_to_wallmounted()`.
999 * `paramtype2 = "facedir"`
1000 * The rotation of the node is stored in `param2`. Furnaces and chests are
1001 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1002 * Values range 0 - 23
1003 * facedir / 4 = axis direction:
1004 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1005 * facedir modulo 4 = rotation around that axis
1006 * `paramtype2 = "leveled"`
1007 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1009 * The level of the top face of the nodebox is stored in `param2`.
1010 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1012 * The nodebox height is (`param2` / 64) nodes.
1013 * The maximum accepted value of `param2` is 127.
1015 * The height of the 'plantlike' section is stored in `param2`.
1016 * The height is (`param2` / 16) nodes.
1017 * `paramtype2 = "degrotate"`
1018 * Only valid for "plantlike". The rotation of the node is stored in
1020 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1021 get the actual rotation in degrees of the node.
1022 * `paramtype2 = "meshoptions"`
1023 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
1024 can be used to change how the client draws plantlike nodes.
1025 * Bits 0, 1 and 2 form a mesh selector.
1026 Currently the following meshes are choosable:
1027 * 0 = a "x" shaped plant (ordinary plant)
1028 * 1 = a "+" shaped plant (just rotated 45 degrees)
1029 * 2 = a "*" shaped plant with 3 faces instead of 2
1030 * 3 = a "#" shaped plant with 4 faces instead of 2
1031 * 4 = a "#" shaped plant with 4 faces that lean outwards
1032 * 5-7 are unused and reserved for future meshes.
1033 * Bits 3 through 7 are optional flags that can be combined and give these
1035 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
1036 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
1037 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
1038 * bits 6-7 are reserved for future use.
1039 * `paramtype2 = "color"`
1040 * `param2` tells which color is picked from the palette.
1041 The palette should have 256 pixels.
1042 * `paramtype2 = "colorfacedir"`
1043 * Same as `facedir`, but with colors.
1044 * The first three bits of `param2` tells which color is picked from the
1045 palette. The palette should have 8 pixels.
1046 * `paramtype2 = "colorwallmounted"`
1047 * Same as `wallmounted`, but with colors.
1048 * The first five bits of `param2` tells which color is picked from the
1049 palette. The palette should have 32 pixels.
1050 * `paramtype2 = "glasslikeliquidlevel"`
1051 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1053 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1055 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1057 Nodes can also contain extra data. See [Node Metadata].
1062 There are a bunch of different looking node types.
1064 Look for examples in `games/minimal` or `games/minetest_game`.
1067 * A node-sized cube.
1069 * Invisible, uses no texture.
1071 * The cubic source node for a liquid.
1073 * The flowing version of a liquid, appears with various heights and slopes.
1075 * Often used for partially-transparent nodes.
1076 * Only external sides of textures are visible.
1077 * `glasslike_framed`
1078 * All face-connected nodes are drawn as one volume within a surrounding
1080 * The frame appearence is generated from the edges of the first texture
1081 specified in `tiles`. The width of the edges used are 1/16th of texture
1082 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1083 * The glass 'shine' (or other desired detail) on each node face is supplied
1084 by the second texture specified in `tiles`.
1085 * `glasslike_framed_optional`
1086 * This switches between the above 2 drawtypes according to the menu setting
1089 * Often used for partially-transparent nodes.
1090 * External and internal sides of textures are visible.
1091 * `allfaces_optional`
1092 * Often used for leaves nodes.
1093 * This switches between `normal`, `glasslike` and `allfaces` according to
1094 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1095 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1096 is used instead, if present. This allows a visually thicker texture to be
1097 used to compensate for how `glasslike` reduces visual thickness.
1099 * A single vertical texture.
1100 * If placed on top of a node, uses the first texture specified in `tiles`.
1101 * If placed against the underside of a node, uses the second texture
1102 specified in `tiles`.
1103 * If placed on the side of a node, uses the third texture specified in
1104 `tiles` and is perpendicular to that node.
1106 * A single texture parallel to, and mounted against, the top, underside or
1109 * Two vertical and diagonal textures at right-angles to each other.
1110 * See `paramtype2 = "meshoptions"` above for other options.
1112 * When above a flat surface, appears as 6 textures, the central 2 as
1113 `plantlike` plus 4 more surrounding those.
1114 * If not above a surface the central 2 do not appear, but the texture
1115 appears against the faces of surrounding nodes if they are present.
1117 * A 3D model suitable for a wooden fence.
1118 * One placed node appears as a single vertical post.
1119 * Adjacently-placed nodes cause horizontal bars to appear between them.
1121 * Often used for tracks for mining carts.
1122 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1123 curved, t-junction, crossing.
1124 * Each placed node automatically switches to a suitable rotated texture
1125 determined by the adjacent `raillike` nodes, in order to create a
1126 continuous track network.
1127 * Becomes a sloping node if placed against stepped nodes.
1129 * Often used for stairs and slabs.
1130 * Allows defining nodes consisting of an arbitrary number of boxes.
1131 * See [Node boxes] below for more information.
1133 * Uses models for nodes.
1134 * Tiles should hold model materials textures.
1135 * Only static meshes are implemented.
1136 * For supported model formats see Irrlicht engine documentation.
1137 * `plantlike_rooted`
1138 * Enables underwater `plantlike` without air bubbles around the nodes.
1139 * Consists of a base cube at the co-ordinates of the node plus a
1140 `plantlike` extension above with a height of `param2 / 16` nodes.
1141 * The `plantlike` extension visually passes through any nodes above the
1142 base cube without affecting them.
1143 * The base cube texture tiles are defined as normal, the `plantlike`
1144 extension uses the defined special tile, for example:
1145 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1147 `*_optional` drawtypes need less rendering time if deactivated
1148 (always client-side).
1153 Node selection boxes are defined using "node boxes".
1155 A nodebox is defined as any of:
1158 -- A normal cube; the default in most things
1162 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1164 fixed = box OR {box1, box2, ...}
1167 -- A variable height box (or boxes) with the top face position defined
1168 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1170 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1172 fixed = box OR {box1, box2, ...}
1175 -- A box like the selection box for torches
1176 -- (wallmounted param2 is used, if applicable)
1177 type = "wallmounted",
1183 -- A node that has optional boxes depending on neighbouring nodes'
1184 -- presence and type. See also `connects_to`.
1186 fixed = box OR {box1, box2, ...}
1187 connect_top = box OR {box1, box2, ...}
1188 connect_bottom = box OR {box1, box2, ...}
1189 connect_front = box OR {box1, box2, ...}
1190 connect_left = box OR {box1, box2, ...}
1191 connect_back = box OR {box1, box2, ...}
1192 connect_right = box OR {box1, box2, ...}
1193 -- The following `disconnected_*` boxes are the opposites of the
1194 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1195 -- on the respective side, the corresponding disconnected box is drawn.
1196 disconnected_top = box OR {box1, box2, ...}
1197 disconnected_bottom = box OR {box1, box2, ...}
1198 disconnected_front = box OR {box1, box2, ...}
1199 disconnected_left = box OR {box1, box2, ...}
1200 disconnected_back = box OR {box1, box2, ...}
1201 disconnected_right = box OR {box1, box2, ...}
1202 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1203 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1204 -- neighbours to the sides
1207 A `box` is defined as:
1209 {x1, y1, z1, x2, y2, z2}
1211 A box of a regular node would look like:
1213 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1224 The position field is used for all element types.
1226 To account for differing resolutions, the position coordinates are the
1227 percentage of the screen, ranging in value from `0` to `1`.
1229 The name field is not yet used, but should contain a description of what the
1230 HUD element represents. The direction field is the direction in which something
1233 `0` draws from left to right, `1` draws from right to left, `2` draws from
1234 top to bottom, and `3` draws from bottom to top.
1236 The `alignment` field specifies how the item will be aligned. It ranges from
1237 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1238 is to the right/down. Fractional values can be used.
1240 The `offset` field specifies a pixel offset from the position. Contrary to
1241 position, the offset is not scaled to screen size. This allows for some
1242 precisely positioned items in the HUD.
1244 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1247 Below are the specific uses for fields in each type; fields not listed for that
1251 Displays an image on the HUD.
1253 * `scale`: The scale of the image, with 1 being the original texture size.
1254 Only the X coordinate scale is used (positive values).
1255 Negative values represent that percentage of the screen it
1256 should take; e.g. `x=-100` means 100% (width).
1257 * `text`: The name of the texture that is displayed.
1258 * `alignment`: The alignment of the image.
1259 * `offset`: offset in pixels from position.
1263 Displays text on the HUD.
1265 * `scale`: Defines the bounding rectangle of the text.
1266 A value such as `{x=100, y=100}` should work.
1267 * `text`: The text to be displayed in the HUD element.
1268 * `number`: An integer containing the RGB value of the color used to draw the
1269 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1270 * `alignment`: The alignment of the text.
1271 * `offset`: offset in pixels from position.
1275 Displays a horizontal bar made up of half-images.
1277 * `text`: The name of the texture that is used.
1278 * `number`: The number of half-textures that are displayed.
1279 If odd, will end with a vertically center-split texture.
1281 * `offset`: offset in pixels from position.
1282 * `size`: If used, will force full-image size to this value (override texture
1287 * `text`: The name of the inventory list to be displayed.
1288 * `number`: Number of items in the inventory to be displayed.
1289 * `item`: Position of item that is selected.
1291 * `offset`: offset in pixels from position.
1295 Displays distance to selected world position.
1297 * `name`: The name of the waypoint.
1298 * `text`: Distance suffix. Can be blank.
1299 * `number:` An integer containing the RGB value of the color used to draw the
1301 * `world_pos`: World position of the waypoint.
1306 Representations of simple things
1307 ================================
1312 {x=num, y=num, z=num}
1314 For helper functions see [Spatial Vectors].
1319 * `{type="nothing"}`
1320 * `{type="node", under=pos, above=pos}`
1321 * `{type="object", ref=ObjectRef}`
1323 Exact pointing location (currently only `Raycast` supports these fields):
1324 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1325 point on the selection box which is pointed at. May be in the selection box
1326 if the pointer is in the box too.
1327 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1329 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1330 selected selection box. This specifies which face is pointed at.
1331 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1337 Flag Specifier Format
1338 =====================
1340 Flags using the standardized flag specifier format can be specified in either
1341 of two ways, by string or table.
1343 The string format is a comma-delimited set of flag names; whitespace and
1344 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1345 flag, and specifying a flag prefixed by the string `"no"` explicitly
1346 clears the flag from whatever the default may be.
1348 In addition to the standard string flag format, the schematic flags field can
1349 also be a table of flag names to boolean values representing whether or not the
1350 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1351 is present, mapped to a boolean of any value, the specified flag is unset.
1353 E.g. A flag field of value
1355 {place_center_x = true, place_center_y=false, place_center_z=true}
1359 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1361 which is equivalent to
1363 "place_center_x, noplace_center_y, place_center_z"
1367 "place_center_x, place_center_z"
1369 since, by default, no schematic attributes are set.
1380 There are three kinds of items: nodes, tools and craftitems.
1382 * Node: Can be placed in the world's voxel grid
1383 * Tool: Has a wear property but cannot be stacked. The default use action is to
1384 dig nodes or hit objects according to its tool capabilities.
1385 * Craftitem: Cannot dig nodes or be placed
1390 All item stacks have an amount between 0 and 65535. It is 1 by
1391 default. Tool item stacks can not have an amount greater than 1.
1393 Tools use a wear (damage) value ranging from 0 to 65535. The
1394 value 0 is the default and is used for unworn tools. The values
1395 1 to 65535 are used for worn tools, where a higher value stands for
1396 a higher wear. Non-tools always have a wear value of 0.
1401 Items and item stacks can exist in three formats: Serializes, table format
1404 When an item must be passed to a function, it can usually be in any of
1409 This is called "stackstring" or "itemstring". It is a simple string with
1410 1-3 components: the full item identifier, an optional amount and an optional
1413 <identifier> [<amount>[ <wear>]]
1417 * `'default:apple'`: 1 apple
1418 * `'default:dirt 5'`: 5 dirt
1419 * `'default:pick_stone'`: a new stone pickaxe
1420 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1428 {name="default:dirt", count=5, wear=0, metadata=""}
1430 A wooden pick about 1/3 worn out:
1432 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1436 {name="default:apple", count=1, wear=0, metadata=""}
1440 A native C++ format with many helper methods. Useful for converting
1441 between formats. See the [Class reference] section for details.
1449 In a number of places, there is a group table. Groups define the
1450 properties of a thing (item, node, armor of entity, capabilities of
1451 tool) in such a way that the engine and other mods can can interact with
1452 the thing without actually knowing what the thing is.
1457 Groups are stored in a table, having the group names with keys and the
1458 group ratings as values. For example:
1461 groups = {crumbly=3, soil=1}
1463 -- A more special dirt-kind of thing
1464 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1466 Groups always have a rating associated with them. If there is no
1467 useful meaning for a rating for an enabled group, it shall be `1`.
1469 When not defined, the rating of a group defaults to `0`. Thus when you
1470 read groups, you must interpret `nil` and `0` as the same value, `0`.
1472 You can read the rating of a group for an item or a node by using
1474 minetest.get_item_group(itemname, groupname)
1479 Groups of items can define what kind of an item it is (e.g. wool).
1484 In addition to the general item things, groups are used to define whether
1485 a node is destroyable and how long it takes to destroy by a tool.
1490 For entities, groups are, as of now, used only for calculating damage.
1491 The rating is the percentage of damage caused by tools with this damage group.
1492 See [Entity damage mechanism].
1494 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1495 object.set_armor_groups({fleshy=30, cracky=80})
1500 Groups in tools define which groups of nodes and entities they are
1503 Groups in crafting recipes
1504 --------------------------
1506 An example: Make meat soup from any meat, any water and any bowl:
1509 output = 'food:meat_soup_raw',
1515 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1518 Another example: Make red wool from white wool and red dye:
1522 output = 'wool:red',
1523 recipe = {'wool:white', 'group:dye,basecolor_red'},
1529 * `immortal`: Disables the group damage system for an entity
1530 * `punch_operable`: For entities; disables the regular damage mechanism for
1531 players punching it by hand or a non-tool item, so that it can do something
1532 else than take damage.
1533 * `level`: Can be used to give an additional sense of progression in the game.
1534 * A larger level will cause e.g. a weapon of a lower level make much less
1535 damage, and get worn out much faster, or not be able to get drops
1536 from destroyed nodes.
1537 * `0` is something that is directly accessible at the start of gameplay
1538 * There is no upper limit
1539 * `dig_immediate`: Player can always pick up node without reducing tool wear
1540 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1541 * `3`: the node always gets the digging time 0 seconds (torch)
1542 * `disable_jump`: Player (and possibly other things) cannot jump from node
1543 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1544 * `bouncy`: value is bounce speed in percent
1545 * `falling_node`: if there is no walkable block under the node it will fall
1546 * `attached_node`: if the node under it is not a walkable block the node will be
1547 dropped as an item. If the node is wallmounted the wallmounted direction is
1549 * `soil`: saplings will grow on nodes in this group
1550 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1551 connect to each other
1552 * `slippery`: Players and items will slide on the node.
1553 Slipperiness rises steadily with `slippery` value, starting at 1.
1556 Known damage and digging time defining groups
1557 ---------------------------------------------
1559 * `crumbly`: dirt, sand
1560 * `cracky`: tough but crackable stuff like stone.
1561 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1562 plants, wire, sheets of metal
1563 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1564 * `fleshy`: Living things like animals and the player. This could imply
1565 some blood effects when hitting.
1566 * `explody`: Especially prone to explosions
1567 * `oddly_breakable_by_hand`:
1568 Can be added to nodes that shouldn't logically be breakable by the
1569 hand but are. Somewhat similar to `dig_immediate`, but times are more
1570 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1571 speed of a tool if the tool can dig at a faster speed than this
1572 suggests for the hand.
1574 Examples of custom groups
1575 -------------------------
1577 Item groups are often used for defining, well, _groups of items_.
1579 * `meat`: any meat-kind of a thing (rating might define the size or healing
1580 ability or be irrelevant -- it is not defined as of yet)
1581 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1583 * `flammable`: can be set on fire. Rating might define the intensity of the
1584 fire, affecting e.g. the speed of the spreading of an open fire.
1585 * `wool`: any wool (any origin, any color)
1586 * `metal`: any metal
1587 * `weapon`: any weapon
1588 * `heavy`: anything considerably heavy
1590 Digging time calculation specifics
1591 ----------------------------------
1593 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1594 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1595 faster digging time.
1597 The `level` group is used to limit the toughness of nodes a tool can dig
1598 and to scale the digging times / damage to a greater extent.
1600 **Please do understand this**, otherwise you cannot use the system to it's
1603 Tools define their properties by a list of parameters for groups. They
1604 cannot dig other groups; thus it is important to use a standard bunch of
1605 groups to enable interaction with tools.
1618 * Full punch interval
1619 * Maximum drop level
1620 * For an arbitrary list of groups:
1621 * Uses (until the tool breaks)
1622 * Maximum level (usually `0`, `1`, `2` or `3`)
1626 ### Full punch interval
1628 When used as a weapon, the tool will do full damage if this time is spent
1629 between punches. If e.g. half the time is spent, the tool will do half
1632 ### Maximum drop level
1634 Suggests the maximum level of node, when dug with the tool, that will drop
1635 it's useful item. (e.g. iron ore to drop a lump of iron).
1637 This is not automated; it is the responsibility of the node definition
1642 Determines how many uses the tool has when it is used for digging a node,
1643 of this group, of the maximum level. For lower leveled nodes, the use count
1644 is multiplied by `3^leveldiff`.
1646 * `uses=10, leveldiff=0`: actual uses: 10
1647 * `uses=10, leveldiff=1`: actual uses: 30
1648 * `uses=10, leveldiff=2`: actual uses: 90
1652 Tells what is the maximum level of a node of this group that the tool will
1657 List of digging times for different ratings of the group, for nodes of the
1660 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1661 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1662 for this group, and unable to dig the rating `1`, which is the toughest.
1663 Unless there is a matching group that enables digging otherwise.
1665 If the result digging time is 0, a delay of 0.15 seconds is added between
1666 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1667 i.e. players can more quickly click the nodes away instead of holding LMB.
1671 List of damage for groups of entities. See [Entity damage mechanism].
1673 Example definition of the capabilities of a tool
1674 ------------------------------------------------
1676 tool_capabilities = {
1677 full_punch_interval=1.5,
1680 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1682 damage_groups = {fleshy=2},
1685 This makes the tool be able to dig nodes that fulfil both of these:
1687 * Have the `crumbly` group
1688 * Have a `level` group less or equal to `2`
1690 Table of resulting digging times:
1692 crumbly 0 1 2 3 4 <- level
1694 1 0.80 1.60 1.60 - -
1695 2 0.60 1.20 1.20 - -
1696 3 0.40 0.80 0.80 - -
1698 level diff: 2 1 0 -1 -2
1700 Table of resulting tool uses:
1709 * At `crumbly==0`, the node is not diggable.
1710 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1711 easy nodes to be quickly breakable.
1712 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1717 Entity damage mechanism
1718 =======================
1723 foreach group in cap.damage_groups:
1724 damage += cap.damage_groups[group]
1725 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1726 * (object.armor_groups[group] / 100.0)
1727 -- Where object.armor_groups[group] is 0 for inexistent values
1730 Client predicts damage based on damage groups. Because of this, it is able to
1731 give an immediate response when an entity is damaged or dies; the response is
1732 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1734 Currently a smoke puff will appear when an entity dies.
1736 The group `immortal` completely disables normal damage.
1738 Entities can define a special armor group, which is `punch_operable`. This
1739 group disables the regular damage mechanism for players punching it by hand or
1740 a non-tool item, so that it can do something else than take damage.
1742 On the Lua side, every punch calls:
1744 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1747 This should never be called directly, because damage is usually not handled by
1750 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1751 accessed unless absolutely required, to encourage interoperability.
1752 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1753 * `tool_capabilities` can be `nil`.
1754 * `direction` is a unit vector, pointing from the source of the punch to
1756 * `damage` damage that will be done to entity
1757 Return value of this function will determine if damage is done by this function
1758 (retval true) or shall be done by engine (retval false)
1760 To punch an entity/object in Lua, call:
1762 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1764 * Return value is tool wear.
1765 * Parameters are equal to the above callback.
1766 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1767 will be automatically filled in based on the location of `puncher`.
1778 The instance of a node in the world normally only contains the three values
1779 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1780 It is called "node metadata"; See `NodeMetaRef`.
1782 Node metadata contains two things:
1787 Some of the values in the key-value store are handled specially:
1789 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1790 * `infotext`: Text shown on the screen when the node is pointed at
1794 local meta = minetest.get_meta(pos)
1795 meta:set_string("formspec",
1797 "list[context;main;0,0;8,4;]"..
1798 "list[current_player;main;0,5;8,4;]")
1799 meta:set_string("infotext", "Chest");
1800 local inv = meta:get_inventory()
1801 inv:set_size("main", 8*4)
1802 print(dump(meta:to_table()))
1805 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1806 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1807 [10] = "", [11] = "", [12] = "", [13] = "",
1808 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1809 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1810 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1811 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1815 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1823 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1825 Item metadata only contains a key-value store.
