1 Minetest Lua Modding API Reference 0.4.16
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
191 `<whatever>` can have these characters:
195 This is to prevent conflicting names from corrupting maps and is
196 enforced by the mod loader.
199 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
200 So the name should be `experimental:tnt`.
202 Enforcement can be overridden by prefixing the name with `:`. This can
203 be used for overriding the registrations of some other mod.
205 Example: Any mod can redefine `experimental:tnt` by using the name
210 (also that mod is required to have `experimental` as a dependency)
212 The `:` prefix can also be used for maintaining backwards compatibility.
215 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
216 `minetest.register_alias_force(name, convert_to)`.
218 This will make Minetest to convert things called name to things called
221 The only difference between `minetest.register_alias` and
222 `minetest.register_alias_force` is that if an item called `name` exists,
223 `minetest.register_alias` will do nothing while
224 `minetest.register_alias_force` will unregister it.
226 This can be used for maintaining backwards compatibility.
228 This can be also used for setting quick access names for things, e.g. if
229 you have an item called `epiclylongmodname:stuff`, you could do
231 minetest.register_alias("stuff", "epiclylongmodname:stuff")
233 and be able to use `/giveme stuff`.
237 Mods should generally prefix their textures with `modname_`, e.g. given
238 the mod name `foomod`, a texture could be called:
242 Textures are referred to by their complete name, or alternatively by
243 stripping out the file extension:
245 * e.g. `foomod_foothing.png`
246 * e.g. `foomod_foothing`
250 There are various texture modifiers that can be used
251 to generate textures on-the-fly.
253 ### Texture overlaying
254 Textures can be overlaid by putting a `^` between them.
258 default_dirt.png^default_grass_side.png
260 `default_grass_side.png` is overlayed over `default_dirt.png`.
261 The texture with the lower resolution will be automatically upscaled to
262 the higher resolution texture.
265 Textures can be grouped together by enclosing them in `(` and `)`.
267 Example: `cobble.png^(thing1.png^thing2.png)`
269 A texture for `thing1.png^thing2.png` is created and the resulting
270 texture is overlaid on top of `cobble.png`.
273 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
274 passing complex texture names as arguments. Escaping is done with backslash and
275 is required for `^` and `:`.
277 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
279 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
280 on top of `cobble.png`.
282 ### Advanced texture modifiers
284 #### `[crack:<n>:<p>`
285 * `<n>` = animation frame count
286 * `<p>` = current animation frame
288 Draw a step of the crack animation on the texture.
292 default_cobble.png^[crack:10:1
294 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
299 * `<file>` = texture to combine
301 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
302 specified coordinates.
306 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
308 #### `[resize:<w>x<h>`
309 Resizes the texture to the given dimensions.
313 default_sandstone.png^[resize:16x16
316 Makes the base image transparent according to the given ratio.
318 `r` must be between 0 and 255.
319 0 means totally transparent. 255 means totally opaque.
323 default_sandstone.png^[opacity:127
325 #### `[invert:<mode>`
326 Inverts the given channels of the base image.
327 Mode may contain the characters "r", "g", "b", "a".
328 Only the channels that are mentioned in the mode string will be inverted.
332 default_apple.png^[invert:rgb
335 Brightens the texture.
339 tnt_tnt_side.png^[brighten
342 Makes the texture completely opaque.
346 default_leaves.png^[noalpha
348 #### `[makealpha:<r>,<g>,<b>`
349 Convert one color to transparency.
353 default_cobble.png^[makealpha:128,128,128
356 * `<t>` = transformation(s) to apply
358 Rotates and/or flips the image.
360 `<t>` can be a number (between 0 and 7) or a transform name.
361 Rotations are counter-clockwise.
364 1 R90 rotate by 90 degrees
365 2 R180 rotate by 180 degrees
366 3 R270 rotate by 270 degrees
368 5 FXR90 flip X then rotate by 90 degrees
370 7 FYR90 flip Y then rotate by 90 degrees
374 default_stone.png^[transformFXR90
376 #### `[inventorycube{<top>{<left>{<right>`
377 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
379 Create an inventory cube texture using the side textures.
383 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
385 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
386 `dirt.png^grass_side.png` textures
388 #### `[lowpart:<percent>:<file>`
389 Blit the lower `<percent>`% part of `<file>` on the texture.
393 base.png^[lowpart:25:overlay.png
395 #### `[verticalframe:<t>:<n>`
396 * `<t>` = animation frame count
397 * `<n>` = current animation frame
399 Crops the texture to a frame of a vertical animation.
403 default_torch_animated.png^[verticalframe:16:8
406 Apply a mask to the base image.
408 The mask is applied using binary AND.
410 #### `[sheet:<w>x<h>:<x>,<y>`
411 Retrieves a tile at position x,y from the base image
412 which it assumes to be a tilesheet with dimensions w,h.
415 #### `[colorize:<color>:<ratio>`
416 Colorize the textures with the given color.
417 `<color>` is specified as a `ColorString`.
418 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
419 it is an int, then it specifies how far to interpolate between the
420 colors where 0 is only the texture color and 255 is only `<color>`. If
421 omitted, the alpha of `<color>` will be used as the ratio. If it is
422 the word "`alpha`", then each texture pixel will contain the RGB of
423 `<color>` and the alpha of `<color>` multiplied by the alpha of the
426 #### `[multiply:<color>`
427 Multiplies texture colors with the given color.
428 `<color>` is specified as a `ColorString`.
429 Result is more like what you'd expect if you put a color on top of another
430 color. Meaning white surfaces get a lot of your new color while black parts don't
435 The goal of hardware coloring is to simplify the creation of
436 colorful nodes. If your textures use the same pattern, and they only
437 differ in their color (like colored wool blocks), you can use hardware
438 coloring instead of creating and managing many texture files.
439 All of these methods use color multiplication (so a white-black texture
440 with red coloring will result in red-black color).
443 This method is useful if you wish to create nodes/items with
444 the same texture, in different colors, each in a new node/item definition.
447 When you register an item or node, set its `color` field (which accepts a
448 `ColorSpec`) to the desired color.
450 An `ItemStack`s static color can be overwritten by the `color` metadata
451 field. If you set that field to a `ColorString`, that color will be used.
454 Each tile may have an individual static color, which overwrites every
455 other coloring methods. To disable the coloring of a face,
456 set its color to white (because multiplying with white does nothing).
457 You can set the `color` property of the tiles in the node's definition
458 if the tile is in table format.
461 For nodes and items which can have many colors, a palette is more
462 suitable. A palette is a texture, which can contain up to 256 pixels.
463 Each pixel is one possible color for the node/item.
464 You can register one node/item, which can have up to 256 colors.
466 #### Palette indexing
467 When using palettes, you always provide a pixel index for the given
468 node or `ItemStack`. The palette is read from left to right and from
469 top to bottom. If the palette has less than 256 pixels, then it is
470 stretched to contain exactly 256 pixels (after arranging the pixels
471 to one line). The indexing starts from 0.
474 * 16x16 palette, index = 0: the top left corner
475 * 16x16 palette, index = 4: the fifth pixel in the first row
476 * 16x16 palette, index = 16: the pixel below the top left corner
477 * 16x16 palette, index = 255: the bottom right corner
478 * 2 (width)x4 (height) palette, index=31: the top left corner.
479 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
480 to ensure the total 256 pixels.
481 * 2x4 palette, index=32: the top right corner
482 * 2x4 palette, index=63: the top right corner
483 * 2x4 palette, index=64: the pixel below the top left corner
485 #### Using palettes with items
486 When registering an item, set the item definition's `palette` field to
487 a texture. You can also use texture modifiers.
489 The `ItemStack`'s color depends on the `palette_index` field of the
490 stack's metadata. `palette_index` is an integer, which specifies the
491 index of the pixel to use.
493 #### Linking palettes with nodes
494 When registering a node, set the item definition's `palette` field to
495 a texture. You can also use texture modifiers.
496 The node's color depends on its `param2`, so you also must set an
497 appropriate `drawtype`:
498 * `drawtype = "color"` for nodes which use their full `param2` for
499 palette indexing. These nodes can have 256 different colors.
500 The palette should contain 256 pixels.
501 * `drawtype = "colorwallmounted"` for nodes which use the first
502 five bits (most significant) of `param2` for palette indexing.
503 The remaining three bits are describing rotation, as in `wallmounted`
504 draw type. Division by 8 yields the palette index (without stretching the
505 palette). These nodes can have 32 different colors, and the palette
506 should contain 32 pixels.
508 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
509 pixel will be picked from the palette.
510 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
511 pixel will be picked from the palette.
512 * `drawtype = "colorfacedir"` for nodes which use the first
513 three bits of `param2` for palette indexing. The remaining
514 five bits are describing rotation, as in `facedir` draw type.
515 Division by 32 yields the palette index (without stretching the
516 palette). These nodes can have 8 different colors, and the
517 palette should contain 8 pixels.
519 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
520 first (= 0 + 1) pixel will be picked from the palette.
521 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
522 second (= 1 + 1) pixel will be picked from the palette.
524 To colorize a node on the map, set its `param2` value (according
525 to the node's draw type).
527 ### Conversion between nodes in the inventory and the on the map
528 Static coloring is the same for both cases, there is no need
531 If the `ItemStack`'s metadata contains the `color` field, it will be
532 lost on placement, because nodes on the map can only use palettes.
534 If the `ItemStack`'s metadata contains the `palette_index` field, it is
535 automatically transferred between node and item forms by the engine,
536 when a player digs or places a colored node.
537 You can disable this feature by setting the `drop` field of the node
538 to itself (without metadata).
540 ### Colored items in craft recipes
541 Craft recipes only support item strings, but fortunately item strings
542 can also contain metadata. Example craft recipe registration:
544 minetest.register_craft({
545 output = minetest.itemstring_with_palette("wool:block", 3),
553 To set the `color` field, you can use `minetest.itemstring_with_color`.
555 Metadata field filtering in the `recipe` field are not supported yet,
556 so the craft output is independent of the color of the ingredients.
560 Sometimes hardware coloring is not enough, because it affects the
561 whole tile. Soft texture overlays were added to Minetest to allow
562 the dynamic coloring of only specific parts of the node's texture.
563 For example a grass block may have colored grass, while keeping the
566 These overlays are 'soft', because unlike texture modifiers, the layers
567 are not merged in the memory, but they are simply drawn on top of each
568 other. This allows different hardware coloring, but also means that
569 tiles with overlays are drawn slower. Using too much overlays might
572 To define an overlay, simply set the `overlay_tiles` field of the node
573 definition. These tiles are defined in the same way as plain tiles:
574 they can have a texture name, color etc.
575 To skip one face, set that overlay tile to an empty string.
577 Example (colored grass block):
579 minetest.register_node("default:dirt_with_grass", {
580 description = "Dirt with Grass",
581 -- Regular tiles, as usual
582 -- The dirt tile disables palette coloring
583 tiles = {{name = "default_grass.png"},
584 {name = "default_dirt.png", color = "white"}},
585 -- Overlay tiles: define them in the same style
586 -- The top and bottom tile does not have overlay
587 overlay_tiles = {"", "",
588 {name = "default_grass_side.png", tileable_vertical = false}},
589 -- Global color, used in inventory
591 -- Palette in the world
592 paramtype2 = "color",
593 palette = "default_foilage.png",
598 Only Ogg Vorbis files are supported.
600 For positional playing of sounds, only single-channel (mono) files are
601 supported. Otherwise OpenAL will play them non-positionally.
603 Mods should generally prefix their sounds with `modname_`, e.g. given
604 the mod name "`foomod`", a sound could be called:
608 Sounds are referred to by their name with a dot, a single digit and the
609 file extension stripped out. When a sound is played, the actual sound file
610 is chosen randomly from the matching sounds.
612 When playing the sound `foomod_foosound`, the sound is chosen randomly
613 from the available ones of the following files:
615 * `foomod_foosound.ogg`
616 * `foomod_foosound.0.ogg`
617 * `foomod_foosound.1.ogg`
619 * `foomod_foosound.9.ogg`
621 Examples of sound parameter tables:
623 -- Play locationless on all clients
625 gain = 1.0, -- default
626 fade = 0.0, -- default, change to a value > 0 to fade the sound in
627 pitch = 1.0, -- default
629 -- Play locationless to one player
632 gain = 1.0, -- default
633 fade = 0.0, -- default, change to a value > 0 to fade the sound in
634 pitch = 1.0, -- default
636 -- Play locationless to one player, looped
639 gain = 1.0, -- default
642 -- Play in a location
644 pos = {x = 1, y = 2, z = 3},
645 gain = 1.0, -- default
646 max_hear_distance = 32, -- default, uses an euclidean metric
648 -- Play connected to an object, looped
650 object = <an ObjectRef>,
651 gain = 1.0, -- default
652 max_hear_distance = 32, -- default, uses an euclidean metric
656 Looped sounds must either be connected to an object or played locationless to
657 one player using `to_player = name,`
659 ### `SimpleSoundSpec`
661 * e.g. `"default_place_node"`
663 * e.g. `{name = "default_place_node"}`
664 * e.g. `{name = "default_place_node", gain = 1.0}`
665 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
667 Registered definitions of stuff
668 -------------------------------
669 Anything added using certain `minetest.register_*` functions get added to
670 the global `minetest.registered_*` tables.
672 * `minetest.register_entity(name, prototype table)`
673 * added to `minetest.registered_entities[name]`
675 * `minetest.register_node(name, node definition)`
676 * added to `minetest.registered_items[name]`
677 * added to `minetest.registered_nodes[name]`
679 * `minetest.register_tool(name, item definition)`
680 * added to `minetest.registered_items[name]`
682 * `minetest.register_craftitem(name, item definition)`
683 * added to `minetest.registered_items[name]`
685 * `minetest.unregister_item(name)`
686 * Unregisters the item name from engine, and deletes the entry with key
687 * `name` from `minetest.registered_items` and from the associated item
688 * table according to its nature: `minetest.registered_nodes[]` etc
690 * `minetest.register_biome(biome definition)`
691 * returns an integer uniquely identifying the registered biome
692 * added to `minetest.registered_biome` with the key of `biome.name`
693 * if `biome.name` is nil, the key is the returned ID
695 * `minetest.register_ore(ore definition)`
696 * returns an integer uniquely identifying the registered ore
697 * added to `minetest.registered_ores` with the key of `ore.name`
698 * if `ore.name` is nil, the key is the returned ID
700 * `minetest.register_decoration(decoration definition)`
701 * returns an integer uniquely identifying the registered decoration
702 * added to `minetest.registered_decorations` with the key of `decoration.name`
703 * if `decoration.name` is nil, the key is the returned ID
705 * `minetest.register_schematic(schematic definition)`
706 * returns an integer uniquely identifying the registered schematic
707 * added to `minetest.registered_schematic` with the key of `schematic.name`
708 * if `schematic.name` is nil, the key is the returned ID
709 * if the schematic is loaded from a file, schematic.name is set to the filename
710 * if the function is called when loading the mod, and schematic.name is a relative
711 path, then the current mod path will be prepended to the schematic filename
713 * `minetest.clear_registered_biomes()`
714 * clears all biomes currently registered
716 * `minetest.clear_registered_ores()`
717 * clears all ores currently registered
719 * `minetest.clear_registered_decorations()`
720 * clears all decorations currently registered
722 * `minetest.clear_registered_schematics()`
723 * clears all schematics currently registered
725 Note that in some cases you will stumble upon things that are not contained
726 in these tables (e.g. when a mod has been removed). Always check for
727 existence before trying to access the fields.
729 Example: If you want to check the drawtype of a node, you could do:
731 local function get_nodedef_field(nodename, fieldname)
732 if not minetest.registered_nodes[nodename] then
735 return minetest.registered_nodes[nodename][fieldname]
737 local drawtype = get_nodedef_field(nodename, "drawtype")
739 Example: `minetest.get_item_group(name, group)` has been implemented as:
741 function minetest.get_item_group(name, group)
742 if not minetest.registered_items[name] or not
743 minetest.registered_items[name].groups[group] then
746 return minetest.registered_items[name].groups[group]
751 Nodes are the bulk data of the world: cubes and other things that take the
752 space of a cube. Huge amounts of them are handled efficiently, but they
755 The definition of a node is stored and can be accessed by name in
757 minetest.registered_nodes[node.name]
759 See "Registered definitions of stuff".
761 Nodes are passed by value between Lua and the engine.
762 They are represented by a table:
764 {name="name", param1=num, param2=num}
766 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
767 them for certain automated functions. If you don't use these functions, you can
768 use them to store arbitrary values.
770 The functions of `param1` and `param2` are determined by certain fields in the
773 `param1` is reserved for the engine when `paramtype != "none"`:
776 ^ The value stores light with and without sun in its upper and lower 4 bits
777 respectively. Allows light to propagate from or through the node with
778 light value falling by 1 per node. This is essential for a light source
779 node to spread its light.
781 `param2` is reserved for the engine when any of these are used:
783 liquidtype == "flowing"
784 ^ The level and some flags of the liquid is stored in param2
785 drawtype == "flowingliquid"
786 ^ The drawn liquid level is read from param2
787 drawtype == "torchlike"
788 drawtype == "signlike"
789 paramtype2 == "wallmounted"
790 ^ The rotation of the node is stored in param2. You can make this value
791 by using minetest.dir_to_wallmounted().
