1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A key-value store of mod details.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 A file in the same format as the one in builtin. It will be parsed by the
200 settings menu and the settings will be displayed in the "Mods" category.
204 The main Lua script. Running this script should register everything it
205 wants to register. Subsequent execution depends on minetest calling the
206 registered callbacks.
208 `minetest.settings` can be used to read custom or existing settings at load
209 time, if necessary. (See [`Settings`])
213 Models for entities or meshnodes.
215 ### `textures`, `sounds`, `media`
217 Media files (textures, sounds, whatever) that will be transferred to the
218 client and will be available for use by the mod.
222 Translation files for the clients. (See [Translations])
227 Registered names should generally be in this format:
231 `<whatever>` can have these characters:
235 This is to prevent conflicting names from corrupting maps and is
236 enforced by the mod loader.
238 Registered names can be overridden by prefixing the name with `:`. This can
239 be used for overriding the registrations of some other mod.
241 The `:` prefix can also be used for maintaining backwards compatibility.
245 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
246 So the name should be `experimental:tnt`.
248 Any mod can redefine `experimental:tnt` by using the name
252 when registering it. That mod is required to have `experimental` as a
261 Aliases of itemnames can be added by using
262 `minetest.register_alias(alias, original_name)` or
263 `minetest.register_alias_force(alias, original_name)`.
265 This adds an alias `alias` for the item called `original_name`.
266 From now on, you can use `alias` to refer to the item `original_name`.
268 The only difference between `minetest.register_alias` and
269 `minetest.register_alias_force` is that if an item named `alias` already exists,
270 `minetest.register_alias` will do nothing while
271 `minetest.register_alias_force` will unregister it.
273 This can be used for maintaining backwards compatibility.
275 This can also set quick access names for things, e.g. if
276 you have an item called `epiclylongmodname:stuff`, you could do
278 minetest.register_alias("stuff", "epiclylongmodname:stuff")
280 and be able to use `/giveme stuff`.
285 In a game, a certain number of these must be set to tell core mapgens which
286 of the game's nodes are to be used by the core mapgens. For example:
288 minetest.register_alias("mapgen_stone", "default:stone")
290 ### Aliases needed for all mapgens except Mapgen V6
295 * mapgen_water_source
296 * mapgen_river_water_source
300 Not required if cave liquid nodes are set in biome definitions.
306 Not required if dungeon nodes are set in biome definitions.
309 * mapgen_stair_cobble
311 * mapgen_desert_stone
312 * mapgen_stair_desert_stone
314 * mapgen_sandstonebrick
315 * mapgen_stair_sandstone_block
317 ### Aliases needed for Mapgen V6
319 #### Terrain and biomes
322 * mapgen_water_source
325 * mapgen_dirt_with_grass
328 * mapgen_desert_stone
330 * mapgen_dirt_with_snow
341 * mapgen_jungleleaves
344 * mapgen_pine_needles
349 * mapgen_stair_cobble
351 * mapgen_stair_desert_stone
353 ### Setting the node used in Mapgen Singlenode
355 By default the world is filled with air nodes. To set a different node use, for
358 minetest.register_alias("mapgen_singlenode", "default:stone")
366 Mods should generally prefix their textures with `modname_`, e.g. given
367 the mod name `foomod`, a texture could be called:
371 Textures are referred to by their complete name, or alternatively by
372 stripping out the file extension:
374 * e.g. `foomod_foothing.png`
375 * e.g. `foomod_foothing`
380 There are various texture modifiers that can be used
381 to generate textures on-the-fly.
383 ### Texture overlaying
385 Textures can be overlaid by putting a `^` between them.
389 default_dirt.png^default_grass_side.png
391 `default_grass_side.png` is overlaid over `default_dirt.png`.
392 The texture with the lower resolution will be automatically upscaled to
393 the higher resolution texture.
397 Textures can be grouped together by enclosing them in `(` and `)`.
399 Example: `cobble.png^(thing1.png^thing2.png)`
401 A texture for `thing1.png^thing2.png` is created and the resulting
402 texture is overlaid on top of `cobble.png`.
406 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
407 passing complex texture names as arguments. Escaping is done with backslash and
408 is required for `^` and `:`.
410 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
412 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
413 on top of `cobble.png`.
415 ### Advanced texture modifiers
421 * `[crack:<t>:<n>:<p>`
422 * `[cracko:<t>:<n>:<p>`
426 * `<t>`: tile count (in each direction)
427 * `<n>`: animation frame count
428 * `<p>`: current animation frame
430 Draw a step of the crack animation on the texture.
431 `crack` draws it normally, while `cracko` lays it over, keeping transparent
436 default_cobble.png^[crack:10:1
438 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
444 * `<file>`: texture to combine
446 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
447 specified coordinates.
451 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
453 #### `[resize:<w>x<h>`
455 Resizes the texture to the given dimensions.
459 default_sandstone.png^[resize:16x16
463 Makes the base image transparent according to the given ratio.
465 `r` must be between 0 (transparent) and 255 (opaque).
469 default_sandstone.png^[opacity:127
471 #### `[invert:<mode>`
473 Inverts the given channels of the base image.
474 Mode may contain the characters "r", "g", "b", "a".
475 Only the channels that are mentioned in the mode string will be inverted.
479 default_apple.png^[invert:rgb
483 Brightens the texture.
487 tnt_tnt_side.png^[brighten
491 Makes the texture completely opaque.
495 default_leaves.png^[noalpha
497 #### `[makealpha:<r>,<g>,<b>`
499 Convert one color to transparency.
503 default_cobble.png^[makealpha:128,128,128
507 * `<t>`: transformation(s) to apply
509 Rotates and/or flips the image.
511 `<t>` can be a number (between 0 and 7) or a transform name.
512 Rotations are counter-clockwise.
515 1 R90 rotate by 90 degrees
516 2 R180 rotate by 180 degrees
517 3 R270 rotate by 270 degrees
519 5 FXR90 flip X then rotate by 90 degrees
521 7 FYR90 flip Y then rotate by 90 degrees
525 default_stone.png^[transformFXR90
527 #### `[inventorycube{<top>{<left>{<right>`
529 Escaping does not apply here and `^` is replaced by `&` in texture names
532 Create an inventory cube texture using the side textures.
536 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
538 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
539 `dirt.png^grass_side.png` textures
541 #### `[lowpart:<percent>:<file>`
543 Blit the lower `<percent>`% part of `<file>` on the texture.
547 base.png^[lowpart:25:overlay.png
549 #### `[verticalframe:<t>:<n>`
551 * `<t>`: animation frame count
552 * `<n>`: current animation frame
554 Crops the texture to a frame of a vertical animation.
558 default_torch_animated.png^[verticalframe:16:8
562 Apply a mask to the base image.
564 The mask is applied using binary AND.
566 #### `[sheet:<w>x<h>:<x>,<y>`
568 Retrieves a tile at position x,y from the base image
569 which it assumes to be a tilesheet with dimensions w,h.
571 #### `[colorize:<color>:<ratio>`
573 Colorize the textures with the given color.
574 `<color>` is specified as a `ColorString`.
575 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
576 it is an int, then it specifies how far to interpolate between the
577 colors where 0 is only the texture color and 255 is only `<color>`. If
578 omitted, the alpha of `<color>` will be used as the ratio. If it is
579 the word "`alpha`", then each texture pixel will contain the RGB of
580 `<color>` and the alpha of `<color>` multiplied by the alpha of the
583 #### `[multiply:<color>`
585 Multiplies texture colors with the given color.
586 `<color>` is specified as a `ColorString`.
587 Result is more like what you'd expect if you put a color on top of another
588 color, meaning white surfaces get a lot of your new color while black parts
589 don't change very much.
594 The goal of hardware coloring is to simplify the creation of
595 colorful nodes. If your textures use the same pattern, and they only
596 differ in their color (like colored wool blocks), you can use hardware
597 coloring instead of creating and managing many texture files.
598 All of these methods use color multiplication (so a white-black texture
599 with red coloring will result in red-black color).
603 This method is useful if you wish to create nodes/items with
604 the same texture, in different colors, each in a new node/item definition.
608 When you register an item or node, set its `color` field (which accepts a
609 `ColorSpec`) to the desired color.
611 An `ItemStack`'s static color can be overwritten by the `color` metadata
612 field. If you set that field to a `ColorString`, that color will be used.
616 Each tile may have an individual static color, which overwrites every
617 other coloring method. To disable the coloring of a face,
618 set its color to white (because multiplying with white does nothing).
619 You can set the `color` property of the tiles in the node's definition
620 if the tile is in table format.
624 For nodes and items which can have many colors, a palette is more
625 suitable. A palette is a texture, which can contain up to 256 pixels.
626 Each pixel is one possible color for the node/item.
627 You can register one node/item, which can have up to 256 colors.
629 #### Palette indexing
631 When using palettes, you always provide a pixel index for the given
632 node or `ItemStack`. The palette is read from left to right and from
633 top to bottom. If the palette has less than 256 pixels, then it is
634 stretched to contain exactly 256 pixels (after arranging the pixels
635 to one line). The indexing starts from 0.
639 * 16x16 palette, index = 0: the top left corner
640 * 16x16 palette, index = 4: the fifth pixel in the first row
641 * 16x16 palette, index = 16: the pixel below the top left corner
642 * 16x16 palette, index = 255: the bottom right corner
643 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
644 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
645 to ensure the total 256 pixels.
646 * 2x4 palette, index = 32: the top right corner
647 * 2x4 palette, index = 63: the top right corner
648 * 2x4 palette, index = 64: the pixel below the top left corner
650 #### Using palettes with items
652 When registering an item, set the item definition's `palette` field to
653 a texture. You can also use texture modifiers.
655 The `ItemStack`'s color depends on the `palette_index` field of the
656 stack's metadata. `palette_index` is an integer, which specifies the
657 index of the pixel to use.
659 #### Linking palettes with nodes
661 When registering a node, set the item definition's `palette` field to
662 a texture. You can also use texture modifiers.
663 The node's color depends on its `param2`, so you also must set an
664 appropriate `paramtype2`:
666 * `paramtype2 = "color"` for nodes which use their full `param2` for
667 palette indexing. These nodes can have 256 different colors.
668 The palette should contain 256 pixels.
669 * `paramtype2 = "colorwallmounted"` for nodes which use the first
670 five bits (most significant) of `param2` for palette indexing.
671 The remaining three bits are describing rotation, as in `wallmounted`
672 paramtype2. Division by 8 yields the palette index (without stretching the
673 palette). These nodes can have 32 different colors, and the palette
674 should contain 32 pixels.
676 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
677 pixel will be picked from the palette.
678 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
679 pixel will be picked from the palette.
680 * `paramtype2 = "colorfacedir"` for nodes which use the first
681 three bits of `param2` for palette indexing. The remaining
682 five bits are describing rotation, as in `facedir` paramtype2.
683 Division by 32 yields the palette index (without stretching the
684 palette). These nodes can have 8 different colors, and the
685 palette should contain 8 pixels.
687 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
688 first (= 0 + 1) pixel will be picked from the palette.
689 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
690 second (= 1 + 1) pixel will be picked from the palette.
692 To colorize a node on the map, set its `param2` value (according
693 to the node's paramtype2).
695 ### Conversion between nodes in the inventory and on the map
697 Static coloring is the same for both cases, there is no need
700 If the `ItemStack`'s metadata contains the `color` field, it will be
701 lost on placement, because nodes on the map can only use palettes.
703 If the `ItemStack`'s metadata contains the `palette_index` field, it is
704 automatically transferred between node and item forms by the engine,
705 when a player digs or places a colored node.
706 You can disable this feature by setting the `drop` field of the node
707 to itself (without metadata).
708 To transfer the color to a special drop, you need a drop table.
712 minetest.register_node("mod:stone", {
713 description = "Stone",
714 tiles = {"default_stone.png"},
715 paramtype2 = "color",
716 palette = "palette.png",
719 -- assume that mod:cobblestone also has the same palette
720 {items = {"mod:cobblestone"}, inherit_color = true },
725 ### Colored items in craft recipes
727 Craft recipes only support item strings, but fortunately item strings
728 can also contain metadata. Example craft recipe registration:
730 minetest.register_craft({
731 output = minetest.itemstring_with_palette("wool:block", 3),
739 To set the `color` field, you can use `minetest.itemstring_with_color`.
741 Metadata field filtering in the `recipe` field are not supported yet,
742 so the craft output is independent of the color of the ingredients.
747 Sometimes hardware coloring is not enough, because it affects the
748 whole tile. Soft texture overlays were added to Minetest to allow
749 the dynamic coloring of only specific parts of the node's texture.
750 For example a grass block may have colored grass, while keeping the
753 These overlays are 'soft', because unlike texture modifiers, the layers
754 are not merged in the memory, but they are simply drawn on top of each
755 other. This allows different hardware coloring, but also means that
756 tiles with overlays are drawn slower. Using too much overlays might
759 For inventory and wield images you can specify overlays which
760 hardware coloring does not modify. You have to set `inventory_overlay`
761 and `wield_overlay` fields to an image name.
763 To define a node overlay, simply set the `overlay_tiles` field of the node
764 definition. These tiles are defined in the same way as plain tiles:
765 they can have a texture name, color etc.
766 To skip one face, set that overlay tile to an empty string.
768 Example (colored grass block):
770 minetest.register_node("default:dirt_with_grass", {
771 description = "Dirt with Grass",
772 -- Regular tiles, as usual
773 -- The dirt tile disables palette coloring
774 tiles = {{name = "default_grass.png"},
775 {name = "default_dirt.png", color = "white"}},
776 -- Overlay tiles: define them in the same style
777 -- The top and bottom tile does not have overlay
778 overlay_tiles = {"", "",
779 {name = "default_grass_side.png", tileable_vertical = false}},
780 -- Global color, used in inventory
782 -- Palette in the world
783 paramtype2 = "color",
784 palette = "default_foilage.png",
793 Only Ogg Vorbis files are supported.
795 For positional playing of sounds, only single-channel (mono) files are
796 supported. Otherwise OpenAL will play them non-positionally.
798 Mods should generally prefix their sounds with `modname_`, e.g. given
799 the mod name "`foomod`", a sound could be called:
803 Sounds are referred to by their name with a dot, a single digit and the
804 file extension stripped out. When a sound is played, the actual sound file
805 is chosen randomly from the matching sounds.
807 When playing the sound `foomod_foosound`, the sound is chosen randomly
808 from the available ones of the following files:
810 * `foomod_foosound.ogg`
811 * `foomod_foosound.0.ogg`
812 * `foomod_foosound.1.ogg`
814 * `foomod_foosound.9.ogg`
816 Examples of sound parameter tables:
818 -- Play locationless on all clients
820 gain = 1.0, -- default
821 fade = 0.0, -- default, change to a value > 0 to fade the sound in
822 pitch = 1.0, -- default
824 -- Play locationless to one player
827 gain = 1.0, -- default
828 fade = 0.0, -- default, change to a value > 0 to fade the sound in
829 pitch = 1.0, -- default
831 -- Play locationless to one player, looped
834 gain = 1.0, -- default
837 -- Play in a location
839 pos = {x = 1, y = 2, z = 3},
840 gain = 1.0, -- default
841 max_hear_distance = 32, -- default, uses an euclidean metric
843 -- Play connected to an object, looped
845 object = <an ObjectRef>,
846 gain = 1.0, -- default
847 max_hear_distance = 32, -- default, uses an euclidean metric
851 Looped sounds must either be connected to an object or played locationless to
852 one player using `to_player = name,`.