1827 Some of the values in the key-value store are handled specially:
1829 * `description`: Set the item stack's description. Defaults to
1831 * `color`: A `ColorString`, which sets the stack's color.
1832 * `palette_index`: If the item has a palette, this is used to get the
1833 current color from the palette.
1837 local meta = stack:get_meta()
1838 meta:set_string("key", "value")
1839 print(dump(meta:to_table()))
1847 Formspec defines a menu. Currently not much else than inventories are
1848 supported. It is a string, with a somewhat strange format.
1850 Spaces and newlines can be inserted between the blocks, as is used in the
1853 Position and size units are inventory slots, `X` and `Y` position the formspec
1854 element relative to the top left of the menu or container. `W` and `H` are its
1855 width and height values.
1856 When displaying text which can contain formspec code, e.g. text set by a player,
1857 use `minetest.formspec_escape`.
1858 For coloured text you can use `minetest.colorize`.
1860 WARNING: Minetest allows you to add elements to every single formspec instance
1861 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1862 appearing when you don't expect them to. See [`no_prepend[]`].
1870 list[context;main;0,0;8,4;]
1871 list[current_player;main;0,5;8,4;]
1876 list[context;fuel;2,3;1,1;]
1877 list[context;src;2,1;1,1;]
1878 list[context;dst;5,1;2,2;]
1879 list[current_player;main;0,5;8,4;]
1881 ### Minecraft-like player inventory
1884 image[1,0.6;1,2;player.png]
1885 list[current_player;main;0,3.5;8,4;]
1886 list[current_player;craft;3,0;3,3;]
1887 list[current_player;craftpreview;7,1;1,1;]
1892 ### `size[<W>,<H>,<fixed_size>]`
1894 * Define the size of the menu in inventory slots
1895 * `fixed_size`: `true`/`false` (optional)
1896 * deprecated: `invsize[<W>,<H>;]`
1898 ### `position[<X>,<Y>]`
1900 * Must be used after `size` element.
1901 * Defines the position on the game window of the formspec's `anchor` point.
1902 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1904 * [0.0, 0.0] sets the position to the top left corner of the game window.
1905 * [1.0, 1.0] sets the position to the bottom right of the game window.
1906 * Defaults to the center of the game window [0.5, 0.5].
1908 ### `anchor[<X>,<Y>]`
1910 * Must be used after both `size` and `position` (if present) elements.
1911 * Defines the location of the anchor point within the formspec.
1912 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1914 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1915 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1916 * Defaults to the center of the formspec [0.5, 0.5].
1918 * `position` and `anchor` elements need suitable values to avoid a formspec
1919 extending off the game window due to particular game window sizes.
1923 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1924 * Disables player:set_formspec_prepend() from applying to this formspec.
1926 ### `container[<X>,<Y>]`
1928 * Start of a container block, moves all physical elements in the container by
1930 * Must have matching `container_end`
1931 * Containers can be nested, in which case the offsets are added
1932 (child containers are relative to parent containers)
1934 ### `container_end[]`
1936 * End of a container, following elements are no longer relative to this
1939 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1941 * Show an inventory list
1943 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1945 * Show an inventory list
1947 ### `listring[<inventory location>;<list name>]`
1949 * Allows to create a ring of inventory lists
1950 * Shift-clicking on items in one element of the ring
1951 will send them to the next inventory list inside the ring
1952 * The first occurrence of an element inside the ring will
1953 determine the inventory where items will be sent to
1957 * Shorthand for doing `listring[<inventory location>;<list name>]`
1958 for the last two inventory lists added by list[...]
1960 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1962 * Sets background color of slots as `ColorString`
1963 * Sets background color of slots on mouse hovering
1965 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1967 * Sets background color of slots as `ColorString`
1968 * Sets background color of slots on mouse hovering
1969 * Sets color of slots border
1971 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1973 * Sets background color of slots as `ColorString`
1974 * Sets background color of slots on mouse hovering
1975 * Sets color of slots border
1976 * Sets default background color of tooltips
1977 * Sets default font color of tooltips
1979 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1981 * Adds tooltip for an element
1982 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1983 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1985 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1986 * Adds tooltip for an area. Other tooltips will take priority when present.
1987 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1988 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1990 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1994 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1996 * Show an inventory image of registered item/node
1998 ### `bgcolor[<color>;<fullscreen>]`
2000 * Sets background color of formspec as `ColorString`
2001 * If `true`, the background color is drawn fullscreen (does not affect the size
2004 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2006 * Use a background. Inventory rectangles are not drawn then.
2007 * Example for formspec 8x4 in 16x resolution: image shall be sized
2008 8 times 16px times 4 times 16px.
2010 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2012 * Use a background. Inventory rectangles are not drawn then.
2013 * Example for formspec 8x4 in 16x resolution:
2014 image shall be sized 8 times 16px times 4 times 16px
2015 * If `auto_clip` is `true`, the background is clipped to the formspec size
2016 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2018 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2020 * Textual password style field; will be sent to server when a button is clicked
2021 * When enter is pressed in field, fields.key_enter_field will be sent with the
2023 * Fields are a set height, but will be vertically centred on `H`
2024 * `name` is the name of the field as returned in fields to `on_receive_fields`
2025 * `label`, if not blank, will be text printed on the top left above the field
2026 * See `field_close_on_enter` to stop enter closing the formspec
2028 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2030 * Textual field; will be sent to server when a button is clicked
2031 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2032 the name of this field.
2033 * Fields are a set height, but will be vertically centred on `H`
2034 * `name` is the name of the field as returned in fields to `on_receive_fields`
2035 * `label`, if not blank, will be text printed on the top left above the field
2036 * `default` is the default value of the field
2037 * `default` may contain variable references such as `${text}` which
2038 will fill the value from the metadata value `text`
2039 * **Note**: no extra text or more than a single variable is supported ATM.
2040 * See `field_close_on_enter` to stop enter closing the formspec
2042 ### `field[<name>;<label>;<default>]`
2044 * As above, but without position/size units
2045 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2046 the name of this field.
2047 * Special field for creating simple forms, such as sign text input
2048 * Must be used without a `size[]` element
2049 * A "Proceed" button will be added automatically
2050 * See `field_close_on_enter` to stop enter closing the formspec
2052 ### `field_close_on_enter[<name>;<close_on_enter>]`
2054 * <name> is the name of the field
2055 * if <close_on_enter> is false, pressing enter in the field will submit the
2056 form but not close it.
2057 * defaults to true when not specified (ie: no tag for a field)
2059 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2061 * Same as fields above, but with multi-line input
2062 * If the text overflows, a vertical scrollbar is added.
2063 * If the name is empty, the textarea is read-only and
2064 the background is not shown, which corresponds to a multi-line label.
2066 ### `label[<X>,<Y>;<label>]`
2068 * The label formspec element displays the text set in `label`
2069 at the specified position.
2070 * The text is displayed directly without automatic line breaking,
2071 so label should not be used for big text chunks.
2073 ### `vertlabel[<X>,<Y>;<label>]`
2075 * Textual label drawn vertically
2076 * `label` is the text on the label
2078 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2080 * Clickable button. When clicked, fields will be sent.
2081 * Fixed button height. It will be vertically centred on `H`
2082 * `label` is the text on the button
2084 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2086 * `texture name` is the filename of an image
2088 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2090 * `texture name` is the filename of an image
2091 * `noclip=true` means the image button doesn't need to be within specified
2093 * `drawborder`: draw button border or not
2094 * `pressed texture name` is the filename of an image on pressed state
2096 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2098 * `item name` is the registered name of an item/node,
2099 tooltip will be made out of its description
2100 to override it use tooltip element
2102 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2104 * When clicked, fields will be sent and the form will quit.
2106 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2108 * When clicked, fields will be sent and the form will quit.
2110 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2112 * Scrollable item list showing arbitrary text elements
2113 * `name` fieldname sent to server on doubleclick value is current selected
2115 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2117 * if you want a listelement to start with "#" write "##".
2119 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2121 * Scrollable itemlist showing arbitrary text elements
2122 * `name` fieldname sent to server on doubleclick value is current selected
2124 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2125 * if you want a listelement to start with "#" write "##"
2126 * Index to be selected within textlist
2127 * `true`/`false`: draw transparent background
2128 * See also `minetest.explode_textlist_event`
2129 (main menu: `core.explode_textlist_event`).
2131 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2133 * Show a tab**header** at specific position (ignores formsize)
2134 * `name` fieldname data is transferred to Lua
2135 * `caption 1`...: name shown on top of tab
2136 * `current_tab`: index of selected tab 1...
2137 * `transparent` (optional): show transparent
2138 * `draw_border` (optional): draw border
2140 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2142 * Simple colored box
2143 * `color` is color specified as a `ColorString`.
2144 If the alpha component is left blank, the box will be semitransparent.
2146 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2148 * Show a dropdown field
2149 * **Important note**: There are two different operation modes:
2150 1. handle directly on change (only changed dropdown is submitted)
2151 2. read the value on pressing a button (all dropdown values are available)
2152 * `x` and `y` position of dropdown
2154 * Fieldname data is transferred to Lua
2155 * Items to be shown in dropdown
2156 * Index of currently selected dropdown item
2158 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2161 * `name` fieldname data is transferred to Lua
2162 * `label` to be shown left of checkbox
2163 * `selected` (optional): `true`/`false`
2165 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2168 * There are two ways to use it:
2169 1. handle the changed event (only changed scrollbar is available)
2170 2. read the value on pressing a button (all scrollbars are available)
2171 * `orientation`: `vertical`/`horizontal`
2172 * Fieldname data is transferred to Lua
2173 * Value this trackbar is set to (`0`-`1000`)
2174 * See also `minetest.explode_scrollbar_event`
2175 (main menu: `core.explode_scrollbar_event`).
2177 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2179 * Show scrollable table using options defined by the previous `tableoptions[]`
2180 * Displays cells as defined by the previous `tablecolumns[]`
2181 * `name`: fieldname sent to server on row select or doubleclick
2182 * `cell 1`...`cell n`: cell contents given in row-major order
2183 * `selected idx`: index of row to be selected within table (first row = `1`)
2184 * See also `minetest.explode_table_event`
2185 (main menu: `core.explode_table_event`).
2187 ### `tableoptions[<opt 1>;<opt 2>;...]`
2189 * Sets options for `table[]`
2191 * default text color (`ColorString`), defaults to `#FFFFFF`
2192 * `background=#RRGGBB`
2193 * table background color (`ColorString`), defaults to `#000000`
2194 * `border=<true/false>`
2195 * should the table be drawn with a border? (default: `true`)
2196 * `highlight=#RRGGBB`
2197 * highlight background color (`ColorString`), defaults to `#466432`
2198 * `highlight_text=#RRGGBB`
2199 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2200 * `opendepth=<value>`
2201 * all subtrees up to `depth < value` are open (default value = `0`)
2202 * only useful when there is a column of type "tree"
2204 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2206 * Sets columns for `table[]`
2207 * Types: `text`, `image`, `color`, `indent`, `tree`
2208 * `text`: show cell contents as text
2209 * `image`: cell contents are an image index, use column options to define
2211 * `color`: cell contents are a ColorString and define color of following
2213 * `indent`: cell contents are a number and define indentation of following
2215 * `tree`: same as indent, but user can open and close subtrees
2219 * for `text` and `image`: content alignment within cells.
2220 Available values: `left` (default), `center`, `right`, `inline`
2222 * for `text` and `image`: minimum width in em (default: `0`)
2223 * for `indent` and `tree`: indent width in em (default: `1.5`)
2224 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2225 Exception: defaults to 0 for indent columns
2226 * `tooltip=<value>`: tooltip text (default: empty)
2227 * `image` column options:
2228 * `0=<value>` sets image for image index 0
2229 * `1=<value>` sets image for image index 1
2230 * `2=<value>` sets image for image index 2
2231 * and so on; defined indices need not be contiguous empty or
2232 non-numeric cells are treated as `0`.
2233 * `color` column options:
2234 * `span=<value>`: number of following columns to affect
2235 (default: infinite).
2237 **Note**: do _not_ use a element name starting with `key_`; those names are
2238 reserved to pass key press events to formspec!
2249 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2250 * `"current_player"`: Player to whom the menu is shown
2251 * `"player:<name>"`: Any player
2252 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2253 * `"detached:<name>"`: A detached inventory
2255 Player Inventory lists
2256 ----------------------
2258 * `main`: list containing the default inventory
2259 * `craft`: list containing the craft input
2260 * `craftpreview`: list containing the craft prediction
2261 * `craftresult`: list containing the crafted output
2262 * `hand`: list containing an override for the empty hand
2263 * Is not created automatically, use `InvRef:set_size`
2274 `#RGB` defines a color in hexadecimal format.
2276 `#RGBA` defines a color in hexadecimal format and alpha channel.
2278 `#RRGGBB` defines a color in hexadecimal format.
2280 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2282 Named colors are also supported and are equivalent to
2283 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2284 To specify the value of the alpha channel, append `#AA` to the end of the color
2285 name (e.g. `colorname#08`). For named colors the hexadecimal string
2286 representing the alpha value must (always) be two hexadecimal digits.
2291 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2294 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2295 * `colorspec = {a=255, r=0, g=255, b=0}`
2296 * numerical form: The raw integer value of an ARGB8 quad:
2297 * `colorspec = 0xFF00FF00`
2298 * string form: A ColorString (defined above):
2299 * `colorspec = "green"`
2307 Most text can contain escape sequences, that can for example color the text.
2308 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2309 The following functions provide escape sequences:
2311 * `minetest.get_color_escape_sequence(color)`:
2312 * `color` is a ColorString
2313 * The escape sequence sets the text color to `color`
2314 * `minetest.colorize(color, message)`:
2316 `minetest.get_color_escape_sequence(color) ..
2318 minetest.get_color_escape_sequence("#ffffff")`
2319 * `minetest.get_background_escape_sequence(color)`
2320 * `color` is a ColorString
2321 * The escape sequence sets the background of the whole text element to
2322 `color`. Only defined for item descriptions and tooltips.
2323 * `minetest.strip_foreground_colors(str)`
2324 * Removes foreground colors added by `get_color_escape_sequence`.
2325 * `minetest.strip_background_colors(str)`
2326 * Removes background colors added by `get_background_escape_sequence`.
2327 * `minetest.strip_colors(str)`
2328 * Removes all color escape sequences.
2336 For the following functions, `v`, `v1`, `v2` are vectors,
2337 `p1`, `p2` are positions:
2339 * `vector.new(a[, b, c])`:
2341 * A copy of `a` if `a` is a vector.
2342 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2343 * `vector.direction(p1, p2)`:
2344 * Returns a vector of length 1 with direction `p1` to `p2`.
2345 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2346 * `vector.distance(p1, p2)`:
2347 * Returns zero or a positive number, the distance between `p1` and `p2`.
2348 * `vector.length(v)`:
2349 * Returns zero or a positive number, the length of vector `v`.
2350 * `vector.normalize(v)`:
2351 * Returns a vector of length 1 with direction of vector `v`.
2352 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2353 * `vector.floor(v)`:
2354 * Returns a vector, each dimension rounded down.
2355 * `vector.round(v)`:
2356 * Returns a vector, each dimension rounded to nearest integer.
2357 * `vector.apply(v, func)`:
2358 * Returns a vector where the function `func` has been applied to each
2360 * `vector.equals(v1, v2)`:
2361 * Returns a boolean, `true` if the vectors are identical.
2362 * `vector.sort(v1, v2)`:
2363 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2365 For the following functions `x` can be either a vector or a number:
2367 * `vector.add(v, x)`:
2369 * `vector.subtract(v, x)`:
2371 * `vector.multiply(v, x)`:
2372 * Returns a scaled vector or Schur product.
2373 * `vector.divide(v, x)`:
2374 * Returns a scaled vector or Schur quotient.
2382 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2383 human-readable, handles reference loops.
2384 * `obj`: arbitrary variable
2385 * `name`: string, default: `"_"`
2386 * `dumped`: table, default: `{}`
2387 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2388 * `obj`: arbitrary variable
2389 * `dumped`: table, default: `{}`
2390 * `math.hypot(x, y)`
2391 * Get the hypotenuse of a triangle with legs x and y.
2392 Useful for distance calculation.
2393 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2394 * Get the sign of a number.
2395 * tolerance: number, default: `0.0`
2396 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2398 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2399 * `separator`: string, default: `","`
2400 * `include_empty`: boolean, default: `false`
2401 * `max_splits`: number, if it's negative, splits aren't limited,
2403 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2404 string or a pattern (regex), default: `false`
2405 * e.g. `"a,b":split","` returns `{"a","b"}`
2406 * `string:trim()`: returns the string without whitespace pre- and suffixes
2407 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2408 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2409 * Adds newlines to the string to keep it within the specified character
2411 * Note that the returned lines may be longer than the limit since it only
2412 splits at word borders.
2413 * `limit`: number, maximal amount of characters in one line
2414 * `as_table`: boolean, if set to true, a table of lines instead of a string
2415 is returned, default: `false`
2416 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2417 * `pos`: table {x=X, y=Y, z=Z}
2418 * Converts the position `pos` to a human-readable, printable string
2419 * `decimal_places`: number, if specified, the x, y and z values of
2420 the position are rounded to the given decimal place.
2421 * `minetest.string_to_pos(string)`: returns a position or `nil`
2422 * Same but in reverse.
2423 * If the string can't be parsed to a position, nothing is returned.
2424 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2425 * Converts a string representing an area box into two positions
2426 * `minetest.formspec_escape(string)`: returns a string
2427 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2429 * `minetest.is_yes(arg)`
2430 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2431 * `minetest.is_nan(arg)`
2432 * returns true when the passed number represents NaN.
2433 * `minetest.get_us_time()`
2434 * returns time with microsecond precision. May not return wall time.
2435 * `table.copy(table)`: returns a table
2436 * returns a deep copy of `table`
2437 * `table.insert_all(table, other_table)`:
2438 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2440 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2442 * returns the exact position on the surface of a pointed node
2450 Texts can be translated client-side with the help of `minetest.translate` and
2453 Translating a string
2454 --------------------
2456 Two functions are provided to translate strings: `minetest.translate` and
2457 `minetest.get_translator`.
2459 * `minetest.get_translator(textdomain)` is a simple wrapper around
2460 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2461 equivalent to `minetest.translate(textdomain, str, ...)`.
2462 It is intended to be used in the following way, so that it avoids verbose
2463 repetitions of `minetest.translate`:
2465 local S = minetest.get_translator(textdomain)
2468 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2470 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2471 the given `textdomain` for disambiguation. The textdomain must match the
2472 textdomain specified in the translation file in order to get the string
2473 translated. This can be used so that a string is translated differently in
2475 It is advised to use the name of the mod as textdomain whenever possible, to
2476 avoid clashes with other mods.
2477 This function must be given a number of arguments equal to the number of
2478 arguments the translated string expects.
2479 Arguments are literal strings -- they will not be translated, so if you want
2480 them to be, they need to come as outputs of `minetest.translate` as well.
2482 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2483 by the translation of "Red". We can do the following:
2485 local S = minetest.get_translator()
2486 S("@1 Wool", S("Red"))
2488 This will be displayed as "Red Wool" on old clients and on clients that do
2489 not have localization enabled. However, if we have for instance a translation
2490 file named `wool.fr.tr` containing the following:
2495 this will be displayed as "Laine Rouge" on clients with a French locale.
2497 Operations on translated strings
2498 --------------------------------
2500 The output of `minetest.translate` is a string, with escape sequences adding
2501 additional information to that string so that it can be translated on the
2502 different clients. In particular, you can't expect operations like string.length
2503 to work on them like you would expect them to, or string.gsub to work in the
2504 expected manner. However, string concatenation will still work as expected
2505 (note that you should only use this for things like formspecs; do not translate
2506 sentences by breaking them into parts; arguments should be used instead), and
2507 operations such as `minetest.colorize` which are also concatenation.
2509 Translation file format
2510 -----------------------
2512 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2513 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2514 The file should be a text file, with the following format:
2516 * Lines beginning with `# textdomain:` (the space is significant) can be used
2517 to specify the text domain of all following translations in the file.
2518 * All other empty lines or lines beginning with `#` are ignored.
2519 * Other lines should be in the format `original=translated`. Both `original`
2520 and `translated` can contain escape sequences beginning with `@` to insert
2521 arguments, literal `@`, `=` or newline (See [Escapes] below).
2522 There must be no extraneous whitespace around the `=` or at the beginning or
2523 the end of the line.
2528 Strings that need to be translated can contain several escapes, preceded by `@`.
2530 * `@@` acts as a literal `@`.
2531 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2532 string that will be inlined when translated. Due to how translations are
2533 implemented, the original translation string **must** have its arguments in
2534 increasing order, without gaps or repetitions, starting from 1.
2535 * `@=` acts as a literal `=`. It is not required in strings given to
2536 `minetest.translate`, but is in translation files to avoid being confused
2537 with the `=` separating the original from the translation.
2538 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2539 As with `@=`, this escape is not required in strings given to
2540 `minetest.translate`, but is in translation files.
2541 * `@n` acts as a literal newline as well.
2549 Perlin noise creates a continuously-varying value depending on the input values.
2550 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2551 The result is used during map generation to create the terrain shape, vary heat
2552 and humidity to distribute biomes, vary the density of decorations or vary the
2555 Structure of perlin noise
2556 -------------------------
2558 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2559 The smooth wavy noise it generates has a single characteristic scale, almost
2560 like a 'wavelength', so on its own does not create fine detail.