792 paramtype2 == "facedir"
793 ^ The rotation of the node is stored in param2. Furnaces and chests are
794 rotated this way. Can be made by using minetest.dir_to_facedir().
796 facedir / 4 = axis direction:
797 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
798 facedir modulo 4 = rotation around that axis
799 paramtype2 == "leveled"
800 paramtype2 == "degrotate"
801 ^ The rotation of this node is stored in param2. Plants are rotated this way.
802 Values range 0 - 179. The value stored in param2 is multiplied by two to
803 get the actual rotation of the node.
804 paramtype2 == "meshoptions"
805 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
806 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
807 a mesh selector. Currently the following meshes are choosable:
808 0 = a "x" shaped plant (ordinary plant)
809 1 = a "+" shaped plant (just rotated 45 degrees)
810 2 = a "*" shaped plant with 3 faces instead of 2
811 3 = a "#" shaped plant with 4 faces instead of 2
812 4 = a "#" shaped plant with 4 faces that lean outwards
813 5-7 are unused and reserved for future meshes.
814 Bits 3 through 7 are optional flags that can be combined and give these
816 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
817 bit 4 (0x10) - Makes the plant mesh 1.4x larger
818 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
819 bits 6-7 are reserved for future use.
820 paramtype2 == "color"
821 ^ `param2` tells which color is picked from the palette.
822 The palette should have 256 pixels.
823 paramtype2 == "colorfacedir"
824 ^ Same as `facedir`, but with colors.
825 The first three bits of `param2` tells which color
826 is picked from the palette.
827 The palette should have 8 pixels.
828 paramtype2 == "colorwallmounted"
829 ^ Same as `wallmounted`, but with colors.
830 The first five bits of `param2` tells which color
831 is picked from the palette.
832 The palette should have 32 pixels.
833 paramtype2 == "glasslikeliquidlevel"
834 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
835 param2 defines 64 levels of internal liquid.
836 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
838 Nodes can also contain extra data. See "Node Metadata".
842 There are a bunch of different looking node types.
844 Look for examples in `games/minimal` or `games/minetest_game`.
852 * `glasslike_framed_optional`
854 * `allfaces_optional`
861 * `nodebox` -- See below. (**Experimental!**)
862 * `mesh` -- use models for nodes
864 `*_optional` drawtypes need less rendering time if deactivated (always client side).
868 Node selection boxes are defined using "node boxes"
870 The `nodebox` node drawtype allows defining visual of nodes consisting of
871 arbitrary number of boxes. It allows defining stuff like stairs. Only the
872 `fixed` and `leveled` box type is supported for these.
874 Please note that this is still experimental, and may be incompatibly
875 changed in the future.
877 A nodebox is defined as any of:
880 -- A normal cube; the default in most things
884 -- A fixed box (facedir param2 is used, if applicable)
886 fixed = box OR {box1, box2, ...}
889 -- A box like the selection box for torches
890 -- (wallmounted param2 is used, if applicable)
891 type = "wallmounted",
897 -- A node that has optional boxes depending on neighbouring nodes'
898 -- presence and type. See also `connects_to`.
900 fixed = box OR {box1, box2, ...}
901 connect_top = box OR {box1, box2, ...}
902 connect_bottom = box OR {box1, box2, ...}
903 connect_front = box OR {box1, box2, ...}
904 connect_left = box OR {box1, box2, ...}
905 connect_back = box OR {box1, box2, ...}
906 connect_right = box OR {box1, box2, ...}
909 A `box` is defined as:
911 {x1, y1, z1, x2, y2, z2}
913 A box of a regular node would look like:
915 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
917 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
918 set to level from `param2`.
923 If drawtype `mesh` is used, tiles should hold model materials textures.
924 Only static meshes are implemented.
925 For supported model formats see Irrlicht engine documentation.
930 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
934 Offset that the noise is translated by (i.e. added) after calculation.
937 Factor that the noise is scaled by (i.e. multiplied) after calculation.
940 Vector containing values by which each coordinate is divided by before calculation.
941 Higher spread values result in larger noise features.
943 A value of `{x=250, y=250, z=250}` is common.
946 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
947 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
950 Number of times the noise gradient is accumulated into the noise.
952 Increase this number to increase the amount of detail in the resulting noise.
954 A value of `6` is common.
957 Factor by which the effect of the noise gradient function changes with each successive octave.
959 Values less than `1` make the details of successive octaves' noise diminish, while values
960 greater than `1` make successive octaves stronger.
962 A value of `0.6` is common.
965 Factor by which the noise feature sizes change with each successive octave.
967 A value of `2.0` is common.
970 Leave this field unset for no special handling.
972 Currently supported are `defaults`, `eased` and `absvalue`.
975 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
979 Maps noise gradient values onto a quintic S-curve before performing interpolation.
980 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
981 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
984 Accumulates the absolute value of each noise gradient result.
986 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
991 spread = {x=500, y=500, z=500},
996 flags = "defaults, absvalue"
998 ^ A single noise parameter table can be used to get 2D or 3D noise,
999 when getting 2D noise spread.z is ignored.
1004 These tell in what manner the ore is generated.
1006 All default ores are of the uniformly-distributed scatter type.
1009 Randomly chooses a location and generates a cluster of ore.
1011 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1012 that point is greater than the `noise_threshold`, giving the ability to create
1013 a non-equal distribution of ore.
1016 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1017 described by `noise_params` and `noise_threshold`. This is essentially an
1018 improved version of the so-called "stratus" ore seen in some unofficial mods.
1020 This sheet consists of vertical columns of uniform randomly distributed height,
1021 varying between the inclusive range `column_height_min` and `column_height_max`.
1022 If `column_height_min` is not specified, this parameter defaults to 1.
1023 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1024 for reverse compatibility. New code should prefer `column_height_max`.
1026 The `column_midpoint_factor` parameter controls the position of the column at which
1027 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1028 columns grow equally starting from each direction. `column_midpoint_factor` is a
1029 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1032 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1035 Creates a sheet of ore in a cloud-like puff shape.
1037 As with the `sheet` ore type, the size and shape of puffs are described by
1038 `noise_params` and `noise_threshold` and are placed at random vertical positions
1039 within the currently generated chunk.
1041 The vertical top and bottom displacement of each puff are determined by the noise
1042 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1046 Creates a deformed sphere of ore according to 3d perlin noise described by
1047 `noise_params`. The maximum size of the blob is `clust_size`, and
1048 `clust_scarcity` has the same meaning as with the `scatter` type.
1051 Creates veins of ore varying in density by according to the intersection of two
1052 instances of 3d perlin noise with diffferent seeds, both described by
1053 `noise_params`. `random_factor` varies the influence random chance has on
1054 placement of an ore inside the vein, which is `1` by default. Note that
1055 modifying this parameter may require adjusting `noise_threshold`.
1056 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1057 by this ore type. This ore type is difficult to control since it is sensitive
1058 to small changes. The following is a decent set of parameters to work from:
1063 spread = {x=200, y=200, z=200},
1069 noise_threshold = 1.6
1071 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1072 computationally expensive than any other ore.
1076 See section "Flag Specifier Format".
1078 Currently supported flags:
1079 `absheight`, `puff_cliffs`, `puff_additive_composition`.
1082 Also produce this same ore between the height range of `-y_max` and `-y_min`.
1084 Useful for having ore in sky realms without having to duplicate ore entries.
1087 If set, puff ore generation will not taper down large differences in displacement
1088 when approaching the edge of a puff. This flag has no effect for ore types other
1091 ### `puff_additive_composition`
1092 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1093 negative displacement, the sub-column at that point is not generated. With this
1094 attribute set, puff ore generation will instead generate the absolute difference in
1095 noise displacement values. This flag has no effect for ore types other than `puff`.
1099 The varying types of decorations that can be placed.
1102 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1103 a list, if a decoration list is specified). Can specify a certain node it must
1104 spawn next to, such as water or lava, for example. Can also generate a
1105 decoration of random height between a specified lower and upper bound.
1106 This type of decoration is intended for placement of grass, flowers, cacti,
1107 papyri, waterlilies and so on.
1110 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1111 Can specify a probability of a node randomly appearing when placed.
1112 This decoration type is intended to be used for multi-node sized discrete
1113 structures, such as trees, cave spikes, rocks, and so on.
1117 --------------------
1118 A schematic specifier identifies a schematic by either a filename to a
1119 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1120 in the form of a table. This table specifies the following fields:
1122 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1123 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1124 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1125 * The `data` field is a flat table of MapNode tables making up the schematic,
1126 in the order of `[z [y [x]]]`. (required)
1127 Each MapNode table contains:
1128 * `name`: the name of the map node to place (required)
1129 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1130 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1131 * `force_place`: boolean representing if the node should forcibly overwrite any
1132 previous contents (default: false)
1134 About probability values:
1136 * A probability value of `0` or `1` means that node will never appear (0% chance).
1137 * A probability value of `254` or `255` means the node will always appear (100% chance).
1138 * If the probability value `p` is greater than `1`, then there is a
1139 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1143 Schematic attributes
1144 --------------------
1145 See section "Flag Specifier Format".
1147 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1150 * `place_center_x`: Placement of this decoration is centered along the X axis.
1151 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1152 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1153 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1158 The position field is used for all element types.
1160 To account for differing resolutions, the position coordinates are the percentage
1161 of the screen, ranging in value from `0` to `1`.
1163 The name field is not yet used, but should contain a description of what the
1164 HUD element represents. The direction field is the direction in which something
1167 `0` draws from left to right, `1` draws from right to left, `2` draws from
1168 top to bottom, and `3` draws from bottom to top.
1170 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1171 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1172 Fractional values can be used.
1174 The `offset` field specifies a pixel offset from the position. Contrary to position,
1175 the offset is not scaled to screen size. This allows for some precisely-positioned
1178 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1180 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1182 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1183 in the experimental stages.
1186 Displays an image on the HUD.
1188 * `scale`: The scale of the image, with 1 being the original texture size.
1189 Only the X coordinate scale is used (positive values).
1190 Negative values represent that percentage of the screen it
1191 should take; e.g. `x=-100` means 100% (width).
1192 * `text`: The name of the texture that is displayed.
1193 * `alignment`: The alignment of the image.
1194 * `offset`: offset in pixels from position.
1197 Displays text on the HUD.
1199 * `scale`: Defines the bounding rectangle of the text.
1200 A value such as `{x=100, y=100}` should work.
1201 * `text`: The text to be displayed in the HUD element.
1202 * `number`: An integer containing the RGB value of the color used to draw the text.
1203 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1204 * `alignment`: The alignment of the text.
1205 * `offset`: offset in pixels from position.
1208 Displays a horizontal bar made up of half-images.
1210 * `text`: The name of the texture that is used.
1211 * `number`: The number of half-textures that are displayed.
1212 If odd, will end with a vertically center-split texture.
1214 * `offset`: offset in pixels from position.
1215 * `size`: If used, will force full-image size to this value (override texture pack image size)
1218 * `text`: The name of the inventory list to be displayed.
1219 * `number`: Number of items in the inventory to be displayed.
1220 * `item`: Position of item that is selected.
1222 * `offset`: offset in pixels from position.
1225 Displays distance to selected world position.
1227 * `name`: The name of the waypoint.
1228 * `text`: Distance suffix. Can be blank.
1229 * `number:` An integer containing the RGB value of the color used to draw the text.
1230 * `world_pos`: World position of the waypoint.
1232 Representations of simple things
1233 --------------------------------
1237 {x=num, y=num, z=num}
1239 For helper functions see "Vector helpers".
1242 * `{type="nothing"}`
1243 * `{type="node", under=pos, above=pos}`
1244 * `{type="object", ref=ObjectRef}`
1246 Flag Specifier Format
1247 ---------------------
1248 Flags using the standardized flag specifier format can be specified in either of
1249 two ways, by string or table.
1251 The string format is a comma-delimited set of flag names; whitespace and
1252 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1253 flag, and specifying a flag prefixed by the string `"no"` explicitly
1254 clears the flag from whatever the default may be.
1256 In addition to the standard string flag format, the schematic flags field can
1257 also be a table of flag names to boolean values representing whether or not the
1258 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1259 is present, mapped to a boolean of any value, the specified flag is unset.
1261 E.g. A flag field of value
1263 {place_center_x = true, place_center_y=false, place_center_z=true}
1267 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1269 which is equivalent to
1271 "place_center_x, noplace_center_y, place_center_z"
1275 "place_center_x, place_center_z"
1277 since, by default, no schematic attributes are set.
1283 There are three kinds of items: nodes, tools and craftitems.
1285 * Node (`register_node`): A node from the world.
1286 * Tool (`register_tool`): A tool/weapon that can dig and damage
1287 things according to `tool_capabilities`.
1288 * Craftitem (`register_craftitem`): A miscellaneous item.
1291 All item stacks have an amount between 0 to 65535. It is 1 by
1292 default. Tool item stacks can not have an amount greater than 1.
1294 Tools use a wear (=damage) value ranging from 0 to 65535. The
1295 value 0 is the default and used is for unworn tools. The values
1296 1 to 65535 are used for worn tools, where a higher value stands for
1297 a higher wear. Non-tools always have a wear value of 0.
1300 Items and item stacks can exist in three formats: Serializes, table format
1304 This is called "stackstring" or "itemstring". It is a simple string with
1305 1-3 components: the full item identifier, an optional amount and an optional
1308 <identifier> [<amount>[ <wear>]]
1312 * `'default:apple'`: 1 apple
1313 * `'default:dirt 5'`: 5 dirt
1314 * `'default:pick_stone'`: a new stone pickaxe
1315 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1322 {name="default:dirt", count=5, wear=0, metadata=""}
1324 A wooden pick about 1/3 worn out:
1326 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1330 {name="default:apple", count=1, wear=0, metadata=""}
1333 A native C++ format with many helper methods. Useful for converting
1334 between formats. See the Class reference section for details.
1336 When an item must be passed to a function, it can usually be in any of
1342 In a number of places, there is a group table. Groups define the
1343 properties of a thing (item, node, armor of entity, capabilities of
1344 tool) in such a way that the engine and other mods can can interact with
1345 the thing without actually knowing what the thing is.
1348 Groups are stored in a table, having the group names with keys and the
1349 group ratings as values. For example:
1351 groups = {crumbly=3, soil=1}
1354 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1355 -- ^ A more special dirt-kind of thing
1357 Groups always have a rating associated with them. If there is no
1358 useful meaning for a rating for an enabled group, it shall be `1`.
1360 When not defined, the rating of a group defaults to `0`. Thus when you
1361 read groups, you must interpret `nil` and `0` as the same value, `0`.
1363 You can read the rating of a group for an item or a node by using
1365 minetest.get_item_group(itemname, groupname)
1368 Groups of items can define what kind of an item it is (e.g. wool).
1371 In addition to the general item things, groups are used to define whether
1372 a node is destroyable and how long it takes to destroy by a tool.
1374 ### Groups of entities
1375 For entities, groups are, as of now, used only for calculating damage.
1376 The rating is the percentage of damage caused by tools with this damage group.
1377 See "Entity damage mechanism".
1379 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1380 object.set_armor_groups({fleshy=30, cracky=80})
1383 Groups in tools define which groups of nodes and entities they are
1386 ### Groups in crafting recipes
1387 An example: Make meat soup from any meat, any water and any bowl:
1390 output = 'food:meat_soup_raw',
1396 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1399 Another example: Make red wool from white wool and red dye:
1403 output = 'wool:red',
1404 recipe = {'wool:white', 'group:dye,basecolor_red'},
1408 * `immortal`: Disables the group damage system for an entity
1409 * `punch_operable`: For entities; disables the regular damage mechanism for
1410 players punching it by hand or a non-tool item, so that it can do something
1411 else than take damage.
1412 * `level`: Can be used to give an additional sense of progression in the game.
1413 * A larger level will cause e.g. a weapon of a lower level make much less
1414 damage, and get worn out much faster, or not be able to get drops
1415 from destroyed nodes.
1416 * `0` is something that is directly accessible at the start of gameplay
1417 * There is no upper limit
1418 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1419 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1420 * `3`: the node always gets the digging time 0 seconds (torch)
1421 * `disable_jump`: Player (and possibly other things) cannot jump from node
1422 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1423 * `bouncy`: value is bounce speed in percent
1424 * `falling_node`: if there is no walkable block under the node it will fall
1425 * `attached_node`: if the node under it is not a walkable block the node will be
1426 dropped as an item. If the node is wallmounted the wallmounted direction is
1428 * `soil`: saplings will grow on nodes in this group
1429 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1430 connect to each other
1432 ### Known damage and digging time defining groups
1433 * `crumbly`: dirt, sand
1434 * `cracky`: tough but crackable stuff like stone.
1435 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1436 plants, wire, sheets of metal
1437 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1438 * `fleshy`: Living things like animals and the player. This could imply
1439 some blood effects when hitting.
1440 * `explody`: Especially prone to explosions
1441 * `oddly_breakable_by_hand`:
1442 Can be added to nodes that shouldn't logically be breakable by the
1443 hand but are. Somewhat similar to `dig_immediate`, but times are more
1444 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1445 speed of a tool if the tool can dig at a faster speed than this
1446 suggests for the hand.