854 A positional sound will only be heard by players that are within
855 `max_hear_distance` of the sound position, at the start of the sound.
861 * e.g. `"default_place_node"`
863 * e.g. `{name = "default_place_node"}`
864 * e.g. `{name = "default_place_node", gain = 1.0}`
865 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
870 Registered definitions
871 ======================
873 Anything added using certain [Registration functions] gets added to one or more
874 of the global [Registered definition tables].
876 Note that in some cases you will stumble upon things that are not contained
877 in these tables (e.g. when a mod has been removed). Always check for
878 existence before trying to access the fields.
882 All nodes register with `minetest.register_node` get added to the table
883 `minetest.registered_nodes`.
885 If you want to check the drawtype of a node, you could do:
887 local function get_nodedef_field(nodename, fieldname)
888 if not minetest.registered_nodes[nodename] then
891 return minetest.registered_nodes[nodename][fieldname]
893 local drawtype = get_nodedef_field(nodename, "drawtype")
901 Nodes are the bulk data of the world: cubes and other things that take the
902 space of a cube. Huge amounts of them are handled efficiently, but they
905 The definition of a node is stored and can be accessed by using
907 minetest.registered_nodes[node.name]
909 See [Registered definitions].
911 Nodes are passed by value between Lua and the engine.
912 They are represented by a table:
914 {name="name", param1=num, param2=num}
916 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
917 them for certain automated functions. If you don't use these functions, you can
918 use them to store arbitrary values.
923 The functions of `param1` and `param2` are determined by certain fields in the
926 `param1` is reserved for the engine when `paramtype != "none"`:
928 * `paramtype = "light"`
929 * The value stores light with and without sun in its upper and lower 4 bits
931 * Required by a light source node to enable spreading its light.
932 * Required by the following drawtypes as they determine their visual
933 brightness from their internal light value:
944 `param2` is reserved for the engine when any of these are used:
946 * `liquidtype = "flowing"`
947 * The level and some flags of the liquid is stored in `param2`
948 * `drawtype = "flowingliquid"`
949 * The drawn liquid level is read from `param2`
950 * `drawtype = "torchlike"`
951 * `drawtype = "signlike"`
952 * `paramtype2 = "wallmounted"`
953 * The rotation of the node is stored in `param2`. You can make this value
954 by using `minetest.dir_to_wallmounted()`.
955 * `paramtype2 = "facedir"`
956 * The rotation of the node is stored in `param2`. Furnaces and chests are
957 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
958 * Values range 0 - 23
959 * facedir / 4 = axis direction:
960 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
961 * facedir modulo 4 = rotation around that axis
962 * `paramtype2 = "leveled"`
963 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
965 * The level of the top face of the nodebox is stored in `param2`.
966 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
968 * The nodebox height is (`param2` / 64) nodes.
969 * The maximum accepted value of `param2` is 127.
971 * The height of the 'plantlike' section is stored in `param2`.
972 * The height is (`param2` / 16) nodes.
973 * `paramtype2 = "degrotate"`
974 * Only valid for "plantlike". The rotation of the node is stored in
976 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
977 get the actual rotation in degrees of the node.
978 * `paramtype2 = "meshoptions"`
979 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
980 can be used to change how the client draws plantlike nodes.
981 * Bits 0, 1 and 2 form a mesh selector.
982 Currently the following meshes are choosable:
983 * 0 = a "x" shaped plant (ordinary plant)
984 * 1 = a "+" shaped plant (just rotated 45 degrees)
985 * 2 = a "*" shaped plant with 3 faces instead of 2
986 * 3 = a "#" shaped plant with 4 faces instead of 2
987 * 4 = a "#" shaped plant with 4 faces that lean outwards
988 * 5-7 are unused and reserved for future meshes.
989 * Bits 3 through 7 are optional flags that can be combined and give these
991 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
992 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
993 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
994 * bits 6-7 are reserved for future use.
995 * `paramtype2 = "color"`
996 * `param2` tells which color is picked from the palette.
997 The palette should have 256 pixels.
998 * `paramtype2 = "colorfacedir"`
999 * Same as `facedir`, but with colors.
1000 * The first three bits of `param2` tells which color is picked from the
1001 palette. The palette should have 8 pixels.
1002 * `paramtype2 = "colorwallmounted"`
1003 * Same as `wallmounted`, but with colors.
1004 * The first five bits of `param2` tells which color is picked from the
1005 palette. The palette should have 32 pixels.
1006 * `paramtype2 = "glasslikeliquidlevel"`
1007 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1009 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1011 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1013 Nodes can also contain extra data. See [Node Metadata].
1018 There are a bunch of different looking node types.
1020 Look for examples in `games/minimal` or `games/minetest_game`.
1023 * A node-sized cube.
1025 * Invisible, uses no texture.
1027 * The cubic source node for a liquid.
1029 * The flowing version of a liquid, appears with various heights and slopes.
1031 * Often used for partially-transparent nodes.
1032 * Only external sides of textures are visible.
1033 * `glasslike_framed`
1034 * All face-connected nodes are drawn as one volume within a surrounding
1036 * The frame appearance is generated from the edges of the first texture
1037 specified in `tiles`. The width of the edges used are 1/16th of texture
1038 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1039 * The glass 'shine' (or other desired detail) on each node face is supplied
1040 by the second texture specified in `tiles`.
1041 * `glasslike_framed_optional`
1042 * This switches between the above 2 drawtypes according to the menu setting
1045 * Often used for partially-transparent nodes.
1046 * External and internal sides of textures are visible.
1047 * `allfaces_optional`
1048 * Often used for leaves nodes.
1049 * This switches between `normal`, `glasslike` and `allfaces` according to
1050 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1051 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1052 is used instead, if present. This allows a visually thicker texture to be
1053 used to compensate for how `glasslike` reduces visual thickness.
1055 * A single vertical texture.
1056 * If placed on top of a node, uses the first texture specified in `tiles`.
1057 * If placed against the underside of a node, uses the second texture
1058 specified in `tiles`.
1059 * If placed on the side of a node, uses the third texture specified in
1060 `tiles` and is perpendicular to that node.
1062 * A single texture parallel to, and mounted against, the top, underside or
1065 * Two vertical and diagonal textures at right-angles to each other.
1066 * See `paramtype2 = "meshoptions"` above for other options.
1068 * When above a flat surface, appears as 6 textures, the central 2 as
1069 `plantlike` plus 4 more surrounding those.
1070 * If not above a surface the central 2 do not appear, but the texture
1071 appears against the faces of surrounding nodes if they are present.
1073 * A 3D model suitable for a wooden fence.
1074 * One placed node appears as a single vertical post.
1075 * Adjacently-placed nodes cause horizontal bars to appear between them.
1077 * Often used for tracks for mining carts.
1078 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1079 curved, t-junction, crossing.
1080 * Each placed node automatically switches to a suitable rotated texture
1081 determined by the adjacent `raillike` nodes, in order to create a
1082 continuous track network.
1083 * Becomes a sloping node if placed against stepped nodes.
1085 * Often used for stairs and slabs.
1086 * Allows defining nodes consisting of an arbitrary number of boxes.
1087 * See [Node boxes] below for more information.
1089 * Uses models for nodes.
1090 * Tiles should hold model materials textures.
1091 * Only static meshes are implemented.
1092 * For supported model formats see Irrlicht engine documentation.
1093 * `plantlike_rooted`
1094 * Enables underwater `plantlike` without air bubbles around the nodes.
1095 * Consists of a base cube at the co-ordinates of the node plus a
1096 `plantlike` extension above with a height of `param2 / 16` nodes.
1097 * The `plantlike` extension visually passes through any nodes above the
1098 base cube without affecting them.
1099 * The base cube texture tiles are defined as normal, the `plantlike`
1100 extension uses the defined special tile, for example:
1101 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1103 `*_optional` drawtypes need less rendering time if deactivated
1104 (always client-side).
1109 Node selection boxes are defined using "node boxes".
1111 A nodebox is defined as any of:
1114 -- A normal cube; the default in most things
1118 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1120 fixed = box OR {box1, box2, ...}
1123 -- A variable height box (or boxes) with the top face position defined
1124 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1126 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1128 fixed = box OR {box1, box2, ...}
1131 -- A box like the selection box for torches
1132 -- (wallmounted param2 is used, if applicable)
1133 type = "wallmounted",
1139 -- A node that has optional boxes depending on neighbouring nodes'
1140 -- presence and type. See also `connects_to`.
1142 fixed = box OR {box1, box2, ...}
1143 connect_top = box OR {box1, box2, ...}
1144 connect_bottom = box OR {box1, box2, ...}
1145 connect_front = box OR {box1, box2, ...}
1146 connect_left = box OR {box1, box2, ...}
1147 connect_back = box OR {box1, box2, ...}
1148 connect_right = box OR {box1, box2, ...}
1149 -- The following `disconnected_*` boxes are the opposites of the
1150 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1151 -- on the respective side, the corresponding disconnected box is drawn.
1152 disconnected_top = box OR {box1, box2, ...}
1153 disconnected_bottom = box OR {box1, box2, ...}
1154 disconnected_front = box OR {box1, box2, ...}
1155 disconnected_left = box OR {box1, box2, ...}
1156 disconnected_back = box OR {box1, box2, ...}
1157 disconnected_right = box OR {box1, box2, ...}
1158 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1159 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1160 -- neighbours to the sides
1163 A `box` is defined as:
1165 {x1, y1, z1, x2, y2, z2}
1167 A box of a regular node would look like:
1169 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1180 The position field is used for all element types.
1182 To account for differing resolutions, the position coordinates are the
1183 percentage of the screen, ranging in value from `0` to `1`.
1185 The name field is not yet used, but should contain a description of what the
1186 HUD element represents. The direction field is the direction in which something
1189 `0` draws from left to right, `1` draws from right to left, `2` draws from
1190 top to bottom, and `3` draws from bottom to top.
1192 The `alignment` field specifies how the item will be aligned. It is a table
1193 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1194 moved to the left/up, and `1` is to the right/down. Fractional values can be
1197 The `offset` field specifies a pixel offset from the position. Contrary to
1198 position, the offset is not scaled to screen size. This allows for some
1199 precisely positioned items in the HUD.
1201 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1204 Below are the specific uses for fields in each type; fields not listed for that
1209 Displays an image on the HUD.
1211 * `scale`: The scale of the image, with 1 being the original texture size.
1212 Only the X coordinate scale is used (positive values).
1213 Negative values represent that percentage of the screen it
1214 should take; e.g. `x=-100` means 100% (width).
1215 * `text`: The name of the texture that is displayed.
1216 * `alignment`: The alignment of the image.
1217 * `offset`: offset in pixels from position.
1221 Displays text on the HUD.
1223 * `scale`: Defines the bounding rectangle of the text.
1224 A value such as `{x=100, y=100}` should work.
1225 * `text`: The text to be displayed in the HUD element.
1226 * `number`: An integer containing the RGB value of the color used to draw the
1227 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1228 * `alignment`: The alignment of the text.
1229 * `offset`: offset in pixels from position.
1233 Displays a horizontal bar made up of half-images.
1235 * `text`: The name of the texture that is used.
1236 * `number`: The number of half-textures that are displayed.
1237 If odd, will end with a vertically center-split texture.
1239 * `offset`: offset in pixels from position.
1240 * `size`: If used, will force full-image size to this value (override texture
1245 * `text`: The name of the inventory list to be displayed.
1246 * `number`: Number of items in the inventory to be displayed.
1247 * `item`: Position of item that is selected.
1249 * `offset`: offset in pixels from position.
1253 Displays distance to selected world position.
1255 * `name`: The name of the waypoint.
1256 * `text`: Distance suffix. Can be blank.
1257 * `number:` An integer containing the RGB value of the color used to draw the
1259 * `world_pos`: World position of the waypoint.
1264 Representations of simple things
1265 ================================
1270 {x=num, y=num, z=num}
1272 For helper functions see [Spatial Vectors].
1277 * `{type="nothing"}`
1278 * `{type="node", under=pos, above=pos}`
1279 * `{type="object", ref=ObjectRef}`
1281 Exact pointing location (currently only `Raycast` supports these fields):
1283 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1284 point on the selection box which is pointed at. May be in the selection box
1285 if the pointer is in the box too.
1286 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1288 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1289 selected selection box. This specifies which face is pointed at.
1290 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1296 Flag Specifier Format
1297 =====================
1299 Flags using the standardized flag specifier format can be specified in either
1300 of two ways, by string or table.
1302 The string format is a comma-delimited set of flag names; whitespace and
1303 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1304 flag, and specifying a flag prefixed by the string `"no"` explicitly
1305 clears the flag from whatever the default may be.
1307 In addition to the standard string flag format, the schematic flags field can
1308 also be a table of flag names to boolean values representing whether or not the
1309 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1310 is present, mapped to a boolean of any value, the specified flag is unset.
1312 E.g. A flag field of value
1314 {place_center_x = true, place_center_y=false, place_center_z=true}
1318 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1320 which is equivalent to
1322 "place_center_x, noplace_center_y, place_center_z"
1326 "place_center_x, place_center_z"
1328 since, by default, no schematic attributes are set.
1339 There are three kinds of items: nodes, tools and craftitems.
1341 * Node: Can be placed in the world's voxel grid
1342 * Tool: Has a wear property but cannot be stacked. The default use action is to
1343 dig nodes or hit objects according to its tool capabilities.
1344 * Craftitem: Cannot dig nodes or be placed
1349 All item stacks have an amount between 0 and 65535. It is 1 by
1350 default. Tool item stacks can not have an amount greater than 1.
1352 Tools use a wear (damage) value ranging from 0 to 65535. The
1353 value 0 is the default and is used for unworn tools. The values
1354 1 to 65535 are used for worn tools, where a higher value stands for
1355 a higher wear. Non-tools always have a wear value of 0.
1360 Items and item stacks can exist in three formats: Serializes, table format
1363 When an item must be passed to a function, it can usually be in any of
1368 This is called "stackstring" or "itemstring". It is a simple string with
1369 1-3 components: the full item identifier, an optional amount and an optional
1372 <identifier> [<amount>[ <wear>]]
1376 * `'default:apple'`: 1 apple
1377 * `'default:dirt 5'`: 5 dirt
1378 * `'default:pick_stone'`: a new stone pickaxe
1379 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1387 {name="default:dirt", count=5, wear=0, metadata=""}
1389 A wooden pick about 1/3 worn out:
1391 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1395 {name="default:apple", count=1, wear=0, metadata=""}
1399 A native C++ format with many helper methods. Useful for converting
1400 between formats. See the [Class reference] section for details.
1408 In a number of places, there is a group table. Groups define the
1409 properties of a thing (item, node, armor of entity, capabilities of
1410 tool) in such a way that the engine and other mods can can interact with
1411 the thing without actually knowing what the thing is.