2561 Due to this perlin noise combines several octaves to create variation on
2562 multiple scales. Each additional octave has a smaller 'wavelength' than the
2565 This combination results in noise varying very roughly between -2.0 and 2.0 and
2566 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2567 and offset the noise variation.
2569 The final perlin noise variation is created as follows:
2571 noise = offset + scale * (octave1 +
2572 octave2 * persistence +
2573 octave3 * persistence ^ 2 +
2574 octave4 * persistence ^ 3 +
2580 Noise Parameters are commonly called `NoiseParams`.
2584 After the multiplication by `scale` this is added to the result and is the final
2585 step in creating the noise value.
2586 Can be positive or negative.
2590 Once all octaves have been combined, the result is multiplied by this.
2591 Can be positive or negative.
2595 For octave1, this is roughly the change of input value needed for a very large
2596 variation in the noise value generated by octave1. It is almost like a
2597 'wavelength' for the wavy noise variation.
2598 Each additional octave has a 'wavelength' that is smaller than the previous
2599 octave, to create finer detail. `spread` will therefore roughly be the typical
2600 size of the largest structures in the final noise variation.
2602 `spread` is a vector with values for x, y, z to allow the noise variation to be
2603 stretched or compressed in the desired axes.
2604 Values are positive numbers.
2608 This is a whole number that determines the entire pattern of the noise
2609 variation. Altering it enables different noise patterns to be created.
2610 With other parameters equal, different seeds produce different noise patterns
2611 and identical seeds produce identical noise patterns.
2613 For this parameter you can randomly choose any whole number. Usually it is
2614 preferable for this to be different from other seeds, but sometimes it is useful
2615 to be able to create identical noise patterns.
2617 When used in mapgen this is actually a 'seed offset', it is added to the
2618 'world seed' to create the seed used by the noise, to ensure the noise has a
2619 different pattern in different worlds.
2623 The number of simple noise generators that are combined.
2624 A whole number, 1 or more.
2625 Each additional octave adds finer detail to the noise but also increases the
2626 noise calculation load.
2627 3 is a typical minimum for a high quality, complex and natural-looking noise
2628 variation. 1 octave has a slight 'gridlike' appearence.
2630 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2631 size of the finest detail you require. For example:
2632 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2633 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2634 512, 256, 128, 64, 32, 16 nodes.
2635 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2639 Each additional octave has an amplitude that is the amplitude of the previous
2640 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2641 as is often helpful and natural to do so.
2642 Since this controls the balance of fine detail to large-scale detail
2643 `persistence` can be thought of as the 'roughness' of the noise.
2645 A positive or negative non-zero number, often between 0.3 and 1.0.
2646 A common medium value is 0.5, such that each octave has half the amplitude of
2647 the previous octave.
2648 This may need to be tuned when altering `lacunarity`; when doing so consider
2649 that a common medium value is 1 / lacunarity.
2653 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2654 previous octave multiplied by 1 / lacunarity, to create finer detail.
2655 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2657 A positive number no smaller than 1.0.
2658 Values below 2.0 create higher quality noise at the expense of requiring more
2659 octaves to cover a paticular range of 'wavelengths'.
2663 Leave this field unset for no special handling.
2664 Currently supported are `defaults`, `eased` and `absvalue`:
2668 Specify this if you would like to keep auto-selection of eased/not-eased while
2669 specifying some other flags.
2673 Maps noise gradient values onto a quintic S-curve before performing
2674 interpolation. This results in smooth, rolling noise.
2675 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2677 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2679 Easing a 3D noise significantly increases the noise calculation load, so use
2684 The absolute value of each octave's noise variation is used when combining the
2685 octaves. The final perlin noise variation is created as follows:
2687 noise = offset + scale * (abs(octave1) +
2688 abs(octave2) * persistence +
2689 abs(octave3) * persistence ^ 2 +
2690 abs(octave4) * persistence ^ 3 +
2695 For 2D or 3D perlin noise or perlin noise maps:
2700 spread = {x = 500, y = 500, z = 500},
2705 flags = "defaults, absvalue",
2708 For 2D noise the Z component of `spread` is still defined but is ignored.
2709 A single noise parameter table can be used for 2D or 3D noise.
2720 These tell in what manner the ore is generated.
2722 All default ores are of the uniformly-distributed scatter type.
2726 Randomly chooses a location and generates a cluster of ore.
2728 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2729 at that point is greater than the `noise_threshold`, giving the ability to
2730 create a non-equal distribution of ore.
2734 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2735 described by `noise_params` and `noise_threshold`. This is essentially an
2736 improved version of the so-called "stratus" ore seen in some unofficial mods.
2738 This sheet consists of vertical columns of uniform randomly distributed height,
2739 varying between the inclusive range `column_height_min` and `column_height_max`.
2740 If `column_height_min` is not specified, this parameter defaults to 1.
2741 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2742 for reverse compatibility. New code should prefer `column_height_max`.
2744 The `column_midpoint_factor` parameter controls the position of the column at
2745 which ore emanates from.
2746 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2747 equally starting from each direction.
2748 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2749 this parameter is not specified, the default is 0.5.
2751 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2756 Creates a sheet of ore in a cloud-like puff shape.
2758 As with the `sheet` ore type, the size and shape of puffs are described by
2759 `noise_params` and `noise_threshold` and are placed at random vertical
2760 positions within the currently generated chunk.
2762 The vertical top and bottom displacement of each puff are determined by the
2763 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2767 Creates a deformed sphere of ore according to 3d perlin noise described by
2768 `noise_params`. The maximum size of the blob is `clust_size`, and
2769 `clust_scarcity` has the same meaning as with the `scatter` type.
2773 Creates veins of ore varying in density by according to the intersection of two
2774 instances of 3d perlin noise with different seeds, both described by
2777 `random_factor` varies the influence random chance has on placement of an ore
2778 inside the vein, which is `1` by default. Note that modifying this parameter
2779 may require adjusting `noise_threshold`.
2781 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2784 This ore type is difficult to control since it is sensitive to small changes.
2785 The following is a decent set of parameters to work from:
2790 spread = {x=200, y=200, z=200},
2797 noise_threshold = 1.6
2799 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2800 computationally expensive than any other ore.
2804 Creates a single undulating ore stratum that is continuous across mapchunk
2805 borders and horizontally spans the world.
2807 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2808 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2809 defines the stratum's vertical thickness (in units of nodes). Due to being
2810 continuous across mapchunk borders the stratum's vertical thickness is
2813 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2814 to y_max in a simple horizontal stratum.
2816 A parameter `stratum_thickness` can be provided instead of the noise parameter
2817 `np_stratum_thickness`, to create a constant thickness.
2819 Leaving out one or both noise parameters makes the ore generation less
2820 intensive, useful when adding multiple strata.
2822 `y_min` and `y_max` define the limits of the ore generation and for performance
2823 reasons should be set as close together as possible but without clipping the
2824 stratum's Y variation.
2826 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2827 solid-ore stratum would require a `clust_scarcity` of 1.
2829 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2830 `random_factor` are ignored by this ore type.
2835 See section [Flag Specifier Format].
2837 Currently supported flags:
2838 `puff_cliffs`, `puff_additive_composition`.
2842 If set, puff ore generation will not taper down large differences in
2843 displacement when approaching the edge of a puff. This flag has no effect for
2844 ore types other than `puff`.
2846 ### `puff_additive_composition`
2848 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2849 in a negative displacement, the sub-column at that point is not generated. With
2850 this attribute set, puff ore generation will instead generate the absolute
2851 difference in noise displacement values. This flag has no effect for ore types
2860 The varying types of decorations that can be placed.
2865 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2866 a list, if a decoration list is specified). Can specify a certain node it must
2867 spawn next to, such as water or lava, for example. Can also generate a
2868 decoration of random height between a specified lower and upper bound.
2869 This type of decoration is intended for placement of grass, flowers, cacti,
2870 papyri, waterlilies and so on.
2875 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2876 Can specify a probability of a node randomly appearing when placed.
2877 This decoration type is intended to be used for multi-node sized discrete
2878 structures, such as trees, cave spikes, rocks, and so on.
2887 --------------------
2889 A schematic specifier identifies a schematic by either a filename to a
2890 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2891 in the form of a table. This table specifies the following fields:
2893 * The `size` field is a 3D vector containing the dimensions of the provided
2894 schematic. (required field)
2895 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2896 sets the probability of a particular horizontal slice of the schematic being
2897 placed. (optional field)
2898 `ypos` = 0 for the lowest horizontal slice of a schematic.
2899 The default of `prob` is 255.
2900 * The `data` field is a flat table of MapNode tables making up the schematic,
2901 in the order of `[z [y [x]]]`. (required field)
2902 Each MapNode table contains:
2903 * `name`: the name of the map node to place (required)
2904 * `prob` (alias `param1`): the probability of this node being placed
2906 * `param2`: the raw param2 value of the node being placed onto the map
2908 * `force_place`: boolean representing if the node should forcibly overwrite
2909 any previous contents (default: false)
2911 About probability values:
2913 * A probability value of `0` or `1` means that node will never appear
2915 * A probability value of `254` or `255` means the node will always appear
2917 * If the probability value `p` is greater than `1`, then there is a
2918 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2921 Schematic attributes
2922 --------------------
2924 See section [Flag Specifier Format].
2926 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2929 * `place_center_x`: Placement of this decoration is centered along the X axis.
2930 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2931 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2932 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2938 Lua Voxel Manipulator
2939 =====================
2944 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2945 facility. The purpose of this object is for fast, low-level, bulk access to
2946 reading and writing Map content. As such, setting map nodes through VoxelManip
2947 will lack many of the higher level features and concepts you may be used to
2948 with other methods of setting nodes. For example, nodes will not have their
2949 construction and destruction callbacks run, and no rollback information is
2952 It is important to note that VoxelManip is designed for speed, and *not* ease
2953 of use or flexibility. If your mod requires a map manipulation facility that
2954 will handle 100% of all edge cases, or the use of high level node placement
2955 features, perhaps `minetest.set_node()` is better suited for the job.
2957 In addition, VoxelManip might not be faster, or could even be slower, for your
2958 specific use case. VoxelManip is most effective when setting large areas of map
2959 at once - for example, if only setting a 3x3x3 node area, a
2960 `minetest.set_node()` loop may be more optimal. Always profile code using both
2961 methods of map manipulation to determine which is most appropriate for your
2964 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2965 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2970 A VoxelManip object can be created any time using either:
2971 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2973 If the optional position parameters are present for either of these routines,
2974 the specified region will be pre-loaded into the VoxelManip object on creation.
2975 Otherwise, the area of map you wish to manipulate must first be loaded into the
2976 VoxelManip object using `VoxelManip:read_from_map()`.
2978 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2979 formed by these positions indicate the minimum and maximum (respectively)
2980 positions of the area actually loaded in the VoxelManip, which may be larger
2981 than the area requested. For convenience, the loaded area coordinates can also
2982 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2984 Now that the VoxelManip object is populated with map data, your mod can fetch a
2985 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2986 which retrieves an individual node in a MapNode formatted table at the position
2987 requested is the simplest method to use, but also the slowest.
2989 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2992 * `VoxelManip:get_data()` for node content (in Content ID form, see section
2994 * `VoxelManip:get_light_data()` for node light levels, and
2995 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2997 See section [Flat array format] for more details.
2999 It is very important to understand that the tables returned by any of the above
3000 three functions represent a snapshot of the VoxelManip's internal state at the
3001 time of the call. This copy of the data will not magically update itself if
3002 another function modifies the internal VoxelManip state.
3003 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3004 internal state unless otherwise explicitly stated.
3006 Once the bulk data has been edited to your liking, the internal VoxelManip
3007 state can be set using:
3009 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3011 * `VoxelManip:set_light_data()` for node light levels, and
3012 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3014 The parameter to each of the above three functions can use any table at all in
3015 the same flat array format as produced by `get_data()` etc. and is not required
3016 to be a table retrieved from `get_data()`.
3018 Once the internal VoxelManip state has been modified to your liking, the
3019 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3022 ### Flat array format
3025 `Nx = p2.X - p1.X + 1`,
3026 `Ny = p2.Y - p1.Y + 1`, and
3027 `Nz = p2.Z - p1.Z + 1`.
3029 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3030 including the value of the expression `Nx * Ny * Nz`.
3032 Positions offset from p1 are present in the array with the format of:
3035 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3036 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3038 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3039 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3041 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3043 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3046 and the array index for a position p contained completely in p1..p2 is:
3048 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3050 Note that this is the same "flat 3D array" format as
3051 `PerlinNoiseMap:get3dMap_flat()`.
3052 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3053 of the index for a single point in a flat VoxelManip array.
3057 A Content ID is a unique integer identifier for a specific node type.
3058 These IDs are used by VoxelManip in place of the node name string for
3059 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3060 `minetest.get_content_id()` to look up the Content ID for the specified node
3061 name, and `minetest.get_name_from_content_id()` to look up the node name string
3062 for a given Content ID.
3063 After registration of a node, its Content ID will remain the same throughout
3064 execution of the mod.
3065 Note that the node being queried needs to have already been been registered.
3067 The following builtin node types have their Content IDs defined as constants:
3069 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3070 * `minetest.CONTENT_AIR`: ID for "air" nodes
3071 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3073 ### Mapgen VoxelManip objects
3075 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3076 VoxelManip object used by the core's Map Generator (commonly abbreviated
3077 Mapgen). Most of the rules previously described still apply but with a few
3080 * The Mapgen VoxelManip object is retrieved using:
3081 `minetest.get_mapgen_object("voxelmanip")`
3082 * This VoxelManip object already has the region of map just generated loaded
3083 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3084 a Mapgen VoxelManip.
3085 * The `on_generated()` callbacks of some mods may place individual nodes in the
3086 generated area using non-VoxelManip map modification methods. Because the
3087 same Mapgen VoxelManip object is passed through each `on_generated()`
3088 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3089 consistency with the current map state. For this reason, calling any of the
3090 following functions:
3091 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3092 will also update the Mapgen VoxelManip object's internal state active on the
3094 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3095 necessary to update lighting information using either:
3096 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3098 ### Other API functions operating on a VoxelManip
3100 If any VoxelManip contents were set to a liquid node,
3101 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3102 flowing. It is recommended to call this function only after having written all
3103 buffered data back to the VoxelManip object, save for special situations where
3104 the modder desires to only have certain liquid nodes begin flowing.
3106 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3107 will generate all registered decorations and ores throughout the full area
3108 inside of the specified VoxelManip object.
3110 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3111 `minetest.place_schematic()`, except instead of placing the specified schematic
3112 directly on the map at the specified position, it will place the schematic
3113 inside the VoxelManip.
3117 * Attempting to read data from a VoxelManip object before map is read will
3118 result in a zero-length array table for `VoxelManip:get_data()`, and an
3119 "ignore" node at any position for `VoxelManip:get_node_at()`.
3120 * If either a region of map has not yet been generated or is out-of-bounds of
3121 the map, that region is filled with "ignore" nodes.
3122 * Other mods, or the core itself, could possibly modify the area of map
3123 currently loaded into a VoxelManip object. With the exception of Mapgen
3124 VoxelManips (see above section), the internal buffers are not updated. For
3125 this reason, it is strongly encouraged to complete the usage of a particular
3126 VoxelManip object in the same callback it had been created.
3127 * If a VoxelManip object will be used often, such as in an `on_generated()`
3128 callback, consider passing a file-scoped table as the optional parameter to
3129 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3130 to write map data to instead of returning a new table each call. This greatly
3131 enhances performance by avoiding unnecessary memory allocations.
3136 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3137 containing the region formed by `p1` and `p2`.
3138 * returns actual emerged `pmin`, actual emerged `pmax`
3139 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3141 * **important**: data must be set using `VoxelManip:set_data()` before
3143 * if `light` is true, then lighting is automatically recalculated.
3144 The default value is true.
3145 If `light` is false, no light calculations happen, and you should correct
3146 all modified blocks with `minetest.fix_light()` as soon as possible.
3147 Keep in mind that modifying the map where light is incorrect can cause
3149 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3150 the `VoxelManip` at that position
3151 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3153 * `get_data([buffer])`: Retrieves the node content data loaded into the
3154 `VoxelManip` object.
3155 * returns raw node data in the form of an array of node content IDs
3156 * if the param `buffer` is present, this table will be used to store the
3158 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3159 * `update_map()`: Does nothing, kept for compatibility.
3160 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3162 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3163 * To be used only by a `VoxelManip` object from
3164 `minetest.get_mapgen_object`.
3165 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3167 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3168 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3170 * Each value is the bitwise combination of day and night light values
3172 * `light = day + (night * 16)`
3173 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3174 in the `VoxelManip`.
3175 * expects lighting data in the same format that `get_light_data()` returns
3176 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3177 `VoxelManip` object.
3178 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3180 * If the param `buffer` is present, this table will be used to store the
3182 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3184 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3186 * To be used only by a `VoxelManip` object from
3187 `minetest.get_mapgen_object`.
3188 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3189 area if left out or nil.
3190 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3191 generated mapchunk above are propagated down into the mapchunk, defaults
3192 to `true` if left out.
3193 * `update_liquids()`: Update liquid flow
3194 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3195 manipulator had been modified since the last read from map, due to a call to
3196 `minetest.set_data()` on the loaded area elsewhere.
3197 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3202 A helper class for voxel areas.
3203 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3204 The coordinates are *inclusive*, like most other things in Minetest.
3208 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3209 `MinEdge` and `MaxEdge`.
3210 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3212 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3214 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3215 * The position (x, y, z) is not checked for being inside the area volume,
3216 being outside can cause an incorrect index result.
3217 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3218 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3219 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3220 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3221 is not checked for being inside the area volume.
3222 * `position(i)`: returns the absolute position vector corresponding to index
3224 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3225 `MinEdge` and `MaxEdge`.
3226 * `containsp(p)`: same as above, except takes a vector
3227 * `containsi(i)`: same as above, except takes an index `i`
3228 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3230 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3232 * `iterp(minp, maxp)`: same as above, except takes a vector
3240 A mapgen object is a construct used in map generation. Mapgen objects can be
3241 used by an `on_generate` callback to speed up operations by avoiding
3242 unnecessary recalculations, these can be retrieved using the
3243 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3244 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3245 callback, `nil` is returned.
3247 The following Mapgen objects are currently available:
3251 This returns three values; the `VoxelManip` object to be used, minimum and
3252 maximum emerged position, in that order. All mapgens support this object.
3256 Returns an array containing the y coordinates of the ground levels of nodes in
3257 the most recently generated chunk by the current mapgen.
3261 Returns an array containing the biome IDs of nodes in the most recently
3262 generated chunk by the current mapgen.
3266 Returns an array containing the temperature values of nodes in the most
3267 recently generated chunk by the current mapgen.
3271 Returns an array containing the humidity values of nodes in the most recently
3272 generated chunk by the current mapgen.
3276 Returns a table mapping requested generation notification types to arrays of
3277 positions at which the corresponding generated structures are located within
3278 the current chunk. To set the capture of positions of interest to be recorded
3279 on generate, use `minetest.set_gen_notify()`.
3280 For decorations, the returned positions are the ground surface 'place_on'
3281 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3282 node above the returned position and possibly displaced by 'place_offset_y'.
3284 Possible fields of the table returned are:
3290 * `large_cave_begin`
3294 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3295 numeric unique decoration ID.
3303 Functions receive a "luaentity" as `self`:
3305 * It has the member `.name`, which is the registered name `("mod:thing")`
3306 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3307 * The original prototype stuff is visible directly via a metatable
3311 * `on_activate(self, staticdata, dtime_s)`
3312 * Called when the object is instantiated.
3313 * `dtime_s` is the time passed since the object was unloaded, which can be
3314 used for updating the entity state.
3315 * `on_step(self, dtime)`
3316 * Called on every server tick, after movement and collision processing.
3317 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3319 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3320 * Called when somebody punches the object.
3321 * Note that you probably want to handle most punches using the automatic
3323 * `puncher`: an `ObjectRef` (can be `nil`)
3324 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3326 * `tool_capabilities`: capability table of used tool (can be `nil`)
3327 * `dir`: unit vector of direction of punch. Always defined. Points from the
3328 puncher to the punched.
3329 * `on_death(self, killer)`
3330 * Called when the object dies.
3331 * `killer`: an `ObjectRef` (can be `nil`)
3332 * `on_rightclick(self, clicker)`
3333 * `on_attach_child(self, child)`
3334 * `child`: an `ObjectRef` of the child that attaches
3335 * `on_detach_child(self, child)`
3336 * `child`: an `ObjectRef` of the child that detaches
3337 * `on_detach(self, parent)`
3338 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3339 * This happens before the parent object is removed from the world
3340 * `get_staticdata(self)`
3341 * Should return a string that will be passed to `on_activate` when the
3342 object is instantiated the next time.