1448 ### Examples of custom groups
1449 Item groups are often used for defining, well, _groups of items_.
1451 * `meat`: any meat-kind of a thing (rating might define the size or healing
1452 ability or be irrelevant -- it is not defined as of yet)
1453 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1455 * `flammable`: can be set on fire. Rating might define the intensity of the
1456 fire, affecting e.g. the speed of the spreading of an open fire.
1457 * `wool`: any wool (any origin, any color)
1458 * `metal`: any metal
1459 * `weapon`: any weapon
1460 * `heavy`: anything considerably heavy
1462 ### Digging time calculation specifics
1463 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1464 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1465 faster digging time.
1467 The `level` group is used to limit the toughness of nodes a tool can dig
1468 and to scale the digging times / damage to a greater extent.
1470 **Please do understand this**, otherwise you cannot use the system to it's
1473 Tools define their properties by a list of parameters for groups. They
1474 cannot dig other groups; thus it is important to use a standard bunch of
1475 groups to enable interaction with tools.
1477 #### Tools definition
1480 * Full punch interval
1481 * Maximum drop level
1482 * For an arbitrary list of groups:
1483 * Uses (until the tool breaks)
1484 * Maximum level (usually `0`, `1`, `2` or `3`)
1488 #### Full punch interval
1489 When used as a weapon, the tool will do full damage if this time is spent
1490 between punches. If e.g. half the time is spent, the tool will do half
1493 #### Maximum drop level
1494 Suggests the maximum level of node, when dug with the tool, that will drop
1495 it's useful item. (e.g. iron ore to drop a lump of iron).
1497 This is not automated; it is the responsibility of the node definition
1501 Determines how many uses the tool has when it is used for digging a node,
1502 of this group, of the maximum level. For lower leveled nodes, the use count
1503 is multiplied by `3^leveldiff`.
1505 * `uses=10, leveldiff=0`: actual uses: 10
1506 * `uses=10, leveldiff=1`: actual uses: 30
1507 * `uses=10, leveldiff=2`: actual uses: 90
1510 Tells what is the maximum level of a node of this group that the tool will
1514 List of digging times for different ratings of the group, for nodes of the
1517 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1518 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1519 for this group, and unable to dig the rating `1`, which is the toughest.
1520 Unless there is a matching group that enables digging otherwise.
1522 If the result digging time is 0, a delay of 0.15 seconds is added between
1523 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1524 i.e. players can more quickly click the nodes away instead of holding LMB.
1527 List of damage for groups of entities. See "Entity damage mechanism".
1529 #### Example definition of the capabilities of a tool
1531 tool_capabilities = {
1532 full_punch_interval=1.5,
1535 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1537 damage_groups = {fleshy=2},
1540 This makes the tool be able to dig nodes that fulfil both of these:
1542 * Have the `crumbly` group
1543 * Have a `level` group less or equal to `2`
1545 Table of resulting digging times:
1547 crumbly 0 1 2 3 4 <- level
1549 1 0.80 1.60 1.60 - -
1550 2 0.60 1.20 1.20 - -
1551 3 0.40 0.80 0.80 - -
1553 level diff: 2 1 0 -1 -2
1555 Table of resulting tool uses:
1564 * At `crumbly==0`, the node is not diggable.
1565 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1566 easy nodes to be quickly breakable.
1567 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1569 Entity damage mechanism
1570 -----------------------
1574 foreach group in cap.damage_groups:
1575 damage += cap.damage_groups[group] * limit(actual_interval /
1576 cap.full_punch_interval, 0.0, 1.0)
1577 * (object.armor_groups[group] / 100.0)
1578 -- Where object.armor_groups[group] is 0 for inexistent values
1581 Client predicts damage based on damage groups. Because of this, it is able to
1582 give an immediate response when an entity is damaged or dies; the response is
1583 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1585 Currently a smoke puff will appear when an entity dies.
1587 The group `immortal` completely disables normal damage.
1589 Entities can define a special armor group, which is `punch_operable`. This
1590 group disables the regular damage mechanism for players punching it by hand or
1591 a non-tool item, so that it can do something else than take damage.
1593 On the Lua side, every punch calls:
1595 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1597 This should never be called directly, because damage is usually not handled by
1600 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1601 accessed unless absolutely required, to encourage interoperability.
1602 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1603 * `tool_capabilities` can be `nil`.
1604 * `direction` is a unit vector, pointing from the source of the punch to
1606 * `damage` damage that will be done to entity
1607 Return value of this function will determin if damage is done by this function
1608 (retval true) or shall be done by engine (retval false)
1610 To punch an entity/object in Lua, call:
1612 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1614 * Return value is tool wear.
1615 * Parameters are equal to the above callback.
1616 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1617 `direction` will be automatically filled in based on the location of `puncher`.
1621 The instance of a node in the world normally only contains the three values
1622 mentioned in "Nodes". However, it is possible to insert extra data into a
1623 node. It is called "node metadata"; See `NodeMetaRef`.
1625 Node metadata contains two things:
1630 Some of the values in the key-value store are handled specially:
1632 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1633 * `infotext`: Text shown on the screen when the node is pointed at
1637 local meta = minetest.get_meta(pos)
1638 meta:set_string("formspec",
1640 "list[context;main;0,0;8,4;]"..
1641 "list[current_player;main;0,5;8,4;]")
1642 meta:set_string("infotext", "Chest");
1643 local inv = meta:get_inventory()
1644 inv:set_size("main", 8*4)
1645 print(dump(meta:to_table()))
1648 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1649 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1650 [10] = "", [11] = "", [12] = "", [13] = "",
1651 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1652 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1653 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1654 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1658 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1665 Item stacks can store metadata too. See `ItemStackMetaRef`.
1667 Item metadata only contains a key-value store.
1669 Some of the values in the key-value store are handled specially:
1671 * `description`: Set the item stack's description. Defaults to `idef.description`
1672 * `color`: A `ColorString`, which sets the stack's color.
1673 * `palette_index`: If the item has a palette, this is used to get the
1674 current color from the palette.
1678 local meta = stack:get_meta()
1679 meta:set_string("key", "value")
1680 print(dump(meta:to_table()))
1684 Formspec defines a menu. Currently not much else than inventories are
1685 supported. It is a string, with a somewhat strange format.
1687 Spaces and newlines can be inserted between the blocks, as is used in the
1695 list[context;main;0,0;8,4;]
1696 list[current_player;main;0,5;8,4;]
1701 list[context;fuel;2,3;1,1;]
1702 list[context;src;2,1;1,1;]
1703 list[context;dst;5,1;2,2;]
1704 list[current_player;main;0,5;8,4;]
1706 #### Minecraft-like player inventory
1709 image[1,0.6;1,2;player.png]
1710 list[current_player;main;0,3.5;8,4;]
1711 list[current_player;craft;3,0;3,3;]
1712 list[current_player;craftpreview;7,1;1,1;]
1716 #### `size[<W>,<H>,<fixed_size>]`
1717 * Define the size of the menu in inventory slots
1718 * `fixed_size`: `true`/`false` (optional)
1719 * deprecated: `invsize[<W>,<H>;]`
1721 #### `position[<X>,<Y>]`
1722 * Define the position of the formspec
1723 * A value between 0.0 and 1.0 represents a position inside the screen
1724 * The default value is the center of the screen (0.5, 0.5)
1726 #### `anchor[<X>,<Y>]`
1727 * Define the anchor of the formspec
1728 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1729 * The default value is the center of the formspec (0.5, 0.5)
1731 #### `container[<X>,<Y>]`
1732 * Start of a container block, moves all physical elements in the container by (X, Y)
1733 * Must have matching `container_end`
1734 * Containers can be nested, in which case the offsets are added
1735 (child containers are relative to parent containers)
1737 #### `container_end[]`
1738 * End of a container, following elements are no longer relative to this container
1740 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1741 * Show an inventory list
1743 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1744 * Show an inventory list
1746 #### `listring[<inventory location>;<list name>]`
1747 * Allows to create a ring of inventory lists
1748 * Shift-clicking on items in one element of the ring
1749 will send them to the next inventory list inside the ring
1750 * The first occurrence of an element inside the ring will
1751 determine the inventory where items will be sent to
1754 * Shorthand for doing `listring[<inventory location>;<list name>]`
1755 for the last two inventory lists added by list[...]
1757 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1758 * Sets background color of slots as `ColorString`
1759 * Sets background color of slots on mouse hovering
1761 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1762 * Sets background color of slots as `ColorString`
1763 * Sets background color of slots on mouse hovering
1764 * Sets color of slots border
1766 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1767 * Sets background color of slots as `ColorString`
1768 * Sets background color of slots on mouse hovering
1769 * Sets color of slots border
1770 * Sets default background color of tooltips
1771 * Sets default font color of tooltips
1773 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1774 * Adds tooltip for an element
1775 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1776 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1778 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1780 * Position and size units are inventory slots
1782 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1783 * Show an inventory image of registered item/node
1784 * Position and size units are inventory slots
1786 #### `bgcolor[<color>;<fullscreen>]`
1787 * Sets background color of formspec as `ColorString`
1788 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1790 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1791 * Use a background. Inventory rectangles are not drawn then.
1792 * Position and size units are inventory slots
1793 * Example for formspec 8x4 in 16x resolution: image shall be sized
1794 8 times 16px times 4 times 16px.
1796 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1797 * Use a background. Inventory rectangles are not drawn then.
1798 * Position and size units are inventory slots
1799 * Example for formspec 8x4 in 16x resolution:
1800 image shall be sized 8 times 16px times 4 times 16px
1801 * If `true` the background is clipped to formspec size
1802 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1804 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1805 * Textual password style field; will be sent to server when a button is clicked
1806 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1808 * `x` and `y` position the field relative to the top left of the menu
1809 * `w` and `h` are the size of the field
1810 * Fields are a set height, but will be vertically centred on `h`
1811 * Position and size units are inventory slots
1812 * `name` is the name of the field as returned in fields to `on_receive_fields`
1813 * `label`, if not blank, will be text printed on the top left above the field
1814 * See field_close_on_enter to stop enter closing the formspec
1816 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1817 * Textual field; will be sent to server when a button is clicked
1818 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1820 * `x` and `y` position the field relative to the top left of the menu
1821 * `w` and `h` are the size of the field
1822 * Fields are a set height, but will be vertically centred on `h`
1823 * Position and size units are inventory slots
1824 * `name` is the name of the field as returned in fields to `on_receive_fields`
1825 * `label`, if not blank, will be text printed on the top left above the field
1826 * `default` is the default value of the field
1827 * `default` may contain variable references such as `${text}'` which
1828 will fill the value from the metadata value `text`
1829 * **Note**: no extra text or more than a single variable is supported ATM.
1830 * See `field_close_on_enter` to stop enter closing the formspec
1832 #### `field[<name>;<label>;<default>]`
1833 * As above, but without position/size units
1834 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1836 * Special field for creating simple forms, such as sign text input
1837 * Must be used without a `size[]` element
1838 * A "Proceed" button will be added automatically
1839 * See `field_close_on_enter` to stop enter closing the formspec
1841 #### `field_close_on_enter[<name>;<close_on_enter>]`
1842 * <name> is the name of the field
1843 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1844 * defaults to true when not specified (ie: no tag for a field)
1846 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1847 * Same as fields above, but with multi-line input
1849 #### `label[<X>,<Y>;<label>]`
1850 * `x` and `y` work as per field
1851 * `label` is the text on the label
1852 * Position and size units are inventory slots
1854 #### `vertlabel[<X>,<Y>;<label>]`
1855 * Textual label drawn vertically
1856 * `x` and `y` work as per field
1857 * `label` is the text on the label
1858 * Position and size units are inventory slots
1860 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1861 * Clickable button. When clicked, fields will be sent.
1862 * `x`, `y` and `name` work as per field
1863 * `w` and `h` are the size of the button
1864 * `label` is the text on the button
1865 * Position and size units are inventory slots
1867 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1868 * `x`, `y`, `w`, `h`, and `name` work as per button
1869 * `texture name` is the filename of an image
1870 * Position and size units are inventory slots
1872 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1873 * `x`, `y`, `w`, `h`, and `name` work as per button
1874 * `texture name` is the filename of an image
1875 * Position and size units are inventory slots
1876 * `noclip=true` means the image button doesn't need to be within specified formsize
1877 * `drawborder`: draw button border or not
1878 * `pressed texture name` is the filename of an image on pressed state
1880 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1881 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1882 * `item name` is the registered name of an item/node,
1883 tooltip will be made out of its description
1884 to override it use tooltip element
1885 * Position and size units are inventory slots
1887 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1888 * When clicked, fields will be sent and the form will quit.
1890 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1891 * When clicked, fields will be sent and the form will quit.
1893 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1894 * Scrollable item list showing arbitrary text elements
1895 * `x` and `y` position the itemlist relative to the top left of the menu
1896 * `w` and `h` are the size of the itemlist
1897 * `name` fieldname sent to server on doubleclick value is current selected element
1898 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1899 * if you want a listelement to start with "#" write "##".
1901 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1902 * Scrollable itemlist showing arbitrary text elements
1903 * `x` and `y` position the item list relative to the top left of the menu
1904 * `w` and `h` are the size of the item list
1905 * `name` fieldname sent to server on doubleclick value is current selected element
1906 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1907 * if you want a listelement to start with "#" write "##"
1908 * Index to be selected within textlist
1909 * `true`/`false`: draw transparent background
1910 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1912 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1913 * Show a tab**header** at specific position (ignores formsize)
1914 * `x` and `y` position the itemlist relative to the top left of the menu
1915 * `name` fieldname data is transferred to Lua
1916 * `caption 1`...: name shown on top of tab
1917 * `current_tab`: index of selected tab 1...
1918 * `transparent` (optional): show transparent
1919 * `draw_border` (optional): draw border
1921 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1922 * Simple colored semitransparent box
1923 * `x` and `y` position the box relative to the top left of the menu
1924 * `w` and `h` are the size of box
1925 * `color` is color specified as a `ColorString`
1927 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1928 * Show a dropdown field
1929 * **Important note**: There are two different operation modes:
1930 1. handle directly on change (only changed dropdown is submitted)
1931 2. read the value on pressing a button (all dropdown values are available)
1932 * `x` and `y` position of dropdown
1934 * Fieldname data is transferred to Lua
1935 * Items to be shown in dropdown
1936 * Index of currently selected dropdown item
1938 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1940 * `x` and `y`: position of checkbox
1941 * `name` fieldname data is transferred to Lua
1942 * `label` to be shown left of checkbox
1943 * `selected` (optional): `true`/`false`
1945 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1947 * There are two ways to use it:
1948 1. handle the changed event (only changed scrollbar is available)
1949 2. read the value on pressing a button (all scrollbars are available)
1950 * `x` and `y`: position of trackbar
1951 * `w` and `h`: width and height
1952 * `orientation`: `vertical`/`horizontal`
1953 * Fieldname data is transferred to Lua
1954 * Value this trackbar is set to (`0`-`1000`)
1955 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1957 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1958 * Show scrollable table using options defined by the previous `tableoptions[]`
1959 * Displays cells as defined by the previous `tablecolumns[]`
1960 * `x` and `y`: position the itemlist relative to the top left of the menu
1961 * `w` and `h` are the size of the itemlist
1962 * `name`: fieldname sent to server on row select or doubleclick
1963 * `cell 1`...`cell n`: cell contents given in row-major order
1964 * `selected idx`: index of row to be selected within table (first row = `1`)
1965 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1967 #### `tableoptions[<opt 1>;<opt 2>;...]`
1968 * Sets options for `table[]`
1970 * default text color (`ColorString`), defaults to `#FFFFFF`
1971 * `background=#RRGGBB`
1972 * table background color (`ColorString`), defaults to `#000000`
1973 * `border=<true/false>`
1974 * should the table be drawn with a border? (default: `true`)
1975 * `highlight=#RRGGBB`
1976 * highlight background color (`ColorString`), defaults to `#466432`
1977 * `highlight_text=#RRGGBB`
1978 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1979 * `opendepth=<value>`
1980 * all subtrees up to `depth < value` are open (default value = `0`)
1981 * only useful when there is a column of type "tree"
1983 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1984 * Sets columns for `table[]`
1985 * Types: `text`, `image`, `color`, `indent`, `tree`
1986 * `text`: show cell contents as text
1987 * `image`: cell contents are an image index, use column options to define images
1988 * `color`: cell contents are a ColorString and define color of following cell
1989 * `indent`: cell contents are a number and define indentation of following cell
1990 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1993 * for `text` and `image`: content alignment within cells.
1994 Available values: `left` (default), `center`, `right`, `inline`
1996 * for `text` and `image`: minimum width in em (default: `0`)
1997 * for `indent` and `tree`: indent width in em (default: `1.5`)
1998 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1999 Exception: defaults to 0 for indent columns
2000 * `tooltip=<value>`: tooltip text (default: empty)
2001 * `image` column options:
2002 * `0=<value>` sets image for image index 0
2003 * `1=<value>` sets image for image index 1
2004 * `2=<value>` sets image for image index 2
2005 * and so on; defined indices need not be contiguous empty or
2006 non-numeric cells are treated as `0`.
2007 * `color` column options:
2008 * `span=<value>`: number of following columns to affect (default: infinite)
2010 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2011 pass key press events to formspec!