1416 Groups are stored in a table, having the group names with keys and the
1417 group ratings as values. For example:
1420 groups = {crumbly=3, soil=1}
1422 -- A more special dirt-kind of thing
1423 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1425 Groups always have a rating associated with them. If there is no
1426 useful meaning for a rating for an enabled group, it shall be `1`.
1428 When not defined, the rating of a group defaults to `0`. Thus when you
1429 read groups, you must interpret `nil` and `0` as the same value, `0`.
1431 You can read the rating of a group for an item or a node by using
1433 minetest.get_item_group(itemname, groupname)
1438 Groups of items can define what kind of an item it is (e.g. wool).
1443 In addition to the general item things, groups are used to define whether
1444 a node is destroyable and how long it takes to destroy by a tool.
1449 For entities, groups are, as of now, used only for calculating damage.
1450 The rating is the percentage of damage caused by tools with this damage group.
1451 See [Entity damage mechanism].
1453 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1454 object.set_armor_groups({fleshy=30, cracky=80})
1459 Groups in tools define which groups of nodes and entities they are
1462 Groups in crafting recipes
1463 --------------------------
1465 An example: Make meat soup from any meat, any water and any bowl:
1468 output = 'food:meat_soup_raw',
1474 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1477 Another example: Make red wool from white wool and red dye:
1481 output = 'wool:red',
1482 recipe = {'wool:white', 'group:dye,basecolor_red'},
1488 * `immortal`: Disables the group damage system for an entity
1489 * `punch_operable`: For entities; disables the regular damage mechanism for
1490 players punching it by hand or a non-tool item, so that it can do something
1491 else than take damage.
1492 * `level`: Can be used to give an additional sense of progression in the game.
1493 * A larger level will cause e.g. a weapon of a lower level make much less
1494 damage, and get worn out much faster, or not be able to get drops
1495 from destroyed nodes.
1496 * `0` is something that is directly accessible at the start of gameplay
1497 * There is no upper limit
1498 * `dig_immediate`: Player can always pick up node without reducing tool wear
1499 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1500 * `3`: the node always gets the digging time 0 seconds (torch)
1501 * `disable_jump`: Player (and possibly other things) cannot jump from node
1502 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1503 * `bouncy`: value is bounce speed in percent
1504 * `falling_node`: if there is no walkable block under the node it will fall
1505 * `attached_node`: if the node under it is not a walkable block the node will be
1506 dropped as an item. If the node is wallmounted the wallmounted direction is
1508 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1509 connect to each other
1510 * `slippery`: Players and items will slide on the node.
1511 Slipperiness rises steadily with `slippery` value, starting at 1.
1512 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1513 `"toolrepair"` crafting recipe
1515 Known damage and digging time defining groups
1516 ---------------------------------------------
1518 * `crumbly`: dirt, sand
1519 * `cracky`: tough but crackable stuff like stone.
1520 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1521 plants, wire, sheets of metal
1522 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1523 * `fleshy`: Living things like animals and the player. This could imply
1524 some blood effects when hitting.
1525 * `explody`: Especially prone to explosions
1526 * `oddly_breakable_by_hand`:
1527 Can be added to nodes that shouldn't logically be breakable by the
1528 hand but are. Somewhat similar to `dig_immediate`, but times are more
1529 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1530 speed of a tool if the tool can dig at a faster speed than this
1531 suggests for the hand.
1533 Examples of custom groups
1534 -------------------------
1536 Item groups are often used for defining, well, _groups of items_.
1538 * `meat`: any meat-kind of a thing (rating might define the size or healing
1539 ability or be irrelevant -- it is not defined as of yet)
1540 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1542 * `flammable`: can be set on fire. Rating might define the intensity of the
1543 fire, affecting e.g. the speed of the spreading of an open fire.
1544 * `wool`: any wool (any origin, any color)
1545 * `metal`: any metal
1546 * `weapon`: any weapon
1547 * `heavy`: anything considerably heavy
1549 Digging time calculation specifics
1550 ----------------------------------
1552 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1553 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1554 faster digging time.
1556 The `level` group is used to limit the toughness of nodes a tool can dig
1557 and to scale the digging times / damage to a greater extent.
1559 **Please do understand this**, otherwise you cannot use the system to it's
1562 Tools define their properties by a list of parameters for groups. They
1563 cannot dig other groups; thus it is important to use a standard bunch of
1564 groups to enable interaction with tools.
1577 * Full punch interval
1578 * Maximum drop level
1579 * For an arbitrary list of groups:
1580 * Uses (until the tool breaks)
1581 * Maximum level (usually `0`, `1`, `2` or `3`)
1585 ### Full punch interval
1587 When used as a weapon, the tool will do full damage if this time is spent
1588 between punches. If e.g. half the time is spent, the tool will do half
1591 ### Maximum drop level
1593 Suggests the maximum level of node, when dug with the tool, that will drop
1594 it's useful item. (e.g. iron ore to drop a lump of iron).
1596 This is not automated; it is the responsibility of the node definition
1601 Determines how many uses the tool has when it is used for digging a node,
1602 of this group, of the maximum level. For lower leveled nodes, the use count
1603 is multiplied by `3^leveldiff`.
1605 * `uses=10, leveldiff=0`: actual uses: 10
1606 * `uses=10, leveldiff=1`: actual uses: 30
1607 * `uses=10, leveldiff=2`: actual uses: 90
1611 Tells what is the maximum level of a node of this group that the tool will
1616 List of digging times for different ratings of the group, for nodes of the
1619 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1620 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1621 for this group, and unable to dig the rating `1`, which is the toughest.
1622 Unless there is a matching group that enables digging otherwise.
1624 If the result digging time is 0, a delay of 0.15 seconds is added between
1625 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1626 i.e. players can more quickly click the nodes away instead of holding LMB.
1630 List of damage for groups of entities. See [Entity damage mechanism].
1632 Example definition of the capabilities of a tool
1633 ------------------------------------------------
1635 tool_capabilities = {
1636 full_punch_interval=1.5,
1639 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1641 damage_groups = {fleshy=2},
1644 This makes the tool be able to dig nodes that fulfil both of these:
1646 * Have the `crumbly` group
1647 * Have a `level` group less or equal to `2`
1649 Table of resulting digging times:
1651 crumbly 0 1 2 3 4 <- level
1653 1 0.80 1.60 1.60 - -
1654 2 0.60 1.20 1.20 - -
1655 3 0.40 0.80 0.80 - -
1657 level diff: 2 1 0 -1 -2
1659 Table of resulting tool uses:
1668 * At `crumbly==0`, the node is not diggable.
1669 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1670 easy nodes to be quickly breakable.
1671 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1676 Entity damage mechanism
1677 =======================
1682 foreach group in cap.damage_groups:
1683 damage += cap.damage_groups[group]
1684 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1685 * (object.armor_groups[group] / 100.0)
1686 -- Where object.armor_groups[group] is 0 for inexistent values
1689 Client predicts damage based on damage groups. Because of this, it is able to
1690 give an immediate response when an entity is damaged or dies; the response is
1691 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1693 Currently a smoke puff will appear when an entity dies.
1695 The group `immortal` completely disables normal damage.
1697 Entities can define a special armor group, which is `punch_operable`. This
1698 group disables the regular damage mechanism for players punching it by hand or
1699 a non-tool item, so that it can do something else than take damage.
1701 On the Lua side, every punch calls:
1703 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1706 This should never be called directly, because damage is usually not handled by
1709 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1710 accessed unless absolutely required, to encourage interoperability.
1711 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1712 * `tool_capabilities` can be `nil`.
1713 * `direction` is a unit vector, pointing from the source of the punch to
1715 * `damage` damage that will be done to entity
1716 Return value of this function will determine if damage is done by this function
1717 (retval true) or shall be done by engine (retval false)
1719 To punch an entity/object in Lua, call:
1721 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1723 * Return value is tool wear.
1724 * Parameters are equal to the above callback.
1725 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1726 will be automatically filled in based on the location of `puncher`.
1737 The instance of a node in the world normally only contains the three values
1738 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1739 It is called "node metadata"; See `NodeMetaRef`.
1741 Node metadata contains two things:
1746 Some of the values in the key-value store are handled specially:
1748 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1749 * `infotext`: Text shown on the screen when the node is pointed at
1753 local meta = minetest.get_meta(pos)
1754 meta:set_string("formspec",
1756 "list[context;main;0,0;8,4;]"..
1757 "list[current_player;main;0,5;8,4;]")
1758 meta:set_string("infotext", "Chest");
1759 local inv = meta:get_inventory()
1760 inv:set_size("main", 8*4)
1761 print(dump(meta:to_table()))
1764 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1765 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1766 [10] = "", [11] = "", [12] = "", [13] = "",
1767 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1768 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1769 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1770 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1774 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1782 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1784 Item metadata only contains a key-value store.
1786 Some of the values in the key-value store are handled specially:
1788 * `description`: Set the item stack's description. Defaults to
1790 * `color`: A `ColorString`, which sets the stack's color.
1791 * `palette_index`: If the item has a palette, this is used to get the
1792 current color from the palette.
1796 local meta = stack:get_meta()
1797 meta:set_string("key", "value")
1798 print(dump(meta:to_table()))
1806 Formspec defines a menu. This supports inventories and some of the
1807 typical widgets like buttons, checkboxes, text input fields, etc.
1808 It is a string, with a somewhat strange format.
1810 A formspec is made out of formspec elements, which includes widgets
1811 like buttons but also can be used to set stuff like background color.
1813 Many formspec elements have a `name`, which is a unique identifier which
1814 is used when the server receives user input. You must not use the name
1815 "quit" for formspec elements.
1817 Spaces and newlines can be inserted between the blocks, as is used in the
1820 Position and size units are inventory slots, `X` and `Y` position the formspec
1821 element relative to the top left of the menu or container. `W` and `H` are its
1822 width and height values.
1823 Inventories with a `player:<name>` inventory location are only sent to the
1824 player named `<name>`.
1826 When displaying text which can contain formspec code, e.g. text set by a player,
1827 use `minetest.formspec_escape`.
1828 For coloured text you can use `minetest.colorize`.
1830 WARNING: Minetest allows you to add elements to every single formspec instance
1831 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1832 appearing when you don't expect them to. See [`no_prepend[]`].
1840 list[context;main;0,0;8,4;]
1841 list[current_player;main;0,5;8,4;]
1846 list[context;fuel;2,3;1,1;]
1847 list[context;src;2,1;1,1;]
1848 list[context;dst;5,1;2,2;]
1849 list[current_player;main;0,5;8,4;]
1851 ### Minecraft-like player inventory
1854 image[1,0.6;1,2;player.png]
1855 list[current_player;main;0,3.5;8,4;]
1856 list[current_player;craft;3,0;3,3;]
1857 list[current_player;craftpreview;7,1;1,1;]
1862 ### `size[<W>,<H>,<fixed_size>]`
1864 * Define the size of the menu in inventory slots
1865 * `fixed_size`: `true`/`false` (optional)
1866 * deprecated: `invsize[<W>,<H>;]`
1868 ### `position[<X>,<Y>]`
1870 * Must be used after `size` element.
1871 * Defines the position on the game window of the formspec's `anchor` point.
1872 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1874 * [0.0, 0.0] sets the position to the top left corner of the game window.
1875 * [1.0, 1.0] sets the position to the bottom right of the game window.
1876 * Defaults to the center of the game window [0.5, 0.5].
1878 ### `anchor[<X>,<Y>]`
1880 * Must be used after both `size` and `position` (if present) elements.
1881 * Defines the location of the anchor point within the formspec.
1882 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1884 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1885 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1886 * Defaults to the center of the formspec [0.5, 0.5].
1888 * `position` and `anchor` elements need suitable values to avoid a formspec
1889 extending off the game window due to particular game window sizes.
1893 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1894 * Disables player:set_formspec_prepend() from applying to this formspec.
1896 ### `container[<X>,<Y>]`
1898 * Start of a container block, moves all physical elements in the container by
1900 * Must have matching `container_end`
1901 * Containers can be nested, in which case the offsets are added
1902 (child containers are relative to parent containers)
1904 ### `container_end[]`
1906 * End of a container, following elements are no longer relative to this
1909 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1911 * Show an inventory list if it has been sent to the client. Nothing will
1912 be shown if the inventory list is of size 0.
1914 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1916 * Show an inventory list if it has been sent to the client. Nothing will
1917 be shown if the inventory list is of size 0.
1919 ### `listring[<inventory location>;<list name>]`
1921 * Allows to create a ring of inventory lists
1922 * Shift-clicking on items in one element of the ring
1923 will send them to the next inventory list inside the ring
1924 * The first occurrence of an element inside the ring will
1925 determine the inventory where items will be sent to
1929 * Shorthand for doing `listring[<inventory location>;<list name>]`
1930 for the last two inventory lists added by list[...]
1932 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1934 * Sets background color of slots as `ColorString`
1935 * Sets background color of slots on mouse hovering
1937 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1939 * Sets background color of slots as `ColorString`
1940 * Sets background color of slots on mouse hovering
1941 * Sets color of slots border
1943 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1945 * Sets background color of slots as `ColorString`
1946 * Sets background color of slots on mouse hovering
1947 * Sets color of slots border
1948 * Sets default background color of tooltips
1949 * Sets default font color of tooltips
1951 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1953 * Adds tooltip for an element
1954 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1955 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1957 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1959 * Adds tooltip for an area. Other tooltips will take priority when present.
1960 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1961 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1963 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1967 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1969 * Show an inventory image of registered item/node
1971 ### `bgcolor[<color>;<fullscreen>]`
1973 * Sets background color of formspec as `ColorString`
1974 * If `true`, the background color is drawn fullscreen (does not affect the size
1977 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1979 * Use a background. Inventory rectangles are not drawn then.
1980 * Example for formspec 8x4 in 16x resolution: image shall be sized
1981 8 times 16px times 4 times 16px.
1983 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1985 * Use a background. Inventory rectangles are not drawn then.
1986 * Example for formspec 8x4 in 16x resolution:
1987 image shall be sized 8 times 16px times 4 times 16px
1988 * If `auto_clip` is `true`, the background is clipped to the formspec size
1989 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1991 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1993 * Textual password style field; will be sent to server when a button is clicked
1994 * When enter is pressed in field, fields.key_enter_field will be sent with the
1996 * Fields are a set height, but will be vertically centred on `H`
1997 * `name` is the name of the field as returned in fields to `on_receive_fields`
1998 * `label`, if not blank, will be text printed on the top left above the field
1999 * See `field_close_on_enter` to stop enter closing the formspec
2001 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2003 * Textual field; will be sent to server when a button is clicked
2004 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2005 the name of this field.
2006 * Fields are a set height, but will be vertically centred on `H`
2007 * `name` is the name of the field as returned in fields to `on_receive_fields`
2008 * `label`, if not blank, will be text printed on the top left above the field
2009 * `default` is the default value of the field
2010 * `default` may contain variable references such as `${text}` which
2011 will fill the value from the metadata value `text`
2012 * **Note**: no extra text or more than a single variable is supported ATM.
2013 * See `field_close_on_enter` to stop enter closing the formspec
2015 ### `field[<name>;<label>;<default>]`
2017 * As above, but without position/size units
2018 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2019 the name of this field.