3354 axiom, --string initial tree axiom
3355 rules_a, --string rules set A
3356 rules_b, --string rules set B
3357 rules_c, --string rules set C
3358 rules_d, --string rules set D
3359 trunk, --string trunk node name
3360 leaves, --string leaves node name
3361 leaves2, --string secondary leaves node name
3362 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3363 angle, --num angle in deg
3364 iterations, --num max # of iterations, usually 2 -5
3365 random_level, --num factor to lower nr of iterations, usually 0 - 3
3366 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3367 -- 2x2 nodes or 3x3 in cross shape
3368 thin_branches, --boolean true -> use thin (1 node) branches
3369 fruit, --string fruit node name
3370 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3371 seed, --num random seed, if no seed is provided, the engine
3375 Key for special L-System symbols used in axioms
3376 -----------------------------------------------
3378 * `G`: move forward one unit with the pen up
3379 * `F`: move forward one unit with the pen down drawing trunks and branches
3380 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3381 * `T`: move forward one unit with the pen down drawing trunks only
3382 * `R`: move forward one unit with the pen down placing fruit
3383 * `A`: replace with rules set A
3384 * `B`: replace with rules set B
3385 * `C`: replace with rules set C
3386 * `D`: replace with rules set D
3387 * `a`: replace with rules set A, chance 90%
3388 * `b`: replace with rules set B, chance 80%
3389 * `c`: replace with rules set C, chance 70%
3390 * `d`: replace with rules set D, chance 60%
3391 * `+`: yaw the turtle right by `angle` parameter
3392 * `-`: yaw the turtle left by `angle` parameter
3393 * `&`: pitch the turtle down by `angle` parameter
3394 * `^`: pitch the turtle up by `angle` parameter
3395 * `/`: roll the turtle to the right by `angle` parameter
3396 * `*`: roll the turtle to the left by `angle` parameter
3397 * `[`: save in stack current state info
3398 * `]`: recover from stack state info
3403 Spawn a small apple tree:
3405 pos = {x=230,y=20,z=4}
3408 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3409 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3410 trunk="default:tree",
3411 leaves="default:leaves",
3415 trunk_type="single",
3418 fruit="default:apple"
3420 minetest.spawn_tree(pos,apple_tree)
3425 'minetest' namespace reference
3426 ==============================
3431 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3433 * `minetest.get_modpath(modname)`: returns e.g.
3434 `"/home/user/.minetest/usermods/modname"`.
3435 * Useful for loading additional `.lua` modules or static data from mod
3436 * `minetest.get_modnames()`: returns a list of installed mods
3437 * Return a list of installed mods, sorted alphabetically
3438 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3439 * Useful for storing custom data
3440 * `minetest.is_singleplayer()`
3441 * `minetest.features`: Table containing API feature flags
3444 glasslike_framed = true,
3445 nodebox_as_selectionbox = true,
3446 chat_send_player_param3 = true,
3447 get_all_craft_recipes_works = true,
3448 -- The transparency channel of textures can optionally be used on
3450 use_texture_alpha = true,
3451 -- Tree and grass ABMs are no longer done from C++
3452 no_legacy_abms = true,
3453 -- Texture grouping is possible using parentheses
3454 texture_names_parens = true,
3455 -- Unique Area ID for AreaStore:insert_area
3456 area_store_custom_ids = true,
3457 -- add_entity supports passing initial staticdata to on_activate
3458 add_entity_with_staticdata = true,
3459 -- Chat messages are no longer predicted
3460 no_chat_message_prediction = true,
3461 -- The transparency channel of textures can optionally be used on
3462 -- objects (ie: players and lua entities)
3463 object_use_texture_alpha = true,
3464 -- Object selectionbox is settable independently from collisionbox
3465 object_independent_selectionbox = true,
3468 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3469 * `arg`: string or table in format `{foo=true, bar=true}`
3470 * `missing_features`: `{foo=true, bar=true}`
3471 * `minetest.get_player_information(player_name)`: Table containing information
3472 about a player. Example return value:
3475 address = "127.0.0.1", -- IP address of client
3476 ip_version = 4, -- IPv4 / IPv6
3477 min_rtt = 0.01, -- minimum round trip time
3478 max_rtt = 0.2, -- maximum round trip time
3479 avg_rtt = 0.02, -- average round trip time
3480 min_jitter = 0.01, -- minimum packet time jitter
3481 max_jitter = 0.5, -- maximum packet time jitter
3482 avg_jitter = 0.03, -- average packet time jitter
3483 connection_uptime = 200, -- seconds since client connected
3484 protocol_version = 32, -- protocol version used by client
3485 -- following information is available on debug build only!!!
3486 -- DO NOT USE IN MODS
3487 --ser_vers = 26, -- serialization version used by client
3488 --major = 0, -- major version number
3489 --minor = 4, -- minor version number
3490 --patch = 10, -- patch version number
3491 --vers_string = "0.4.9-git", -- full version string
3492 --state = "Active" -- current client state
3495 * `minetest.mkdir(path)`: returns success.
3496 * Creates a directory specified by `path`, creating parent directories
3497 if they don't exist.
3498 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3500 * nil: return all entries,
3501 * true: return only subdirectory names, or
3502 * false: return only file names.
3503 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3504 * Replaces contents of file at path with new contents in a safe (atomic)
3505 way. Use this instead of below code when writing e.g. database files:
3506 `local f = io.open(path, "wb"); f:write(content); f:close()`
3507 * `minetest.get_version()`: returns a table containing components of the
3508 engine version. Components:
3509 * `project`: Name of the project, eg, "Minetest"
3510 * `string`: Simple version, eg, "1.2.3-dev"
3511 * `hash`: Full git version (only set if available),
3512 eg, "1.2.3-dev-01234567-dirty".
3513 Use this for informational purposes only. The information in the returned
3514 table does not represent the capabilities of the engine, nor is it
3515 reliable or verifiable. Compatible forks will have a different name and
3516 version entirely. To check for the presence of engine features, test
3517 whether the functions exported by the wanted features exist. For example:
3518 `if minetest.check_for_falling then ... end`.
3519 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3520 * `data`: string of data to hash
3521 * `raw`: return raw bytes instead of hex digits, default: false
3526 * `minetest.debug(...)`
3527 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3528 * `minetest.log([level,] text)`
3529 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3530 `"info"`, or `"verbose"`. Default is `"none"`.
3532 Registration functions
3533 ----------------------
3535 Call these functions only at load time!
3537 * `minetest.register_entity(name, entity definition)`
3538 * `minetest.register_abm(abm definition)`
3539 * `minetest.register_lbm(lbm definition)`
3540 * `minetest.register_node(name, node definition)`
3541 * `minetest.register_tool(name, item definition)`
3542 * `minetest.register_craftitem(name, item definition)`
3543 * `minetest.unregister_item(name)`
3544 * `minetest.register_alias(name, convert_to)`
3545 * Also use this to set the 'mapgen aliases' needed in a game for the core
3546 * mapgens. See [Mapgen aliases] section above.
3547 * `minetest.register_alias_force(name, convert_to)`
3548 * `minetest.register_craft(recipe)`
3549 * Check recipe table syntax for different types below.
3550 * `minetest.clear_craft(recipe)`
3551 * Will erase existing craft based either on output item or on input recipe.
3552 * Specify either output or input only. If you specify both, input will be
3553 ignored. For input use the same recipe table syntax as for
3554 `minetest.register_craft(recipe)`. For output specify only the item,
3556 * If no erase candidate could be found, Lua exception will be thrown.
3557 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3558 ignored if the recipe contains output. Erasing is then done independently
3559 from the crafting method.
3560 * `minetest.register_ore(ore definition)`
3561 * `minetest.register_biome(biome definition)`
3562 * `minetest.register_decoration(decoration definition)`
3563 * `minetest.override_item(name, redefinition)`
3564 * Overrides fields of an item registered with register_node/tool/craftitem.
3565 * Note: Item must already be defined, (opt)depend on the mod defining it.
3566 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
3567 * `minetest.clear_registered_ores()`
3568 * `minetest.clear_registered_biomes()`
3569 * `minetest.clear_registered_decorations()`
3571 Global callback registration functions
3572 --------------------------------------
3574 Call these functions only at load time!
3576 * `minetest.register_globalstep(func(dtime))`
3577 * Called every server step, usually interval of 0.1s
3578 * `minetest.register_on_mods_loaded(func())`
3579 * Called after mods have finished loading and before the media is cached or the
3581 * `minetest.register_on_shutdown(func())`
3582 * Called before server shutdown
3583 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3584 registered callbacks **will likely not be run**. Data should be saved at
3585 semi-frequent intervals as well as on server shutdown.
3586 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3587 * Called when a node has been placed
3588 * If return `true` no item is taken from `itemstack`
3589 * `placer` may be any valid ObjectRef or nil.
3590 * **Not recommended**; use `on_construct` or `after_place_node` in node
3591 definition whenever possible.
3592 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
3593 * Called when a node has been dug.
3594 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3595 definition whenever possible.
3596 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
3597 * Called when a node is punched
3598 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
3599 * Called after generating a piece of world. Modifying nodes inside the area
3600 is a bit faster than usually.
3601 * `minetest.register_on_newplayer(func(ObjectRef))`
3602 * Called after a new player has been created
3603 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3604 * Called when a player is punched
3605 * `player`: ObjectRef - Player that was punched
3606 * `hitter`: ObjectRef - Player that hit
3607 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3609 * `tool_capabilities`: Capability table of used tool (can be nil)
3610 * `dir`: Unit vector of direction of punch. Always defined. Points from
3611 the puncher to the punched.
3612 * `damage`: Number that represents the damage calculated by the engine
3613 * should return `true` to prevent the default damage mechanism
3614 * `minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)`
3615 * Called when the player gets damaged or healed
3616 * `player`: ObjectRef of the player
3617 * `hp_change`: the amount of change. Negative when it is damage.
3618 * `reason`: a PlayerHPChangeReason table.
3619 * The `type` field will have one of the following values:
3620 * `set_hp`: A mod or the engine called `set_hp` without
3621 giving a type - use this for custom damage types.
3622 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3624 * `node_damage`: damage_per_second from a neighbouring node.
3627 * Any of the above types may have additional fields from mods.
3628 * `reason.from` will be `mod` or `engine`.
3629 * `modifier`: when true, the function should return the actual `hp_change`.
3630 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3631 modifiers can return true as a second argument to stop the execution of further functions.
3632 Non-modifiers receive the final hp change calculated by the modifiers.
3633 * `minetest.register_on_dieplayer(func(ObjectRef, reason))`
3634 * Called when a player dies
3635 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3636 * `minetest.register_on_respawnplayer(func(ObjectRef))`
3637 * Called when player is to be respawned
3638 * Called _before_ repositioning of player occurs
3639 * return true in func to disable regular player placement
3640 * `minetest.register_on_prejoinplayer(func(name, ip))`
3641 * Called before a player joins the game
3642 * If it returns a string, the player is disconnected with that string as
3644 * `minetest.register_on_joinplayer(func(ObjectRef))`
3645 * Called when a player joins the game
3646 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
3647 * Called when a player leaves the game
3648 * `timed_out`: True for timeout, false for other reasons.
3649 * `minetest.register_on_auth_fail(func(name, ip))`
3650 * Called when a client attempts to log into an account but supplies the
3652 * `ip`: The IP address of the client.
3653 * `name`: The account the client attempted to log into.
3654 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
3655 * Called when a player cheats
3656 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3658 * `interacted_too_far`
3659 * `interacted_while_dead`
3660 * `finished_unknown_dig`
3663 * `minetest.register_on_chat_message(func(name, message))`
3664 * Called always when a player says something
3665 * Return `true` to mark the message as handled, which means that it will
3666 not be sent to other players.
3667 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
3668 * Called when a button is pressed in player's inventory form
3669 * Newest functions are called first
3670 * If function returns `true`, remaining functions are not called
3671 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
3672 * Called when `player` crafts something
3673 * `itemstack` is the output
3674 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3676 * `craft_inv` is the inventory with the crafting grid
3677 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3679 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
3680 * The same as before, except that it is called before the player crafts, to
3681 make craft prediction, and it should not change anything.
3682 * `minetest.register_allow_player_inventory_action(func(player, inventory, action, inventory_info))`
3683 * Determinates how much of a stack may be taken, put or moved to a
3685 * `player` (type `ObjectRef`) is the player who modified the inventory
3686 `inventory` (type `InvRef`).
3687 * List of possible `action` (string) values and their
3688 `inventory_info` (table) contents:
3689 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3690 * `put`: `{listname=string, index=number, stack=ItemStack}`
3691 * `take`: Same as `put`
3692 * Return a numeric value to limit the amount of items to be taken, put or
3693 moved. A value of `-1` for `take` will make the source stack infinite.
3694 * `minetest.register_on_player_inventory_action(func(player, inventory, action, inventory_info))`
3695 * Called after a take, put or move event from/to/in a player inventory
3696 * Function arguments: see `minetest.register_allow_player_inventory_action`
3697 * Does not accept or handle any return value.
3698 * `minetest.register_on_protection_violation(func(pos, name))`
3699 * Called by `builtin` and mods when a player violates protection at a
3700 position (eg, digs a node or punches a protected entity).
3701 * The registered functions can be called using
3702 `minetest.record_protection_violation`.
3703 * The provided function should check that the position is protected by the
3704 mod calling this function before it prints a message, if it does, to
3705 allow for multiple protection mods.
3706 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3707 * Called when an item is eaten, by `minetest.item_eat`
3708 * Return `true` or `itemstack` to cancel the default item eat response
3709 (i.e.: hp increase).
3710 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3711 * Called when `granter` grants the priv `priv` to `name`.
3712 * Note that the callback will be called twice if it's done by a player,
3713 once with granter being the player name, and again with granter being nil.
3714 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3715 * Called when `revoker` revokes the priv `priv` from `name`.
3716 * Note that the callback will be called twice if it's done by a player,
3717 once with revoker being the player name, and again with revoker being nil.
3718 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3719 * Called when `name` user connects with `ip`.
3720 * Return `true` to by pass the player limit
3721 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
3722 * Called when an incoming mod channel message is received
3723 * You should have joined some channels to receive events.
3724 * If message comes from a server mod, `sender` field is an empty string.
3726 Other registration functions
3727 ----------------------------
3729 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3730 * Adds definition to `minetest.registered_chatcommands`
3731 * `minetest.override_chatcommand(name, redefinition)`
3732 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3733 * `minetest.unregister_chatcommand(name)`
3734 * Unregisters a chatcommands registered with `register_chatcommand`.
3735 * `minetest.register_privilege(name, definition)`
3736 * `definition`: `"description text"`
3738 `{description = "description text", give_to_singleplayer = boolean}`
3739 the default of `give_to_singleplayer` is true.
3740 * To allow players with `basic_privs` to grant, see `basic_privs`
3741 minetest.conf setting.
3742 * `on_grant(name, granter_name)`: Called when given to player `name` by
3744 `granter_name` will be nil if the priv was granted by a mod.
3745 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
3747 `revoker_name` will be nil if the priv was revoked by a mod
3748 * Note that the above two callbacks will be called twice if a player is
3749 responsible, once with the player name, and then with a nil player name.
3750 * Return true in the above callbacks to stop register_on_priv_grant or
3751 revoke being called.
3752 * `minetest.register_authentication_handler(authentication handler definition)`
3753 * Registers an auth handler that overrides the builtin one
3754 * This function can be called by a single mod once only.
3759 * `minetest.settings`: Settings object containing all of the settings from the
3760 main config file (`minetest.conf`).
3761 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3762 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3767 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3768 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3769 * Convert between two privilege representations
3770 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3771 * `minetest.check_player_privs(player_or_name, ...)`:
3772 returns `bool, missing_privs`
3773 * A quickhand for checking privileges.
3774 * `player_or_name`: Either a Player object or the name of a player.
3775 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3776 a table, e.g. `{ priva = true, privb = true }`.
3778 * `minetest.check_password_entry(name, entry, password)`
3779 * Returns true if the "password entry" for a player with name matches given
3780 password, false otherwise.
3781 * The "password entry" is the password representation generated by the
3782 engine as returned as part of a `get_auth()` call on the auth handler.
3783 * Only use this function for making it possible to log in via password from
3784 external protocols such as IRC, other uses are frowned upon.
3785 * `minetest.get_password_hash(name, raw_password)`
3786 * Convert a name-password pair to a password hash that Minetest can use.
3787 * The returned value alone is not a good basis for password checks based
3788 on comparing the password hash in the database with the password hash
3789 from the function, with an externally provided password, as the hash
3790 in the db might use the new SRP verifier format.
3791 * For this purpose, use `minetest.check_password_entry` instead.
3792 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3794 * The player needs to be online for this to be successful.
3796 * `minetest.get_auth_handler()`: Return the currently active auth handler
3797 * See the [Authentication handler definition]
3798 * Use this to e.g. get the authentication data for a player:
3799 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3800 * `minetest.notify_authentication_modified(name)`
3801 * Must be called by the authentication handler for privilege changes.
3802 * `name`: string; if omitted, all auth data should be considered modified
3803 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3805 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3807 * `minetest.auth_reload()`
3808 * See `reload()` in authentication handler definition
3810 `minetest.set_player_password`, `minetest_set_player_privs`,
3811 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3817 * `minetest.chat_send_all(text)`
3818 * `minetest.chat_send_player(name, text)`
3823 * `minetest.set_node(pos, node)`
3824 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3825 * Set node at position `pos`
3826 * `node`: table `{name=string, param1=number, param2=number}`
3827 * If param1 or param2 is omitted, it's set to `0`.
3828 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3829 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3830 * Set node on all positions set in the first argument.
3831 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3832 * For node specification or position syntax see `minetest.set_node` call
3833 * Faster than set_node due to single call, but still considerably slower
3834 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3835 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3836 in spread out positions which would cause LVMs to waste memory.
3837 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3839 * `minetest.swap_node(pos, node)`
3840 * Set node at position, but don't remove metadata
3841 * `minetest.remove_node(pos)`
3842 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3843 * `minetest.get_node(pos)`
3844 * Returns the node at the given position as table in the format
3845 `{name="node_name", param1=0, param2=0}`,
3846 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3847 * `minetest.get_node_or_nil(pos)`
3848 * Same as `get_node` but returns `nil` for unloaded areas.
3849 * `minetest.get_node_light(pos, timeofday)`
3850 * Gets the light value at the given position. Note that the light value
3851 "inside" the node at the given position is returned, so you usually want
3852 to get the light value of a neighbor.
3853 * `pos`: The position where to measure the light.
3854 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3855 * Returns a number between `0` and `15` or `nil`
3856 * `minetest.place_node(pos, node)`
3857 * Place node with the same effects that a player would cause
3858 * `minetest.dig_node(pos)`
3859 * Dig node with the same effects that a player would cause
3860 * Returns `true` if successful, `false` on failure (e.g. protected location)
3861 * `minetest.punch_node(pos)`
3862 * Punch node with the same effects that a player would cause
3863 * `minetest.spawn_falling_node(pos)`
3864 * Change node into falling node
3865 * Returns `true` if successful, `false` on failure
3867 * `minetest.find_nodes_with_meta(pos1, pos2)`
3868 * Get a table of positions of nodes that have metadata within a region
3870 * `minetest.get_meta(pos)`
3871 * Get a `NodeMetaRef` at that position
3872 * `minetest.get_node_timer(pos)`
3873 * Get `NodeTimerRef`
3875 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3877 * Returns `ObjectRef`, or `nil` if failed
3878 * `minetest.add_item(pos, item)`: Spawn item
3879 * Returns `ObjectRef`, or `nil` if failed
3880 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3881 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3883 * `radius`: using an euclidean metric
3884 * `minetest.set_timeofday(val)`
3885 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3886 * `minetest.get_timeofday()`
3887 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3889 * `minetest.get_day_count()`: returns number days elapsed since world was
3891 * accounts for time changes.
3892 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3894 * `radius`: using a maximum metric
3895 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3896 * `search_center` is an optional boolean (default: `false`)
3897 If true `pos` is also checked for the nodes
3898 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3900 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3901 * First return value: Table with all node positions
3902 * Second return value: Table with the count of each node with the node name
3904 * Area volume is limited to 4,096,000 nodes
3905 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3907 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3908 * Return value: Table with all node positions with a node air above
3909 * Area volume is limited to 4,096,000 nodes
3910 * `minetest.get_perlin(noiseparams)`
3911 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3912 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3913 * `minetest.get_voxel_manip([pos1, pos2])`
3914 * Return voxel manipulator object.
3915 * Loads the manipulator from the map if positions are passed.
3916 * `minetest.set_gen_notify(flags, {deco_ids})`
3917 * Set the types of on-generate notifications that should be collected.
3918 * `flags` is a flag field with the available flags:
3926 * The second parameter is a list of IDs of decorations which notification
3928 * `minetest.get_gen_notify()`
3929 * Returns a flagstring and a table with the `deco_id`s.
3930 * `minetest.get_decoration_id(decoration_name)`
3931 * Returns the decoration ID number for the provided decoration name string,
3932 or `nil` on failure.
3933 * `minetest.get_mapgen_object(objectname)`
3934 * Return requested mapgen object if available (see [Mapgen objects])
3935 * `minetest.get_heat(pos)`
3936 * Returns the heat at the position, or `nil` on failure.
3937 * `minetest.get_humidity(pos)`
3938 * Returns the humidity at the position, or `nil` on failure.
3939 * `minetest.get_biome_data(pos)`
3940 * Returns a table containing:
3941 * `biome` the biome id of the biome at that position
3942 * `heat` the heat at the position
3943 * `humidity` the humidity at the position
3944 * Or returns `nil` on failure.