2015 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2016 * `"current_player"`: Player to whom the menu is shown
2017 * `"player:<name>"`: Any player
2018 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2019 * `"detached:<name>"`: A detached inventory
2021 Player Inventory lists
2022 ----------------------
2023 * `main`: list containing the default inventory
2024 * `craft`: list containing the craft input
2025 * `craftpreview`: list containing the craft output
2026 * `hand`: list containing an override for the empty hand
2030 `#RGB` defines a color in hexadecimal format.
2032 `#RGBA` defines a color in hexadecimal format and alpha channel.
2034 `#RRGGBB` defines a color in hexadecimal format.
2036 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2038 Named colors are also supported and are equivalent to
2039 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2040 To specify the value of the alpha channel, append `#AA` to the end of the color name
2041 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2042 value must (always) be two hexadecimal digits.
2046 A ColorSpec specifies a 32-bit color. It can be written in either:
2047 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2048 `colorspec = {a=255, r=0, g=255, b=0}`
2049 numerical form, the raw integer value of an ARGB8 quad:
2050 `colorspec = 0xFF00FF00`
2051 or string form, a ColorString (defined above):
2052 `colorspec = "green"`
2056 Most text can contain escape sequences, that can for example color the text.
2057 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2058 The following functions provide escape sequences:
2060 * `minetest.get_color_escape_sequence(color)`:
2061 * `color` is a ColorString
2062 * The escape sequence sets the text color to `color`
2063 * `minetest.colorize(color, message)`:
2065 `minetest.get_color_escape_sequence(color) ..
2067 minetest.get_color_escape_sequence("#ffffff")`
2068 * `minetest.get_background_escape_sequence(color)`
2069 * `color` is a ColorString
2070 * The escape sequence sets the background of the whole text element to
2071 `color`. Only defined for item descriptions and tooltips.
2072 * `minetest.strip_foreground_colors(str)`
2073 * Removes foreground colors added by `get_color_escape_sequence`.
2074 * `minetest.strip_background_colors(str)`
2075 * Removes background colors added by `get_background_escape_sequence`.
2076 * `minetest.strip_colors(str)`
2077 * Removes all color escape sequences.
2081 * `vector.new(a[, b, c])`: returns a vector:
2082 * A copy of `a` if `a` is a vector.
2083 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2084 * `vector.direction(p1, p2)`: returns a vector
2085 * `vector.distance(p1, p2)`: returns a number
2086 * `vector.length(v)`: returns a number
2087 * `vector.normalize(v)`: returns a vector
2088 * `vector.floor(v)`: returns a vector, each dimension rounded down
2089 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2090 * `vector.apply(v, func)`: returns a vector
2091 * `vector.equals(v1, v2)`: returns a boolean
2092 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2094 For the following functions `x` can be either a vector or a number:
2096 * `vector.add(v, x)`: returns a vector
2097 * `vector.subtract(v, x)`: returns a vector
2098 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2099 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2103 * `dump2(obj, name="_", dumped={})`
2104 * Return object serialized as a string, handles reference loops
2105 * `dump(obj, dumped={})`
2106 * Return object serialized as a string
2107 * `math.hypot(x, y)`
2108 * Get the hypotenuse of a triangle with legs x and y.
2109 Useful for distance calculation.
2110 * `math.sign(x, tolerance)`
2111 * Get the sign of a number.
2112 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
2113 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
2114 * If `max_splits` is negative, do not limit splits.
2115 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
2116 * e.g. `string:split("a,b", ",") == {"a","b"}`
2118 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
2119 * `minetest.wrap_text(str, limit)`: returns a string
2120 * Adds new lines to the string to keep it within the specified character limit
2121 * limit: Maximal amount of characters in one line
2122 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
2123 * Convert position to a printable string
2124 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
2125 * `minetest.string_to_pos(string)`: returns a position
2126 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
2127 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2128 * Converts a string representing an area box into two positions
2129 * `minetest.formspec_escape(string)`: returns a string
2130 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2131 * `minetest.is_yes(arg)`
2132 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2133 * `minetest.get_us_time()`
2134 * returns time with microsecond precision. May not return wall time.
2135 * `table.copy(table)`: returns a table
2136 * returns a deep copy of `table`
2137 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2138 * returns the exact position on the surface of a pointed node
2140 `minetest` namespace reference
2141 ------------------------------
2145 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2146 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2147 * Useful for loading additional `.lua` modules or static data from mod
2148 * `minetest.get_modnames()`: returns a list of installed mods
2149 * Return a list of installed mods, sorted alphabetically
2150 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2151 * Useful for storing custom data
2152 * `minetest.is_singleplayer()`
2153 * `minetest.features`: Table containing API feature flags
2156 glasslike_framed = true,
2157 nodebox_as_selectionbox = true,
2158 chat_send_player_param3 = true,
2159 get_all_craft_recipes_works = true,
2160 use_texture_alpha = true,
2161 -- ^ The transparency channel of textures can be used optionally
2162 no_legacy_abms = true,
2163 -- ^ Tree and grass ABMs are no longer done from C++
2164 texture_names_parens = true,
2165 -- ^ Texture grouping is possible using parentheses
2166 area_store_custom_ids = true,
2167 -- ^ Unique Area ID for AreaStore:insert_area
2168 add_entity_with_staticdata = true,
2169 -- ^ add_entity supports passing initial staticdata to on_activate
2170 no_chat_message_prediction = true,
2171 -- ^ Chat messages are no longer predicted
2173 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2174 * `arg`: string or table in format `{foo=true, bar=true}`
2175 * `missing_features`: `{foo=true, bar=true}`
2176 * `minetest.get_player_information(player_name)`:
2177 * Returns a table containing information about a player. Example return value:
2180 address = "127.0.0.1", -- IP address of client
2181 ip_version = 4, -- IPv4 / IPv6
2182 min_rtt = 0.01, -- minimum round trip time
2183 max_rtt = 0.2, -- maximum round trip time
2184 avg_rtt = 0.02, -- average round trip time
2185 min_jitter = 0.01, -- minimum packet time jitter
2186 max_jitter = 0.5, -- maximum packet time jitter
2187 avg_jitter = 0.03, -- average packet time jitter
2188 connection_uptime = 200, -- seconds since client connected
2189 prot_vers = 31, -- protocol version used by client
2190 -- following information is available on debug build only!!!
2191 -- DO NOT USE IN MODS
2192 --ser_vers = 26, -- serialization version used by client
2193 --major = 0, -- major version number
2194 --minor = 4, -- minor version number
2195 --patch = 10, -- patch version number
2196 --vers_string = "0.4.9-git", -- full version string
2197 --state = "Active" -- current client state
2199 * `minetest.mkdir(path)`: returns success.
2200 * Creates a directory specified by `path`, creating parent directories
2201 if they don't exist.
2202 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2204 * nil: return all entries,
2205 * true: return only subdirectory names, or
2206 * false: return only file names.
2207 * `minetest.get_version()`: returns a table containing components of the
2208 engine version. Components:
2209 * `project`: Name of the project, eg, "Minetest"
2210 * `string`: Simple version, eg, "1.2.3-dev"
2211 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2212 Use this for informational purposes only. The information in the returned
2213 table does not represent the capabilities of the engine, nor is it
2214 reliable or verifyable. Compatible forks will have a different name and
2215 version entirely. To check for the presence of engine features, test
2216 whether the functions exported by the wanted features exist. For example:
2217 `if minetest.nodeupdate then ... end`.
2220 * `minetest.debug(...)`
2221 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2222 * `minetest.log([level,] text)`
2223 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2224 `"info"`, or `"verbose"`. Default is `"none"`.
2226 ### Registration functions
2227 Call these functions only at load time!
2229 * `minetest.register_entity(name, prototype table)`
2230 * `minetest.register_abm(abm definition)`
2231 * `minetest.register_lbm(lbm definition)`
2232 * `minetest.register_node(name, node definition)`
2233 * `minetest.register_tool(name, item definition)`
2234 * `minetest.register_craftitem(name, item definition)`
2235 * `minetest.unregister_item(name)`
2236 * `minetest.register_alias(name, convert_to)`
2237 * `minetest.register_alias_force(name, convert_to)`
2238 * `minetest.register_craft(recipe)`
2239 * Check recipe table syntax for different types below.
2240 * `minetest.clear_craft(recipe)`
2241 * Will erase existing craft based either on output item or on input recipe.
2242 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2243 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2244 * If no erase candidate could be found, Lua exception will be thrown.
2245 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2246 contains output. Erasing is then done independently from the crafting method.
2247 * `minetest.register_ore(ore definition)`
2248 * `minetest.register_biome(biome definition)`
2249 * `minetest.register_decoration(decoration definition)`
2250 * `minetest.override_item(name, redefinition)`
2251 * Overrides fields of an item registered with register_node/tool/craftitem.
2252 * Note: Item must already be defined, (opt)depend on the mod defining it.
2253 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2254 * `minetest.clear_registered_ores()`
2255 * `minetest.clear_registered_biomes()`
2256 * `minetest.clear_registered_decorations()`
2258 ### Global callback registration functions
2259 Call these functions only at load time!
2261 * `minetest.register_globalstep(func(dtime))`
2262 * Called every server step, usually interval of 0.1s
2263 * `minetest.register_on_shutdown(func())`
2264 * Called before server shutdown
2265 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2266 callbacks **will likely not be run**. Data should be saved at
2267 semi-frequent intervals as well as on server shutdown.
2268 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2269 * Called when a node has been placed
2270 * If return `true` no item is taken from `itemstack`
2271 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2273 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2274 * Called when a node has been dug.
2275 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2277 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2278 * Called when a node is punched
2279 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2280 * Called after generating a piece of world. Modifying nodes inside the area
2281 is a bit faster than usually.
2282 * `minetest.register_on_newplayer(func(ObjectRef))`
2283 * Called after a new player has been created
2284 * `minetest.register_on_dieplayer(func(ObjectRef))`
2285 * Called when a player dies
2286 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2287 * Called when a player is punched
2288 * `player` - ObjectRef - Player that was punched
2289 * `hitter` - ObjectRef - Player that hit
2290 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2291 * `tool_capabilities`: capability table of used tool (can be nil)
2292 * `dir`: unit vector of direction of punch. Always defined. Points from
2293 the puncher to the punched.
2294 * `damage` - number that represents the damage calculated by the engine
2295 * should return `true` to prevent the default damage mechanism
2296 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2297 * Called when the player gets damaged or healed
2298 * `player`: ObjectRef of the player
2299 * `hp_change`: the amount of change. Negative when it is damage.
2300 * `modifier`: when true, the function should return the actual `hp_change`.
2301 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2302 modifiers can return true as a second argument to stop the execution of further functions.
2303 Non-modifiers receive the final hp change calculated by the modifiers.
2304 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2305 * Called when player is to be respawned
2306 * Called _before_ repositioning of player occurs
2307 * return true in func to disable regular player placement
2308 * `minetest.register_on_prejoinplayer(func(name, ip))`
2309 * Called before a player joins the game
2310 * If it returns a string, the player is disconnected with that string as reason
2311 * `minetest.register_on_joinplayer(func(ObjectRef))`
2312 * Called when a player joins the game
2313 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2314 * Called when a player leaves the game
2315 * `timed_out`: True for timeout, false for other reasons.
2316 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2317 * Called when a player cheats
2318 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2320 * `interacted_too_far`
2321 * `interacted_while_dead`
2322 * `finished_unknown_dig`
2325 * `minetest.register_on_chat_message(func(name, message))`
2326 * Called always when a player says something
2327 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2328 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2329 * Called when a button is pressed in player's inventory form
2330 * Newest functions are called first
2331 * If function returns `true`, remaining functions are not called
2332 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2333 * Called when `player` crafts something
2334 * `itemstack` is the output
2335 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2336 * `craft_inv` is the inventory with the crafting grid
2337 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2338 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2339 * The same as before, except that it is called before the player crafts, to make
2340 craft prediction, and it should not change anything.
2341 * `minetest.register_on_protection_violation(func(pos, name))`
2342 * Called by `builtin` and mods when a player violates protection at a position
2343 (eg, digs a node or punches a protected entity).
2344 * The registered functions can be called using `minetest.record_protection_violation`
2345 * The provided function should check that the position is protected by the mod
2346 calling this function before it prints a message, if it does, to allow for
2347 multiple protection mods.
2348 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2349 * Called when an item is eaten, by `minetest.item_eat`
2350 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2352 ### Other registration functions
2353 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2354 * Adds definition to `minetest.registered_chatcommands`
2355 * `minetest.override_chatcommand(name, redefinition)`
2356 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2357 * `minetest.unregister_chatcommand(name)`
2358 * Unregisters a chatcommands registered with `register_chatcommand`.
2359 * `minetest.register_privilege(name, definition)`
2360 * `definition`: `"description text"`
2361 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2362 the default of `give_to_singleplayer` is true
2363 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2364 * `minetest.register_authentication_handler(handler)`
2365 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2368 * `minetest.settings`: Settings object containing all of the settings from the
2369 main config file (`minetest.conf`).
2370 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2371 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2374 * `minetest.notify_authentication_modified(name)`
2375 * Should be called by the authentication handler if privileges changes.
2376 * To report everybody, set `name=nil`.
2377 * `minetest.check_password_entry(name, entry, password)`
2378 * Returns true if the "db entry" for a player with name matches given
2379 * password, false otherwise.
2380 * The "db entry" is the usually player-individual value that is derived
2381 * from the player's chosen password and stored on the server in order to allow
2382 * authentication whenever the player desires to log in.
2383 * Only use this function for making it possible to log in via the password from
2384 * via protocols like IRC, other uses for inside the game are frowned upon.
2385 * `minetest.get_password_hash(name, raw_password)`
2386 * Convert a name-password pair to a password hash that Minetest can use.
2387 * The returned value alone is not a good basis for password checks based
2388 * on comparing the password hash in the database with the password hash
2389 * from the function, with an externally provided password, as the hash
2390 * in the db might use the new SRP verifier format.
2391 * For this purpose, use `minetest.check_password_entry` instead.
2392 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2393 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2394 * Convert between two privilege representations
2395 * `minetest.set_player_password(name, password_hash)`
2396 * `minetest.set_player_privs(name, {priv1=true,...})`
2397 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2398 * `minetest.auth_reload()`
2399 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2400 * A quickhand for checking privileges.
2401 * `player_or_name`: Either a Player object or the name of a player.
2402 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2403 a table, e.g. `{ priva = true, privb = true }`.
2404 * `minetest.get_player_ip(name)`: returns an IP address string
2406 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2407 and `minetest.auth_reload` call the authetification handler.
2410 * `minetest.chat_send_all(text)`
2411 * `minetest.chat_send_player(name, text)`
2413 ### Environment access
2414 * `minetest.set_node(pos, node)`
2415 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2416 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2417 * `minetest.swap_node(pos, node)`
2418 * Set node at position, but don't remove metadata
2419 * `minetest.remove_node(pos)`
2420 * Equivalent to `set_node(pos, "air")`
2421 * `minetest.get_node(pos)`
2422 * Returns the node at the given position as table in the format
2423 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2425 * `minetest.get_node_or_nil(pos)`
2426 * Same as `get_node` but returns `nil` for unloaded areas.
2427 * `minetest.get_node_light(pos, timeofday)`
2428 * Gets the light value at the given position. Note that the light value
2429 "inside" the node at the given position is returned, so you usually want
2430 to get the light value of a neighbor.
2431 * `pos`: The position where to measure the light.
2432 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2433 * Returns a number between `0` and `15` or `nil`
2434 * `minetest.place_node(pos, node)`
2435 * Place node with the same effects that a player would cause
2436 * `minetest.dig_node(pos)`
2437 * Dig node with the same effects that a player would cause
2438 * Returns `true` if successful, `false` on failure (e.g. protected location)
2439 * `minetest.punch_node(pos)`
2440 * Punch node with the same effects that a player would cause
2441 * `minetest.spawn_falling_node(pos)`
2442 * Change node into falling node
2443 * Returns `true` if successful, `false` on failure
2445 * `minetest.find_nodes_with_meta(pos1, pos2)`
2446 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2447 * `minetest.get_meta(pos)`
2448 * Get a `NodeMetaRef` at that position
2449 * `minetest.get_node_timer(pos)`
2450 * Get `NodeTimerRef`
2452 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2453 * Returns `ObjectRef`, or `nil` if failed
2454 * `minetest.add_item(pos, item)`: Spawn item
2455 * Returns `ObjectRef`, or `nil` if failed
2456 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2457 * `minetest.get_objects_inside_radius(pos, radius)`
2458 * `radius`: using an euclidean metric
2459 * `minetest.set_timeofday(val)`
2460 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2461 * `minetest.get_timeofday()`
2462 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2463 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2464 * accounting for time changes.
2465 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2466 * `radius`: using a maximum metric
2467 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2468 * `search_center` is an optional boolean (default: `false`)
2469 If true `pos` is also checked for the nodes
2470 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2471 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2472 * First return value: Table with all node positions
2473 * Second return value: Table with the count of each node with the node name as index
2474 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2475 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2476 * Return value: Table with all node positions with a node air above
2477 * `minetest.get_perlin(noiseparams)`
2478 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2479 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2480 * `minetest.get_voxel_manip([pos1, pos2])`
2481 * Return voxel manipulator object.
2482 * Loads the manipulator from the map if positions are passed.