2020 * Special field for creating simple forms, such as sign text input
2021 * Must be used without a `size[]` element
2022 * A "Proceed" button will be added automatically
2023 * See `field_close_on_enter` to stop enter closing the formspec
2025 ### `field_close_on_enter[<name>;<close_on_enter>]`
2027 * <name> is the name of the field
2028 * if <close_on_enter> is false, pressing enter in the field will submit the
2029 form but not close it.
2030 * defaults to true when not specified (ie: no tag for a field)
2032 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2034 * Same as fields above, but with multi-line input
2035 * If the text overflows, a vertical scrollbar is added.
2036 * If the name is empty, the textarea is read-only and
2037 the background is not shown, which corresponds to a multi-line label.
2039 ### `label[<X>,<Y>;<label>]`
2041 * The label formspec element displays the text set in `label`
2042 at the specified position.
2043 * The text is displayed directly without automatic line breaking,
2044 so label should not be used for big text chunks.
2046 ### `vertlabel[<X>,<Y>;<label>]`
2048 * Textual label drawn vertically
2049 * `label` is the text on the label
2051 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2053 * Clickable button. When clicked, fields will be sent.
2054 * Fixed button height. It will be vertically centred on `H`
2055 * `label` is the text on the button
2057 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2059 * `texture name` is the filename of an image
2061 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2063 * `texture name` is the filename of an image
2064 * `noclip=true` means the image button doesn't need to be within specified
2066 * `drawborder`: draw button border or not
2067 * `pressed texture name` is the filename of an image on pressed state
2069 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2071 * `item name` is the registered name of an item/node
2072 * The item description will be used as the tooltip. This can be overridden with
2075 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2077 * When clicked, fields will be sent and the form will quit.
2079 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2081 * When clicked, fields will be sent and the form will quit.
2083 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2085 * Scrollable item list showing arbitrary text elements
2086 * `name` fieldname sent to server on doubleclick value is current selected
2088 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2090 * if you want a listelement to start with "#" write "##".
2092 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2094 * Scrollable itemlist showing arbitrary text elements
2095 * `name` fieldname sent to server on doubleclick value is current selected
2097 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2098 * if you want a listelement to start with "#" write "##"
2099 * Index to be selected within textlist
2100 * `true`/`false`: draw transparent background
2101 * See also `minetest.explode_textlist_event`
2102 (main menu: `core.explode_textlist_event`).
2104 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2106 * Show a tab**header** at specific position (ignores formsize)
2107 * `name` fieldname data is transferred to Lua
2108 * `caption 1`...: name shown on top of tab
2109 * `current_tab`: index of selected tab 1...
2110 * `transparent` (optional): show transparent
2111 * `draw_border` (optional): draw border
2113 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2115 * Simple colored box
2116 * `color` is color specified as a `ColorString`.
2117 If the alpha component is left blank, the box will be semitransparent.
2119 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2121 * Show a dropdown field
2122 * **Important note**: There are two different operation modes:
2123 1. handle directly on change (only changed dropdown is submitted)
2124 2. read the value on pressing a button (all dropdown values are available)
2125 * `x` and `y` position of dropdown
2127 * Fieldname data is transferred to Lua
2128 * Items to be shown in dropdown
2129 * Index of currently selected dropdown item
2131 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2134 * `name` fieldname data is transferred to Lua
2135 * `label` to be shown left of checkbox
2136 * `selected` (optional): `true`/`false`
2138 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2141 * There are two ways to use it:
2142 1. handle the changed event (only changed scrollbar is available)
2143 2. read the value on pressing a button (all scrollbars are available)
2144 * `orientation`: `vertical`/`horizontal`
2145 * Fieldname data is transferred to Lua
2146 * Value this trackbar is set to (`0`-`1000`)
2147 * See also `minetest.explode_scrollbar_event`
2148 (main menu: `core.explode_scrollbar_event`).
2150 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2152 * Show scrollable table using options defined by the previous `tableoptions[]`
2153 * Displays cells as defined by the previous `tablecolumns[]`
2154 * `name`: fieldname sent to server on row select or doubleclick
2155 * `cell 1`...`cell n`: cell contents given in row-major order
2156 * `selected idx`: index of row to be selected within table (first row = `1`)
2157 * See also `minetest.explode_table_event`
2158 (main menu: `core.explode_table_event`).
2160 ### `tableoptions[<opt 1>;<opt 2>;...]`
2162 * Sets options for `table[]`
2164 * default text color (`ColorString`), defaults to `#FFFFFF`
2165 * `background=#RRGGBB`
2166 * table background color (`ColorString`), defaults to `#000000`
2167 * `border=<true/false>`
2168 * should the table be drawn with a border? (default: `true`)
2169 * `highlight=#RRGGBB`
2170 * highlight background color (`ColorString`), defaults to `#466432`
2171 * `highlight_text=#RRGGBB`
2172 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2173 * `opendepth=<value>`
2174 * all subtrees up to `depth < value` are open (default value = `0`)
2175 * only useful when there is a column of type "tree"
2177 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2179 * Sets columns for `table[]`
2180 * Types: `text`, `image`, `color`, `indent`, `tree`
2181 * `text`: show cell contents as text
2182 * `image`: cell contents are an image index, use column options to define
2184 * `color`: cell contents are a ColorString and define color of following
2186 * `indent`: cell contents are a number and define indentation of following
2188 * `tree`: same as indent, but user can open and close subtrees
2192 * for `text` and `image`: content alignment within cells.
2193 Available values: `left` (default), `center`, `right`, `inline`
2195 * for `text` and `image`: minimum width in em (default: `0`)
2196 * for `indent` and `tree`: indent width in em (default: `1.5`)
2197 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2198 Exception: defaults to 0 for indent columns
2199 * `tooltip=<value>`: tooltip text (default: empty)
2200 * `image` column options:
2201 * `0=<value>` sets image for image index 0
2202 * `1=<value>` sets image for image index 1
2203 * `2=<value>` sets image for image index 2
2204 * and so on; defined indices need not be contiguous empty or
2205 non-numeric cells are treated as `0`.
2206 * `color` column options:
2207 * `span=<value>`: number of following columns to affect
2208 (default: infinite).
2210 **Note**: do _not_ use a element name starting with `key_`; those names are
2211 reserved to pass key press events to formspec!
2222 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2223 * `"current_player"`: Player to whom the menu is shown
2224 * `"player:<name>"`: Any player
2225 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2226 * `"detached:<name>"`: A detached inventory
2228 Player Inventory lists
2229 ----------------------
2231 * `main`: list containing the default inventory
2232 * `craft`: list containing the craft input
2233 * `craftpreview`: list containing the craft prediction
2234 * `craftresult`: list containing the crafted output
2235 * `hand`: list containing an override for the empty hand
2236 * Is not created automatically, use `InvRef:set_size`
2247 `#RGB` defines a color in hexadecimal format.
2249 `#RGBA` defines a color in hexadecimal format and alpha channel.
2251 `#RRGGBB` defines a color in hexadecimal format.
2253 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2255 Named colors are also supported and are equivalent to
2256 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2257 To specify the value of the alpha channel, append `#AA` to the end of the color
2258 name (e.g. `colorname#08`). For named colors the hexadecimal string
2259 representing the alpha value must (always) be two hexadecimal digits.
2264 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2267 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2268 * `colorspec = {a=255, r=0, g=255, b=0}`
2269 * numerical form: The raw integer value of an ARGB8 quad:
2270 * `colorspec = 0xFF00FF00`
2271 * string form: A ColorString (defined above):
2272 * `colorspec = "green"`
2280 Most text can contain escape sequences, that can for example color the text.
2281 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2282 The following functions provide escape sequences:
2284 * `minetest.get_color_escape_sequence(color)`:
2285 * `color` is a ColorString
2286 * The escape sequence sets the text color to `color`
2287 * `minetest.colorize(color, message)`:
2289 `minetest.get_color_escape_sequence(color) ..
2291 minetest.get_color_escape_sequence("#ffffff")`
2292 * `minetest.get_background_escape_sequence(color)`
2293 * `color` is a ColorString
2294 * The escape sequence sets the background of the whole text element to
2295 `color`. Only defined for item descriptions and tooltips.
2296 * `minetest.strip_foreground_colors(str)`
2297 * Removes foreground colors added by `get_color_escape_sequence`.
2298 * `minetest.strip_background_colors(str)`
2299 * Removes background colors added by `get_background_escape_sequence`.
2300 * `minetest.strip_colors(str)`
2301 * Removes all color escape sequences.
2308 A spatial vector is similar to a position, but instead using
2309 absolute world coordinates, it uses *relative* coordinates, relative to
2310 no particular point.
2312 Internally, it is implemented as a table with the 3 fields
2313 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2315 For the following functions, `v`, `v1`, `v2` are vectors,
2316 `p1`, `p2` are positions:
2318 * `vector.new(a[, b, c])`:
2320 * A copy of `a` if `a` is a vector.
2321 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2322 * `vector.direction(p1, p2)`:
2323 * Returns a vector of length 1 with direction `p1` to `p2`.
2324 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2325 * `vector.distance(p1, p2)`:
2326 * Returns zero or a positive number, the distance between `p1` and `p2`.
2327 * `vector.length(v)`:
2328 * Returns zero or a positive number, the length of vector `v`.
2329 * `vector.normalize(v)`:
2330 * Returns a vector of length 1 with direction of vector `v`.
2331 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2332 * `vector.floor(v)`:
2333 * Returns a vector, each dimension rounded down.
2334 * `vector.round(v)`:
2335 * Returns a vector, each dimension rounded to nearest integer.
2336 * `vector.apply(v, func)`:
2337 * Returns a vector where the function `func` has been applied to each
2339 * `vector.equals(v1, v2)`:
2340 * Returns a boolean, `true` if the vectors are identical.
2341 * `vector.sort(v1, v2)`:
2342 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2344 For the following functions `x` can be either a vector or a number:
2346 * `vector.add(v, x)`:
2348 * If `x` is a vector: Returns the sum of `v` and `x`.
2349 * If `x` is a number: Adds `x` to each component of `v`.
2350 * `vector.subtract(v, x)`:
2352 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2353 * If `x` is a number: Subtracts `x` from each component of `v`.
2354 * `vector.multiply(v, x)`:
2355 * Returns a scaled vector or Schur product.
2356 * `vector.divide(v, x)`:
2357 * Returns a scaled vector or Schur quotient.
2365 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2366 human-readable, handles reference loops.
2367 * `obj`: arbitrary variable
2368 * `name`: string, default: `"_"`
2369 * `dumped`: table, default: `{}`
2370 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2371 * `obj`: arbitrary variable
2372 * `dumped`: table, default: `{}`
2373 * `math.hypot(x, y)`
2374 * Get the hypotenuse of a triangle with legs x and y.
2375 Useful for distance calculation.
2376 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2377 * Get the sign of a number.
2378 * tolerance: number, default: `0.0`
2379 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2381 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2382 * `separator`: string, default: `","`
2383 * `include_empty`: boolean, default: `false`
2384 * `max_splits`: number, if it's negative, splits aren't limited,
2386 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2387 string or a pattern (regex), default: `false`
2388 * e.g. `"a,b":split","` returns `{"a","b"}`
2389 * `string:trim()`: returns the string without whitespace pre- and suffixes
2390 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2391 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2392 * Adds newlines to the string to keep it within the specified character
2394 * Note that the returned lines may be longer than the limit since it only
2395 splits at word borders.
2396 * `limit`: number, maximal amount of characters in one line
2397 * `as_table`: boolean, if set to true, a table of lines instead of a string
2398 is returned, default: `false`
2399 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2400 * `pos`: table {x=X, y=Y, z=Z}
2401 * Converts the position `pos` to a human-readable, printable string
2402 * `decimal_places`: number, if specified, the x, y and z values of
2403 the position are rounded to the given decimal place.
2404 * `minetest.string_to_pos(string)`: returns a position or `nil`
2405 * Same but in reverse.
2406 * If the string can't be parsed to a position, nothing is returned.
2407 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2408 * Converts a string representing an area box into two positions
2409 * `minetest.formspec_escape(string)`: returns a string
2410 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2412 * `minetest.is_yes(arg)`
2413 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2414 * `minetest.is_nan(arg)`
2415 * returns true when the passed number represents NaN.
2416 * `minetest.get_us_time()`
2417 * returns time with microsecond precision. May not return wall time.
2418 * `table.copy(table)`: returns a table
2419 * returns a deep copy of `table`
2420 * `table.indexof(list, val)`: returns the smallest numerical index containing
2421 the value `val` in the table `list`. Non-numerical indices are ignored.
2422 If `val` could not be found, `-1` is returned. `list` must not have
2424 * `table.insert_all(table, other_table)`:
2425 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2427 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2429 * returns the exact position on the surface of a pointed node
2430 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2432 Returns a table with the following fields:
2433 * `diggable`: `true` if node can be dug, `false` otherwise.
2434 * `time`: Time it would take to dig the node.
2435 * `wear`: How much wear would be added to the tool.
2436 `time` and `wear` are meaningless if node's not diggable
2438 * `groups`: Table of the node groups of the node that would be dug
2439 * `tool_capabilities`: Tool capabilities table of the tool
2440 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2441 Simulates an item that punches an object.
2442 Returns a table with the following fields:
2443 * `hp`: How much damage the punch would cause.
2444 * `wear`: How much wear would be added to the tool.
2446 * `groups`: Damage groups of the object
2447 * `tool_capabilities`: Tool capabilities table of the item
2448 * `time_from_last_punch`: time in seconds since last punch action
2456 Texts can be translated client-side with the help of `minetest.translate` and
2459 Translating a string
2460 --------------------
2462 Two functions are provided to translate strings: `minetest.translate` and
2463 `minetest.get_translator`.
2465 * `minetest.get_translator(textdomain)` is a simple wrapper around
2466 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2467 equivalent to `minetest.translate(textdomain, str, ...)`.
2468 It is intended to be used in the following way, so that it avoids verbose
2469 repetitions of `minetest.translate`:
2471 local S = minetest.get_translator(textdomain)
2474 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2476 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2477 the given `textdomain` for disambiguation. The textdomain must match the
2478 textdomain specified in the translation file in order to get the string
2479 translated. This can be used so that a string is translated differently in
2481 It is advised to use the name of the mod as textdomain whenever possible, to
2482 avoid clashes with other mods.
2483 This function must be given a number of arguments equal to the number of
2484 arguments the translated string expects.
2485 Arguments are literal strings -- they will not be translated, so if you want
2486 them to be, they need to come as outputs of `minetest.translate` as well.
2488 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2489 by the translation of "Red". We can do the following:
2491 local S = minetest.get_translator()
2492 S("@1 Wool", S("Red"))
2494 This will be displayed as "Red Wool" on old clients and on clients that do
2495 not have localization enabled. However, if we have for instance a translation
2496 file named `wool.fr.tr` containing the following:
2501 this will be displayed as "Laine Rouge" on clients with a French locale.
2503 Operations on translated strings
2504 --------------------------------
2506 The output of `minetest.translate` is a string, with escape sequences adding
2507 additional information to that string so that it can be translated on the
2508 different clients. In particular, you can't expect operations like string.length
2509 to work on them like you would expect them to, or string.gsub to work in the
2510 expected manner. However, string concatenation will still work as expected
2511 (note that you should only use this for things like formspecs; do not translate
2512 sentences by breaking them into parts; arguments should be used instead), and
2513 operations such as `minetest.colorize` which are also concatenation.