3945 * `minetest.get_biome_id(biome_name)`
3946 * Returns the biome id, as used in the biomemap Mapgen object and returned
3947 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3948 * `minetest.get_biome_name(biome_id)`
3949 * Returns the biome name string for the provided biome id, or `nil` on
3951 * If no biomes have been registered, such as in mgv6, returns `default`.
3952 * `minetest.get_mapgen_params()`
3953 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3954 * Returns a table containing:
3960 * `minetest.set_mapgen_params(MapgenParams)`
3961 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3963 * Set map generation parameters.
3964 * Function cannot be called after the registration period; only
3965 initialization and `on_mapgen_init`.
3966 * Takes a table as an argument with the fields:
3972 * Leave field unset to leave that parameter unchanged.
3973 * `flags` contains a comma-delimited string of flags to set, or if the
3974 prefix `"no"` is attached, clears instead.
3975 * `flags` is in the same format and has the same options as `mg_flags` in
3977 * `minetest.get_mapgen_setting(name)`
3978 * Gets the *active* mapgen setting (or nil if none exists) in string
3979 format with the following order of precedence:
3980 1) Settings loaded from map_meta.txt or overrides set during mod
3982 2) Settings set by mods without a metafile override
3983 3) Settings explicitly set in the user config file, minetest.conf
3984 4) Settings set as the user config default
3985 * `minetest.get_mapgen_setting_noiseparams(name)`
3986 * Same as above, but returns the value as a NoiseParams table if the
3987 setting `name` exists and is a valid NoiseParams.
3988 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3989 * Sets a mapgen param to `value`, and will take effect if the corresponding
3990 mapgen setting is not already present in map_meta.txt.
3991 * `override_meta` is an optional boolean (default: `false`). If this is set
3992 to true, the setting will become the active setting regardless of the map
3994 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3995 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3996 * Same as above, except value is a NoiseParams table.
3997 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3998 * Sets the noiseparams setting of `name` to the noiseparams table specified
4000 * `set_default` is an optional boolean (default: `true`) that specifies
4001 whether the setting should be applied to the default config or current
4003 * `minetest.get_noiseparams(name)`
4004 * Returns a table of the noiseparams for name.
4005 * `minetest.generate_ores(vm, pos1, pos2)`
4006 * Generate all registered ores within the VoxelManip `vm` and in the area
4007 from `pos1` to `pos2`.
4008 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4009 * `minetest.generate_decorations(vm, pos1, pos2)`
4010 * Generate all registered decorations within the VoxelManip `vm` and in the
4011 area from `pos1` to `pos2`.
4012 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4013 * `minetest.clear_objects([options])`
4014 * Clear all objects in the environment
4015 * Takes an optional table as an argument with the field `mode`.
4016 * mode = `"full"` : Load and go through every mapblock, clearing
4018 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4019 clear objects in unloaded mapblocks only when the
4020 mapblocks are next activated.
4021 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4022 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4023 asynchronously fetched from memory, loaded from disk, or if inexistent,
4025 * If `callback` is a valid Lua function, this will be called for each block
4027 * The function signature of callback is:
4028 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4029 * `blockpos` is the *block* coordinates of the block that had been
4031 * `action` could be one of the following constant values:
4032 * `minetest.EMERGE_CANCELLED`
4033 * `minetest.EMERGE_ERRORED`
4034 * `minetest.EMERGE_FROM_MEMORY`
4035 * `minetest.EMERGE_FROM_DISK`
4036 * `minetest.EMERGE_GENERATED`
4037 * `calls_remaining` is the number of callbacks to be expected after
4039 * `param` is the user-defined parameter passed to emerge_area (or
4040 nil if the parameter was absent).
4041 * `minetest.delete_area(pos1, pos2)`
4042 * delete all mapblocks in the area from pos1 to pos2, inclusive
4043 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4044 * Checks if there is anything other than air between pos1 and pos2.
4045 * Returns false if something is blocking the sight.
4046 * Returns the position of the blocking node when `false`
4047 * `pos1`: First position
4048 * `pos2`: Second position
4049 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4050 * Creates a `Raycast` object.
4051 * `pos1`: start of the ray
4052 * `pos2`: end of the ray
4053 * `objects`: if false, only nodes will be returned. Default is `true`.
4054 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4055 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4056 * returns table containing path
4057 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4059 * `pos1`: start position
4060 * `pos2`: end position
4061 * `searchdistance`: number of blocks to search in each direction using a
4063 * `max_jump`: maximum height difference to consider walkable
4064 * `max_drop`: maximum height difference to consider droppable
4065 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4066 * `minetest.spawn_tree (pos, {treedef})`
4067 * spawns L-system tree at given `pos` with definition in `treedef` table
4068 * `minetest.transforming_liquid_add(pos)`
4069 * add node to liquid update queue
4070 * `minetest.get_node_max_level(pos)`
4071 * get max available level for leveled node
4072 * `minetest.get_node_level(pos)`
4073 * get level of leveled node (water, snow)
4074 * `minetest.set_node_level(pos, level)`
4075 * set level of leveled node, default `level` equals `1`
4076 * if `totallevel > maxlevel`, returns rest (`total-max`).
4077 * `minetest.add_node_level(pos, level)`
4078 * increase level of leveled node by level, default `level` equals `1`
4079 * if `totallevel > maxlevel`, returns rest (`total-max`)
4080 * can be negative for decreasing
4081 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4082 * resets the light in a cuboid-shaped part of
4083 the map and removes lighting bugs.
4084 * Loads the area if it is not loaded.
4085 * `pos1` is the corner of the cuboid with the least coordinates
4086 (in node coordinates), inclusive.
4087 * `pos2` is the opposite corner of the cuboid, inclusive.
4088 * The actual updated cuboid might be larger than the specified one,
4089 because only whole map blocks can be updated.
4090 The actual updated area consists of those map blocks that intersect
4091 with the given cuboid.
4092 * However, the neighborhood of the updated area might change
4093 as well, as light can spread out of the cuboid, also light
4095 * returns `false` if the area is not fully generated,
4097 * `minetest.check_single_for_falling(pos)`
4098 * causes an unsupported `group:falling_node` node to fall and causes an
4099 unattached `group:attached_node` node to fall.
4100 * does not spread these updates to neighbours.
4101 * `minetest.check_for_falling(pos)`
4102 * causes an unsupported `group:falling_node` node to fall and causes an
4103 unattached `group:attached_node` node to fall.
4104 * spread these updates to neighbours and can cause a cascade
4106 * `minetest.get_spawn_level(x, z)`
4107 * Returns a player spawn y co-ordinate for the provided (x, z)
4108 co-ordinates, or `nil` for an unsuitable spawn point.
4109 * For most mapgens a 'suitable spawn point' is one with y between
4110 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4111 so `nil` will be returned for many (x, z) co-ordinates.
4112 * The spawn level returned is for a player spawn in unmodified terrain.
4113 * The spawn level is intentionally above terrain level to cope with
4114 full-node biome 'dust' nodes.
4119 You can find mod channels communication scheme in `doc/mod_channels.png`.
4121 * `minetest.mod_channel_join(channel_name)`
4122 * Server joins channel `channel_name`, and creates it if necessary. You
4123 should listen for incoming messages with
4124 `minetest.register_on_modchannel_message`
4129 `minetest.get_inventory(location)`: returns an `InvRef`
4132 * `{type="player", name="celeron55"}`
4133 * `{type="node", pos={x=, y=, z=}}`
4134 * `{type="detached", name="creative"}`
4135 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4137 * `callbacks`: See [Detached inventory callbacks]
4138 * `player_name`: Make detached inventory available to one player
4139 exclusively, by default they will be sent to every player (even if not
4141 Note that this parameter is mostly just a workaround and will be removed
4143 * Creates a detached inventory. If it already exists, it is cleared.
4144 * `minetest.remove_detached_inventory(name)`
4145 * Returns a `boolean` indicating whether the removal succeeded.
4146 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4147 returns left over ItemStack.
4148 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4153 * `minetest.show_formspec(playername, formname, formspec)`
4154 * `playername`: name of player to show formspec
4155 * `formname`: name passed to `on_player_receive_fields` callbacks.
4156 It should follow the `"modname:<whatever>"` naming convention
4157 * `formspec`: formspec to display
4158 * `minetest.close_formspec(playername, formname)`
4159 * `playername`: name of player to close formspec
4160 * `formname`: has to exactly match the one given in `show_formspec`, or the
4161 formspec will not close.
4162 * calling `show_formspec(playername, formname, "")` is equal to this
4164 * to close a formspec regardless of the formname, call
4165 `minetest.close_formspec(playername, "")`.
4166 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4167 * `minetest.formspec_escape(string)`: returns a string
4168 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4170 * `minetest.explode_table_event(string)`: returns a table
4171 * returns e.g. `{type="CHG", row=1, column=2}`
4173 * `"INV"`: no row selected
4175 * `"DCL"`: double-click
4176 * `minetest.explode_textlist_event(string)`: returns a table
4177 * returns e.g. `{type="CHG", index=1}`
4179 * `"INV"`: no row selected
4181 * `"DCL"`: double-click
4182 * `minetest.explode_scrollbar_event(string)`: returns a table
4183 * returns e.g. `{type="CHG", value=500}`
4185 * `"INV"`: something failed
4186 * `"CHG"`: has been changed
4187 * `"VAL"`: not changed
4192 * `minetest.inventorycube(img1, img2, img3)`
4193 * Returns a string for making an image of a cube (useful as an item image)
4194 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4195 * Get position of a `pointed_thing` (that you can get from somewhere)
4196 * `minetest.dir_to_facedir(dir, is6d)`
4197 * Convert a vector to a facedir value, used in `param2` for
4198 `paramtype2="facedir"`.
4199 * passing something non-`nil`/`false` for the optional second parameter
4200 causes it to take the y component into account.
4201 * `minetest.facedir_to_dir(facedir)`
4202 * Convert a facedir back into a vector aimed directly out the "back" of a
4204 * `minetest.dir_to_wallmounted(dir)`
4205 * Convert a vector to a wallmounted value, used for
4206 `paramtype2="wallmounted"`.
4207 * `minetest.wallmounted_to_dir(wallmounted)`
4208 * Convert a wallmounted value back into a vector aimed directly out the
4210 * `minetest.dir_to_yaw(dir)`
4211 * Convert a vector into a yaw (angle)
4212 * `minetest.yaw_to_dir(yaw)`
4213 * Convert yaw (angle) to a vector
4214 * `minetest.is_colored_paramtype(ptype)`
4215 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4216 color information (`color`, `colorwallmounted` or `colorfacedir`).
4217 * `minetest.strip_param2_color(param2, paramtype2)`
4218 * Removes everything but the color information from the
4219 given `param2` value.
4220 * Returns `nil` if the given `paramtype2` does not contain color
4222 * `minetest.get_node_drops(nodename, toolname)`
4223 * Returns list of item names.
4224 * **Note**: This will be removed or modified in a future version.
4225 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4226 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4227 * `input.width` = for example `3`
4228 * `input.items` = for example
4229 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4230 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4231 * `output.time` = a number, if unsuccessful: `0`
4232 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4233 `decremented_input.items`
4234 * `decremented_input` = like `input`
4235 * `minetest.get_craft_recipe(output)`: returns input
4236 * returns last registered recipe for output item (node)
4237 * `output` is a node or item type such as `"default:torch"`
4238 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4239 * `input.width` = for example `3`
4240 * `input.items` = for example
4241 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4242 * `input.items` = `nil` if no recipe found
4243 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4244 * returns indexed table with all registered recipes for query item (node)
4245 or `nil` if no recipe was found.
4246 * recipe entry table:
4247 * `method`: 'normal' or 'cooking' or 'fuel'
4248 * `width`: 0-3, 0 means shapeless recipe
4249 * `items`: indexed [1-9] table with recipe items
4250 * `output`: string with item name and quantity
4251 * Example query for `"default:gold_ingot"` will return table:
4254 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4255 items = {1 = "default:gold_lump"}},
4256 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4257 items = {1 = "default:goldblock"}}
4259 * `minetest.handle_node_drops(pos, drops, digger)`
4260 * `drops`: list of itemstrings
4261 * Handles drops from nodes after digging: Default action is to put them
4262 into digger's inventory.
4263 * Can be overridden to get different functionality (e.g. dropping items on
4265 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4267 * Creates an item string which contains palette index information
4268 for hardware colorization. You can use the returned string
4269 as an output in a craft recipe.
4270 * `item`: the item stack which becomes colored. Can be in string,
4271 table and native form.
4272 * `palette_index`: this index is added to the item stack
4273 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4274 * Creates an item string which contains static color information
4275 for hardware colorization. Use this method if you wish to colorize
4276 an item that does not own a palette. You can use the returned string
4277 as an output in a craft recipe.
4278 * `item`: the item stack which becomes colored. Can be in string,
4279 table and native form.
4280 * `colorstring`: the new color of the item stack
4285 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4286 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4287 * Find who has done something to a node, or near a node
4288 * `actor`: `"player:<name>"`, also `"liquid"`.
4289 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4290 `boolean, log_messages`.
4291 * Revert latest actions of someone
4292 * `actor`: `"player:<name>"`, also `"liquid"`.
4294 Defaults for the `on_*` item definition functions
4295 -------------------------------------------------
4297 These functions return the leftover itemstack.
4299 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4300 * Place item as a node
4301 * `param2` overrides `facedir` and wallmounted `param2`
4302 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4303 for the newly placed node to prevent a callback and placement loop
4304 * returns `itemstack, success`
4305 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4307 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4308 * Use one of the above based on what the item is.
4309 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4310 * **Note**: is not called when wielded item overrides `on_place`
4311 * `param2` overrides `facedir` and wallmounted `param2`
4312 * returns `itemstack, success`
4313 * `minetest.item_drop(itemstack, dropper, pos)`
4315 * `minetest.item_eat(hp_change, replace_with_item)`
4317 * `replace_with_item` is the itemstring which is added to the inventory.
4318 If the player is eating a stack, then replace_with_item goes to a
4319 different spot. Can be `nil`
4320 * See `minetest.do_item_eat`
4322 Defaults for the `on_punch` and `on_dig` node definition callbacks
4323 ------------------------------------------------------------------
4325 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4326 * Calls functions registered by `minetest.register_on_punchnode()`
4327 * `minetest.node_dig(pos, node, digger)`
4328 * Checks if node can be dug, puts item into inventory, removes node
4329 * Calls functions registered by `minetest.registered_on_dignodes()`
4334 * `minetest.sound_play(spec, parameters)`: returns a handle
4335 * `spec` is a `SimpleSoundSpec`
4336 * `parameters` is a sound parameter table
4337 * `minetest.sound_stop(handle)`
4338 * `minetest.sound_fade(handle, step, gain)`
4339 * `handle` is a handle returned by `minetest.sound_play`
4340 * `step` determines how fast a sound will fade.
4341 Negative step will lower the sound volume, positive step will increase
4343 * `gain` the target gain for the fade.
4348 * `minetest.after(time, func, ...)`
4349 * Call the function `func` after `time` seconds, may be fractional
4350 * Optional: Variable number of arguments that are passed to `func`
4355 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4356 server shutdown. Will display `message` to clients.
4357 * `reconnect` == true displays a reconnect button
4358 * `delay` adds an optional delay (in seconds) before shutdown.
4359 Negative delay cancels the current active shutdown.
4360 Zero delay triggers an immediate shutdown.
4361 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4362 * `minetest.get_server_status(name, joined)`
4363 * Returns the server status string when a player joins or when the command
4364 `/status` is called. Returns `nil` or an empty string when the message is
4366 * `joined`: Boolean value, indicates whether the function was called when
4368 * This function may be overwritten by mods to customize the status message.
4369 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4370 * `minetest.remove_player(name)`: remove player from database (if they are not
4372 * As auth data is not removed, minetest.player_exists will continue to
4373 return true. Call the below method as well if you want to remove auth
4375 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4376 * `minetest.remove_player_auth(name)`: remove player authentication data
4377 * Returns boolean indicating success (false if player nonexistant)
4382 * `minetest.get_ban_list()`: returns the ban list
4383 (same as `minetest.get_ban_description("")`).
4384 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4385 * `minetest.ban_player(name)`: ban a player
4386 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4387 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4393 * `minetest.add_particle(particle definition)`
4394 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4395 expirationtime, size, collisiondetection, texture, playername)`
4397 * `minetest.add_particlespawner(particlespawner definition)`
4398 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4399 over `time` seconds.
4400 * Returns an `id`, and -1 if adding didn't succeed
4401 * Deprecated: `minetest.add_particlespawner(amount, time,
4405 minexptime, maxexptime,
4407 collisiondetection, texture, playername)`
4409 * `minetest.delete_particlespawner(id, player)`
4410 * Delete `ParticleSpawner` with `id` (return value from
4411 `minetest.add_particlespawner`).
4412 * If playername is specified, only deletes on the player's client,
4413 otherwise on all clients.
4418 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4419 * Create a schematic from the volume of map specified by the box formed by
4421 * Apply the specified probability and per-node force-place to the specified
4422 nodes according to the `probability_list`.
4423 * `probability_list` is an array of tables containing two fields, `pos`
4425 * `pos` is the 3D vector specifying the absolute coordinates of the
4426 node being modified,
4427 * `prob` is an integer value from `0` to `255` that encodes
4428 probability and per-node force-place. Probability has levels
4429 0-127, then 128 may be added to encode per-node force-place.
4430 For probability stated as 0-255, divide by 2 and round down to
4431 get values 0-127, then add 128 to apply per-node force-place.
4432 * If there are two or more entries with the same pos value, the
4434 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4436 * If `probability_list` equals `nil`, no probabilities are applied.
4437 * Apply the specified probability to the specified horizontal slices
4438 according to the `slice_prob_list`.
4439 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4441 * `ypos` indicates the y position of the slice with a probability
4442 applied, the lowest slice being `ypos = 0`.
4443 * If slice probability list equals `nil`, no slice probabilities
4445 * Saves schematic in the Minetest Schematic format to filename.
4447 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4448 * Place the schematic specified by schematic (see [Schematic specifier]) at
4450 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4451 * If the `rotation` parameter is omitted, the schematic is not rotated.
4452 * `replacements` = `{["old_name"] = "convert_to", ...}`
4453 * `force_placement` is a boolean indicating whether nodes other than `air`
4454 and `ignore` are replaced by the schematic.
4455 * Returns nil if the schematic could not be loaded.
4456 * **Warning**: Once you have loaded a schematic from a file, it will be
4457 cached. Future calls will always use the cached version and the
4458 replacement list defined for it, regardless of whether the file or the
4459 replacement list parameter have changed. The only way to load the file
4460 anew is to restart the server.
4461 * `flags` is a flag field with the available flags:
4466 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4467 * This function is analogous to minetest.place_schematic, but places a
4468 schematic onto the specified VoxelManip object `vmanip` instead of the
4470 * Returns false if any part of the schematic was cut-off due to the
4471 VoxelManip not containing the full area required, and true if the whole
4472 schematic was able to fit.
4473 * Returns nil if the schematic could not be loaded.
4474 * After execution, any external copies of the VoxelManip contents are
4476 * `flags` is a flag field with the available flags:
4481 * `minetest.serialize_schematic(schematic, format, options)`
4482 * Return the serialized schematic specified by schematic
4483 (see [Schematic specifier])
4484 * in the `format` of either "mts" or "lua".
4485 * "mts" - a string containing the binary MTS data used in the MTS file
4487 * "lua" - a string containing Lua code representing the schematic in table
4489 * `options` is a table containing the following optional parameters:
4490 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4491 generated will have (X, Z) position comments for every X row
4492 generated in the schematic data for easier reading.
4493 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4494 the Lua code generated will use that number of spaces as indentation
4495 instead of a tab character.
4500 * `minetest.request_http_api()`:
4501 * returns `HTTPApiTable` containing http functions if the calling mod has
4502 been granted access by being listed in the `secure.http_mods` or
4503 `secure.trusted_mods` setting, otherwise returns `nil`.
4504 * The returned table contains the functions `fetch`, `fetch_async` and
4505 `fetch_async_get` described below.
4506 * Only works at init time and must be called from the mod's main scope
4507 (not from a function).
4508 * Function only exists if minetest server was built with cURL support.
4509 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4511 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4512 * Performs given request asynchronously and calls callback upon completion
4513 * callback: `function(HTTPRequestResult res)`
4514 * Use this HTTP function if you are unsure, the others are for advanced use
4515 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4516 * Performs given request asynchronously and returns handle for
4517 `HTTPApiTable.fetch_async_get`
4518 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4519 * Return response data for given asynchronous HTTP request
4524 * `minetest.get_mod_storage()`:
4525 * returns reference to mod private `StorageRef`
4526 * must be called during mod load time
4531 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4532 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4533 * `minetest.player_exists(name)`: boolean, whether player exists
4534 (regardless of online status)
4535 * `minetest.hud_replace_builtin(name, hud_definition)`
4536 * Replaces definition of a builtin hud element
4537 * `name`: `"breath"` or `"health"`
4538 * `hud_definition`: definition to replace builtin definition
4539 * `minetest.send_join_message(player_name)`
4540 * This function can be overridden by mods to change the join message.
4541 * `minetest.send_leave_message(player_name, timed_out)`
4542 * This function can be overridden by mods to change the leave message.