2483 * `minetest.set_gen_notify(flags, {deco_ids})`
2484 * Set the types of on-generate notifications that should be collected
2485 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2486 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2487 * The second parameter is a list of IDS of decorations which notification is requested for
2488 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2489 * `minetest.get_mapgen_object(objectname)`
2490 * Return requested mapgen object if available (see "Mapgen objects")
2491 * `minetest.get_biome_id(biome_name)`
2492 * Returns the biome id, as used in the biomemap Mapgen object, for a
2493 given biome_name string.
2494 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2495 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2496 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2497 * `minetest.set_mapgen_params(MapgenParams)`
2498 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2499 * Set map generation parameters
2500 * Function cannot be called after the registration period; only initialization
2501 and `on_mapgen_init`
2502 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2504 * Leave field unset to leave that parameter unchanged
2505 * `flags` contains a comma-delimited string of flags to set,
2506 or if the prefix `"no"` is attached, clears instead.
2507 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2508 * `minetest.get_mapgen_setting(name)`
2509 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2510 order of precedence:
2511 1) Settings loaded from map_meta.txt or overrides set during mod execution
2512 2) Settings set by mods without a metafile override
2513 3) Settings explicitly set in the user config file, minetest.conf
2514 4) Settings set as the user config default
2515 * `minetest.get_mapgen_setting_noiseparams(name)`
2516 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2517 and is a valid NoiseParams
2518 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2519 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2520 is not already present in map_meta.txt.
2521 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2522 the setting will become the active setting regardless of the map metafile contents.
2523 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2524 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2525 * Same as above, except value is a NoiseParams table.
2526 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2527 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2528 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2529 should be applied to the default config or current active config
2530 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2531 * `minetest.generate_ores(vm, pos1, pos2)`
2532 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2533 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2534 * `minetest.generate_decorations(vm, pos1, pos2)`
2535 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2536 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2537 * `minetest.clear_objects([options])`
2538 * Clear all objects in the environment
2539 * Takes an optional table as an argument with the field `mode`.
2540 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2541 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2542 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2543 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2544 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2545 * fetched from memory, loaded from disk, or if inexistent, generates them.
2546 * If `callback` is a valid Lua function, this will be called for each block emerged.
2547 * The function signature of callback is:
2548 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2549 * - `blockpos` is the *block* coordinates of the block that had been emerged
2550 * - `action` could be one of the following constant values:
2551 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2552 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2553 * - `calls_remaining` is the number of callbacks to be expected after this one
2554 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2555 * parameter was absent)
2556 * `minetest.delete_area(pos1, pos2)`
2557 * delete all mapblocks in the area from pos1 to pos2, inclusive
2558 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2559 * Check if there is a direct line of sight between `pos1` and `pos2`
2560 * Returns the position of the blocking node when `false`
2561 * `pos1`: First position
2562 * `pos2`: Second position
2563 * `stepsize`: smaller gives more accurate results but requires more computing
2564 time. Default is `1`.
2565 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2566 * returns table containing path
2567 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2568 * `pos1`: start position
2569 * `pos2`: end position
2570 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2571 * `max_jump`: maximum height difference to consider walkable
2572 * `max_drop`: maximum height difference to consider droppable
2573 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2574 * `minetest.spawn_tree (pos, {treedef})`
2575 * spawns L-system tree at given `pos` with definition in `treedef` table
2576 * `minetest.transforming_liquid_add(pos)`
2577 * add node to liquid update queue
2578 * `minetest.get_node_max_level(pos)`
2579 * get max available level for leveled node
2580 * `minetest.get_node_level(pos)`
2581 * get level of leveled node (water, snow)
2582 * `minetest.set_node_level(pos, level)`
2583 * set level of leveled node, default `level` equals `1`
2584 * if `totallevel > maxlevel`, returns rest (`total-max`).
2585 * `minetest.add_node_level(pos, level)`
2586 * increase level of leveled node by level, default `level` equals `1`
2587 * if `totallevel > maxlevel`, returns rest (`total-max`)
2588 * can be negative for decreasing
2589 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2590 * resets the light in a cuboid-shaped part of
2591 the map and removes lighting bugs.
2592 * Loads the area if it is not loaded.
2593 * `pos1` is the corner of the cuboid with the least coordinates
2594 (in node coordinates), inclusive.
2595 * `pos2` is the opposite corner of the cuboid, inclusive.
2596 * The actual updated cuboid might be larger than the specified one,
2597 because only whole map blocks can be updated.
2598 The actual updated area consists of those map blocks that intersect
2599 with the given cuboid.
2600 * However, the neighborhood of the updated area might change
2601 as well, as light can spread out of the cuboid, also light
2603 * returns `false` if the area is not fully generated,
2605 * `minetest.check_single_for_falling(pos)`
2606 * causes an unsupported `group:falling_node` node to fall and causes an
2607 unattached `group:attached_node` node to fall.
2608 * does not spread these updates to neighbours.
2609 * `minetest.check_for_falling(pos)`
2610 * causes an unsupported `group:falling_node` node to fall and causes an
2611 unattached `group:attached_node` node to fall.
2612 * spread these updates to neighbours and can cause a cascade
2616 `minetest.get_inventory(location)`: returns an `InvRef`
2619 * `{type="player", name="celeron55"}`
2620 * `{type="node", pos={x=, y=, z=}}`
2621 * `{type="detached", name="creative"}`
2622 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2623 * callbacks: See "Detached inventory callbacks"
2624 * `player_name`: Make detached inventory available to one player exclusively,
2625 by default they will be sent to every player (even if not used).
2626 Note that this parameter is mostly just a workaround and will be removed in future releases.
2627 * Creates a detached inventory. If it already exists, it is cleared.
2628 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2629 returns left over ItemStack
2630 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2633 * `minetest.show_formspec(playername, formname, formspec)`
2634 * `playername`: name of player to show formspec
2635 * `formname`: name passed to `on_player_receive_fields` callbacks.
2636 It should follow the `"modname:<whatever>"` naming convention
2637 * `formspec`: formspec to display
2638 * `minetest.close_formspec(playername, formname)`
2639 * `playername`: name of player to close formspec
2640 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2642 * calling `show_formspec(playername, formname, "")` is equal to this expression
2643 * to close a formspec regardless of the formname, call
2644 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2645 * `minetest.formspec_escape(string)`: returns a string
2646 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2647 * `minetest.explode_table_event(string)`: returns a table
2648 * returns e.g. `{type="CHG", row=1, column=2}`
2650 * `"INV"`: no row selected)
2651 * `"CHG"`: selected)
2652 * `"DCL"`: double-click
2653 * `minetest.explode_textlist_event(string)`: returns a table
2654 * returns e.g. `{type="CHG", index=1}`
2656 * `"INV"`: no row selected)
2657 * `"CHG"`: selected)
2658 * `"DCL"`: double-click
2659 * `minetest.explode_scrollbar_event(string)`: returns a table
2660 * returns e.g. `{type="CHG", value=500}`
2662 * `"INV"`: something failed
2663 * `"CHG"`: has been changed
2664 * `"VAL"`: not changed
2667 * `minetest.inventorycube(img1, img2, img3)`
2668 * Returns a string for making an image of a cube (useful as an item image)
2669 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2670 * Get position of a `pointed_thing` (that you can get from somewhere)
2671 * `minetest.dir_to_facedir(dir, is6d)`
2672 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2673 * passing something non-`nil`/`false` for the optional second parameter causes it to
2674 take the y component into account
2675 * `minetest.facedir_to_dir(facedir)`
2676 * Convert a facedir back into a vector aimed directly out the "back" of a node
2677 * `minetest.dir_to_wallmounted(dir)`
2678 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2679 * `minetest.wallmounted_to_dir(wallmounted)`
2680 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2681 * `minetest.dir_to_yaw(dir)`
2682 * Convert a vector into a yaw (angle)
2683 * `minetest.yaw_to_dir(yaw)`
2684 * Convert yaw (angle) to a vector
2685 * `minetest.get_node_drops(nodename, toolname)`
2686 * Returns list of item names.
2687 * **Note**: This will be removed or modified in a future version.
2688 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2689 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2690 * `input.width` = for example `3`
2691 * `input.items` = for example
2692 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2693 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2694 * `output.time` = a number, if unsuccessful: `0`
2695 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2696 `decremented_input.items`
2697 * `decremented_input` = like `input`
2698 * `minetest.get_craft_recipe(output)`: returns input
2699 * returns last registered recipe for output item (node)
2700 * `output` is a node or item type such as `"default:torch"`
2701 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2702 * `input.width` = for example `3`
2703 * `input.items` = for example
2704 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2705 * `input.items` = `nil` if no recipe found
2706 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2707 * returns indexed table with all registered recipes for query item (node)
2708 or `nil` if no recipe was found
2709 * recipe entry table:
2712 method = 'normal' or 'cooking' or 'fuel'
2713 width = 0-3, 0 means shapeless recipe
2714 items = indexed [1-9] table with recipe items
2715 output = string with item name and quantity
2717 * Example query for `"default:gold_ingot"` will return table:
2720 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2721 items = {1 = "default:gold_lump"}},
2722 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2723 items = {1 = "default:goldblock"}}
2725 * `minetest.handle_node_drops(pos, drops, digger)`
2726 * `drops`: list of itemstrings
2727 * Handles drops from nodes after digging: Default action is to put them into
2729 * Can be overridden to get different functionality (e.g. dropping items on
2731 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2732 * Creates an item string which contains palette index information
2733 for hardware colorization. You can use the returned string
2734 as an output in a craft recipe.
2735 * `item`: the item stack which becomes colored. Can be in string,
2736 table and native form.
2737 * `palette_index`: this index is added to the item stack
2738 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2739 * Creates an item string which contains static color information
2740 for hardware colorization. Use this method if you wish to colorize
2741 an item that does not own a palette. You can use the returned string
2742 as an output in a craft recipe.
2743 * `item`: the item stack which becomes colored. Can be in string,
2744 table and native form.
2745 * `colorstring`: the new color of the item stack
2748 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2749 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2750 * Find who has done something to a node, or near a node
2751 * `actor`: `"player:<name>"`, also `"liquid"`.
2752 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2753 * Revert latest actions of someone
2754 * `actor`: `"player:<name>"`, also `"liquid"`.
2756 ### Defaults for the `on_*` item definition functions
2757 These functions return the leftover itemstack.
2759 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2760 * Place item as a node
2761 * `param2` overrides `facedir` and wallmounted `param2`
2762 * returns `itemstack, success`
2763 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2765 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2766 * Use one of the above based on what the item is.
2767 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2768 * **Note**: is not called when wielded item overrides `on_place`
2769 * `param2` overrides `facedir` and wallmounted `param2`
2770 * returns `itemstack, success`
2771 * `minetest.item_drop(itemstack, dropper, pos)`
2773 * `minetest.item_eat(hp_change, replace_with_item)`
2775 * `replace_with_item` is the itemstring which is added to the inventory.
2776 If the player is eating a stack, then replace_with_item goes to a
2777 different spot. Can be `nil`
2778 * See `minetest.do_item_eat`
2780 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2781 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2782 * Calls functions registered by `minetest.register_on_punchnode()`
2783 * `minetest.node_dig(pos, node, digger)`
2784 * Checks if node can be dug, puts item into inventory, removes node
2785 * Calls functions registered by `minetest.registered_on_dignodes()`
2788 * `minetest.sound_play(spec, parameters)`: returns a handle
2789 * `spec` is a `SimpleSoundSpec`
2790 * `parameters` is a sound parameter table
2791 * `minetest.sound_stop(handle)`
2792 * `minetest.sound_fade(handle, step, gain)`
2793 * `handle` is a handle returned by `minetest.sound_play`
2794 * `step` determines how fast a sound will fade.
2795 Negative step will lower the sound volume, positive step will increase the sound volume
2796 * `gain` the target gain for the fade.
2799 * `minetest.after(time, func, ...)`
2800 * Call the function `func` after `time` seconds, may be fractional
2801 * Optional: Variable number of arguments that are passed to `func`
2804 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2805 `reconnect` == true displays a reconnect button,
2806 `delay` adds an optional delay (in seconds) before shutdown
2807 negative delay cancels the current active shutdown
2808 zero delay triggers an immediate shutdown.
2809 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2810 * `minetest.get_server_status()`: returns server status string
2811 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2812 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2813 * Does not remove player authentication data, minetest.player_exists will continue to return true.
2814 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2817 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2818 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2819 * `minetest.ban_player(name)`: ban a player
2820 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2821 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2824 * `minetest.add_particle(particle definition)`
2825 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2826 size, collisiondetection, texture, playername)`
2828 * `minetest.add_particlespawner(particlespawner definition)`
2829 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2830 * Returns an `id`, and -1 if adding didn't succeed
2831 * `Deprecated: minetest.add_particlespawner(amount, time,
2835 minexptime, maxexptime,
2837 collisiondetection, texture, playername)`
2839 * `minetest.delete_particlespawner(id, player)`
2840 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2841 * If playername is specified, only deletes on the player's client,
2842 * otherwise on all clients
2845 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2846 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2847 * Apply the specified probability values to the specified nodes in `probability_list`.
2848 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2849 * `pos` is the 3D vector specifying the absolute coordinates of the
2850 node being modified,
2851 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2852 * If there are two or more entries with the same pos value, the
2854 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2855 * If `probability_list` equals `nil`, no probabilities are applied.
2856 * Slice probability works in the same manner, except takes a field
2857 called `ypos` instead which
2858 indicates the y position of the slice with a probability applied.
2859 * If slice probability list equals `nil`, no slice probabilities are applied.
2860 * Saves schematic in the Minetest Schematic format to filename.
2862 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2863 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2864 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2865 * If the `rotation` parameter is omitted, the schematic is not rotated.
2866 * `replacements` = `{["old_name"] = "convert_to", ...}`
2867 * `force_placement` is a boolean indicating whether nodes other than `air` and
2868 `ignore` are replaced by the schematic
2869 * Returns nil if the schematic could not be loaded.
2871 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2872 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2873 specified VoxelManip object `vmanip` instead of the whole map.
2874 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2875 containing the full area required, and true if the whole schematic was able to fit.
2876 * Returns nil if the schematic could not be loaded.
2877 * After execution, any external copies of the VoxelManip contents are invalidated.
2879 * `minetest.serialize_schematic(schematic, format, options)`
2880 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2881 * in the `format` of either "mts" or "lua".
2882 * "mts" - a string containing the binary MTS data used in the MTS file format
2883 * "lua" - a string containing Lua code representing the schematic in table format
2884 * `options` is a table containing the following optional parameters:
2885 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2886 * position comments for every X row generated in the schematic data for easier reading.
2887 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2888 * will use that number of spaces as indentation instead of a tab character.
2891 * `minetest.request_http_api()`:
2892 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2893 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2894 otherwise returns `nil`.
2895 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2897 * Only works at init time and must be called from the mod's main scope (not from a function).
2898 * Function only exists if minetest server was built with cURL support.
2899 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2901 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2902 * Performs given request asynchronously and calls callback upon completion
2903 * callback: `function(HTTPRequestResult res)`
2904 * Use this HTTP function if you are unsure, the others are for advanced use.
2905 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2906 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2907 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2908 * Return response data for given asynchronous HTTP request
2911 * `minetest.get_mod_storage()`:
2912 * returns reference to mod private `StorageRef`
2913 * must be called during mod load time
2916 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2917 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2918 * `minetest.hud_replace_builtin(name, hud_definition)`
2919 * Replaces definition of a builtin hud element
2920 * `name`: `"breath"` or `"health"`
2921 * `hud_definition`: definition to replace builtin definition
2922 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2923 * Gives a unique hash number for a node position (16+16+16=48bit)
2924 * `minetest.get_position_from_hash(hash)`: returns a position
2925 * Inverse transform of `minetest.hash_node_position`
2926 * `minetest.get_item_group(name, group)`: returns a rating
2927 * Get rating of a group of an item. (`0` means: not in group)
2928 * `minetest.get_node_group(name, group)`: returns a rating
2929 * Deprecated: An alias for the former.
2930 * `minetest.raillike_group(name)`: returns a rating
2931 * Returns rating of the connect_to_raillike group corresponding to name
2932 * If name is not yet the name of a connect_to_raillike group, a new group id
2933 * is created, with that name
2934 * `minetest.get_content_id(name)`: returns an integer
2935 * Gets the internal content ID of `name`
2936 * `minetest.get_name_from_content_id(content_id)`: returns a string
2937 * Gets the name of the content with that content ID
2938 * `minetest.parse_json(string[, nullvalue])`: returns something
2939 * Convert a string containing JSON data into the Lua equivalent
2940 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2941 * On success returns a table, a string, a number, a boolean or `nullvalue`
2942 * On failure outputs an error message and returns `nil`
2943 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2944 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2945 * Convert a Lua table into a JSON string
2946 * styled: Outputs in a human-readable format if this is set, defaults to false
2947 * Unserializable things like functions and userdata will cause an error.
2948 * **Warning**: JSON is more strict than the Lua table format.
2949 1. You can only use strings and positive integers of at least one as keys.
2950 2. You can not mix string and integer keys.
2951 This is due to the fact that JSON has two distinct array and object values.
2952 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2953 * `minetest.serialize(table)`: returns a string
2954 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2955 into string form readable by `minetest.deserialize`
2956 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2957 * `minetest.deserialize(string)`: returns a table
2958 * Convert a string returned by `minetest.deserialize` into a table
2959 * `string` is loaded in an empty sandbox environment.