2515 Translation file format
2516 -----------------------
2518 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2519 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2520 The file should be a text file, with the following format:
2522 * Lines beginning with `# textdomain:` (the space is significant) can be used
2523 to specify the text domain of all following translations in the file.
2524 * All other empty lines or lines beginning with `#` are ignored.
2525 * Other lines should be in the format `original=translated`. Both `original`
2526 and `translated` can contain escape sequences beginning with `@` to insert
2527 arguments, literal `@`, `=` or newline (See [Escapes] below).
2528 There must be no extraneous whitespace around the `=` or at the beginning or
2529 the end of the line.
2534 Strings that need to be translated can contain several escapes, preceded by `@`.
2536 * `@@` acts as a literal `@`.
2537 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2538 string that will be inlined when translated. Due to how translations are
2539 implemented, the original translation string **must** have its arguments in
2540 increasing order, without gaps or repetitions, starting from 1.
2541 * `@=` acts as a literal `=`. It is not required in strings given to
2542 `minetest.translate`, but is in translation files to avoid being confused
2543 with the `=` separating the original from the translation.
2544 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2545 As with `@=`, this escape is not required in strings given to
2546 `minetest.translate`, but is in translation files.
2547 * `@n` acts as a literal newline as well.
2555 Perlin noise creates a continuously-varying value depending on the input values.
2556 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2557 The result is used during map generation to create the terrain shape, vary heat
2558 and humidity to distribute biomes, vary the density of decorations or vary the
2561 Structure of perlin noise
2562 -------------------------
2564 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2565 The smooth wavy noise it generates has a single characteristic scale, almost
2566 like a 'wavelength', so on its own does not create fine detail.
2567 Due to this perlin noise combines several octaves to create variation on
2568 multiple scales. Each additional octave has a smaller 'wavelength' than the
2571 This combination results in noise varying very roughly between -2.0 and 2.0 and
2572 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2573 and offset the noise variation.
2575 The final perlin noise variation is created as follows:
2577 noise = offset + scale * (octave1 +
2578 octave2 * persistence +
2579 octave3 * persistence ^ 2 +
2580 octave4 * persistence ^ 3 +
2586 Noise Parameters are commonly called `NoiseParams`.
2590 After the multiplication by `scale` this is added to the result and is the final
2591 step in creating the noise value.
2592 Can be positive or negative.
2596 Once all octaves have been combined, the result is multiplied by this.
2597 Can be positive or negative.
2601 For octave1, this is roughly the change of input value needed for a very large
2602 variation in the noise value generated by octave1. It is almost like a
2603 'wavelength' for the wavy noise variation.
2604 Each additional octave has a 'wavelength' that is smaller than the previous
2605 octave, to create finer detail. `spread` will therefore roughly be the typical
2606 size of the largest structures in the final noise variation.
2608 `spread` is a vector with values for x, y, z to allow the noise variation to be
2609 stretched or compressed in the desired axes.
2610 Values are positive numbers.
2614 This is a whole number that determines the entire pattern of the noise
2615 variation. Altering it enables different noise patterns to be created.
2616 With other parameters equal, different seeds produce different noise patterns
2617 and identical seeds produce identical noise patterns.
2619 For this parameter you can randomly choose any whole number. Usually it is
2620 preferable for this to be different from other seeds, but sometimes it is useful
2621 to be able to create identical noise patterns.
2623 When used in mapgen this is actually a 'seed offset', it is added to the
2624 'world seed' to create the seed used by the noise, to ensure the noise has a
2625 different pattern in different worlds.
2629 The number of simple noise generators that are combined.
2630 A whole number, 1 or more.
2631 Each additional octave adds finer detail to the noise but also increases the
2632 noise calculation load.
2633 3 is a typical minimum for a high quality, complex and natural-looking noise
2634 variation. 1 octave has a slight 'gridlike' appearence.
2636 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2637 size of the finest detail you require. For example:
2638 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2639 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2640 512, 256, 128, 64, 32, 16 nodes.
2641 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2645 Each additional octave has an amplitude that is the amplitude of the previous
2646 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2647 as is often helpful and natural to do so.
2648 Since this controls the balance of fine detail to large-scale detail
2649 `persistence` can be thought of as the 'roughness' of the noise.
2651 A positive or negative non-zero number, often between 0.3 and 1.0.
2652 A common medium value is 0.5, such that each octave has half the amplitude of
2653 the previous octave.
2654 This may need to be tuned when altering `lacunarity`; when doing so consider
2655 that a common medium value is 1 / lacunarity.
2659 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2660 previous octave multiplied by 1 / lacunarity, to create finer detail.
2661 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2663 A positive number no smaller than 1.0.
2664 Values below 2.0 create higher quality noise at the expense of requiring more
2665 octaves to cover a paticular range of 'wavelengths'.
2669 Leave this field unset for no special handling.
2670 Currently supported are `defaults`, `eased` and `absvalue`:
2674 Specify this if you would like to keep auto-selection of eased/not-eased while
2675 specifying some other flags.
2679 Maps noise gradient values onto a quintic S-curve before performing
2680 interpolation. This results in smooth, rolling noise.
2681 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2683 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2685 Easing a 3D noise significantly increases the noise calculation load, so use
2690 The absolute value of each octave's noise variation is used when combining the
2691 octaves. The final perlin noise variation is created as follows:
2693 noise = offset + scale * (abs(octave1) +
2694 abs(octave2) * persistence +
2695 abs(octave3) * persistence ^ 2 +
2696 abs(octave4) * persistence ^ 3 +
2701 For 2D or 3D perlin noise or perlin noise maps:
2706 spread = {x = 500, y = 500, z = 500},
2711 flags = "defaults, absvalue",
2714 For 2D noise the Z component of `spread` is still defined but is ignored.
2715 A single noise parameter table can be used for 2D or 3D noise.
2726 These tell in what manner the ore is generated.
2728 All default ores are of the uniformly-distributed scatter type.
2732 Randomly chooses a location and generates a cluster of ore.
2734 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2735 at that point is greater than the `noise_threshold`, giving the ability to
2736 create a non-equal distribution of ore.
2740 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2741 described by `noise_params` and `noise_threshold`. This is essentially an
2742 improved version of the so-called "stratus" ore seen in some unofficial mods.
2744 This sheet consists of vertical columns of uniform randomly distributed height,
2745 varying between the inclusive range `column_height_min` and `column_height_max`.
2746 If `column_height_min` is not specified, this parameter defaults to 1.
2747 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2748 for reverse compatibility. New code should prefer `column_height_max`.
2750 The `column_midpoint_factor` parameter controls the position of the column at
2751 which ore emanates from.
2752 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2753 equally starting from each direction.
2754 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2755 this parameter is not specified, the default is 0.5.
2757 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2762 Creates a sheet of ore in a cloud-like puff shape.
2764 As with the `sheet` ore type, the size and shape of puffs are described by
2765 `noise_params` and `noise_threshold` and are placed at random vertical
2766 positions within the currently generated chunk.
2768 The vertical top and bottom displacement of each puff are determined by the
2769 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2773 Creates a deformed sphere of ore according to 3d perlin noise described by
2774 `noise_params`. The maximum size of the blob is `clust_size`, and
2775 `clust_scarcity` has the same meaning as with the `scatter` type.
2779 Creates veins of ore varying in density by according to the intersection of two
2780 instances of 3d perlin noise with different seeds, both described by
2783 `random_factor` varies the influence random chance has on placement of an ore
2784 inside the vein, which is `1` by default. Note that modifying this parameter
2785 may require adjusting `noise_threshold`.
2787 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2790 This ore type is difficult to control since it is sensitive to small changes.
2791 The following is a decent set of parameters to work from:
2796 spread = {x=200, y=200, z=200},
2803 noise_threshold = 1.6
2805 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2806 computationally expensive than any other ore.
2810 Creates a single undulating ore stratum that is continuous across mapchunk
2811 borders and horizontally spans the world.
2813 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2814 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2815 defines the stratum's vertical thickness (in units of nodes). Due to being
2816 continuous across mapchunk borders the stratum's vertical thickness is
2819 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2820 to y_max in a simple horizontal stratum.
2822 A parameter `stratum_thickness` can be provided instead of the noise parameter
2823 `np_stratum_thickness`, to create a constant thickness.
2825 Leaving out one or both noise parameters makes the ore generation less
2826 intensive, useful when adding multiple strata.
2828 `y_min` and `y_max` define the limits of the ore generation and for performance
2829 reasons should be set as close together as possible but without clipping the
2830 stratum's Y variation.
2832 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2833 solid-ore stratum would require a `clust_scarcity` of 1.
2835 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2836 `random_factor` are ignored by this ore type.
2841 See section [Flag Specifier Format].
2843 Currently supported flags:
2844 `puff_cliffs`, `puff_additive_composition`.
2848 If set, puff ore generation will not taper down large differences in
2849 displacement when approaching the edge of a puff. This flag has no effect for
2850 ore types other than `puff`.
2852 ### `puff_additive_composition`
2854 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2855 in a negative displacement, the sub-column at that point is not generated. With
2856 this attribute set, puff ore generation will instead generate the absolute
2857 difference in noise displacement values. This flag has no effect for ore types
2866 The varying types of decorations that can be placed.
2871 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2872 a list, if a decoration list is specified). Can specify a certain node it must
2873 spawn next to, such as water or lava, for example. Can also generate a
2874 decoration of random height between a specified lower and upper bound.
2875 This type of decoration is intended for placement of grass, flowers, cacti,
2876 papyri, waterlilies and so on.
2881 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2882 Can specify a probability of a node randomly appearing when placed.
2883 This decoration type is intended to be used for multi-node sized discrete
2884 structures, such as trees, cave spikes, rocks, and so on.
2893 --------------------
2895 A schematic specifier identifies a schematic by either a filename to a
2896 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2897 in the form of a table. This table specifies the following fields:
2899 * The `size` field is a 3D vector containing the dimensions of the provided
2900 schematic. (required field)
2901 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2902 sets the probability of a particular horizontal slice of the schematic being
2903 placed. (optional field)
2904 `ypos` = 0 for the lowest horizontal slice of a schematic.
2905 The default of `prob` is 255.
2906 * The `data` field is a flat table of MapNode tables making up the schematic,
2907 in the order of `[z [y [x]]]`. (required field)
2908 Each MapNode table contains:
2909 * `name`: the name of the map node to place (required)
2910 * `prob` (alias `param1`): the probability of this node being placed
2912 * `param2`: the raw param2 value of the node being placed onto the map
2914 * `force_place`: boolean representing if the node should forcibly overwrite
2915 any previous contents (default: false)
2917 About probability values:
2919 * A probability value of `0` or `1` means that node will never appear
2921 * A probability value of `254` or `255` means the node will always appear
2923 * If the probability value `p` is greater than `1`, then there is a
2924 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2927 Schematic attributes
2928 --------------------
2930 See section [Flag Specifier Format].
2932 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2935 * `place_center_x`: Placement of this decoration is centered along the X axis.
2936 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2937 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2938 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2944 Lua Voxel Manipulator
2945 =====================
2950 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2951 facility. The purpose of this object is for fast, low-level, bulk access to
2952 reading and writing Map content. As such, setting map nodes through VoxelManip
2953 will lack many of the higher level features and concepts you may be used to
2954 with other methods of setting nodes. For example, nodes will not have their
2955 construction and destruction callbacks run, and no rollback information is
2958 It is important to note that VoxelManip is designed for speed, and *not* ease
2959 of use or flexibility. If your mod requires a map manipulation facility that
2960 will handle 100% of all edge cases, or the use of high level node placement
2961 features, perhaps `minetest.set_node()` is better suited for the job.
2963 In addition, VoxelManip might not be faster, or could even be slower, for your
2964 specific use case. VoxelManip is most effective when setting large areas of map
2965 at once - for example, if only setting a 3x3x3 node area, a
2966 `minetest.set_node()` loop may be more optimal. Always profile code using both
2967 methods of map manipulation to determine which is most appropriate for your
2970 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2971 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2976 A VoxelManip object can be created any time using either:
2977 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2979 If the optional position parameters are present for either of these routines,
2980 the specified region will be pre-loaded into the VoxelManip object on creation.
2981 Otherwise, the area of map you wish to manipulate must first be loaded into the
2982 VoxelManip object using `VoxelManip:read_from_map()`.
2984 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2985 formed by these positions indicate the minimum and maximum (respectively)
2986 positions of the area actually loaded in the VoxelManip, which may be larger
2987 than the area requested. For convenience, the loaded area coordinates can also
2988 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2990 Now that the VoxelManip object is populated with map data, your mod can fetch a
2991 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2992 which retrieves an individual node in a MapNode formatted table at the position
2993 requested is the simplest method to use, but also the slowest.
2995 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2998 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3000 * `VoxelManip:get_light_data()` for node light levels, and
3001 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3003 See section [Flat array format] for more details.
3005 It is very important to understand that the tables returned by any of the above
3006 three functions represent a snapshot of the VoxelManip's internal state at the
3007 time of the call. This copy of the data will not magically update itself if
3008 another function modifies the internal VoxelManip state.
3009 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3010 internal state unless otherwise explicitly stated.
3012 Once the bulk data has been edited to your liking, the internal VoxelManip
3013 state can be set using:
3015 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3017 * `VoxelManip:set_light_data()` for node light levels, and
3018 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3020 The parameter to each of the above three functions can use any table at all in
3021 the same flat array format as produced by `get_data()` etc. and is not required
3022 to be a table retrieved from `get_data()`.
3024 Once the internal VoxelManip state has been modified to your liking, the
3025 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3027 ### Flat array format
3030 `Nx = p2.X - p1.X + 1`,
3031 `Ny = p2.Y - p1.Y + 1`, and
3032 `Nz = p2.Z - p1.Z + 1`.
3034 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3035 including the value of the expression `Nx * Ny * Nz`.
3037 Positions offset from p1 are present in the array with the format of:
3040 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3041 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3043 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3044 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3046 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3048 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3051 and the array index for a position p contained completely in p1..p2 is:
3053 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3055 Note that this is the same "flat 3D array" format as
3056 `PerlinNoiseMap:get3dMap_flat()`.
3057 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3058 of the index for a single point in a flat VoxelManip array.
3062 A Content ID is a unique integer identifier for a specific node type.
3063 These IDs are used by VoxelManip in place of the node name string for
3064 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3065 `minetest.get_content_id()` to look up the Content ID for the specified node
3066 name, and `minetest.get_name_from_content_id()` to look up the node name string
3067 for a given Content ID.
3068 After registration of a node, its Content ID will remain the same throughout
3069 execution of the mod.
3070 Note that the node being queried needs to have already been been registered.
3072 The following builtin node types have their Content IDs defined as constants:
3074 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3075 * `minetest.CONTENT_AIR`: ID for "air" nodes
3076 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3078 ### Mapgen VoxelManip objects
3080 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3081 VoxelManip object used by the core's Map Generator (commonly abbreviated
3082 Mapgen). Most of the rules previously described still apply but with a few
3085 * The Mapgen VoxelManip object is retrieved using:
3086 `minetest.get_mapgen_object("voxelmanip")`
3087 * This VoxelManip object already has the region of map just generated loaded
3088 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3089 a Mapgen VoxelManip.