4543 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4544 * `pos`: table {x=number, y=number, z=number},
4545 * Gives a unique hash number for a node position (16+16+16=48bit)
4546 * `minetest.get_position_from_hash(hash)`: returns a position
4547 * Inverse transform of `minetest.hash_node_position`
4548 * `minetest.get_item_group(name, group)`: returns a rating
4549 * Get rating of a group of an item. (`0` means: not in group)
4550 * `minetest.get_node_group(name, group)`: returns a rating
4551 * Deprecated: An alias for the former.
4552 * `minetest.raillike_group(name)`: returns a rating
4553 * Returns rating of the connect_to_raillike group corresponding to name
4554 * If name is not yet the name of a connect_to_raillike group, a new group
4555 id is created, with that name.
4556 * `minetest.get_content_id(name)`: returns an integer
4557 * Gets the internal content ID of `name`
4558 * `minetest.get_name_from_content_id(content_id)`: returns a string
4559 * Gets the name of the content with that content ID
4560 * `minetest.parse_json(string[, nullvalue])`: returns something
4561 * Convert a string containing JSON data into the Lua equivalent
4562 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4563 * On success returns a table, a string, a number, a boolean or `nullvalue`
4564 * On failure outputs an error message and returns `nil`
4565 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4566 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4568 * Convert a Lua table into a JSON string
4569 * styled: Outputs in a human-readable format if this is set, defaults to
4571 * Unserializable things like functions and userdata will cause an error.
4572 * **Warning**: JSON is more strict than the Lua table format.
4573 1. You can only use strings and positive integers of at least one as
4575 2. You can not mix string and integer keys.
4576 This is due to the fact that JSON has two distinct array and object
4578 * Example: `write_json({10, {a = false}})`,
4579 returns `"[10, {\"a\": false}]"`
4580 * `minetest.serialize(table)`: returns a string
4581 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4582 into string form readable by `minetest.deserialize`
4583 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4584 * `minetest.deserialize(string)`: returns a table
4585 * Convert a string returned by `minetest.deserialize` into a table
4586 * `string` is loaded in an empty sandbox environment.
4587 * Will load functions, but they cannot access the global environment.
4588 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4589 returns `{foo='bar'}`
4590 * Example: `deserialize('print("foo")')`, returns `nil`
4591 (function call fails), returns
4592 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4593 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4594 * Compress a string of data.
4595 * `method` is a string identifying the compression method to be used.
4596 * Supported compression methods:
4597 * Deflate (zlib): `"deflate"`
4598 * `...` indicates method-specific arguments. Currently defined arguments
4600 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4601 * `minetest.decompress(compressed_data, method, ...)`: returns data
4602 * Decompress a string of data (using ZLib).
4603 * See documentation on `minetest.compress()` for supported compression
4605 * `...` indicates method-specific arguments. Currently, no methods use this
4606 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4607 * Each argument is a 8 Bit unsigned integer
4608 * Returns the ColorString from rgb or rgba values
4609 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4610 * `minetest.encode_base64(string)`: returns string encoded in base64
4611 * Encodes a string in base64.
4612 * `minetest.decode_base64(string)`: returns string
4613 * Decodes a string encoded in base64.
4614 * `minetest.is_protected(pos, name)`: returns boolean
4615 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4616 other actions, definable by mods, due to some mod-defined ownership-like
4618 * Returns false or nil, if the player is allowed to do such actions.
4619 * `name` will be "" for non-players or unknown players.
4620 * This function should be overridden by protection mods and should be used
4621 to check if a player can interact at a position.
4622 * This function should call the old version of itself if the position is
4623 not protected by the mod.
4626 local old_is_protected = minetest.is_protected
4627 function minetest.is_protected(pos, name)
4628 if mymod:position_protected_from(pos, name) then
4631 return old_is_protected(pos, name)
4633 * `minetest.record_protection_violation(pos, name)`
4634 * This function calls functions registered with
4635 `minetest.register_on_protection_violation`.
4636 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4637 * Returns the position of the first node that `player_name` may not modify
4638 in the specified cuboid between `pos1` and `pos2`.
4639 * Returns `false` if no protections were found.
4640 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4641 The points are spaced evenly throughout the volume and have a spacing
4642 similar to, but no larger than, `interval`.
4643 * All corners and edges of the defined volume are checked.
4644 * `interval` defaults to 4.
4645 * `interval` should be carefully chosen and maximised to avoid an excessive
4646 number of points being checked.
4647 * Like `minetest.is_protected`, this function may be extended or
4648 overwritten by mods to provide a faster implementation to check the
4649 cuboid for intersections.
4650 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4651 orient_flags, prevent_after_place])`
4652 * Attempt to predict the desired orientation of the facedir-capable node
4653 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4654 or hanging from the ceiling).
4655 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4656 stacks are handled normally.
4657 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4658 * `invert_wall`: if `true`, place wall-orientation on the ground and
4659 ground-orientation on the wall.
4660 * `force_wall` : if `true`, always place the node in wall orientation.
4661 * `force_ceiling`: if `true`, always place on the ceiling.
4662 * `force_floor`: if `true`, always place the node on the floor.
4663 * `force_facedir`: if `true`, forcefully reset the facedir to north
4664 when placing on the floor or ceiling.
4665 * The first four options are mutually-exclusive; the last in the list
4666 takes precedence over the first.
4667 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4668 * Returns the new itemstack after placement
4669 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4670 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4671 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4672 parameter and `prevent_after_place` set to `true`.
4674 * `minetest.forceload_block(pos[, transient])`
4675 * forceloads the position `pos`.
4676 * returns `true` if area could be forceloaded
4677 * If `transient` is `false` or absent, the forceload will be persistent
4678 (saved between server runs). If `true`, the forceload will be transient
4679 (not saved between server runs).
4681 * `minetest.forceload_free_block(pos[, transient])`
4682 * stops forceloading the position `pos`
4683 * If `transient` is `false` or absent, frees a persistent forceload.
4684 If `true`, frees a transient forceload.
4686 * `minetest.request_insecure_environment()`: returns an environment containing
4687 insecure functions if the calling mod has been listed as trusted in the
4688 `secure.trusted_mods` setting or security is disabled, otherwise returns
4690 * Only works at init time and must be called from the mod's main scope (not
4692 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4693 IT IN A LOCAL VARIABLE!**
4695 * `minetest.global_exists(name)`
4696 * Checks if a global variable has been set, without triggering a warning.
4701 * `minetest.env`: `EnvRef` of the server environment and world.
4702 * Any function in the minetest namespace can be called using the syntax
4703 `minetest.env:somefunction(somearguments)`
4704 instead of `minetest.somefunction(somearguments)`
4705 * Deprecated, but support is not to be dropped soon
4710 * `minetest.registered_items`
4711 * Map of registered items, indexed by name
4712 * `minetest.registered_nodes`
4713 * Map of registered node definitions, indexed by name
4714 * `minetest.registered_craftitems`
4715 * Map of registered craft item definitions, indexed by name
4716 * `minetest.registered_tools`
4717 * Map of registered tool definitions, indexed by name
4718 * `minetest.registered_entities`
4719 * Map of registered entity prototypes, indexed by name
4720 * `minetest.object_refs`
4721 * Map of object references, indexed by active object id
4722 * `minetest.luaentities`
4723 * Map of Lua entities, indexed by active object id
4724 * `minetest.registered_chatcommands`
4725 * Map of registered chat command definitions, indexed by name
4726 * `minetest.registered_ores`
4727 * List of registered ore definitions.
4728 * `minetest.registered_biomes`
4729 * List of registered biome definitions.
4730 * `minetest.registered_decorations`
4731 * List of registered decoration definitions.
4739 Sorted alphabetically.
4744 A fast access data structure to store areas, and find areas near a given
4746 Every area has a `data` string attribute to store additional information.
4747 You can create an empty `AreaStore` by calling `AreaStore()`, or
4748 `AreaStore(type_name)`.
4749 If you chose the parameter-less constructor, a fast implementation will be
4750 automatically chosen for you.
4754 * `get_area(id, include_borders, include_data)`: returns the area with the id
4756 (optional) Boolean values `include_borders` and `include_data` control what's
4758 Returns nil if specified area id does not exist.
4759 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4760 that contain the position `pos`.
4761 (optional) Boolean values `include_borders` and `include_data` control what's
4763 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4764 returns all areas that contain all nodes inside the area specified by `edge1`
4765 and `edge2` (inclusive).
4766 If `accept_overlap` is true, also areas are returned that have nodes in
4767 common with the specified area.
4768 (optional) Boolean values `include_borders` and `include_data` control what's
4770 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4771 Returns the new area's ID, or nil if the insertion failed.
4772 The (inclusive) positions `edge1` and `edge2` describe the area.
4773 `data` is a string stored with the area. If passed, `id` will be used as the
4774 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4775 the `id` parameter you must always use it, or insertions are likely to fail
4777 * `reserve(count)`: reserves resources for at most `count` many contained
4779 Only needed for efficiency, and only some implementations profit.
4780 * `remove_area(id)`: removes the area with the given id from the store, returns
4782 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4783 Calling invalidates the cache, so that its elements have to be newly
4785 * `params` is a table with the following fields:
4787 enabled = boolean, -- Whether to enable, default true
4788 block_radius = int, -- The radius (in nodes) of the areas the cache
4789 -- generates prefiltered lists for, minimum 16,
4791 limit = int, -- The cache size, minimum 20, default 1000
4792 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4794 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4796 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4798 Returns success and, optionally, an error message.
4799 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4805 An `InvRef` is a reference to an inventory.
4809 * `is_empty(listname)`: return `true` if list is empty
4810 * `get_size(listname)`: get size of a list
4811 * `set_size(listname, size)`: set size of a list
4812 * returns `false` on error (e.g. invalid `listname` or `size`)
4813 * `get_width(listname)`: get width of a list
4814 * `set_width(listname, width)`: set width of list; currently used for crafting
4815 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4816 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4817 * `get_list(listname)`: return full list
4818 * `set_list(listname, list)`: set full list (size will not change)
4819 * `get_lists()`: returns list of inventory lists
4820 * `set_lists(lists)`: sets inventory lists (size will not change)
4821 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4823 * `room_for_item(listname, stack):` returns `true` if the stack of items
4824 can be fully added to the list
4825 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4826 the stack of items can be fully taken from the list.
4827 If `match_meta` is false, only the items' names are compared
4829 * `remove_item(listname, stack)`: take as many items as specified from the
4830 list, returns the items that were actually removed (as an `ItemStack`)
4831 -- note that any item metadata is ignored, so attempting to remove a specific
4832 unique item this way will likely remove the wrong one -- to do that use
4833 `set_stack` with an empty `ItemStack`.
4834 * `get_location()`: returns a location compatible to
4835 `minetest.get_inventory(location)`.
4836 * returns `{type="undefined"}` in case location is not known
4841 An `ItemStack` is a stack of items.
4843 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4844 an itemstring, a table or `nil`.
4848 * `is_empty()`: returns `true` if stack is empty.
4849 * `get_name()`: returns item name (e.g. `"default:stone"`).
4850 * `set_name(item_name)`: returns a boolean indicating whether the item was
4852 * `get_count()`: Returns number of items on the stack.
4853 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4854 * `count`: number, unsigned 16 bit integer
4855 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4856 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4857 * `wear`: number, unsigned 16 bit integer
4858 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4859 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4861 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4862 * `clear()`: removes all items from the stack, making it empty.
4863 * `replace(item)`: replace the contents of this stack.
4864 * `item` can also be an itemstring or table.
4865 * `to_string()`: returns the stack in itemstring form.
4866 * `to_table()`: returns the stack in Lua table form.
4867 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4869 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4870 * `is_known()`: returns `true` if the item name refers to a defined item type.
4871 * `get_definition()`: returns the item definition table.
4872 * `get_tool_capabilities()`: returns the digging properties of the item,
4873 or those of the hand if none are defined for this item type
4874 * `add_wear(amount)`
4875 * Increases wear by `amount` if the item is a tool
4876 * `amount`: number, integer
4877 * `add_item(item)`: returns leftover `ItemStack`
4878 * Put some item or stack onto this stack
4879 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4881 * `take_item(n)`: returns taken `ItemStack`
4882 * Take (and remove) up to `n` items from this stack
4883 * `n`: number, default: `1`
4884 * `peek_item(n)`: returns taken `ItemStack`
4885 * Copy (don't remove) up to `n` items from this stack
4886 * `n`: number, default: `1`
4891 ItemStack metadata: reference extra data and functionality stored in a stack.
4892 Can be obtained via `item:get_meta()`.
4896 * All methods in MetaDataRef
4897 * `set_tool_capabilities([tool_capabilities])`
4898 * Overrides the item's tool capabilities
4899 * A nil value will clear the override data and restore the original
4905 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
4909 * `contains(key)`: Returns true if key present, otherwise false.
4910 * Returns `nil` when the MetaData is inexistent.
4911 * `get(key)`: Returns `nil` if key not present, else the stored string.
4912 * `set_string(key, value)`: Value of `""` will delete the key.
4913 * `get_string(key)`: Returns `""` if key not present.
4914 * `set_int(key, value)`
4915 * `get_int(key)`: Returns `0` if key not present.
4916 * `set_float(key, value)`
4917 * `get_float(key)`: Returns `0` if key not present.
4918 * `to_table()`: returns `nil` or a table with keys:
4919 * `fields`: key-value storage
4920 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
4921 * `from_table(nil or {})`
4922 * Any non-table value will clear the metadata
4923 * See [Node Metadata] for an example
4924 * returns `true` on success
4926 * returns `true` if this metadata has the same key-value pairs as `other`
4931 An interface to use mod channels on client and server
4935 * `leave()`: leave the mod channel.
4936 * Server leaves channel `channel_name`.
4937 * No more incoming or outgoing messages can be sent to this channel from
4939 * This invalidate all future object usage.
4940 * Ensure you set mod_channel to nil after that to free Lua resources.
4941 * `is_writeable()`: returns true if channel is writeable and mod can send over
4943 * `send_all(message)`: Send `message` though the mod channel.
4944 * If mod channel is not writeable or invalid, message will be dropped.
4945 * Message size is limited to 65535 characters by protocol.
4950 Node metadata: reference extra data and functionality stored in a node.
4951 Can be obtained via `minetest.get_meta(pos)`.
4955 * All methods in MetaDataRef
4956 * `get_inventory()`: returns `InvRef`
4957 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
4958 This will prevent them from being sent to the client. Note that the "private"
4959 status will only be remembered if an associated key-value pair exists,
4960 meaning it's best to call this when initializing all other meta (e.g.
4966 Node Timers: a high resolution persistent per-node timer.
4967 Can be gotten via `minetest.get_node_timer(pos)`.
4971 * `set(timeout,elapsed)`
4972 * set a timer's state
4973 * `timeout` is in seconds, and supports fractional values (0.1 etc)
4974 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
4975 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
4979 * equivalent to `set(timeout,0)`
4982 * `get_timeout()`: returns current timeout in seconds
4983 * if `timeout` equals `0`, timer is inactive
4984 * `get_elapsed()`: returns current elapsed time in seconds
4985 * the node's `on_timer` function will be called after `(timeout - elapsed)`
4987 * `is_started()`: returns boolean state of timer
4988 * returns `true` if timer is started, otherwise `false`
4993 Moving things in the game are generally these.
4995 This is basically a reference to a C++ `ServerActiveObject`
4999 * `remove()`: remove object (after returning from Lua)
5000 * Note: Doesn't work on players, use `minetest.kick_player` instead
5001 * `get_pos()`: returns `{x=num, y=num, z=num}`
5002 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5003 * `move_to(pos, continuous=false)`: interpolated move
5004 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5005 * `puncher` = another `ObjectRef`,
5006 * `time_from_last_punch` = time since last punch action of the puncher
5007 * `direction`: can be `nil`
5008 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5009 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5010 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5011 * See reason in register_on_player_hpchange
5012 * `get_inventory()`: returns an `InvRef`
5013 * `get_wield_list()`: returns the name of the inventory list the wielded item
5015 * `get_wield_index()`: returns the index of the wielded item
5016 * `get_wielded_item()`: returns an `ItemStack`
5017 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5019 * `set_armor_groups({group1=rating, group2=rating, ...})`
5020 * `get_armor_groups()`: returns a table with the armor group ratings
5021 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5022 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5023 * `frame_speed`: number, default: `15.0`
5024 * `frame_blend`: number, default: `0.0`
5025 * `frame_loop`: boolean, default: `true`
5026 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5028 * `set_animation_frame_speed(frame_speed)`
5029 * `frame_speed`: number, default: `15.0`
5030 * `set_attach(parent, bone, position, rotation)`
5032 * `position`: `{x=num, y=num, z=num}` (relative)
5033 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5034 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5037 * `set_bone_position(bone, position, rotation)`
5039 * `position`: `{x=num, y=num, z=num}` (relative)
5040 * `rotation`: `{x=num, y=num, z=num}`
5041 * `get_bone_position(bone)`: returns position and rotation of the bone
5042 * `set_properties(object property table)`
5043 * `get_properties()`: returns object property table
5044 * `is_player()`: returns true for players, false otherwise
5045 * `get_nametag_attributes()`
5046 * returns a table with the attributes of the nametag of an object
5048 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5051 * `set_nametag_attributes(attributes)`
5052 * sets the attributes of the nametag of an object
5056 text = "My Nametag",
5059 #### LuaEntitySAO-only (no-op for other objects)
5061 * `set_velocity(vel)`
5062 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5063 * `add_velocity(vel)`
5064 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5065 * In comparison to using get_velocity, adding the velocity and then using
5066 set_velocity, add_velocity is supposed to avoid synchronization problems.
5067 * `get_velocity()`: returns the velocity, a vector
5068 * `set_acceleration(acc)`
5070 * `get_acceleration()`: returns the acceleration, a vector
5071 * `set_yaw(radians)`
5072 * `get_yaw()`: returns number in radians
5073 * `set_texture_mod(mod)`
5074 * `get_texture_mod()` returns current texture modifier
5075 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5076 * Select sprite from spritesheet with optional animation and Dungeon Master
5077 style texture selection based on yaw relative to camera
5078 * `p`: {x=number, y=number}, the coordinate of the first frame
5079 (x: column, y: row), default: `{x=0, y=0}`
5080 * `num_frames`: number, default: `1`
5081 * `framelength`: number, default: `0.2`
5082 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5083 Master mob, default: `false`
5084 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5087 #### Player-only (no-op for other objects)
5089 * `get_player_name()`: returns `""` if is not a player
5090 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5091 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5092 * `get_look_dir()`: get camera direction as a unit vector
5093 * `get_look_vertical()`: pitch in radians
5094 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5096 * `get_look_horizontal()`: yaw in radians
5097 * Angle is counter-clockwise from the +z direction.
5098 * `set_look_vertical(radians)`: sets look pitch
5099 * radians: Angle from looking forward, where positive is downwards.
5100 * `set_look_horizontal(radians)`: sets look yaw
5101 * radians: Angle from the +z direction, where positive is counter-clockwise.
5102 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5103 `get_look_vertical`.
5104 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5106 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5107 `get_look_horizontal`.
5108 * Angle is counter-clockwise from the +x direction.
5109 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5110 `set_look_vertical`.
5111 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5112 `set_look_horizontal`.
5113 * `get_breath()`: returns players breath
5114 * `set_breath(value)`: sets players breath
5116 * `0`: player is drowning
5117 * max: bubbles bar is not shown
5118 * See [Object properties] for more information
5119 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5120 * Sets an extra attribute with value on player.
5121 * `value` must be a string, or a number which will be converted to a
5123 * If `value` is `nil`, remove attribute from player.
5124 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5125 * Returns value (a string) for extra attribute.
5126 * Returns `nil` if no attribute found.
5127 * `get_meta()`: Returns a PlayerMetaRef.
5128 * `set_inventory_formspec(formspec)`
5129 * Redefine player's inventory form
5130 * Should usually be called in `on_joinplayer`
5131 * `get_inventory_formspec()`: returns a formspec string
5132 * `set_formspec_prepend(formspec)`:
5133 * the formspec string will be added to every formspec shown to the user,
5134 except for those with a no_prepend[] tag.
5135 * This should be used to set style elements such as background[] and
5136 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5137 * Only affects formspecs shown after this is called.
5138 * `get_formspec_prepend(formspec)`: returns a formspec string.
5139 * `get_player_control()`: returns table with player pressed keys
5140 * The table consists of fields with boolean value representing the pressed
5141 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5142 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5143 sneak=true, aux1=false, down=false, up=false}`
5144 * `get_player_control_bits()`: returns integer with bit packed player pressed
5146 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5148 * `set_physics_override(override_table)`
5149 * `override_table` is a table with the following fields:
5150 * `speed`: multiplier to default walking speed value (default: `1`)
5151 * `jump`: multiplier to default jump value (default: `1`)
5152 * `gravity`: multiplier to default gravity value (default: `1`)
5153 * `sneak`: whether player can sneak (default: `true`)
5154 * `sneak_glitch`: whether player can use the new move code replications
5155 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5157 * `new_move`: use new move/sneak code. When `false` the exact old code
5158 is used for the specific old sneak behaviour (default: `true`)
5159 * `get_physics_override()`: returns the table given to `set_physics_override`
5160 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5162 * `hud_remove(id)`: remove the HUD element of the specified id
5163 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5165 * element `stat` values:
5166 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5167 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5168 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5169 * `flags`: A table with the following fields set to boolean values
5177 * If a flag equals `nil`, the flag is not modified
5178 * `minimap`: Modifies the client's permission to view the minimap.