2960 * Will load functions, but they cannot access the global environment.
2961 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2962 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2963 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2964 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2965 * Compress a string of data.
2966 * `method` is a string identifying the compression method to be used.
2967 * Supported compression methods:
2968 * Deflate (zlib): `"deflate"`
2969 * `...` indicates method-specific arguments. Currently defined arguments are:
2970 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2971 * `minetest.decompress(compressed_data, method, ...)`: returns data
2972 * Decompress a string of data (using ZLib).
2973 * See documentation on `minetest.compress()` for supported compression methods.
2974 * currently supported.
2975 * `...` indicates method-specific arguments. Currently, no methods use this.
2976 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
2977 * Each argument is a 8 Bit unsigned integer
2978 * Returns the ColorString from rgb or rgba values
2979 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
2980 * `minetest.encode_base64(string)`: returns string encoded in base64
2981 * Encodes a string in base64.
2982 * `minetest.decode_base64(string)`: returns string
2983 * Decodes a string encoded in base64.
2984 * `minetest.is_protected(pos, name)`: returns boolean
2985 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2986 actions, defineable by mods, due to some mod-defined ownership-like concept.
2987 Returns false or nil, if the player is allowed to do such actions.
2988 * This function should be overridden by protection mods and should be used to
2989 check if a player can interact at a position.
2990 * This function should call the old version of itself if the position is not
2991 protected by the mod.
2994 local old_is_protected = minetest.is_protected
2995 function minetest.is_protected(pos, name)
2996 if mymod:position_protected_from(pos, name) then
2999 return old_is_protected(pos, name)
3001 * `minetest.record_protection_violation(pos, name)`
3002 * This function calls functions registered with
3003 `minetest.register_on_protection_violation`.
3004 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3005 * Attempt to predict the desired orientation of the facedir-capable node
3006 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3007 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3008 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3009 is an optional table containing extra tweaks to the placement code:
3010 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3011 orientation on the wall.
3012 * `force_wall` : if `true`, always place the node in wall orientation.
3013 * `force_ceiling`: if `true`, always place on the ceiling.
3014 * `force_floor`: if `true`, always place the node on the floor.
3015 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3016 the floor or ceiling
3017 * The first four options are mutually-exclusive; the last in the list takes
3018 precedence over the first.
3019 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3020 * calls `rotate_and_place()` with infinitestacks set according to the state of
3021 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3024 * `minetest.forceload_block(pos[, transient])`
3025 * forceloads the position `pos`.
3026 * returns `true` if area could be forceloaded
3027 * If `transient` is `false` or absent, the forceload will be persistent
3028 (saved between server runs). If `true`, the forceload will be transient
3029 (not saved between server runs).
3031 * `minetest.forceload_free_block(pos[, transient])`
3032 * stops forceloading the position `pos`
3033 * If `transient` is `false` or absent, frees a persistent forceload.
3034 If `true`, frees a transient forceload.
3036 * `minetest.request_insecure_environment()`: returns an environment containing
3037 insecure functions if the calling mod has been listed as trusted in the
3038 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3039 * Only works at init time and must be called from the mod's main scope (not from a function).
3040 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3043 * `minetest.global_exists(name)`
3044 * Checks if a global variable has been set, without triggering a warning.
3047 * `minetest.env`: `EnvRef` of the server environment and world.
3048 * Any function in the minetest namespace can be called using the syntax
3049 `minetest.env:somefunction(somearguments)`
3050 instead of `minetest.somefunction(somearguments)`
3051 * Deprecated, but support is not to be dropped soon
3054 * `minetest.registered_items`
3055 * Map of registered items, indexed by name
3056 * `minetest.registered_nodes`
3057 * Map of registered node definitions, indexed by name
3058 * `minetest.registered_craftitems`
3059 * Map of registered craft item definitions, indexed by name
3060 * `minetest.registered_tools`
3061 * Map of registered tool definitions, indexed by name
3062 * `minetest.registered_entities`
3063 * Map of registered entity prototypes, indexed by name
3064 * `minetest.object_refs`
3065 * Map of object references, indexed by active object id
3066 * `minetest.luaentities`
3067 * Map of Lua entities, indexed by active object id
3068 * `minetest.registered_chatcommands`
3069 * Map of registered chat command definitions, indexed by name
3070 * `minetest.registered_ores`
3071 * List of registered ore definitions.
3072 * `minetest.registered_biomes`
3073 * List of registered biome definitions.
3074 * `minetest.registered_decorations`
3075 * List of registered decoration definitions.
3081 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3084 * `set_string(name, value)`
3085 * `get_string(name)`
3086 * `set_int(name, value)`
3088 * `set_float(name, value)`
3090 * `to_table()`: returns `nil` or a table with keys:
3091 * `fields`: key-value storage
3092 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3093 * `from_table(nil or {})`
3094 * Any non-table value will clear the metadata
3095 * See "Node Metadata" for an example
3096 * returns `true` on success
3098 * returns `true` if this metadata has the same key-value pairs as `other`
3101 Node metadata: reference extra data and functionality stored in a node.
3102 Can be obtained via `minetest.get_meta(pos)`.
3105 * All methods in MetaDataRef
3106 * `get_inventory()`: returns `InvRef`
3107 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3108 This will prevent them from being sent to the client. Note that the "private"
3109 status will only be remembered if an associated key-value pair exists, meaning
3110 it's best to call this when initializing all other meta (e.g. `on_construct`).
3112 ### `ItemStackMetaRef`
3113 ItemStack metadata: reference extra data and functionality stored in a stack.
3114 Can be obtained via `item:get_meta()`.
3117 * All methods in MetaDataRef
3120 Mod metadata: per mod metadata, saved automatically.
3121 Can be obtained via `minetest.get_mod_storage()` during load time.
3124 * All methods in MetaDataRef
3127 Node Timers: a high resolution persistent per-node timer.
3128 Can be gotten via `minetest.get_node_timer(pos)`.
3131 * `set(timeout,elapsed)`
3132 * set a timer's state
3133 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3134 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3135 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3138 * equivalent to `set(timeout,0)`
3141 * `get_timeout()`: returns current timeout in seconds
3142 * if `timeout` equals `0`, timer is inactive
3143 * `get_elapsed()`: returns current elapsed time in seconds
3144 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3145 * `is_started()`: returns boolean state of timer
3146 * returns `true` if timer is started, otherwise `false`
3149 Moving things in the game are generally these.
3151 This is basically a reference to a C++ `ServerActiveObject`
3154 * `remove()`: remove object (after returning from Lua)
3155 * Note: Doesn't work on players, use `minetest.kick_player` instead
3156 * `get_pos()`: returns `{x=num, y=num, z=num}`
3157 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3158 * `move_to(pos, continuous=false)`: interpolated move
3159 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3160 * `puncher` = another `ObjectRef`,
3161 * `time_from_last_punch` = time since last punch action of the puncher
3162 * `direction`: can be `nil`
3163 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3164 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3165 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3166 * `get_inventory()`: returns an `InvRef`
3167 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3168 * `get_wield_index()`: returns the index of the wielded item
3169 * `get_wielded_item()`: returns an `ItemStack`
3170 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3171 * `set_armor_groups({group1=rating, group2=rating, ...})`
3172 * `get_armor_groups()`: returns a table with the armor group ratings
3173 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
3174 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3175 * `set_attach(parent, bone, position, rotation)`
3177 * `position`: `{x=num, y=num, z=num}` (relative)
3178 * `rotation`: `{x=num, y=num, z=num}`
3179 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3181 * `set_bone_position(bone, position, rotation)`
3183 * `position`: `{x=num, y=num, z=num}` (relative)
3184 * `rotation`: `{x=num, y=num, z=num}`
3185 * `get_bone_position(bone)`: returns position and rotation of the bone
3186 * `set_properties(object property table)`
3187 * `get_properties()`: returns object property table
3188 * `is_player()`: returns true for players, false otherwise
3189 * `get_nametag_attributes()`
3190 * returns a table with the attributes of the nametag of an object
3192 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3195 * `set_nametag_attributes(attributes)`
3196 * sets the attributes of the nametag of an object
3200 text = "My Nametag",
3203 ##### LuaEntitySAO-only (no-op for other objects)
3204 * `set_velocity({x=num, y=num, z=num})`
3205 * `get_velocity()`: returns `{x=num, y=num, z=num}`
3206 * `set_acceleration({x=num, y=num, z=num})`
3207 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
3208 * `set_yaw(radians)`
3209 * `get_yaw()`: returns number in radians
3210 * `set_texture_mod(mod)`
3211 * `get_texture_mod()` returns current texture modifier
3212 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3213 select_horiz_by_yawpitch=false)`
3214 * Select sprite from spritesheet with optional animation and DM-style
3215 texture selection based on yaw relative to camera
3216 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3219 ##### Player-only (no-op for other objects)
3220 * `get_player_name()`: returns `""` if is not a player
3221 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3222 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3223 * `get_look_dir()`: get camera direction as a unit vector
3224 * `get_look_vertical()`: pitch in radians
3225 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3226 * `get_look_horizontal()`: yaw in radians
3227 * Angle is counter-clockwise from the +z direction.
3228 * `set_look_vertical(radians)`: sets look pitch
3229 * radians - Angle from looking forward, where positive is downwards.
3230 * `set_look_horizontal(radians)`: sets look yaw
3231 * radians - Angle from the +z direction, where positive is counter-clockwise.
3232 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3233 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3234 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3235 * Angle is counter-clockwise from the +x direction.
3236 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3237 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3238 * `get_breath()`: returns players breath
3239 * `set_breath(value)`: sets players breath
3241 * `0`: player is drowning,
3242 * `1`-`10`: remaining number of bubbles
3243 * `11`: bubbles bar is not shown
3244 * `set_attribute(attribute, value)`:
3245 * Sets an extra attribute with value on player.
3246 * `value` must be a string.
3247 * If `value` is `nil`, remove attribute from player.
3248 * `get_attribute(attribute)`:
3249 * Returns value (a string) for extra attribute.
3250 * Returns `nil` if no attribute found.
3251 * `set_inventory_formspec(formspec)`
3252 * Redefine player's inventory form
3253 * Should usually be called in `on_joinplayer`
3254 * `get_inventory_formspec()`: returns a formspec string
3255 * `get_player_control()`: returns table with player pressed keys
3256 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3257 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3258 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3259 * `set_physics_override(override_table)`
3260 * `override_table` is a table with the following fields:
3261 * `speed`: multiplier to default walking speed value (default: `1`)
3262 * `jump`: multiplier to default jump value (default: `1`)
3263 * `gravity`: multiplier to default gravity value (default: `1`)
3264 * `sneak`: whether player can sneak (default: `true`)
3265 * `sneak_glitch`: whether player can use the new move code replications
3266 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3268 * `new_move`: use new move/sneak code. When `false` the exact old code
3269 is used for the specific old sneak behaviour (default: `true`)
3270 * `get_physics_override()`: returns the table given to `set_physics_override`
3271 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3273 * `hud_remove(id)`: remove the HUD element of the specified id
3274 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3275 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3276 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3277 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3278 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
3279 * pass a table containing a `true`/`false` value of each flag to be set or unset
3280 * if a flag equals `nil`, the flag is not modified
3281 * note that setting `minimap` modifies the client's permission to view the minimap -
3282 * the client may locally elect to not view the minimap
3283 * `hud_get_flags()`: returns a table containing status of hud flags
3284 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
3285 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3286 * `count`: number of items, must be between `1` and `23`
3287 * `hud_get_hotbar_itemcount`: returns number of visible items
3288 * `hud_set_hotbar_image(texturename)`
3289 * sets background image for hotbar
3290 * `hud_get_hotbar_image`: returns texturename
3291 * `hud_set_hotbar_selected_image(texturename)`
3292 * sets image for selected item of hotbar
3293 * `hud_get_hotbar_selected_image`: returns texturename
3294 * `set_sky(bgcolor, type, {texture names}, clouds)`
3295 * `bgcolor`: ColorSpec, defaults to white
3296 * `type`: Available types:
3297 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3298 * `"skybox"`: Uses 6 textures, `bgcolor` used
3299 * `"plain"`: Uses 0 textures, `bgcolor` used
3300 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3301 `"plain"` custom skyboxes (default: `true`)
3302 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3303 * `set_clouds(parameters)`: set cloud parameters
3304 * `parameters` is a table with the following optional fields:
3305 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3306 * `color`: basic cloud color, with alpha channel (default `#fff0f0e5`)
3307 * `ambient`: cloud color lower bound, use for a "glow at night" effect (default `#000000`)
3308 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3309 * `thickness`: cloud thickness in nodes (default `16`)
3310 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, y=-2}`)
3311 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3312 * `override_day_night_ratio(ratio or nil)`
3313 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3314 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3315 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3316 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3318 set animation for player model in third person view
3320 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3321 {x=168, y=187}, -- < walk animation key frames
3322 {x=189, y=198}, -- < dig animation key frames
3323 {x=200, y=219}, -- < walk+dig animation key frames
3324 frame_speed=30): -- < animation frame speed
3325 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3326 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3327 * in first person view
3328 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3329 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3332 An `InvRef` is a reference to an inventory.
3335 * `is_empty(listname)`: return `true` if list is empty
3336 * `get_size(listname)`: get size of a list
3337 * `set_size(listname, size)`: set size of a list
3338 * returns `false` on error (e.g. invalid `listname` or `size`)
3339 * `get_width(listname)`: get width of a list
3340 * `set_width(listname, width)`: set width of list; currently used for crafting
3341 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3342 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3343 * `get_list(listname)`: return full list
3344 * `set_list(listname, list)`: set full list (size will not change)
3345 * `get_lists()`: returns list of inventory lists
3346 * `set_lists(lists)`: sets inventory lists (size will not change)
3347 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3348 * `room_for_item(listname, stack):` returns `true` if the stack of items
3349 can be fully added to the list
3350 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3351 the stack of items can be fully taken from the list.
3352 If `match_meta` is false, only the items' names are compared (default: `false`).
3353 * `remove_item(listname, stack)`: take as many items as specified from the list,
3354 returns the items that were actually removed (as an `ItemStack`) -- note that
3355 any item metadata is ignored, so attempting to remove a specific unique
3356 item this way will likely remove the wrong one -- to do that use `set_stack`
3357 with an empty `ItemStack`
3358 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3359 * returns `{type="undefined"}` in case location is not known
3362 A fast access data structure to store areas, and find areas near a given position or area.
3363 Every area has a `data` string attribute to store additional information.
3364 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3365 If you chose the parameter-less constructor, a fast implementation will be automatically
3369 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3370 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3371 Returns nil if specified area id does not exist.
3372 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3373 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3375 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3376 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3377 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3378 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3379 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3380 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3381 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3382 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3383 or insertions are likely to fail due to conflicts.
3384 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3385 Only needed for efficiency, and only some implementations profit.
3386 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3387 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3388 Calling invalidates the cache, so that its elements have to be newly generated.
3391 enabled = boolean, -- whether to enable, default true
3392 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3393 prefiltered lists for, minimum 16, default 64
3394 limit = number, -- the cache's size, minimum 20, default 1000
3396 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3397 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3398 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3399 Returns success and, optionally, an error message.
3400 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3403 An `ItemStack` is a stack of items.
3405 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3406 an itemstring, a table or `nil`.
3409 * `is_empty()`: Returns `true` if stack is empty.
3410 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3411 * `set_name(item_name)`: Returns boolean whether item was cleared
3412 * `get_count()`: Returns number of items on the stack.
3413 * `set_count(count)`: Returns boolean whether item was cleared
3414 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3415 * `set_wear(wear)`: Returns boolean whether item was cleared
3416 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3417 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3418 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3419 * `clear()`: removes all items from the stack, making it empty.
3420 * `replace(item)`: replace the contents of this stack.
3421 * `item` can also be an itemstring or table.
3422 * `to_string()`: Returns the stack in itemstring form.
3423 * `to_table()`: Returns the stack in Lua table form.
3424 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3425 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3426 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3427 * `get_definition()`: Returns the item definition table.
3428 * `get_tool_capabilities()`: Returns the digging properties of the item,
3429 or those of the hand if none are defined for this item type
3430 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3431 * `add_item(item)`: Put some item or stack onto this stack.
3432 Returns leftover `ItemStack`.
3433 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3435 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3436 Returns taken `ItemStack`.
3437 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3438 Returns taken `ItemStack`.
3441 A 16-bit pseudorandom number generator.
3442 Uses a well-known LCG algorithm introduced by K&R.
3444 It can be created via `PseudoRandom(seed)`.
3447 * `next()`: return next integer random number [`0`...`32767`]
3448 * `next(min, max)`: return next integer random number [`min`...`max`]
3449 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3450 due to the simple implementation making bad distribution otherwise.
3453 A 32-bit pseudorandom number generator.
3454 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3456 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3459 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3460 * `next(min, max)`: return next integer random number [`min`...`max`]
3461 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3462 * This is only a rough approximation of a normal distribution with:
3463 * `mean = (max - min) / 2`, and
3464 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3465 * Increasing `num_trials` improves accuracy of the approximation
3468 Interface for the operating system's crypto-secure PRNG.
3470 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3471 be found on the system.
3474 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3477 A perlin noise generator.
3478 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3479 or `PerlinNoise(noiseparams)`.
3480 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3481 or `minetest.get_perlin(noiseparams)`.