3090 * The `on_generated()` callbacks of some mods may place individual nodes in the
3091 generated area using non-VoxelManip map modification methods. Because the
3092 same Mapgen VoxelManip object is passed through each `on_generated()`
3093 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3094 consistency with the current map state. For this reason, calling any of the
3095 following functions:
3096 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3097 will also update the Mapgen VoxelManip object's internal state active on the
3099 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3100 necessary to update lighting information using either:
3101 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3103 ### Other API functions operating on a VoxelManip
3105 If any VoxelManip contents were set to a liquid node,
3106 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3107 flowing. It is recommended to call this function only after having written all
3108 buffered data back to the VoxelManip object, save for special situations where
3109 the modder desires to only have certain liquid nodes begin flowing.
3111 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3112 will generate all registered decorations and ores throughout the full area
3113 inside of the specified VoxelManip object.
3115 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3116 `minetest.place_schematic()`, except instead of placing the specified schematic
3117 directly on the map at the specified position, it will place the schematic
3118 inside the VoxelManip.
3122 * Attempting to read data from a VoxelManip object before map is read will
3123 result in a zero-length array table for `VoxelManip:get_data()`, and an
3124 "ignore" node at any position for `VoxelManip:get_node_at()`.
3125 * If either a region of map has not yet been generated or is out-of-bounds of
3126 the map, that region is filled with "ignore" nodes.
3127 * Other mods, or the core itself, could possibly modify the area of map
3128 currently loaded into a VoxelManip object. With the exception of Mapgen
3129 VoxelManips (see above section), the internal buffers are not updated. For
3130 this reason, it is strongly encouraged to complete the usage of a particular
3131 VoxelManip object in the same callback it had been created.
3132 * If a VoxelManip object will be used often, such as in an `on_generated()`
3133 callback, consider passing a file-scoped table as the optional parameter to
3134 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3135 to write map data to instead of returning a new table each call. This greatly
3136 enhances performance by avoiding unnecessary memory allocations.
3141 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3142 containing the region formed by `p1` and `p2`.
3143 * returns actual emerged `pmin`, actual emerged `pmax`
3144 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3146 * **important**: data must be set using `VoxelManip:set_data()` before
3148 * if `light` is true, then lighting is automatically recalculated.
3149 The default value is true.
3150 If `light` is false, no light calculations happen, and you should correct
3151 all modified blocks with `minetest.fix_light()` as soon as possible.
3152 Keep in mind that modifying the map where light is incorrect can cause
3154 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3155 the `VoxelManip` at that position
3156 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3158 * `get_data([buffer])`: Retrieves the node content data loaded into the
3159 `VoxelManip` object.
3160 * returns raw node data in the form of an array of node content IDs
3161 * if the param `buffer` is present, this table will be used to store the
3163 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3164 * `update_map()`: Does nothing, kept for compatibility.
3165 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3167 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3168 * To be used only by a `VoxelManip` object from
3169 `minetest.get_mapgen_object`.
3170 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3172 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3173 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3175 * Each value is the bitwise combination of day and night light values
3177 * `light = day + (night * 16)`
3178 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3179 in the `VoxelManip`.
3180 * expects lighting data in the same format that `get_light_data()` returns
3181 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3182 `VoxelManip` object.
3183 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3185 * If the param `buffer` is present, this table will be used to store the
3187 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3189 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3191 * To be used only by a `VoxelManip` object from
3192 `minetest.get_mapgen_object`.
3193 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3194 area if left out or nil.
3195 * Setting `p1`, `p2` to `emin`, `emax` of the mapgen object voxelmanip (the
3196 entire volume of the voxelmanip: the mapchunk plus a 1 mapblock thick
3197 shell around it) will cause an error.
3198 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3199 generated mapchunk above are propagated down into the mapchunk, defaults
3200 to `true` if left out.
3201 * `update_liquids()`: Update liquid flow
3202 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3203 manipulator had been modified since the last read from map, due to a call to
3204 `minetest.set_data()` on the loaded area elsewhere.
3205 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3210 A helper class for voxel areas.
3211 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3212 The coordinates are *inclusive*, like most other things in Minetest.
3216 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3217 `MinEdge` and `MaxEdge`.
3218 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3220 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3222 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3223 * The position (x, y, z) is not checked for being inside the area volume,
3224 being outside can cause an incorrect index result.
3225 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3226 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3227 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3228 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3229 is not checked for being inside the area volume.
3230 * `position(i)`: returns the absolute position vector corresponding to index
3232 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3233 `MinEdge` and `MaxEdge`.
3234 * `containsp(p)`: same as above, except takes a vector
3235 * `containsi(i)`: same as above, except takes an index `i`
3236 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3238 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3240 * `iterp(minp, maxp)`: same as above, except takes a vector
3248 A mapgen object is a construct used in map generation. Mapgen objects can be
3249 used by an `on_generate` callback to speed up operations by avoiding
3250 unnecessary recalculations, these can be retrieved using the
3251 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3252 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3253 callback, `nil` is returned.
3255 The following Mapgen objects are currently available:
3259 This returns three values; the `VoxelManip` object to be used, minimum and
3260 maximum emerged position, in that order. All mapgens support this object.
3264 Returns an array containing the y coordinates of the ground levels of nodes in
3265 the most recently generated chunk by the current mapgen.
3269 Returns an array containing the biome IDs of nodes in the most recently
3270 generated chunk by the current mapgen.
3274 Returns an array containing the temperature values of nodes in the most
3275 recently generated chunk by the current mapgen.
3279 Returns an array containing the humidity values of nodes in the most recently
3280 generated chunk by the current mapgen.
3284 Returns a table mapping requested generation notification types to arrays of
3285 positions at which the corresponding generated structures are located within
3286 the current chunk. To set the capture of positions of interest to be recorded
3287 on generate, use `minetest.set_gen_notify()`.
3288 For decorations, the returned positions are the ground surface 'place_on'
3289 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3290 node above the returned position and possibly displaced by 'place_offset_y'.
3292 Possible fields of the table returned are:
3298 * `large_cave_begin`
3302 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3303 numeric unique decoration ID.
3311 Functions receive a "luaentity" as `self`:
3313 * It has the member `.name`, which is the registered name `("mod:thing")`
3314 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3315 * The original prototype stuff is visible directly via a metatable
3319 * `on_activate(self, staticdata, dtime_s)`
3320 * Called when the object is instantiated.
3321 * `dtime_s` is the time passed since the object was unloaded, which can be
3322 used for updating the entity state.
3323 * `on_step(self, dtime)`
3324 * Called on every server tick, after movement and collision processing.
3325 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3327 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3328 * Called when somebody punches the object.
3329 * Note that you probably want to handle most punches using the automatic
3331 * `puncher`: an `ObjectRef` (can be `nil`)
3332 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3334 * `tool_capabilities`: capability table of used tool (can be `nil`)
3335 * `dir`: unit vector of direction of punch. Always defined. Points from the
3336 puncher to the punched.
3337 * `damage`: damage that will be done to entity.
3338 * `on_death(self, killer)`
3339 * Called when the object dies.
3340 * `killer`: an `ObjectRef` (can be `nil`)
3341 * `on_rightclick(self, clicker)`
3342 * `on_attach_child(self, child)`
3343 * `child`: an `ObjectRef` of the child that attaches
3344 * `on_detach_child(self, child)`
3345 * `child`: an `ObjectRef` of the child that detaches
3346 * `on_detach(self, parent)`
3347 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3348 * This happens before the parent object is removed from the world
3349 * `get_staticdata(self)`
3350 * Should return a string that will be passed to `on_activate` when the
3351 object is instantiated the next time.
3363 axiom, --string initial tree axiom
3364 rules_a, --string rules set A
3365 rules_b, --string rules set B
3366 rules_c, --string rules set C
3367 rules_d, --string rules set D
3368 trunk, --string trunk node name
3369 leaves, --string leaves node name
3370 leaves2, --string secondary leaves node name
3371 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3372 angle, --num angle in deg
3373 iterations, --num max # of iterations, usually 2 -5
3374 random_level, --num factor to lower nr of iterations, usually 0 - 3
3375 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3376 -- 2x2 nodes or 3x3 in cross shape
3377 thin_branches, --boolean true -> use thin (1 node) branches
3378 fruit, --string fruit node name
3379 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3380 seed, --num random seed, if no seed is provided, the engine
3384 Key for special L-System symbols used in axioms
3385 -----------------------------------------------
3387 * `G`: move forward one unit with the pen up
3388 * `F`: move forward one unit with the pen down drawing trunks and branches
3389 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3390 * `T`: move forward one unit with the pen down drawing trunks only
3391 * `R`: move forward one unit with the pen down placing fruit
3392 * `A`: replace with rules set A
3393 * `B`: replace with rules set B
3394 * `C`: replace with rules set C
3395 * `D`: replace with rules set D
3396 * `a`: replace with rules set A, chance 90%
3397 * `b`: replace with rules set B, chance 80%
3398 * `c`: replace with rules set C, chance 70%
3399 * `d`: replace with rules set D, chance 60%
3400 * `+`: yaw the turtle right by `angle` parameter
3401 * `-`: yaw the turtle left by `angle` parameter
3402 * `&`: pitch the turtle down by `angle` parameter
3403 * `^`: pitch the turtle up by `angle` parameter
3404 * `/`: roll the turtle to the right by `angle` parameter
3405 * `*`: roll the turtle to the left by `angle` parameter
3406 * `[`: save in stack current state info
3407 * `]`: recover from stack state info
3412 Spawn a small apple tree:
3414 pos = {x=230,y=20,z=4}
3417 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3418 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3419 trunk="default:tree",
3420 leaves="default:leaves",
3424 trunk_type="single",
3427 fruit="default:apple"
3429 minetest.spawn_tree(pos,apple_tree)
3434 'minetest' namespace reference
3435 ==============================
3440 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3442 * `minetest.get_modpath(modname)`: returns e.g.
3443 `"/home/user/.minetest/usermods/modname"`.
3444 * Useful for loading additional `.lua` modules or static data from mod
3445 * `minetest.get_modnames()`: returns a list of installed mods
3446 * Return a list of installed mods, sorted alphabetically
3447 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3448 * Useful for storing custom data
3449 * `minetest.is_singleplayer()`
3450 * `minetest.features`: Table containing API feature flags
3453 glasslike_framed = true, -- 0.4.7
3454 nodebox_as_selectionbox = true, -- 0.4.7
3455 get_all_craft_recipes_works = true, -- 0.4.7
3456 -- The transparency channel of textures can optionally be used on
3458 use_texture_alpha = true,
3459 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3460 no_legacy_abms = true,
3461 -- Texture grouping is possible using parentheses (0.4.11)
3462 texture_names_parens = true,
3463 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3464 area_store_custom_ids = true,
3465 -- add_entity supports passing initial staticdata to on_activate
3467 add_entity_with_staticdata = true,
3468 -- Chat messages are no longer predicted (0.4.16)
3469 no_chat_message_prediction = true,
3470 -- The transparency channel of textures can optionally be used on
3471 -- objects (ie: players and lua entities) (5.0)
3472 object_use_texture_alpha = true,
3473 -- Object selectionbox is settable independently from collisionbox
3475 object_independent_selectionbox = true,
3478 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3479 * `arg`: string or table in format `{foo=true, bar=true}`
3480 * `missing_features`: `{foo=true, bar=true}`
3481 * `minetest.get_player_information(player_name)`: Table containing information
3482 about a player. Example return value:
3485 address = "127.0.0.1", -- IP address of client
3486 ip_version = 4, -- IPv4 / IPv6
3487 min_rtt = 0.01, -- minimum round trip time
3488 max_rtt = 0.2, -- maximum round trip time
3489 avg_rtt = 0.02, -- average round trip time
3490 min_jitter = 0.01, -- minimum packet time jitter
3491 max_jitter = 0.5, -- maximum packet time jitter
3492 avg_jitter = 0.03, -- average packet time jitter
3493 connection_uptime = 200, -- seconds since client connected
3494 protocol_version = 32, -- protocol version used by client
3495 -- following information is available on debug build only!!!
3496 -- DO NOT USE IN MODS
3497 --ser_vers = 26, -- serialization version used by client
3498 --major = 0, -- major version number
3499 --minor = 4, -- minor version number
3500 --patch = 10, -- patch version number
3501 --vers_string = "0.4.9-git", -- full version string
3502 --state = "Active" -- current client state
3505 * `minetest.mkdir(path)`: returns success.
3506 * Creates a directory specified by `path`, creating parent directories
3507 if they don't exist.
3508 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3510 * nil: return all entries,
3511 * true: return only subdirectory names, or
3512 * false: return only file names.
3513 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3514 * Replaces contents of file at path with new contents in a safe (atomic)
3515 way. Use this instead of below code when writing e.g. database files:
3516 `local f = io.open(path, "wb"); f:write(content); f:close()`
3517 * `minetest.get_version()`: returns a table containing components of the
3518 engine version. Components:
3519 * `project`: Name of the project, eg, "Minetest"
3520 * `string`: Simple version, eg, "1.2.3-dev"
3521 * `hash`: Full git version (only set if available),
3522 eg, "1.2.3-dev-01234567-dirty".
3523 Use this for informational purposes only. The information in the returned
3524 table does not represent the capabilities of the engine, nor is it
3525 reliable or verifiable. Compatible forks will have a different name and
3526 version entirely. To check for the presence of engine features, test
3527 whether the functions exported by the wanted features exist. For example:
3528 `if minetest.check_for_falling then ... end`.
3529 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3530 * `data`: string of data to hash
3531 * `raw`: return raw bytes instead of hex digits, default: false
3536 * `minetest.debug(...)`
3537 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3538 * `minetest.log([level,] text)`
3539 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3540 `"info"`, or `"verbose"`. Default is `"none"`.
3542 Registration functions
3543 ----------------------
3545 Call these functions only at load time!
3549 * `minetest.register_node(name, node definition)`
3550 * `minetest.register_craftitem(name, item definition)`
3551 * `minetest.register_tool(name, item definition)`
3552 * `minetest.override_item(name, redefinition)`
3553 * Overrides fields of an item registered with register_node/tool/craftitem.
3554 * Note: Item must already be defined, (opt)depend on the mod defining it.
3555 * Example: `minetest.override_item("default:mese",
3556 {light_source=minetest.LIGHT_MAX})`
3557 * `minetest.unregister_item(name)`
3558 * Unregisters the item from the engine, and deletes the entry with key
3559 `name` from `minetest.registered_items` and from the associated item table
3560 according to its nature: `minetest.registered_nodes`, etc.
3561 * `minetest.register_entity(name, entity definition)`
3562 * `minetest.register_abm(abm definition)`
3563 * `minetest.register_lbm(lbm definition)`
3564 * `minetest.register_alias(alias, original_name)`
3565 * Also use this to set the 'mapgen aliases' needed in a game for the core
3566 mapgens. See [Mapgen aliases] section above.
3567 * `minetest.register_alias_force(alias, original_name)`
3568 * `minetest.register_ore(ore definition)`
3569 * Returns an integer uniquely identifying the registered ore on success.
3570 * The order of ore registrations determines the order of ore generation.