5179 The client may locally elect to not view the minimap.
5180 * `minimap_radar` is only usable when `minimap` is true
5181 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5182 * See `hud_set_flags` for a list of flags that can be toggled.
5183 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5184 * `count`: number of items, must be between `1` and `23`
5185 * `hud_get_hotbar_itemcount`: returns number of visible items
5186 * `hud_set_hotbar_image(texturename)`
5187 * sets background image for hotbar
5188 * `hud_get_hotbar_image`: returns texturename
5189 * `hud_set_hotbar_selected_image(texturename)`
5190 * sets image for selected item of hotbar
5191 * `hud_get_hotbar_selected_image`: returns texturename
5192 * `set_sky(bgcolor, type, {texture names}, clouds)`
5193 * `bgcolor`: ColorSpec, defaults to white
5194 * `type`: Available types:
5195 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5196 * `"skybox"`: Uses 6 textures, `bgcolor` used
5197 * `"plain"`: Uses 0 textures, `bgcolor` used
5198 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5199 `"plain"` custom skyboxes (default: `true`)
5200 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5201 * `set_clouds(parameters)`: set cloud parameters
5202 * `parameters` is a table with the following optional fields:
5203 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5204 * `color`: basic cloud color with alpha channel, ColorSpec
5205 (default `#fff0f0e5`).
5206 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5207 ColorSpec (alpha ignored, default `#000000`)
5208 * `height`: cloud height, i.e. y of cloud base (default per conf,
5210 * `thickness`: cloud thickness in nodes (default `16`)
5211 * `speed`: 2D cloud speed + direction in nodes per second
5212 (default `{x=0, z=-2}`).
5213 * `get_clouds()`: returns a table with the current cloud parameters as in
5215 * `override_day_night_ratio(ratio or nil)`
5216 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5218 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5219 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5220 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5221 set animation for player model in third person view
5223 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5224 {x=168, y=187}, -- walk animation key frames
5225 {x=189, y=198}, -- dig animation key frames
5226 {x=200, y=219}, -- walk+dig animation key frames
5227 frame_speed=30) -- animation frame speed
5228 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5230 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5232 * in first person view
5233 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5234 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5239 A 32-bit pseudorandom number generator.
5240 Uses PCG32, an algorithm of the permuted congruential generator family,
5241 offering very strong randomness.
5243 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5247 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5248 * `next(min, max)`: return next integer random number [`min`...`max`]
5249 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5250 random number [`min`...`max`].
5251 * This is only a rough approximation of a normal distribution with:
5252 * `mean = (max - min) / 2`, and
5253 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5254 * Increasing `num_trials` improves accuracy of the approximation
5259 A perlin noise generator.
5260 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5261 or `PerlinNoise(noiseparams)`.
5262 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5263 or `minetest.get_perlin(noiseparams)`.
5267 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5268 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5273 A fast, bulk perlin noise generator.
5275 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5276 `minetest.get_perlin_map(noiseparams, size)`.
5278 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5279 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5282 For each of the functions with an optional `buffer` parameter: If `buffer` is
5283 not nil, this table will be used to store the result instead of creating a new
5288 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5289 with values starting at `pos={x=,y=}`
5290 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5291 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5292 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5293 array of 2D noise with values starting at `pos={x=,y=}`
5294 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5295 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5296 is stored internally.
5297 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5298 is stored internally.
5299 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5300 returns a slice of the most recently computed noise results. The result slice
5301 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5302 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5304 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5305 It is important to note that `slice_offset` offset coordinates begin at 1,
5306 and are relative to the starting position of the most recently calculated
5308 To grab a single vertical column of noise starting at map coordinates
5309 x = 1023, y=1000, z = 1000:
5310 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5311 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5317 Uses the same method of storage as the deprecated player attribute API, so
5318 data there will also be in player meta.
5319 Can be obtained using `player:get_meta()`.
5323 * All methods in MetaDataRef
5328 A 16-bit pseudorandom number generator.
5329 Uses a well-known LCG algorithm introduced by K&R.
5331 It can be created via `PseudoRandom(seed)`.
5335 * `next()`: return next integer random number [`0`...`32767`]
5336 * `next(min, max)`: return next integer random number [`min`...`max`]
5337 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5338 due to the simple implementation making bad distribution otherwise.
5343 A raycast on the map. It works with selection boxes.
5344 Can be used as an iterator in a for loop as:
5346 local ray = Raycast(...)
5347 for pointed_thing in ray do
5351 The map is loaded as the ray advances. If the map is modified after the
5352 `Raycast` is created, the changes may or may not have an effect on the object.
5354 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5355 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5357 * `pos1`: start of the ray
5358 * `pos2`: end of the ray
5359 * `objects`: if false, only nodes will be returned. Default is true.
5360 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5364 * `next()`: returns a `pointed_thing` with exact pointing location
5365 * Returns the next thing pointed by the ray or nil.
5370 Interface for the operating system's crypto-secure PRNG.
5372 It can be created via `SecureRandom()`. The constructor returns nil if a
5373 secure random device cannot be found on the system.
5377 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5378 random bytes, as a string.
5383 An interface to read config files in the format of `minetest.conf`.
5385 It can be created via `Settings(filename)`.
5389 * `get(key)`: returns a value
5390 * `get_bool(key, [default])`: returns a boolean
5391 * `default` is the value returned if `key` is not found.
5392 * Returns `nil` if `key` is not found and `default` not specified.
5393 * `get_np_group(key)`: returns a NoiseParams table
5395 * Setting names can't contain whitespace or any of `="{}#`.
5396 * Setting values can't contain the sequence `\n"""`.
5397 * Setting names starting with "secure." can't be set on the main settings
5398 object (`minetest.settings`).
5399 * `set_bool(key, value)`
5400 * See documentation for set() above.
5401 * `set_np_group(key, value)`
5402 * `value` is a NoiseParams table.
5403 * Also, see documentation for set() above.
5404 * `remove(key)`: returns a boolean (`true` for success)
5405 * `get_names()`: returns `{key1,...}`
5406 * `write()`: returns a boolean (`true` for success)
5407 * Writes changes to file.
5408 * `to_table()`: returns `{[key1]=value1,...}`
5413 Mod metadata: per mod metadata, saved automatically.
5414 Can be obtained via `minetest.get_mod_storage()` during load time.
5418 * All methods in MetaDataRef
5429 Used by `ObjectRef` methods. Part of an Entity definition.
5433 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5436 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5439 -- For players only. Zoom FOV in degrees.
5440 -- Note that zoom loads and/or generates world beyond the server's
5441 -- maximum send and generate distances, so acts like a telescope.
5442 -- Smaller zoom_fov values increase the distance loaded/generated.
5443 -- Defaults to 15 in creative mode, 0 in survival mode.
5444 -- zoom_fov = 0 disables zooming for the player.
5447 -- For players only. Camera height above feet position in nodes.
5448 -- Defaults to 1.625.
5452 collide_with_objects = true,
5453 -- Collide with other objects if physical = true
5457 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5458 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5459 -- Selection box uses collision box dimensions when not set.
5460 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5464 -- Overrides selection box when false
5466 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
5467 -- "cube" is a node-sized cube.
5468 -- "sprite" is a flat texture always facing the player.
5469 -- "upright_sprite" is a vertical flat texture.
5470 -- "mesh" uses the defined mesh model.
5471 -- "wielditem" is used for dropped items.
5472 -- (see builtin/game/item_entity.lua).
5473 -- For this use 'textures = {itemname}'.
5474 -- If the item has a 'wield_image' the object will be an extrusion of
5476 -- If 'itemname' is a cubic node or nodebox the object will appear
5477 -- identical to 'itemname'.
5478 -- If 'itemname' is a plantlike node the object will be an extrusion
5480 -- Otherwise for non-node items, the object will be an extrusion of
5481 -- 'inventory_image'.
5483 visual_size = {x = 1, y = 1},
5484 -- `x` multiplies horizontal (X and Z) visual size.
5485 -- `y` multiplies vertical (Y) visual size.
5490 -- Number of required textures depends on visual.
5491 -- "cube" uses 6 textures in the way a node does.
5492 -- "sprite" uses 1 texture.
5493 -- "upright_sprite" uses 2 textures: {front, back}.
5494 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5497 -- Number of required colors depends on visual
5499 use_texture_alpha = false,
5500 -- Use texture's alpha channel.
5501 -- Excludes "upright_sprite" and "wielditem".
5502 -- Note: currently causes visual issues when viewed through other
5503 -- semi-transparent materials such as water.
5505 spritediv = {x = 1, y = 1},
5506 -- Used with spritesheet textures for animation and/or frame selection
5507 -- according to position relative to player.
5508 -- Defines the number of columns and rows in the spritesheet:
5511 initial_sprite_basepos = {x = 0, y = 0},
5512 -- Used with spritesheet textures.
5513 -- Defines the {column, row} position of the initially used frame in the
5518 makes_footstep_sound = false,
5520 automatic_rotate = 0,
5521 -- Set constant rotation in radians per second, positive or negative.
5522 -- Set to 0 to disable constant rotation.
5526 automatic_face_movement_dir = 0.0,
5527 -- Automatically set yaw to movement direction, offset in degrees.
5528 -- 'false' to disable.
5530 automatic_face_movement_max_rotation_per_sec = -1,
5531 -- Limit automatic rotation to this value in degrees per second.
5532 -- No limit if value < 0.
5534 backface_culling = true,
5535 -- Set to false to disable backface_culling for model
5538 -- Add this much extra lighting when calculating texture color.
5539 -- Value < 0 disables light's effect on texture color.
5540 -- For faking self-lighting, UI style entities, or programmatic coloring
5544 -- By default empty, for players their name is shown if empty
5546 nametag_color = <ColorSpec>,
5547 -- Sets color of nametag
5550 -- By default empty, text to be shown when pointed at object
5553 -- If false, never save this object statically. It will simply be
5554 -- deleted when the block gets unloaded.
5555 -- The get_staticdata() callback is never called then.
5556 -- Defaults to 'true'.
5562 Used by `minetest.register_entity`.
5565 initial_properties = {
5567 mesh = "boats_boat.obj",
5570 -- A table of object properties, see the `Object properties` section.
5571 -- Object properties being read directly from the entity definition
5572 -- table is deprecated. Define object properties in this
5573 -- `initial_properties` table instead.
5575 on_activate = function(self, staticdata, dtime_s),
5577 on_step = function(self, dtime),
5579 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5581 on_rightclick = function(self, clicker),
5583 get_staticdata = function(self),
5584 -- Called sometimes; the string returned is passed to on_activate when
5585 -- the entity is re-activated from static state
5587 _custom_field = whatever,
5588 -- You can define arbitrary member variables here (see Item definition
5589 -- for more info) by using a '_' prefix
5592 ABM (ActiveBlockModifier) definition
5593 ------------------------------------
5595 Used by `minetest.register_abm`.
5598 label = "Lava cooling",
5599 -- Descriptive label for profiling purposes (optional).
5600 -- Definitions with identical labels will be listed as one.
5602 nodenames = {"default:lava_source"},
5603 -- Apply `action` function to these nodes.
5604 -- `group:groupname` can also be used here.
5606 neighbors = {"default:water_source", "default:water_flowing"},
5607 -- Only apply `action` to nodes that have one of, or any
5608 -- combination of, these neighbors.
5609 -- If left out or empty, any neighbor will do.
5610 -- `group:groupname` can also be used here.
5613 -- Operation interval in seconds
5616 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5620 -- If true, catch-up behaviour is enabled: The `chance` value is
5621 -- temporarily reduced when returning to an area to simulate time lost
5622 -- by the area being unattended. Note that the `chance` value can often
5625 action = function(pos, node, active_object_count, active_object_count_wider),
5626 -- Function triggered for each qualifying node.
5627 -- `active_object_count` is number of active objects in the node's
5629 -- `active_object_count_wider` is number of active objects in the node's
5630 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5631 -- mapblocks are unloaded an estmate is calculated for them based on
5632 -- loaded mapblocks.
5635 LBM (LoadingBlockModifier) definition
5636 -------------------------------------
5638 Used by `minetest.register_lbm`.
5641 label = "Upgrade legacy doors",
5642 -- Descriptive label for profiling purposes (optional).
5643 -- Definitions with identical labels will be listed as one.
5645 name = "modname:replace_legacy_door",
5647 nodenames = {"default:lava_source"},
5648 -- List of node names to trigger the LBM on.
5649 -- Also non-registered nodes will work.
5650 -- Groups (as of group:groupname) will work as well.
5652 run_at_every_load = false,
5653 -- Whether to run the LBM's action every time a block gets loaded,
5654 -- and not just for blocks that were saved last time before LBMs were
5655 -- introduced to the world.
5657 action = func(pos, node),
5664 * `{name="image.png", animation={Tile Animation definition}}`
5665 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5666 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5667 * backface culling enabled by default for most nodes
5668 * tileable flags are info for shaders, how they should treat texture
5669 when displacement mapping is used.
5670 Directions are from the point of view of the tile texture,
5671 not the node it's on.
5672 * align style determines whether the texture will be rotated with the node
5673 or kept aligned with its surroundings. "user" means that client
5674 setting will be used, similar to `glasslike_framed_optional`.
5675 Note: supported by solid nodes and nodeboxes only.
5676 * scale is used to make texture span several (exactly `scale`) nodes,
5677 instead of just one, in each direction. Works for world-aligned
5679 Note that as the effect is applied on per-mapblock basis, `16` should
5680 be equally divisible by `scale` or you may get wrong results.
5681 * `{name="image.png", color=ColorSpec}`
5682 * the texture's color will be multiplied with this color.
5683 * the tile's color overrides the owning node's color in all cases.
5684 * deprecated, yet still supported field names:
5687 Tile animation definition
5688 -------------------------
5691 type = "vertical_frames",
5694 -- Width of a frame in pixels
5697 -- Height of a frame in pixels
5707 -- Width in number of frames
5710 -- Height in number of frames
5713 -- Length of a single frame
5719 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5720 `minetest.register_tool`.
5723 description = "Steel Axe",
5726 -- key = name, value = rating; rating = 1..3.
5727 -- If rating not applicable, use 1.
5728 -- e.g. {wool = 1, fluffy = 3}
5729 -- {soil = 2, outerspace = 1, crumbly = 1}
5730 -- {bendy = 2, snappy = 1},
5731 -- {hard = 1, metal = 1, spikes = 1}
5733 inventory_image = "default_tool_steelaxe.png",
5735 inventory_overlay = "overlay.png",
5736 -- An overlay which does not get colorized
5743 -- An image file containing the palette of a node.
5744 -- You can set the currently used color as the "palette_index" field of
5745 -- the item stack metadata.
5746 -- The palette is always stretched to fit indices between 0 and 255, to
5747 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5749 color = "0xFFFFFFFF",
5750 -- The color of the item. The palette overrides this.
5752 wield_scale = {x = 1, y = 1, z = 1},
5758 liquids_pointable = false,
5760 -- See "Tools" section
5761 tool_capabilities = {
5762 full_punch_interval = 1.0,
5766 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5767 uses = 20, maxlevel = 2},
5769 damage_groups = {groupname = damage},
5772 node_placement_prediction = nil,
5773 -- If nil and item is node, prediction is made automatically.
5774 -- If nil and item is not a node, no prediction is made.
5775 -- If "" and item is anything, no prediction is made.
5776 -- Otherwise should be name of node which the client immediately places
5777 -- on ground when the player places the item. Server will always update
5778 -- actual result to client in a short moment.
5780 node_dig_prediction = "air",
5781 -- if "", no prediction is made.
5782 -- if "air", node is removed.
5783 -- Otherwise should be name of node which the client immediately places
5784 -- upon digging. Server will always update actual result shortly.
5787 breaks = "default_tool_break", -- tools only
5788 place = <SimpleSoundSpec>,
5791 on_place = func(itemstack, placer, pointed_thing),
5792 -- Shall place item and return the leftover itemstack.
5793 -- The placer may be any ObjectRef or nil.
5794 -- default: minetest.item_place
5796 on_secondary_use = func(itemstack, user, pointed_thing),
5797 -- Same as on_place but called when pointing at nothing.
5798 -- The user may be any ObjectRef or nil.
5799 -- pointed_thing: always { type = "nothing" }
5801 on_drop = func(itemstack, dropper, pos),
5802 -- Shall drop item and return the leftover itemstack.
5803 -- The dropper may be any ObjectRef or nil.
5804 -- default: minetest.item_drop
5806 on_use = func(itemstack, user, pointed_thing),
5808 -- Function must return either nil if no item shall be removed from
5809 -- inventory, or an itemstack to replace the original itemstack.
5810 -- e.g. itemstack:take_item(); return itemstack
5811 -- Otherwise, the function is free to do what it wants.
5812 -- The user may be any ObjectRef or nil.
5813 -- The default functions handle regular use cases.
5815 after_use = func(itemstack, user, node, digparams),
5817 -- If defined, should return an itemstack and will be called instead of
5818 -- wearing out the tool. If returns nil, does nothing.
5819 -- If after_use doesn't exist, it is the same as:
5820 -- function(itemstack, user, node, digparams)
5821 -- itemstack:add_wear(digparams.wear)
5824 -- The user may be any ObjectRef or nil.
5826 _custom_field = whatever,
5827 -- Add your own custom fields. By convention, all custom field names
5828 -- should start with `_` to avoid naming collisions with future engine
5835 Used by `minetest.register_node`.
5838 -- <all fields allowed in item definitions>,
5840 drawtype = "normal", -- See "Node drawtypes"
5843 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5844 -- "firelike", "mesh".
5845 -- For plantlike and firelike, the image will start at the bottom of the
5846 -- node, for the other drawtypes the image will be centered on the node.
5847 -- Note that positioning for "torchlike" may still change.
5849 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5850 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5851 -- Old field name was 'tile_images'.
5852 -- List can be shortened to needed length.
5854 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5855 -- Same as `tiles`, but these textures are drawn on top of the base
5856 -- tiles. You can use this to colorize only specific parts of your
5857 -- texture. If the texture name is an empty string, that overlay is not
5858 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5859 -- overlays on very common nodes.
5861 special_tiles = {tile definition 1, Tile definition 2},
5862 -- Special textures of node; used rarely.
5863 -- Old field name was 'special_materials'.
5864 -- List can be shortened to needed length.
5867 -- The node's original color will be multiplied with this color.
5868 -- If the node has a palette, then this setting only has an effect in
5869 -- the inventory and on the wield item.
5871 use_texture_alpha = false,
5872 -- Use texture's alpha channel
5874 palette = "palette.png",
5875 -- The node's `param2` is used to select a pixel from the image.
5876 -- Pixels are arranged from left to right and from top to bottom.
5877 -- The node's color will be multiplied with the selected pixel's color.
5878 -- Tiles can override this behavior.
5879 -- Only when `paramtype2` supports palettes.
5881 post_effect_color = "green#0F",
5882 -- Screen tint if player is inside node, see "ColorSpec"
5884 paramtype = "none", -- See "Nodes"
5886 paramtype2 = "none", -- See "Nodes"
5888 place_param2 = nil, -- Force value for param2 when player places node
5890 is_ground_content = true,
5891 -- If false, the cave generator will not carve through this node
5893 sunlight_propagates = false,
5894 -- If true, sunlight will go infinitely through this node
5896 walkable = true, -- If true, objects collide with node
5898 pointable = true, -- If true, can be pointed at
5900 diggable = true, -- If false, can never be dug
5902 climbable = false, -- If true, can be climbed on (ladder)
5904 buildable_to = false, -- If true, placed nodes can replace this node
5907 -- If true, liquids flow into and replace this node.
5908 -- Warning: making a liquid node 'floodable' will cause problems.
5910 liquidtype = "none", -- "none" / "source" / "flowing"
5912 liquid_alternative_flowing = "", -- Flowing version of source liquid
5914 liquid_alternative_source = "", -- Source version of flowing liquid
5916 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5918 liquid_renewable = true,
5919 -- If true, a new liquid source can be created by placing two or more
5923 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
5924 -- Allows defining the nodebox height without using param2.
5925 -- The nodebox height is 'leveled' / 64 nodes.
5926 -- The maximum value of 'leveled' is 127.
5928 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
5931 -- Player will take this amount of damage if no bubbles are left
5934 -- Amount of light emitted by node.
5935 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
5936 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5939 damage_per_second = 0,
5940 -- If player is inside node, this damage is caused
5942 node_box = {type="regular"}, -- See "Node boxes"
5944 connects_to = nodenames,
5945 -- Used for nodebox nodes with the type == "connected".
5946 -- Specifies to what neighboring nodes connections will be drawn.
5947 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
5949 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5950 -- Tells connected nodebox nodes to connect only to these sides of this
5958 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5961 -- Custom selection box definition. Multiple boxes can be defined.
5962 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
5963 -- definition is used for the selection box.
5968 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5971 -- Custom collision box definition. Multiple boxes can be defined.
5972 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
5973 -- definition is used for the collision box.