3484 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3485 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3487 ### `PerlinNoiseMap`
3488 A fast, bulk perlin noise generator.
3490 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3491 `minetest.get_perlin_map(noiseparams, size)`.
3493 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3494 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3497 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3498 nil, this table will be used to store the result instead of creating a new table.
3502 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3503 with values starting at `pos={x=,y=}`
3504 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3505 of 3D noise with values starting at `pos={x=,y=,z=}`
3506 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3507 with values starting at `pos={x=,y=}`
3508 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3509 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3510 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3511 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3512 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3513 takes a chunk of `slice_size`.
3514 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3515 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3516 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3517 the starting position of the most recently calculated noise.
3518 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3519 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3520 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3524 #### About VoxelManip
3525 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3526 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3527 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3528 to with other methods of setting nodes. For example, nodes will not have their construction and
3529 destruction callbacks run, and no rollback information is logged.
3531 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3532 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3533 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3535 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3536 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3537 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3538 using both methods of map manipulation to determine which is most appropriate for your usage.
3540 #### Using VoxelManip
3541 A VoxelManip object can be created any time using either:
3542 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3544 If the optional position parameters are present for either of these routines, the specified region
3545 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3546 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3548 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3549 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3550 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3551 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3553 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3554 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3555 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3557 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3558 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3559 `VoxelManip:get_light_data()` for node light levels, and
3560 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3562 See section 'Flat array format' for more details.
3564 It is very important to understand that the tables returned by any of the above three functions
3565 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3566 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3567 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3568 otherwise explicitly stated.
3570 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3571 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3572 `VoxelManip:set_light_data()` for node light levels, and
3573 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3575 The parameter to each of the above three functions can use any table at all in the same flat array
3576 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3578 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3579 to the map by calling `VoxelManip:write_to_map()`.
3582 ##### Flat array format
3584 `Nx = p2.X - p1.X + 1`,
3585 `Ny = p2.Y - p1.Y + 1`, and
3586 `Nz = p2.Z - p1.Z + 1`.
3588 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3589 the expression `Nx * Ny * Nz`.
3591 Positions offset from p1 are present in the array with the format of:
3595 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3596 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3598 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3599 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3601 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3603 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3607 and the array index for a position p contained completely in p1..p2 is:
3609 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3611 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3612 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3613 for a single point in a flat VoxelManip array.
3616 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3617 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3618 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3619 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3620 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3621 Note that the node being queried needs to have already been been registered.
3623 The following builtin node types have their Content IDs defined as constants:
3625 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3626 * `minetest.CONTENT_AIR`: ID for "air" nodes
3627 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3629 ##### Mapgen VoxelManip objects
3630 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3631 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3632 but with a few differences:
3634 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3635 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3636 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3637 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3638 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3639 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3640 consistency with the current map state. For this reason, calling any of the following functions:
3641 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3642 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3643 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3644 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3646 ##### Other API functions operating on a VoxelManip
3647 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3648 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3649 written all buffered data back to the VoxelManip object, save for special situations where the modder
3650 desires to only have certain liquid nodes begin flowing.
3652 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3653 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3655 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3656 except instead of placing the specified schematic directly on the map at the specified position, it
3657 will place the schematic inside of the VoxelManip.
3660 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3661 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3662 `VoxelManip:get_node_at()`.
3663 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3664 filled with "ignore" nodes.
3665 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3666 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3667 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3668 object in the same callback it had been created.
3669 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3670 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3671 buffer the function can use to write map data to instead of returning a new table each call. This
3672 greatly enhances performance by avoiding unnecessary memory allocations.
3675 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3676 the region formed by `p1` and `p2`.
3677 * returns actual emerged `pmin`, actual emerged `pmax`
3678 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3679 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3680 * if `light` is true, then lighting is automatically recalculated.
3681 The default value is true.
3682 If `light` is false, no light calculations happen, and you should correct
3683 all modified blocks with `minetest.fix_light()` as soon as possible.
3684 Keep in mind that modifying the map where light is incorrect can cause
3686 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3687 the `VoxelManip` at that position
3688 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3689 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3690 * returns raw node data in the form of an array of node content IDs
3691 * if the param `buffer` is present, this table will be used to store the result instead
3692 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3693 * `update_map()`: Does nothing, kept for compatibility.
3694 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3695 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3696 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3697 * (`p1`, `p2`) is the area in which lighting is set;
3698 defaults to the whole area if left out
3699 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3700 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3701 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3702 * `light = day + (night * 16)`
3703 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3705 * expects lighting data in the same format that `get_light_data()` returns
3706 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3707 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3708 * If the param `buffer` is present, this table will be used to store the result instead
3709 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3710 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3711 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3712 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3714 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3715 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3716 * `update_liquids()`: Update liquid flow
3717 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3718 had been modified since the last read from map, due to a call to
3719 `minetest.set_data()` on the loaded area elsewhere
3720 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3723 A helper class for voxel areas.
3724 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3725 The coordinates are *inclusive*, like most other things in Minetest.
3728 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3729 `MinEdge` and `MaxEdge`
3730 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3731 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3732 * useful for things like `VoxelManip`, raw Schematic specifiers,
3733 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3734 * `indexp(p)`: same as above, except takes a vector
3735 * `position(i)`: returns the absolute position vector corresponding to index `i`
3736 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3737 * `containsp(p)`: same as above, except takes a vector
3738 * `containsi(i)`: same as above, except takes an index `i`
3739 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3740 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3741 * `iterp(minp, maxp)`: same as above, except takes a vector
3744 An interface to read config files in the format of `minetest.conf`.
3746 It can be created via `Settings(filename)`.
3749 * `get(key)`: returns a value
3750 * `get_bool(key)`: returns a boolean
3752 * Setting names can't contain whitespace or any of `="{}#`.
3753 * Setting values can't contain the sequence `\n"""`.
3754 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3755 * `set_bool(key, value)`
3756 * See documentation for set() above.
3757 * `remove(key)`: returns a boolean (`true` for success)
3758 * `get_names()`: returns `{key1,...}`
3759 * `write()`: returns a boolean (`true` for success)
3760 * Writes changes to file.
3761 * `to_table()`: returns `{[key1]=value1,...}`
3765 A mapgen object is a construct used in map generation. Mapgen objects can be used
3766 by an `on_generate` callback to speed up operations by avoiding unnecessary
3767 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3768 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3769 was called outside of an `on_generate()` callback, `nil` is returned.
3771 The following Mapgen objects are currently available:
3774 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3775 emerged position, in that order. All mapgens support this object.
3778 Returns an array containing the y coordinates of the ground levels of nodes in
3779 the most recently generated chunk by the current mapgen.
3782 Returns an array containing the biome IDs of nodes in the most recently
3783 generated chunk by the current mapgen.
3786 Returns an array containing the temperature values of nodes in the most
3787 recently generated chunk by the current mapgen.
3790 Returns an array containing the humidity values of nodes in the most recently
3791 generated chunk by the current mapgen.
3794 Returns a table mapping requested generation notification types to arrays of
3795 positions at which the corresponding generated structures are located at within
3796 the current chunk. To set the capture of positions of interest to be recorded
3797 on generate, use `minetest.set_gen_notify()`.
3799 Possible fields of the table returned are:
3805 * `large_cave_begin`
3809 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3810 numeric unique decoration ID.
3814 * Functions receive a "luaentity" as `self`:
3815 * It has the member `.name`, which is the registered name `("mod:thing")`
3816 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3817 * The original prototype stuff is visible directly via a metatable
3819 * `on_activate(self, staticdata, dtime_s)`
3820 * Called when the object is instantiated.
3821 * `dtime_s` is the time passed since the object was unloaded, which can
3822 be used for updating the entity state.
3823 * `on_step(self, dtime)`
3824 * Called on every server tick, after movement and collision processing.
3825 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3827 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3828 * Called when somebody punches the object.
3829 * Note that you probably want to handle most punches using the
3830 automatic armor group system.
3831 * `puncher`: an `ObjectRef` (can be `nil`)
3832 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3833 * `tool_capabilities`: capability table of used tool (can be `nil`)
3834 * `dir`: unit vector of direction of punch. Always defined. Points from
3835 the puncher to the punched.
3836 * `on_rightclick(self, clicker)`
3837 * `get_staticdata(self)`
3838 * Should return a string that will be passed to `on_activate` when
3839 the object is instantiated the next time.
3844 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3845 Often these bugs appear as subtle shadows in water.
3850 axiom, --string initial tree axiom
3851 rules_a, --string rules set A
3852 rules_b, --string rules set B
3853 rules_c, --string rules set C
3854 rules_d, --string rules set D
3855 trunk, --string trunk node name
3856 leaves, --string leaves node name
3857 leaves2, --string secondary leaves node name
3858 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3859 angle, --num angle in deg
3860 iterations, --num max # of iterations, usually 2 -5
3861 random_level, --num factor to lower nr of iterations, usually 0 - 3
3862 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3863 -- 2x2 nodes or 3x3 in cross shape
3864 thin_branches, --boolean true -> use thin (1 node) branches
3865 fruit, --string fruit node name
3866 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3867 seed, --num random seed; if no seed is provided, the engine will create one
3870 ### Key for Special L-System Symbols used in Axioms
3872 * `G`: move forward one unit with the pen up
3873 * `F`: move forward one unit with the pen down drawing trunks and branches
3874 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3875 * `T`: move forward one unit with the pen down drawing trunks only
3876 * `R`: move forward one unit with the pen down placing fruit
3877 * `A`: replace with rules set A
3878 * `B`: replace with rules set B
3879 * `C`: replace with rules set C
3880 * `D`: replace with rules set D
3881 * `a`: replace with rules set A, chance 90%
3882 * `b`: replace with rules set B, chance 80%
3883 * `c`: replace with rules set C, chance 70%
3884 * `d`: replace with rules set D, chance 60%
3885 * `+`: yaw the turtle right by `angle` parameter
3886 * `-`: yaw the turtle left by `angle` parameter
3887 * `&`: pitch the turtle down by `angle` parameter
3888 * `^`: pitch the turtle up by `angle` parameter
3889 * `/`: roll the turtle to the right by `angle` parameter
3890 * `*`: roll the turtle to the left by `angle` parameter
3891 * `[`: save in stack current state info
3892 * `]`: recover from stack state info
3895 Spawn a small apple tree:
3897 pos = {x=230,y=20,z=4}
3900 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3901 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3902 trunk="default:tree",
3903 leaves="default:leaves",
3907 trunk_type="single",
3910 fruit="default:apple"
3912 minetest.spawn_tree(pos,apple_tree)
3917 ### Object Properties
3922 collide_with_objects = true, -- collide with other objects if physical = true
3924 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
3925 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
3926 visual_size = {x = 1, y = 1},
3928 textures = {}, -- number of required textures depends on visual
3929 colors = {}, -- number of required colors depends on visual
3930 spritediv = {x = 1, y = 1},
3931 initial_sprite_basepos = {x = 0, y = 0},
3933 makes_footstep_sound = false,
3934 automatic_rotate = false,
3936 automatic_face_movement_dir = 0.0,
3937 -- ^ Automatically set yaw to movement direction, offset in degrees,
3938 -- 'false' to disable.
3939 automatic_face_movement_max_rotation_per_sec = -1,
3940 -- ^ Limit automatic rotation to this value in degrees per second,
3941 -- value < 0 no limit.
3942 backface_culling = true, -- false to disable backface_culling for model
3943 nametag = "", -- by default empty, for players their name is shown if empty
3944 nametag_color = <color>, -- sets color of nametag as ColorSpec
3945 infotext = "", -- by default empty, text to be shown when pointed at object
3948 ### Entity definition (`register_entity`)
3951 -- Deprecated: Everything in object properties is read directly from here
3953 initial_properties = --[[<initial object properties>]],
3955 on_activate = function(self, staticdata, dtime_s),
3956 on_step = function(self, dtime),
3957 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3958 on_rightclick = function(self, clicker),
3959 get_staticdata = function(self),
3960 -- ^ Called sometimes; the string returned is passed to on_activate when
3961 -- the entity is re-activated from static state
3963 -- Also you can define arbitrary member variables here (see item definition for
3965 _custom_field = whatever,
3968 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3971 label = "Lava cooling",
3972 -- ^ Descriptive label for profiling purposes (optional).
3973 -- Definitions with identical labels will be listed as one.
3974 -- In the following two fields, also group:groupname will work.
3975 nodenames = {"default:lava_source"},
3976 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3977 ^ If left out or empty, any neighbor will do ]]
3978 interval = 1.0, -- Operation interval in seconds
3979 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3980 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3981 ^ The chance value is temporarily reduced when returning to
3982 an area to simulate time lost by the area being unattended.
3983 ^ Note chance value can often be reduced to 1 ]]
3984 action = func(pos, node, active_object_count, active_object_count_wider),
3987 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3990 label = "Upgrade legacy doors",
3991 -- ^ Descriptive label for profiling purposes (optional).
3992 -- Definitions with identical labels will be listed as one.
3993 name = "modname:replace_legacy_door",
3994 nodenames = {"default:lava_source"},
3995 -- ^ List of node names to trigger the LBM on.
3996 -- Also non-registered nodes will work.
3997 -- Groups (as of group:groupname) will work as well.
3998 run_at_every_load = false,
3999 -- ^ Whether to run the LBM's action every time a block gets loaded,
4000 -- and not just for blocks that were saved last time before LBMs were
4001 -- introduced to the world.
4002 action = func(pos, node),
4005 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4008 description = "Steel Axe",
4009 groups = {}, -- key = name, value = rating; rating = 1..3.
4010 if rating not applicable, use 1.
4011 e.g. {wool = 1, fluffy = 3}
4012 {soil = 2, outerspace = 1, crumbly = 1}
4013 {bendy = 2, snappy = 1},
4014 {hard = 1, metal = 1, spikes = 1}
4015 inventory_image = "default_tool_steelaxe.png",
4019 ^ An image file containing the palette of a node.
4020 ^ You can set the currently used color as the
4021 ^ "palette_index" field of the item stack metadata.
4022 ^ The palette is always stretched to fit indices
4023 ^ between 0 and 255, to ensure compatibility with
4024 ^ "colorfacedir" and "colorwallmounted" nodes.
4026 color = "0xFFFFFFFF",
4028 ^ The color of the item. The palette overrides this.
4030 wield_scale = {x = 1, y = 1, z = 1},
4033 liquids_pointable = false,
4034 tool_capabilities = {
4035 full_punch_interval = 1.0,
4039 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4041 damage_groups = {groupname = damage},
4043 node_placement_prediction = nil,
4045 ^ If nil and item is node, prediction is made automatically
4046 ^ If nil and item is not a node, no prediction is made
4047 ^ If "" and item is anything, no prediction is made
4048 ^ Otherwise should be name of node which the client immediately places
4049 on ground when the player places the item. Server will always update
4050 actual result to client in a short moment.
4053 breaks = "default_tool_break", -- tools only
4054 place = --[[<SimpleSoundSpec>]],
4057 on_place = func(itemstack, placer, pointed_thing),
4059 ^ Shall place item and return the leftover itemstack
4060 ^ The placer may be any ObjectRef or nil.
4061 ^ default: minetest.item_place ]]
4062 on_secondary_use = func(itemstack, user, pointed_thing),
4064 ^ Same as on_place but called when pointing at nothing.
4065 ^ The user may be any ObjectRef or nil.
4066 ^ pointed_thing : always { type = "nothing" }
4068 on_drop = func(itemstack, dropper, pos),
4070 ^ Shall drop item and return the leftover itemstack
4071 ^ The dropper may be any ObjectRef or nil.
4072 ^ default: minetest.item_drop ]]
4073 on_use = func(itemstack, user, pointed_thing),
4076 ^ Function must return either nil if no item shall be removed from
4077 inventory, or an itemstack to replace the original itemstack.
4078 e.g. itemstack:take_item(); return itemstack
4079 ^ Otherwise, the function is free to do what it wants.
4080 ^ The user may be any ObjectRef or nil.
4081 ^ The default functions handle regular use cases.
4083 after_use = func(itemstack, user, node, digparams),
4086 ^ If defined, should return an itemstack and will be called instead of
4087 wearing out the tool. If returns nil, does nothing.
4088 If after_use doesn't exist, it is the same as:
4089 function(itemstack, user, node, digparams)
4090 itemstack:add_wear(digparams.wear)
4093 ^ The user may be any ObjectRef or nil.
4095 _custom_field = whatever,
4097 ^ Add your own custom fields. By convention, all custom field names
4098 should start with `_` to avoid naming collisions with future engine
4105 * `{name="image.png", animation={Tile Animation definition}}`
4106 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4107 tileable_horizontal=bool}`
4108 * backface culling enabled by default for most nodes
4109 * tileable flags are info for shaders, how they should treat texture
4110 when displacement mapping is used
4111 Directions are from the point of view of the tile texture,
4112 not the node it's on
4113 * `{name="image.png", color=ColorSpec}`
4114 * the texture's color will be multiplied with this color.
4115 * the tile's color overrides the owning node's color in all cases.