3571 * `minetest.register_biome(biome definition)`
3572 * Returns an integer uniquely identifying the registered biome on success.
3573 * `minetest.unregister_biome(name)`
3574 * Unregisters the biome from the engine, and deletes the entry with key
3575 `name` from `minetest.registered_biomes`.
3576 * `minetest.register_decoration(decoration definition)`
3577 * Returns an integer uniquely identifying the registered decoration on
3579 * The order of decoration registrations determines the order of decoration
3581 * `minetest.register_schematic(schematic definition)`
3582 * Returns an integer uniquely identifying the registered schematic on
3584 * If the schematic is loaded from a file, the `name` field is set to the
3586 * If the function is called when loading the mod, and `name` is a relative
3587 path, then the current mod path will be prepended to the schematic
3589 * `minetest.clear_registered_ores()`
3590 * Clears all ores currently registered.
3591 * `minetest.clear_registered_biomes()`
3592 * Clears all biomes currently registered.
3593 * `minetest.clear_registered_decorations()`
3594 * Clears all decorations currently registered.
3595 * `minetest.clear_registered_schematics()`
3596 * Clears all schematics currently registered.
3600 * `minetest.register_craft(recipe)`
3601 * Check recipe table syntax for different types below.
3602 * `minetest.clear_craft(recipe)`
3603 * Will erase existing craft based either on output item or on input recipe.
3604 * Specify either output or input only. If you specify both, input will be
3605 ignored. For input use the same recipe table syntax as for
3606 `minetest.register_craft(recipe)`. For output specify only the item,
3608 * Returns false if no erase candidate could be found, otherwise returns true.
3609 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3610 ignored if the recipe contains output. Erasing is then done independently
3611 from the crafting method.
3612 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3613 * `minetest.override_chatcommand(name, redefinition)`
3614 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3615 * `minetest.unregister_chatcommand(name)`
3616 * Unregisters a chatcommands registered with `register_chatcommand`.
3617 * `minetest.register_privilege(name, definition)`
3618 * `definition` can be a description or a definition table (see [Privilege
3620 * If it is a description, the priv will be granted to singleplayer and admin
3622 * To allow players with `basic_privs` to grant, see the `basic_privs`
3623 minetest.conf setting.
3624 * `minetest.register_authentication_handler(authentication handler definition)`
3625 * Registers an auth handler that overrides the builtin one.
3626 * This function can be called by a single mod once only.
3628 Global callback registration functions
3629 --------------------------------------
3631 Call these functions only at load time!
3633 * `minetest.register_globalstep(function(dtime))`
3634 * Called every server step, usually interval of 0.1s
3635 * `minetest.register_on_mods_loaded(function())`
3636 * Called after mods have finished loading and before the media is cached or the
3638 * `minetest.register_on_shutdown(function())`
3639 * Called before server shutdown
3640 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3641 registered callbacks **will likely not be run**. Data should be saved at
3642 semi-frequent intervals as well as on server shutdown.
3643 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3644 * Called when a node has been placed
3645 * If return `true` no item is taken from `itemstack`
3646 * `placer` may be any valid ObjectRef or nil.
3647 * **Not recommended**; use `on_construct` or `after_place_node` in node
3648 definition whenever possible.
3649 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3650 * Called when a node has been dug.
3651 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3652 definition whenever possible.
3653 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3654 * Called when a node is punched
3655 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3656 * Called after generating a piece of world. Modifying nodes inside the area
3657 is a bit faster than usually.
3658 * `minetest.register_on_newplayer(function(ObjectRef))`
3659 * Called after a new player has been created
3660 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3661 * Called when a player is punched
3662 * `player`: ObjectRef - Player that was punched
3663 * `hitter`: ObjectRef - Player that hit
3664 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3666 * `tool_capabilities`: Capability table of used tool (can be nil)
3667 * `dir`: Unit vector of direction of punch. Always defined. Points from
3668 the puncher to the punched.
3669 * `damage`: Number that represents the damage calculated by the engine
3670 * should return `true` to prevent the default damage mechanism
3671 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3672 * Called when the player gets damaged or healed
3673 * `player`: ObjectRef of the player
3674 * `hp_change`: the amount of change. Negative when it is damage.
3675 * `reason`: a PlayerHPChangeReason table.
3676 * The `type` field will have one of the following values:
3677 * `set_hp`: A mod or the engine called `set_hp` without
3678 giving a type - use this for custom damage types.
3679 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3681 * `node_damage`: damage_per_second from a neighbouring node.
3684 * Any of the above types may have additional fields from mods.
3685 * `reason.from` will be `mod` or `engine`.
3686 * `modifier`: when true, the function should return the actual `hp_change`.
3687 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3688 modifiers can return true as a second argument to stop the execution of further functions.
3689 Non-modifiers receive the final hp change calculated by the modifiers.
3690 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3691 * Called when a player dies
3692 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3693 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3694 * Called when player is to be respawned
3695 * Called _before_ repositioning of player occurs
3696 * return true in func to disable regular player placement
3697 * `minetest.register_on_prejoinplayer(function(name, ip))`
3698 * Called before a player joins the game
3699 * If it returns a string, the player is disconnected with that string as
3701 * `minetest.register_on_joinplayer(function(ObjectRef))`
3702 * Called when a player joins the game
3703 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3704 * Called when a player leaves the game
3705 * `timed_out`: True for timeout, false for other reasons.
3706 * `minetest.register_on_auth_fail(function(name, ip))`
3707 * Called when a client attempts to log into an account but supplies the
3709 * `ip`: The IP address of the client.
3710 * `name`: The account the client attempted to log into.
3711 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3712 * Called when a player cheats
3713 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3715 * `interacted_too_far`
3716 * `interacted_while_dead`
3717 * `finished_unknown_dig`
3720 * `minetest.register_on_chat_message(function(name, message))`
3721 * Called always when a player says something
3722 * Return `true` to mark the message as handled, which means that it will
3723 not be sent to other players.
3724 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
3725 * Called when the server received input from `player` in a formspec with
3726 the given `formname`. Specifically, this is called on any of the
3728 * a button was pressed,
3729 * Enter was pressed while the focus was on a text field
3730 * a checkbox was toggled,
3731 * something was selecteed in a drop-down list,
3732 * a different tab was selected,
3733 * selection was changed in a textlist or table,
3734 * an entry was double-clicked in a textlist or table,
3735 * a scrollbar was moved, or
3736 * the form was actively closed by the player.
3737 * Fields are sent for formspec elements which define a field. `fields`
3738 is a table containing each formspecs element value (as string), with
3739 the `name` parameter as index for each. The value depends on the
3740 formspec element type:
3741 * `button` and variants: If pressed, contains the user-facing button
3742 text as value. If not pressed, is `nil`
3743 * `field`, `textarea` and variants: Text in the field
3744 * `dropdown`: Text of selected item
3745 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
3746 * `checkbox`: `"true"` if checked, `"false"` if unchecked
3747 * `textlist`: See `minetest.explode_textlist_event`
3748 * `table`: See `minetest.explode_table_event`
3749 * `scrollbar`: See `minetest.explode_scrollbar_event`
3750 * Special case: `["quit"]="true"` is sent when the user actively
3751 closed the form by mouse click, keypress or through a button_exit[]
3753 * Special case: `["key_enter"]="true"` is sent when the user pressed
3754 the Enter key and the focus was either nowhere (causing the formspec
3755 to be closed) or on a button. If the focus was on a text field,
3756 additionally, the index `key_enter_field` contains the name of the
3757 text field. See also: `field_close_on_enter`.
3758 * Newest functions are called first
3759 * If function returns `true`, remaining functions are not called
3760 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
3761 * Called when `player` crafts something
3762 * `itemstack` is the output
3763 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3765 * `craft_inv` is the inventory with the crafting grid
3766 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3768 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
3769 * The same as before, except that it is called before the player crafts, to
3770 make craft prediction, and it should not change anything.
3771 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
3772 * Determinates how much of a stack may be taken, put or moved to a
3774 * `player` (type `ObjectRef`) is the player who modified the inventory
3775 `inventory` (type `InvRef`).
3776 * List of possible `action` (string) values and their
3777 `inventory_info` (table) contents:
3778 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3779 * `put`: `{listname=string, index=number, stack=ItemStack}`
3780 * `take`: Same as `put`
3781 * Return a numeric value to limit the amount of items to be taken, put or
3782 moved. A value of `-1` for `take` will make the source stack infinite.
3783 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
3784 * Called after a take, put or move event from/to/in a player inventory
3785 * Function arguments: see `minetest.register_allow_player_inventory_action`
3786 * Does not accept or handle any return value.
3787 * `minetest.register_on_protection_violation(function(pos, name))`
3788 * Called by `builtin` and mods when a player violates protection at a
3789 position (eg, digs a node or punches a protected entity).
3790 * The registered functions can be called using
3791 `minetest.record_protection_violation`.
3792 * The provided function should check that the position is protected by the
3793 mod calling this function before it prints a message, if it does, to
3794 allow for multiple protection mods.
3795 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3796 * Called when an item is eaten, by `minetest.item_eat`
3797 * Return `true` or `itemstack` to cancel the default item eat response
3798 (i.e.: hp increase).
3799 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3800 * Called when `granter` grants the priv `priv` to `name`.
3801 * Note that the callback will be called twice if it's done by a player,
3802 once with granter being the player name, and again with granter being nil.
3803 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3804 * Called when `revoker` revokes the priv `priv` from `name`.
3805 * Note that the callback will be called twice if it's done by a player,
3806 once with revoker being the player name, and again with revoker being nil.
3807 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3808 * Called when `name` user connects with `ip`.
3809 * Return `true` to by pass the player limit
3810 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
3811 * Called when an incoming mod channel message is received
3812 * You should have joined some channels to receive events.
3813 * If message comes from a server mod, `sender` field is an empty string.
3818 * `minetest.settings`: Settings object containing all of the settings from the
3819 main config file (`minetest.conf`).
3820 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3821 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3826 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3827 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3828 * Convert between two privilege representations
3829 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3830 * `minetest.check_player_privs(player_or_name, ...)`:
3831 returns `bool, missing_privs`
3832 * A quickhand for checking privileges.
3833 * `player_or_name`: Either a Player object or the name of a player.
3834 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3835 a table, e.g. `{ priva = true, privb = true }`.
3837 * `minetest.check_password_entry(name, entry, password)`
3838 * Returns true if the "password entry" for a player with name matches given
3839 password, false otherwise.
3840 * The "password entry" is the password representation generated by the
3841 engine as returned as part of a `get_auth()` call on the auth handler.
3842 * Only use this function for making it possible to log in via password from
3843 external protocols such as IRC, other uses are frowned upon.
3844 * `minetest.get_password_hash(name, raw_password)`
3845 * Convert a name-password pair to a password hash that Minetest can use.
3846 * The returned value alone is not a good basis for password checks based
3847 on comparing the password hash in the database with the password hash
3848 from the function, with an externally provided password, as the hash
3849 in the db might use the new SRP verifier format.
3850 * For this purpose, use `minetest.check_password_entry` instead.
3851 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3853 * The player needs to be online for this to be successful.
3855 * `minetest.get_auth_handler()`: Return the currently active auth handler
3856 * See the [Authentication handler definition]
3857 * Use this to e.g. get the authentication data for a player:
3858 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3859 * `minetest.notify_authentication_modified(name)`
3860 * Must be called by the authentication handler for privilege changes.
3861 * `name`: string; if omitted, all auth data should be considered modified
3862 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3864 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3866 * `minetest.auth_reload()`
3867 * See `reload()` in authentication handler definition
3869 `minetest.set_player_password`, `minetest_set_player_privs`,
3870 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3876 * `minetest.chat_send_all(text)`
3877 * `minetest.chat_send_player(name, text)`
3882 * `minetest.set_node(pos, node)`
3883 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3884 * Set node at position `pos`
3885 * `node`: table `{name=string, param1=number, param2=number}`
3886 * If param1 or param2 is omitted, it's set to `0`.
3887 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3888 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3889 * Set node on all positions set in the first argument.
3890 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3891 * For node specification or position syntax see `minetest.set_node` call
3892 * Faster than set_node due to single call, but still considerably slower
3893 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3894 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3895 in spread out positions which would cause LVMs to waste memory.
3896 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3898 * `minetest.swap_node(pos, node)`
3899 * Set node at position, but don't remove metadata
3900 * `minetest.remove_node(pos)`
3901 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3902 * `minetest.get_node(pos)`
3903 * Returns the node at the given position as table in the format
3904 `{name="node_name", param1=0, param2=0}`,
3905 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3906 * `minetest.get_node_or_nil(pos)`
3907 * Same as `get_node` but returns `nil` for unloaded areas.
3908 * `minetest.get_node_light(pos, timeofday)`
3909 * Gets the light value at the given position. Note that the light value
3910 "inside" the node at the given position is returned, so you usually want
3911 to get the light value of a neighbor.
3912 * `pos`: The position where to measure the light.
3913 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3914 * Returns a number between `0` and `15` or `nil`
3915 * `minetest.place_node(pos, node)`
3916 * Place node with the same effects that a player would cause
3917 * `minetest.dig_node(pos)`
3918 * Dig node with the same effects that a player would cause
3919 * Returns `true` if successful, `false` on failure (e.g. protected location)
3920 * `minetest.punch_node(pos)`
3921 * Punch node with the same effects that a player would cause
3922 * `minetest.spawn_falling_node(pos)`
3923 * Change node into falling node
3924 * Returns `true` if successful, `false` on failure
3926 * `minetest.find_nodes_with_meta(pos1, pos2)`
3927 * Get a table of positions of nodes that have metadata within a region
3929 * `minetest.get_meta(pos)`
3930 * Get a `NodeMetaRef` at that position
3931 * `minetest.get_node_timer(pos)`
3932 * Get `NodeTimerRef`
3934 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3936 * Returns `ObjectRef`, or `nil` if failed
3937 * `minetest.add_item(pos, item)`: Spawn item
3938 * Returns `ObjectRef`, or `nil` if failed
3939 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3940 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3942 * `radius`: using an euclidean metric
3943 * `minetest.set_timeofday(val)`
3944 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3945 * `minetest.get_timeofday()`
3946 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3948 * `minetest.get_day_count()`: returns number days elapsed since world was
3950 * accounts for time changes.
3951 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3953 * `radius`: using a maximum metric
3954 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3955 * `search_center` is an optional boolean (default: `false`)
3956 If true `pos` is also checked for the nodes
3957 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3959 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3960 * First return value: Table with all node positions
3961 * Second return value: Table with the count of each node with the node name
3963 * Area volume is limited to 4,096,000 nodes
3964 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3966 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3967 * Return value: Table with all node positions with a node air above
3968 * Area volume is limited to 4,096,000 nodes
3969 * `minetest.get_perlin(noiseparams)`
3970 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3971 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3972 * `minetest.get_voxel_manip([pos1, pos2])`
3973 * Return voxel manipulator object.
3974 * Loads the manipulator from the map if positions are passed.
3975 * `minetest.set_gen_notify(flags, {deco_ids})`
3976 * Set the types of on-generate notifications that should be collected.