5974 -- Both of the boxes above are defined as:
5975 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
5977 -- Support maps made in and before January 2012
5978 legacy_facedir_simple = false,
5979 legacy_wallmounted = false,
5982 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5983 -- 1 - wave node like plants (top of node moves, bottom is fixed)
5984 -- 2 - wave node like leaves (whole node moves side-to-side)
5985 -- caveats: not all models will properly wave.
5986 -- plantlike drawtype nodes can only wave like plants.
5987 -- allfaces_optional drawtype nodes can only wave like leaves.
5990 footstep = <SimpleSoundSpec>,
5991 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5992 dug = <SimpleSoundSpec>,
5993 place = <SimpleSoundSpec>,
5994 place_failed = <SimpleSoundSpec>,
5998 -- Name of dropped node when dug. Default is the node itself.
6001 -- Maximum number of items to drop
6003 -- Choose max_items randomly from this list
6006 items = {"foo:bar", "baz:frob"}, -- Items to drop
6007 rarity = 1, -- Probability of dropping is 1 / rarity
6008 inherit_color = true, -- Inherit palette color from the node
6013 on_construct = func(pos),
6014 -- Node constructor; called after adding node.
6015 -- Can set up metadata and stuff like that.
6016 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6019 on_destruct = func(pos),
6020 -- Node destructor; called before removing node.
6021 -- Not called for bulk node placement.
6024 after_destruct = func(pos, oldnode),
6025 -- Node destructor; called after removing node.
6026 -- Not called for bulk node placement.
6029 on_flood = func(pos, oldnode, newnode),
6030 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6031 -- `floodable = true` in the nodedef. Not called for bulk node placement
6032 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6033 -- node is not flooded, but on_flood callback will most likely be called
6034 -- over and over again every liquid update interval.
6036 -- Warning: making a liquid node 'floodable' will cause problems.
6038 preserve_metadata = func(pos, oldnode, oldmeta, drops),
6039 -- Called when oldnode is about be converted to an item, but before the
6040 -- node is deleted from the world or the drops are added. This is
6041 -- generally the result of either the node being dug or an attached node
6042 -- becoming detached.
6043 -- drops is a table of ItemStacks, so any metadata to be preserved can
6044 -- be added directly to one or more of the dropped items. See
6045 -- "ItemStackMetaRef".
6048 after_place_node = func(pos, placer, itemstack, pointed_thing),
6049 -- Called after constructing node when node was placed using
6050 -- minetest.item_place_node / minetest.place_node.
6051 -- If return true no item is taken from itemstack.
6052 -- `placer` may be any valid ObjectRef or nil.
6055 after_dig_node = func(pos, oldnode, oldmetadata, digger),
6056 -- oldmetadata is in table format.
6057 -- Called after destructing node when node was dug using
6058 -- minetest.node_dig / minetest.dig_node.
6061 can_dig = function(pos, [player]),
6063 on_punch = func(pos, node, puncher, pointed_thing),
6064 -- Returns true if node can be dug, or false if not.
6066 -- default: minetest.node_punch
6067 -- By default calls minetest.register_on_punchnode callbacks.
6069 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
6071 -- itemstack will hold clicker's wielded item.
6072 -- Shall return the leftover itemstack.
6073 -- Note: pointed_thing can be nil, if a mod calls this function.
6074 -- This function does not get triggered by clients <=0.4.16 if the
6075 -- "formspec" node metadata field is set.
6077 on_dig = func(pos, node, digger),
6078 -- default: minetest.node_dig
6079 -- By default checks privileges, wears out tool and removes node.
6081 on_timer = function(pos, elapsed),
6083 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6084 -- elapsed is the total time passed since the timer was started.
6085 -- return true to run the timer for another cycle with the same timeout
6088 on_receive_fields = func(pos, formname, fields, sender),
6089 -- fields = {name1 = value1, name2 = value2, ...}
6090 -- Called when an UI form (e.g. sign text input) returns data.
6093 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
6094 -- Called when a player wants to move items inside the inventory.
6095 -- Return value: number of items allowed to move.
6097 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
6098 -- Called when a player wants to put something into the inventory.
6099 -- Return value: number of items allowed to put.
6100 -- Return value -1: Allow and don't modify item count in inventory.
6102 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
6103 -- Called when a player wants to take something out of the inventory.
6104 -- Return value: number of items allowed to take.
6105 -- Return value -1: Allow and don't modify item count in inventory.
6107 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
6108 on_metadata_inventory_put = func(pos, listname, index, stack, player),
6109 on_metadata_inventory_take = func(pos, listname, index, stack, player),
6110 -- Called after the actual action has happened, according to what was
6114 on_blast = func(pos, intensity),
6115 -- intensity: 1.0 = mid range of regular TNT.
6116 -- If defined, called when an explosion touches the node, instead of
6117 -- removing the node.
6123 Used by `minetest.register_craft`.
6128 output = 'default:pick_stone',
6130 {'default:cobble', 'default:cobble', 'default:cobble'},
6131 {'', 'default:stick', ''},
6132 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6134 replacements = <list of item pairs>,
6135 -- replacements: replace one input item with another item on crafting
6143 output = 'mushrooms:mushroom_stew',
6146 "mushrooms:mushroom_brown",
6147 "mushrooms:mushroom_red",
6149 replacements = <list of item pairs>,
6155 type = "toolrepair",
6156 additional_wear = -0.02,
6163 output = "default:glass",
6164 recipe = "default:sand",
6172 recipe = "bucket:bucket_lava",
6174 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6180 Used by `minetest.register_ore`.
6182 See [Ores] section above for essential information.
6185 ore_type = "scatter",
6187 ore = "default:stone_with_coal",
6190 -- Facedir rotation. Default is 0 (unchanged rotation)
6192 wherein = "default:stone",
6193 -- A list of nodenames is supported too
6195 clust_scarcity = 8 * 8 * 8,
6196 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6197 -- If the desired average distance between ores is 'd', set this to
6201 -- Number of ores in a cluster
6204 -- Size of the bounding box of the cluster.
6205 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6206 -- nodes are coal ore.
6210 -- Lower and upper limits for ore
6213 -- Attributes for the ore generation, see 'Ore attributes' section above
6215 noise_threshold = 0.5,
6216 -- If noise is above this threshold, ore is placed. Not needed for a
6217 -- uniform distribution.
6222 spread = {x = 100, y = 100, z = 100},
6227 -- NoiseParams structure describing one of the perlin noises used for
6228 -- ore distribution.
6229 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6230 -- Omit from "scatter" ore for a uniform ore distribution.
6231 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6234 biomes = {"desert", "rainforest"},
6235 -- List of biomes in which this ore occurs.
6236 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6237 -- being used does not support biomes.
6238 -- Can be a list of (or a single) biome names, IDs, or definitions.
6240 -- Type-specific parameters
6243 column_height_min = 1,
6244 column_height_max = 16,
6245 column_midpoint_factor = 0.5,
6251 spread = {x = 100, y = 100, z = 100},
6259 spread = {x = 100, y = 100, z = 100},
6266 random_factor = 1.0,
6269 np_stratum_thickness = {
6272 spread = {x = 100, y = 100, z = 100},
6277 stratum_thickness = 8,
6283 Used by `minetest.register_biome`.
6288 node_dust = "default:snow",
6289 -- Node dropped onto upper surface after all else is generated
6291 node_top = "default:dirt_with_snow",
6293 -- Node forming surface layer of biome and thickness of this layer
6295 node_filler = "default:permafrost",
6297 -- Node forming lower layer of biome and thickness of this layer
6299 node_stone = "default:bluestone",
6300 -- Node that replaces all stone nodes between roughly y_min and y_max.
6302 node_water_top = "default:ice",
6303 depth_water_top = 10,
6304 -- Node forming a surface layer in seawater with the defined thickness
6307 -- Node that replaces all seawater nodes not in the surface layer
6309 node_river_water = "default:ice",
6310 -- Node that replaces river water in mapgens that use
6311 -- default:river_water
6313 node_riverbed = "default:gravel",
6315 -- Node placed under river water and thickness of this layer
6317 node_cave_liquid = "default:water_source",
6318 -- Nodes placed as a blob of liquid in 50% of large caves.
6319 -- If absent, cave liquids fall back to classic behaviour of lava or
6320 -- water distributed according to a hardcoded 3D noise.
6322 node_dungeon = "default:cobble",
6323 -- Node used for primary dungeon structure.
6324 -- If absent, dungeon materials fall back to classic behaviour.
6325 -- If present, the following two nodes are also used.
6327 node_dungeon_alt = "default:mossycobble",
6328 -- Node used for randomly-distributed alternative structure nodes.
6329 -- If alternative structure nodes are not wanted leave this absent for
6330 -- performance reasons.
6332 node_dungeon_stair = "stairs:stair_cobble",
6333 -- Node used for dungeon stairs.
6334 -- If absent, stairs fall back to 'node_dungeon'.
6338 -- Upper and lower limits for biome.
6339 -- Alternatively you can use xyz limits as shown below.
6341 max_pos = {x = 31000, y = 128, z = 31000},
6342 min_pos = {x = -31000, y = 9, z = -31000},
6343 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6344 -- Biome is limited to a cuboid defined by these positions.
6345 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6346 -- 31000 in 'max_pos'.
6349 -- Vertical distance in nodes above 'y_max' over which the biome will
6350 -- blend with the biome above.
6351 -- Set to 0 for no vertical blend. Defaults to 0.
6354 humidity_point = 50,
6355 -- Characteristic temperature and humidity for the biome.
6356 -- These values create 'biome points' on a voronoi diagram with heat and
6357 -- humidity as axes. The resulting voronoi cells determine the
6358 -- distribution of the biomes.
6359 -- Heat and humidity have average values of 50, vary mostly between
6360 -- 0 and 100 but can exceed these values.
6363 Decoration definition
6364 ---------------------
6366 See [Decoration types]. Used by `minetest.register_decoration`.
6369 deco_type = "simple",
6371 place_on = "default:dirt_with_grass",
6372 -- Node (or list of nodes) that the decoration can be placed on
6375 -- Size of the square divisions of the mapchunk being generated.
6376 -- Determines the resolution of noise variation if used.
6377 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6378 -- equal to the chunk size.
6381 -- The value determines 'decorations per surface node'.
6382 -- Used only if noise_params is not specified.
6383 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6384 -- a different and much faster method.
6389 spread = {x = 100, y = 100, z = 100},
6396 -- NoiseParams structure describing the perlin noise used for decoration
6398 -- A noise value is calculated for each square division and determines
6399 -- 'decorations per surface node' within each division.
6400 -- If the noise value >= 10.0 complete coverage is enabled and
6401 -- decoration placement uses a different and much faster method.
6403 biomes = {"Oceanside", "Hills", "Plains"},
6404 -- List of biomes in which this decoration occurs. Occurs in all biomes
6405 -- if this is omitted, and ignored if the Mapgen being used does not
6407 -- Can be a list of (or a single) biome names, IDs, or definitions.
6411 -- Lower and upper limits for decoration.
6412 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6414 spawn_by = "default:water",
6415 -- Node (or list of nodes) that the decoration only spawns next to.
6416 -- Checks two horizontal planes of 8 neighbouring nodes (including
6417 -- diagonal neighbours), one plane level with the 'place_on' node and a
6418 -- plane one node above that.
6421 -- Number of spawn_by nodes that must be surrounding the decoration
6422 -- position to occur.
6423 -- If absent or -1, decorations occur next to any nodes.
6425 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6426 -- Flags for all decoration types.
6427 -- "liquid_surface": Instead of placement on the highest solid surface
6428 -- in a mapchunk column, placement is on the highest liquid surface.
6429 -- Placement is disabled if solid nodes are found above the liquid
6431 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6432 -- by the decoration.
6433 -- "all_floors", "all_ceilings": Instead of placement on the highest
6434 -- surface in a mapchunk the decoration is placed on all floor and/or
6435 -- ceiling surfaces, for example in caves and dungeons.
6436 -- Ceiling decorations act as an inversion of floor decorations so the
6437 -- effect of 'place_offset_y' is inverted.
6438 -- Y-slice probabilities do not function correctly for ceiling
6439 -- schematic decorations as the behaviour is unchanged.
6440 -- If a single decoration registration has both flags the floor and
6441 -- ceiling decorations will be aligned vertically.
6443 ----- Simple-type parameters
6445 decoration = "default:grass",
6446 -- The node name used as the decoration.
6447 -- If instead a list of strings, a randomly selected node from the list
6448 -- is placed as the decoration.
6451 -- Decoration height in nodes.
6452 -- If height_max is not 0, this is the lower limit of a randomly
6456 -- Upper limit of the randomly selected height.
6457 -- If absent, the parameter 'height' is used as a constant.
6460 -- Param2 value of decoration nodes.
6461 -- If param2_max is not 0, this is the lower limit of a randomly
6465 -- Upper limit of the randomly selected param2.
6466 -- If absent, the parameter 'param2' is used as a constant.
6469 -- Y offset of the decoration base node relative to the standard base
6471 -- Can be positive or negative. Default is 0.
6472 -- Effect is inverted for "all_ceilings" decorations.
6473 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6474 -- to the 'place_on' node.
6476 ----- Schematic-type parameters
6478 schematic = "foobar.mts",
6479 -- If schematic is a string, it is the filepath relative to the current
6480 -- working directory of the specified Minetest schematic file.
6481 -- Could also be the ID of a previously registered schematic.
6484 size = {x = 4, y = 6, z = 4},
6486 {name = "default:cobble", param1 = 255, param2 = 0},
6487 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6488 {name = "air", param1 = 255, param2 = 0},
6492 {ypos = 2, prob = 128},
6493 {ypos = 5, prob = 64},
6497 -- Alternative schematic specification by supplying a table. The fields
6498 -- size and data are mandatory whereas yslice_prob is optional.
6499 -- See 'Schematic specifier' for details.
6501 replacements = {["oldname"] = "convert_to", ...},
6503 flags = "place_center_x, place_center_y, place_center_z",
6504 -- Flags for schematic decorations. See 'Schematic attributes'.
6507 -- Rotation can be "0", "90", "180", "270", or "random"
6510 -- If the flag 'place_center_y' is set this parameter is ignored.
6511 -- Y offset of the schematic base node layer relative to the 'place_on'
6513 -- Can be positive or negative. Default is 0.
6514 -- Effect is inverted for "all_ceilings" decorations.
6515 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6516 -- to the 'place_on' node.
6519 Chat command definition
6520 -----------------------
6522 Used by `minetest.register_chatcommand`.
6525 params = "<name> <privilege>", -- Short parameter description
6527 description = "Remove privilege from player", -- Full description
6529 privs = {privs=true}, -- Require the "privs" privilege to run
6531 func = function(name, param),
6532 -- Called when command is run. Returns boolean success and text output.
6535 Note that in params, use of symbols is as follows:
6537 * `<>` signifies a placeholder to be replaced when the command is used. For
6538 example, when a player name is needed: `<name>`
6539 * `[]` signifies param is optional and not required when the command is used.
6540 For example, if you require param1 but param2 is optional:
6541 `<param1> [<param2>]`
6542 * `|` signifies exclusive or. The command requires one param from the options
6543 provided. For example: `<param1> | <param2>`
6544 * `()` signifies grouping. For example, when param1 and param2 are both
6545 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6547 Detached inventory callbacks
6548 ----------------------------
6550 Used by `minetest.create_detached_inventory`.
6553 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6554 -- Called when a player wants to move items inside the inventory.
6555 -- Return value: number of items allowed to move.
6557 allow_put = func(inv, listname, index, stack, player),
6558 -- Called when a player wants to put something into the inventory.
6559 -- Return value: number of items allowed to put.
6560 -- Return value -1: Allow and don't modify item count in inventory.
6562 allow_take = func(inv, listname, index, stack, player),
6563 -- Called when a player wants to take something out of the inventory.
6564 -- Return value: number of items allowed to take.
6565 -- Return value -1: Allow and don't modify item count in inventory.
6567 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6568 on_put = func(inv, listname, index, stack, player),
6569 on_take = func(inv, listname, index, stack, player),
6570 -- Called after the actual action has happened, according to what was
6580 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6583 hud_elem_type = "image", -- See HUD element types
6584 -- Type of element, can be "image", "text", "statbar", or "inventory"
6586 position = {x=0.5, y=0.5},
6587 -- Left corner position of element
6591 scale = {x = 2, y = 2},
6598 -- Selected item in inventory. 0 for no item selected.
6601 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6603 alignment = {x=0, y=0},
6605 offset = {x=0, y=0},
6607 size = { x=100, y=100 },
6608 -- Size of element in pixels
6614 Used by `minetest.add_particle`.
6617 pos = {x=0, y=0, z=0},
6618 velocity = {x=0, y=0, z=0},
6619 acceleration = {x=0, y=0, z=0},
6620 -- Spawn particle at pos with velocity and acceleration
6623 -- Disappears after expirationtime seconds
6626 -- Scales the visual size of the particle texture.
6628 collisiondetection = false,
6629 -- If true collides with `walkable` nodes and, depending on the
6630 -- `object_collision` field, objects too.
6632 collision_removal = false,
6633 -- If true particle is removed when it collides.
6634 -- Requires collisiondetection = true to have any effect.
6636 object_collision = false,
6637 -- If true particle collides with objects that are defined as
6638 -- `physical = true,` and `collide_with_objects = true,`.
6639 -- Requires collisiondetection = true to have any effect.
6642 -- If true faces player using y axis only
6644 texture = "image.png",
6646 playername = "singleplayer",
6647 -- Optional, if specified spawns particle only on the player's client
6649 animation = {Tile Animation definition},
6650 -- Optional, specifies how to animate the particle texture
6653 -- Optional, specify particle self-luminescence in darkness.
6658 `ParticleSpawner` definition
6659 ----------------------------
6661 Used by `minetest.add_particlespawner`.
6665 -- Number of particles spawned over the time period `time`.
6668 -- Lifespan of spawner in seconds.
6669 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6670 -- a per-second basis.
6672 minpos = {x=0, y=0, z=0},
6673 maxpos = {x=0, y=0, z=0},
6674 minvel = {x=0, y=0, z=0},
6675 maxvel = {x=0, y=0, z=0},
6676 minacc = {x=0, y=0, z=0},
6677 maxacc = {x=0, y=0, z=0},
6682 -- The particles' properties are random values between the min and max
6684 -- pos, velocity, acceleration, expirationtime, size
6686 collisiondetection = false,
6687 -- If true collide with `walkable` nodes and, depending on the
6688 -- `object_collision` field, objects too.
6690 collision_removal = false,
6691 -- If true particles are removed when they collide.
6692 -- Requires collisiondetection = true to have any effect.
6694 object_collision = false,
6695 -- If true particles collide with objects that are defined as
6696 -- `physical = true,` and `collide_with_objects = true,`.
6697 -- Requires collisiondetection = true to have any effect.
6699 attached = ObjectRef,
6700 -- If defined, particle positions, velocities and accelerations are
6701 -- relative to this object's position and yaw
6704 -- If true face player using y axis only
6706 texture = "image.png",
6708 playername = "singleplayer",
6709 -- Optional, if specified spawns particles only on the player's client
6711 animation = {Tile Animation definition},
6712 -- Optional, specifies how to animate the particles' texture
6715 -- Optional, specify particle self-luminescence in darkness.
6719 `HTTPRequest` definition
6720 ------------------------
6722 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6725 url = "http://example.org",
6728 -- Timeout for connection in seconds. Default is 3 seconds.
6730 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6731 -- Optional, if specified a POST request with post_data is performed.
6732 -- Accepts both a string and a table. If a table is specified, encodes
6733 -- table as x-www-form-urlencoded key-value pairs.
6734 -- If post_data is not specified, a GET request is performed instead.
6736 user_agent = "ExampleUserAgent",
6737 -- Optional, if specified replaces the default minetest user agent with
6740 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6741 -- Optional, if specified adds additional headers to the HTTP request.
6742 -- You must make sure that the header strings follow HTTP specification
6746 -- Optional, if true performs a multipart HTTP request.
6747 -- Default is false.
6750 `HTTPRequestResult` definition
6751 ------------------------------
6753 Passed to `HTTPApiTable.fetch` callback. Returned by
6754 `HTTPApiTable.fetch_async_get`.
6758 -- If true, the request has finished (either succeeded, failed or timed
6762 -- If true, the request was successful
6765 -- If true, the request timed out
6773 Authentication handler definition
6774 ---------------------------------
6776 Used by `minetest.register_authentication_handler`.
6779 get_auth = func(name),
6780 -- Get authentication data for existing player `name` (`nil` if player
6782 -- Returns following structure:
6783 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6785 create_auth = func(name, password),
6786 -- Create new auth data for player `name`.
6787 -- Note that `password` is not plain-text but an arbitrary
6788 -- representation decided by the engine.
6790 delete_auth = func(name),
6791 -- Delete auth data of player `name`.
6792 -- Returns boolean indicating success (false if player is nonexistent).
6794 set_password = func(name, password),
6795 -- Set password of player `name` to `password`.
6796 -- Auth data should be created if not present.
6798 set_privileges = func(name, privileges),
6799 -- Set privileges of player `name`.
6800 -- `privileges` is in table form, auth data should be created if not
6804 -- Reload authentication data from the storage location.
6805 -- Returns boolean indicating success.
6807 record_login = func(name),
6808 -- Called when player joins, used for keeping track of last_login
6811 -- Returns an iterator (use with `for` loops) for all player names
6812 -- currently in the auth database