4116 * deprecated, yet still supported field names:
4119 ### Tile animation definition
4122 type = "vertical_frames",
4124 -- ^ specify width of a frame in pixels
4126 -- ^ specify height of a frame in pixels
4128 -- ^ specify full loop length
4134 -- ^ specify width in number of frames
4136 -- ^ specify height in number of frames
4138 -- ^ specify length of a single frame
4141 ### Node definition (`register_node`)
4144 -- <all fields allowed in item definitions>,
4146 drawtype = "normal", -- See "Node drawtypes"
4147 visual_scale = 1.0, --[[
4148 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4149 ^ "firelike", "mesh".
4150 ^ For plantlike and firelike, the image will start at the bottom of the
4151 ^ node, for the other drawtypes the image will be centered on the node.
4152 ^ Note that positioning for "torchlike" may still change. ]]
4153 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4154 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4155 ^ List can be shortened to needed length ]]
4156 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4157 ^ Same as `tiles`, but these textures are drawn on top of the
4158 ^ base tiles. You can use this to colorize only specific parts of
4159 ^ your texture. If the texture name is an empty string, that
4160 ^ overlay is not drawn. Since such tiles are drawn twice, it
4161 ^ is not recommended to use overlays on very common nodes.
4162 special_tiles = {tile definition 1, Tile definition 2}, --[[
4163 ^ Special textures of node; used rarely (old field name: special_materials)
4164 ^ List can be shortened to needed length ]]
4165 color = ColorSpec, --[[
4166 ^ The node's original color will be multiplied with this color.
4167 ^ If the node has a palette, then this setting only has an effect
4168 ^ in the inventory and on the wield item. ]]
4169 use_texture_alpha = false, -- Use texture's alpha channel
4170 palette = "palette.png", --[[
4171 ^ The node's `param2` is used to select a pixel from the image
4172 ^ (pixels are arranged from left to right and from top to bottom).
4173 ^ The node's color will be multiplied with the selected pixel's
4174 ^ color. Tiles can override this behavior.
4175 ^ Only when `paramtype2` supports palettes. ]]
4176 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4177 paramtype = "none", -- See "Nodes" --[[
4178 ^ paramtype = "light" allows light to propagate from or through the node with light value
4179 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4180 paramtype2 = "none", -- See "Nodes"
4181 place_param2 = nil, -- Force value for param2 when player places node
4182 is_ground_content = true, -- If false, the cave generator will not carve through this
4183 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4184 walkable = true, -- If true, objects collide with node
4185 pointable = true, -- If true, can be pointed at
4186 diggable = true, -- If false, can never be dug
4187 climbable = false, -- If true, can be climbed on (ladder)
4188 buildable_to = false, -- If true, placed nodes can replace this node
4189 floodable = false, --[[
4190 ^ If true, liquids flow into and replace this node.
4191 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4192 liquidtype = "none", -- "none"/"source"/"flowing"
4193 liquid_alternative_flowing = "", -- Flowing version of source liquid
4194 liquid_alternative_source = "", -- Source version of flowing liquid
4195 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4196 liquid_renewable = true, --[[
4197 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4199 ^ Block contains level in param2. Value is default level, used for snow.
4200 ^ Don't forget to use "leveled" type nodebox. ]]
4201 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4202 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4203 light_source = 0, --[[
4204 ^ Amount of light emitted by node.
4205 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4206 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4207 damage_per_second = 0, -- If player is inside node, this damage is caused
4208 node_box = {type="regular"}, -- See "Node boxes"
4209 connects_to = nodenames, --[[
4210 * Used for nodebox nodes with the type == "connected"
4211 * Specifies to what neighboring nodes connections will be drawn
4212 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4213 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4214 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4216 selection_box = {type="regular"}, -- See "Node boxes" --[[
4217 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4218 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4219 legacy_wallmounted = false, -- Support maps made in and before January 2012
4220 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4221 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4222 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4223 ^ caveats: not all models will properly wave
4224 ^ plantlike drawtype nodes can only wave like plants
4225 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4227 footstep = <SimpleSoundSpec>,
4228 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4229 dug = <SimpleSoundSpec>,
4230 place = <SimpleSoundSpec>,
4231 place_failed = <SimpleSoundSpec>,
4233 drop = "", -- Name of dropped node when dug. Default is the node itself.
4236 max_items = 1, -- Maximum number of items to drop.
4237 items = { -- Choose max_items randomly from this list.
4239 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4240 rarity = 1, -- Probability of dropping is 1 / rarity.
4245 on_construct = func(pos), --[[
4246 ^ Node constructor; called after adding node
4247 ^ Can set up metadata and stuff like that
4248 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4250 on_destruct = func(pos), --[[
4251 ^ Node destructor; called before removing node
4252 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4254 after_destruct = func(pos, oldnode), --[[
4255 ^ Node destructor; called after removing node
4256 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4258 on_flood = func(pos, oldnode, newnode), --[[
4259 ^ Called when a liquid (newnode) is about to flood oldnode, if
4260 ^ it has `floodable = true` in the nodedef. Not called for bulk
4261 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4262 ^ return true the node is not flooded, but on_flood callback will
4263 ^ most likely be called over and over again every liquid update
4264 ^ interval. Default: nil.
4265 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4267 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4268 ^ Called after constructing node when node was placed using
4269 minetest.item_place_node / minetest.place_node
4270 ^ If return true no item is taken from itemstack
4272 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4273 ^ oldmetadata is in table format
4274 ^ Called after destructing node when node was dug using
4275 minetest.node_dig / minetest.dig_node
4277 can_dig = function(pos, [player]) --[[
4278 ^ returns true if node can be dug, or false if not
4281 on_punch = func(pos, node, puncher, pointed_thing), --[[
4282 ^ default: minetest.node_punch
4283 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4284 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4286 ^ if defined, itemstack will hold clicker's wielded item
4287 ^ Shall return the leftover itemstack
4288 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
4290 on_dig = func(pos, node, digger), --[[
4291 ^ default: minetest.node_dig
4292 ^ By default: checks privileges, wears out tool and removes node ]]
4294 on_timer = function(pos,elapsed), --[[
4296 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4297 ^ elapsed is the total time passed since the timer was started
4298 ^ return true to run the timer for another cycle with the same timeout value ]]
4300 on_receive_fields = func(pos, formname, fields, sender), --[[
4301 ^ fields = {name1 = value1, name2 = value2, ...}
4302 ^ Called when an UI form (e.g. sign text input) returns data
4305 allow_metadata_inventory_move = func(pos, from_list, from_index,
4306 to_list, to_index, count, player), --[[
4307 ^ Called when a player wants to move items inside the inventory
4308 ^ Return value: number of items allowed to move ]]
4310 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4311 ^ Called when a player wants to put something into the inventory
4312 ^ Return value: number of items allowed to put
4313 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4315 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4316 ^ Called when a player wants to take something out of the inventory
4317 ^ Return value: number of items allowed to take
4318 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4320 on_metadata_inventory_move = func(pos, from_list, from_index,
4321 to_list, to_index, count, player),
4322 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4323 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4324 ^ Called after the actual action has happened, according to what was allowed.
4325 ^ No return value ]]
4327 on_blast = func(pos, intensity), --[[
4328 ^ intensity: 1.0 = mid range of regular TNT
4329 ^ If defined, called when an explosion touches the node, instead of
4330 removing the node ]]
4333 ### Recipe for `register_craft` (shaped)
4336 output = 'default:pick_stone',
4338 {'default:cobble', 'default:cobble', 'default:cobble'},
4339 {'', 'default:stick', ''},
4340 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4342 replacements = --[[<optional list of item pairs,
4343 replace one input item with another item on crafting>]]
4346 ### Recipe for `register_craft` (shapeless)
4350 output = 'mushrooms:mushroom_stew',
4353 "mushrooms:mushroom_brown",
4354 "mushrooms:mushroom_red",
4356 replacements = --[[<optional list of item pairs,
4357 replace one input item with another item on crafting>]]
4360 ### Recipe for `register_craft` (tool repair)
4363 type = "toolrepair",
4364 additional_wear = -0.02,
4367 ### Recipe for `register_craft` (cooking)
4371 output = "default:glass",
4372 recipe = "default:sand",
4376 ### Recipe for `register_craft` (furnace fuel)
4380 recipe = "default:leaves",
4384 ### Ore definition (`register_ore`)
4387 ore_type = "scatter", -- See "Ore types"
4388 ore = "default:stone_with_coal",
4389 wherein = "default:stone",
4390 -- ^ a list of nodenames is supported too
4391 clust_scarcity = 8*8*8,
4392 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4393 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4395 -- ^ Number of ores in a cluster
4397 -- ^ Size of the bounding box of the cluster
4398 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4402 -- ^ Attributes for this ore generation
4403 noise_threshold = 0.5,
4404 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4405 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4406 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4407 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4408 random_factor = 1.0,
4409 -- ^ Multiplier of the randomness contribution to the noise value at any
4410 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4411 -- ^ This parameter is only valid for ore_type == "vein".
4412 biomes = {"desert", "rainforest"}
4413 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4414 -- ^ and ignored if the Mapgen being used does not support biomes.
4415 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4418 ### Biome definition (`register_biome`)
4421 The Biome API is still in an experimental phase and subject to change.
4425 node_dust = "default:snow",
4426 -- ^ Node dropped onto upper surface after all else is generated.
4427 node_top = "default:dirt_with_snow",
4429 -- ^ Node forming surface layer of biome and thickness of this layer.
4430 node_filler = "default:permafrost",
4432 -- ^ Node forming lower layer of biome and thickness of this layer.
4433 node_stone = "default:bluestone",
4434 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4435 node_water_top = "default:ice",
4436 depth_water_top = 10,
4437 -- ^ Node forming a surface layer in seawater with the defined thickness.
4439 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4440 node_river_water = "default:ice",
4441 -- ^ Node that replaces river water in mapgens that use default:river_water.
4442 node_riverbed = "default:gravel",
4444 -- ^ Node placed under river water and thickness of this layer.
4447 -- ^ Lower and upper limits for biome.
4448 -- ^ Because biome is not recalculated for every node in a node column
4449 -- ^ some biome materials can exceed their limits, especially stone.
4450 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4451 -- ^ top and at each of these surfaces:
4452 -- ^ Ground below air, water below air, ground below water.
4453 -- ^ The selected biome then stays in effect for all nodes below until
4454 -- ^ column base or the next biome recalculation.
4456 humidity_point = 50,
4457 -- ^ Characteristic average temperature and humidity for the biome.
4458 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4459 -- ^ and humidity as axes. The resulting voronoi cells determine which
4460 -- ^ heat/humidity points belong to which biome, and therefore determine
4461 -- ^ the area and location of each biome in the world.
4462 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4463 -- ^ diagram to result in roughly equal size biomes.
4464 -- ^ Heat and humidity have average values of 50, vary mostly between
4465 -- ^ 0 and 100 but also often exceed these values.
4466 -- ^ Heat is not in degrees celcius, both values are abstract.
4469 ### Decoration definition (`register_decoration`)
4472 deco_type = "simple", -- See "Decoration types"
4473 place_on = "default:dirt_with_grass",
4474 -- ^ Node (or list of nodes) that the decoration can be placed on
4476 -- ^ Size of divisions made in the chunk being generated.
4477 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4479 -- ^ Ratio of the area to be uniformly filled by the decoration.
4480 -- ^ Used only if noise_params is not specified.
4481 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4482 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4483 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4484 biomes = {"Oceanside", "Hills", "Plains"},
4485 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4486 -- ^ and ignored if the Mapgen being used does not support biomes.
4487 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4490 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4491 -- ^ This parameter refers to the `y` position of the decoration base, so
4492 -- the actual maximum height would be `height_max + size.Y`.
4493 spawn_by = "default:water",
4494 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4495 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4496 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4498 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4499 -- ^ If absent or -1, decorations occur next to any nodes.
4500 flags = "liquid_surface, force_placement",
4501 -- ^ Flags for all decoration types.
4502 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4503 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4504 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4505 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4507 ----- Simple-type parameters
4508 decoration = "default:grass",
4509 -- ^ The node name used as the decoration.
4510 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4512 -- ^ Number of nodes high the decoration is made.
4513 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4515 -- ^ Number of nodes the decoration can be at maximum.
4516 -- ^ If absent, the parameter 'height' is used as a constant.
4518 -- ^ Param2 value of placed decoration node.
4520 ----- Schematic-type parameters
4521 schematic = "foobar.mts",
4522 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4523 -- ^ specified Minetest schematic file.
4524 -- ^ - OR -, could be the ID of a previously registered schematic
4525 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4526 -- ^ and an optional table yslice_prob:
4528 size = {x=4, y=6, z=4},
4530 {name="default:cobble", param1=255, param2=0},
4531 {name="default:dirt_with_grass", param1=255, param2=0},
4532 {name="ignore", param1=255, param2=0},
4533 {name="air", param1=255, param2=0},
4542 -- ^ See 'Schematic specifier' for details.
4543 replacements = {["oldname"] = "convert_to", ...},
4544 flags = "place_center_x, place_center_y, place_center_z",
4545 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4546 rotation = "90" -- rotate schematic 90 degrees on placement
4547 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4550 ### Chat command definition (`register_chatcommand`)
4553 params = "<name> <privilege>", -- Short parameter description
4554 description = "Remove privilege from player", -- Full description
4555 privs = {privs=true}, -- Require the "privs" privilege to run
4556 func = function(name, param), -- Called when command is run.
4557 -- Returns boolean success and text output.
4560 ### Detached inventory callbacks
4563 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4564 -- ^ Called when a player wants to move items inside the inventory
4565 -- ^ Return value: number of items allowed to move
4567 allow_put = func(inv, listname, index, stack, player),
4568 -- ^ Called when a player wants to put something into the inventory
4569 -- ^ Return value: number of items allowed to put
4570 -- ^ Return value: -1: Allow and don't modify item count in inventory
4572 allow_take = func(inv, listname, index, stack, player),
4573 -- ^ Called when a player wants to take something out of the inventory
4574 -- ^ Return value: number of items allowed to take
4575 -- ^ Return value: -1: Allow and don't modify item count in inventory
4577 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4578 on_put = func(inv, listname, index, stack, player),
4579 on_take = func(inv, listname, index, stack, player),
4580 -- ^ Called after the actual action has happened, according to what was allowed.
4581 -- ^ No return value
4584 ### HUD Definition (`hud_add`, `hud_get`)
4587 hud_elem_type = "image", -- see HUD element types
4588 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4589 position = {x=0.5, y=0.5},
4590 -- ^ Left corner position of element
4596 -- ^ Selected item in inventory. 0 for no item selected.
4598 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4599 alignment = {x=0, y=0},
4600 -- ^ See "HUD Element Types"
4601 offset = {x=0, y=0},
4602 -- ^ See "HUD Element Types"
4603 size = { x=100, y=100 },
4604 -- ^ Size of element in pixels
4607 ### Particle definition (`add_particle`)
4610 pos = {x=0, y=0, z=0},
4611 velocity = {x=0, y=0, z=0},
4612 acceleration = {x=0, y=0, z=0},
4613 -- ^ Spawn particle at pos with velocity and acceleration
4615 -- ^ Disappears after expirationtime seconds
4617 collisiondetection = false,
4618 -- ^ collisiondetection: if true collides with physical objects
4619 collision_removal = false,
4620 -- ^ collision_removal: if true then particle is removed when it collides,
4621 -- ^ requires collisiondetection = true to have any effect
4623 -- ^ vertical: if true faces player using y axis only
4624 texture = "image.png",
4625 -- ^ Uses texture (string)
4626 playername = "singleplayer",
4627 -- ^ optional, if specified spawns particle only on the player's client
4628 animation = {Tile Animation definition},
4629 -- ^ optional, specifies how to animate the particle texture
4631 -- ^ optional, specify particle self-luminescence in darkness
4635 ### `ParticleSpawner` definition (`add_particlespawner`)
4640 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4641 minpos = {x=0, y=0, z=0},
4642 maxpos = {x=0, y=0, z=0},
4643 minvel = {x=0, y=0, z=0},
4644 maxvel = {x=0, y=0, z=0},
4645 minacc = {x=0, y=0, z=0},
4646 maxacc = {x=0, y=0, z=0},
4651 -- ^ The particle's properties are random values in between the bounds:
4652 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4653 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4654 collisiondetection = false,
4655 -- ^ collisiondetection: if true uses collision detection
4656 collision_removal = false,
4657 -- ^ collision_removal: if true then particle is removed when it collides,
4658 -- ^ requires collisiondetection = true to have any effect
4659 attached = ObjectRef,
4660 -- ^ attached: if defined, particle positions, velocities and accelerations
4661 -- ^ are relative to this object's position and yaw.
4663 -- ^ vertical: if true faces player using y axis only
4664 texture = "image.png",
4665 -- ^ Uses texture (string)
4666 playername = "singleplayer"
4667 -- ^ Playername is optional, if specified spawns particle only on the player's client
4670 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4673 url = "http://example.org",
4675 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4676 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4677 -- ^ Optional, if specified a POST request with post_data is performed.
4678 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4679 -- ^ as x-www-form-urlencoded key-value pairs.
4680 -- ^ If post_data ist not specified, a GET request is performed instead.
4681 user_agent = "ExampleUserAgent",
4682 -- ^ Optional, if specified replaces the default minetest user agent with given string
4683 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4684 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4685 -- ^ that the header strings follow HTTP specification ("Key: Value").
4687 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4690 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4694 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4696 -- ^ If true, the request was succesful
4698 -- ^ If true, the request timed out
4700 -- ^ HTTP status code