3977 * `flags` is a flag field with the available flags:
3985 * The second parameter is a list of IDs of decorations which notification
3987 * `minetest.get_gen_notify()`
3988 * Returns a flagstring and a table with the `deco_id`s.
3989 * `minetest.get_decoration_id(decoration_name)`
3990 * Returns the decoration ID number for the provided decoration name string,
3991 or `nil` on failure.
3992 * `minetest.get_mapgen_object(objectname)`
3993 * Return requested mapgen object if available (see [Mapgen objects])
3994 * `minetest.get_heat(pos)`
3995 * Returns the heat at the position, or `nil` on failure.
3996 * `minetest.get_humidity(pos)`
3997 * Returns the humidity at the position, or `nil` on failure.
3998 * `minetest.get_biome_data(pos)`
3999 * Returns a table containing:
4000 * `biome` the biome id of the biome at that position
4001 * `heat` the heat at the position
4002 * `humidity` the humidity at the position
4003 * Or returns `nil` on failure.
4004 * `minetest.get_biome_id(biome_name)`
4005 * Returns the biome id, as used in the biomemap Mapgen object and returned
4006 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4007 * `minetest.get_biome_name(biome_id)`
4008 * Returns the biome name string for the provided biome id, or `nil` on
4010 * If no biomes have been registered, such as in mgv6, returns `default`.
4011 * `minetest.get_mapgen_params()`
4012 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4013 * Returns a table containing:
4019 * `minetest.set_mapgen_params(MapgenParams)`
4020 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4022 * Set map generation parameters.
4023 * Function cannot be called after the registration period; only
4024 initialization and `on_mapgen_init`.
4025 * Takes a table as an argument with the fields:
4031 * Leave field unset to leave that parameter unchanged.
4032 * `flags` contains a comma-delimited string of flags to set, or if the
4033 prefix `"no"` is attached, clears instead.
4034 * `flags` is in the same format and has the same options as `mg_flags` in
4036 * `minetest.get_mapgen_setting(name)`
4037 * Gets the *active* mapgen setting (or nil if none exists) in string
4038 format with the following order of precedence:
4039 1) Settings loaded from map_meta.txt or overrides set during mod
4041 2) Settings set by mods without a metafile override
4042 3) Settings explicitly set in the user config file, minetest.conf
4043 4) Settings set as the user config default
4044 * `minetest.get_mapgen_setting_noiseparams(name)`
4045 * Same as above, but returns the value as a NoiseParams table if the
4046 setting `name` exists and is a valid NoiseParams.
4047 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4048 * Sets a mapgen param to `value`, and will take effect if the corresponding
4049 mapgen setting is not already present in map_meta.txt.
4050 * `override_meta` is an optional boolean (default: `false`). If this is set
4051 to true, the setting will become the active setting regardless of the map
4053 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4054 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4055 * Same as above, except value is a NoiseParams table.
4056 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4057 * Sets the noiseparams setting of `name` to the noiseparams table specified
4059 * `set_default` is an optional boolean (default: `true`) that specifies
4060 whether the setting should be applied to the default config or current
4062 * `minetest.get_noiseparams(name)`
4063 * Returns a table of the noiseparams for name.
4064 * `minetest.generate_ores(vm, pos1, pos2)`
4065 * Generate all registered ores within the VoxelManip `vm` and in the area
4066 from `pos1` to `pos2`.
4067 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4068 * `minetest.generate_decorations(vm, pos1, pos2)`
4069 * Generate all registered decorations within the VoxelManip `vm` and in the
4070 area from `pos1` to `pos2`.
4071 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4072 * `minetest.clear_objects([options])`
4073 * Clear all objects in the environment
4074 * Takes an optional table as an argument with the field `mode`.
4075 * mode = `"full"` : Load and go through every mapblock, clearing
4077 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4078 clear objects in unloaded mapblocks only when the
4079 mapblocks are next activated.
4080 * `minetest.load_area(pos1[, pos2])`
4081 * Load the mapblocks containing the area from `pos1` to `pos2`.
4082 `pos2` defaults to `pos1` if not specified.
4083 * This function does not trigger map generation.
4084 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4085 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4086 asynchronously fetched from memory, loaded from disk, or if inexistent,
4088 * If `callback` is a valid Lua function, this will be called for each block
4090 * The function signature of callback is:
4091 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4092 * `blockpos` is the *block* coordinates of the block that had been
4094 * `action` could be one of the following constant values:
4095 * `minetest.EMERGE_CANCELLED`
4096 * `minetest.EMERGE_ERRORED`
4097 * `minetest.EMERGE_FROM_MEMORY`
4098 * `minetest.EMERGE_FROM_DISK`
4099 * `minetest.EMERGE_GENERATED`
4100 * `calls_remaining` is the number of callbacks to be expected after
4102 * `param` is the user-defined parameter passed to emerge_area (or
4103 nil if the parameter was absent).
4104 * `minetest.delete_area(pos1, pos2)`
4105 * delete all mapblocks in the area from pos1 to pos2, inclusive
4106 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4107 * Checks if there is anything other than air between pos1 and pos2.
4108 * Returns false if something is blocking the sight.
4109 * Returns the position of the blocking node when `false`
4110 * `pos1`: First position
4111 * `pos2`: Second position
4112 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4113 * Creates a `Raycast` object.
4114 * `pos1`: start of the ray
4115 * `pos2`: end of the ray
4116 * `objects`: if false, only nodes will be returned. Default is `true`.
4117 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4118 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4119 * returns table containing path
4120 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4122 * `pos1`: start position
4123 * `pos2`: end position
4124 * `searchdistance`: number of blocks to search in each direction using a
4126 * `max_jump`: maximum height difference to consider walkable
4127 * `max_drop`: maximum height difference to consider droppable
4128 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4129 * `minetest.spawn_tree (pos, {treedef})`
4130 * spawns L-system tree at given `pos` with definition in `treedef` table
4131 * `minetest.transforming_liquid_add(pos)`
4132 * add node to liquid update queue
4133 * `minetest.get_node_max_level(pos)`
4134 * get max available level for leveled node
4135 * `minetest.get_node_level(pos)`
4136 * get level of leveled node (water, snow)
4137 * `minetest.set_node_level(pos, level)`
4138 * set level of leveled node, default `level` equals `1`
4139 * if `totallevel > maxlevel`, returns rest (`total-max`).
4140 * `minetest.add_node_level(pos, level)`
4141 * increase level of leveled node by level, default `level` equals `1`
4142 * if `totallevel > maxlevel`, returns rest (`total-max`)
4143 * can be negative for decreasing
4144 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4145 * resets the light in a cuboid-shaped part of
4146 the map and removes lighting bugs.
4147 * Loads the area if it is not loaded.
4148 * `pos1` is the corner of the cuboid with the least coordinates
4149 (in node coordinates), inclusive.
4150 * `pos2` is the opposite corner of the cuboid, inclusive.
4151 * The actual updated cuboid might be larger than the specified one,
4152 because only whole map blocks can be updated.
4153 The actual updated area consists of those map blocks that intersect
4154 with the given cuboid.
4155 * However, the neighborhood of the updated area might change
4156 as well, as light can spread out of the cuboid, also light
4158 * returns `false` if the area is not fully generated,
4160 * `minetest.check_single_for_falling(pos)`
4161 * causes an unsupported `group:falling_node` node to fall and causes an
4162 unattached `group:attached_node` node to fall.
4163 * does not spread these updates to neighbours.
4164 * `minetest.check_for_falling(pos)`
4165 * causes an unsupported `group:falling_node` node to fall and causes an
4166 unattached `group:attached_node` node to fall.
4167 * spread these updates to neighbours and can cause a cascade
4169 * `minetest.get_spawn_level(x, z)`
4170 * Returns a player spawn y co-ordinate for the provided (x, z)
4171 co-ordinates, or `nil` for an unsuitable spawn point.
4172 * For most mapgens a 'suitable spawn point' is one with y between
4173 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4174 so `nil` will be returned for many (x, z) co-ordinates.
4175 * The spawn level returned is for a player spawn in unmodified terrain.
4176 * The spawn level is intentionally above terrain level to cope with
4177 full-node biome 'dust' nodes.
4182 You can find mod channels communication scheme in `doc/mod_channels.png`.
4184 * `minetest.mod_channel_join(channel_name)`
4185 * Server joins channel `channel_name`, and creates it if necessary. You
4186 should listen for incoming messages with
4187 `minetest.register_on_modchannel_message`
4192 `minetest.get_inventory(location)`: returns an `InvRef`
4195 * `{type="player", name="celeron55"}`
4196 * `{type="node", pos={x=, y=, z=}}`
4197 * `{type="detached", name="creative"}`
4198 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4200 * `callbacks`: See [Detached inventory callbacks]
4201 * `player_name`: Make detached inventory available to one player
4202 exclusively, by default they will be sent to every player (even if not
4204 Note that this parameter is mostly just a workaround and will be removed
4206 * Creates a detached inventory. If it already exists, it is cleared.
4207 * `minetest.remove_detached_inventory(name)`
4208 * Returns a `boolean` indicating whether the removal succeeded.
4209 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4210 returns left over ItemStack.
4211 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4216 * `minetest.show_formspec(playername, formname, formspec)`
4217 * `playername`: name of player to show formspec
4218 * `formname`: name passed to `on_player_receive_fields` callbacks.
4219 It should follow the `"modname:<whatever>"` naming convention
4220 * `formspec`: formspec to display
4221 * `minetest.close_formspec(playername, formname)`
4222 * `playername`: name of player to close formspec
4223 * `formname`: has to exactly match the one given in `show_formspec`, or the
4224 formspec will not close.
4225 * calling `show_formspec(playername, formname, "")` is equal to this
4227 * to close a formspec regardless of the formname, call
4228 `minetest.close_formspec(playername, "")`.
4229 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4230 * `minetest.formspec_escape(string)`: returns a string
4231 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4233 * `minetest.explode_table_event(string)`: returns a table
4234 * returns e.g. `{type="CHG", row=1, column=2}`
4236 * `"INV"`: no row selected
4238 * `"DCL"`: double-click
4239 * `minetest.explode_textlist_event(string)`: returns a table
4240 * returns e.g. `{type="CHG", index=1}`
4242 * `"INV"`: no row selected
4244 * `"DCL"`: double-click
4245 * `minetest.explode_scrollbar_event(string)`: returns a table
4246 * returns e.g. `{type="CHG", value=500}`
4248 * `"INV"`: something failed
4249 * `"CHG"`: has been changed
4250 * `"VAL"`: not changed
4255 * `minetest.inventorycube(img1, img2, img3)`
4256 * Returns a string for making an image of a cube (useful as an item image)
4257 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4258 * Get position of a `pointed_thing` (that you can get from somewhere)
4259 * `minetest.dir_to_facedir(dir, is6d)`
4260 * Convert a vector to a facedir value, used in `param2` for
4261 `paramtype2="facedir"`.
4262 * passing something non-`nil`/`false` for the optional second parameter
4263 causes it to take the y component into account.
4264 * `minetest.facedir_to_dir(facedir)`
4265 * Convert a facedir back into a vector aimed directly out the "back" of a
4267 * `minetest.dir_to_wallmounted(dir)`
4268 * Convert a vector to a wallmounted value, used for
4269 `paramtype2="wallmounted"`.
4270 * `minetest.wallmounted_to_dir(wallmounted)`
4271 * Convert a wallmounted value back into a vector aimed directly out the
4273 * `minetest.dir_to_yaw(dir)`
4274 * Convert a vector into a yaw (angle)
4275 * `minetest.yaw_to_dir(yaw)`
4276 * Convert yaw (angle) to a vector
4277 * `minetest.is_colored_paramtype(ptype)`
4278 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4279 color information (`color`, `colorwallmounted` or `colorfacedir`).
4280 * `minetest.strip_param2_color(param2, paramtype2)`
4281 * Removes everything but the color information from the
4282 given `param2` value.
4283 * Returns `nil` if the given `paramtype2` does not contain color
4285 * `minetest.get_node_drops(nodename, toolname)`
4286 * Returns list of item names.
4287 * **Note**: This will be removed or modified in a future version.
4288 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4289 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4290 * `input.width` = for example `3`
4291 * `input.items` = for example
4292 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4293 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4294 * `output.time` = a number, if unsuccessful: `0`
4295 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4296 `decremented_input.items`
4297 * `decremented_input` = like `input`
4298 * `minetest.get_craft_recipe(output)`: returns input
4299 * returns last registered recipe for output item (node)
4300 * `output` is a node or item type such as `"default:torch"`
4301 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4302 * `input.width` = for example `3`
4303 * `input.items` = for example
4304 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4305 * `input.items` = `nil` if no recipe found
4306 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4307 * returns indexed table with all registered recipes for query item (node)
4308 or `nil` if no recipe was found.
4309 * recipe entry table:
4310 * `method`: 'normal' or 'cooking' or 'fuel'
4311 * `width`: 0-3, 0 means shapeless recipe
4312 * `items`: indexed [1-9] table with recipe items
4313 * `output`: string with item name and quantity
4314 * Example query for `"default:gold_ingot"` will return table:
4317 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4318 items = {1 = "default:gold_lump"}},
4319 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4320 items = {1 = "default:goldblock"}}
4322 * `minetest.handle_node_drops(pos, drops, digger)`
4323 * `drops`: list of itemstrings
4324 * Handles drops from nodes after digging: Default action is to put them
4325 into digger's inventory.
4326 * Can be overridden to get different functionality (e.g. dropping items on
4328 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4330 * Creates an item string which contains palette index information
4331 for hardware colorization. You can use the returned string
4332 as an output in a craft recipe.
4333 * `item`: the item stack which becomes colored. Can be in string,
4334 table and native form.
4335 * `palette_index`: this index is added to the item stack
4336 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4337 * Creates an item string which contains static color information
4338 for hardware colorization. Use this method if you wish to colorize
4339 an item that does not own a palette. You can use the returned string
4340 as an output in a craft recipe.
4341 * `item`: the item stack which becomes colored. Can be in string,
4342 table and native form.
4343 * `colorstring`: the new color of the item stack
4348 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4349 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4350 * Find who has done something to a node, or near a node
4351 * `actor`: `"player:<name>"`, also `"liquid"`.
4352 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4353 `boolean, log_messages`.
4354 * Revert latest actions of someone
4355 * `actor`: `"player:<name>"`, also `"liquid"`.
4357 Defaults for the `on_*` item definition functions
4358 -------------------------------------------------
4360 These functions return the leftover itemstack.
4362 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4363 * Place item as a node
4364 * `param2` overrides `facedir` and wallmounted `param2`
4365 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4366 for the newly placed node to prevent a callback and placement loop
4367 * returns `itemstack, success`
4368 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4370 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4371 * Use one of the above based on what the item is.
4372 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4373 * **Note**: is not called when wielded item overrides `on_place`
4374 * `param2` overrides `facedir` and wallmounted `param2`
4375 * returns `itemstack, success`
4376 * `minetest.item_drop(itemstack, dropper, pos)`
4378 * `minetest.item_eat(hp_change, replace_with_item)`
4380 * `replace_with_item` is the itemstring which is added to the inventory.
4381 If the player is eating a stack, then replace_with_item goes to a
4382 different spot. Can be `nil`
4383 * See `minetest.do_item_eat`
4385 Defaults for the `on_punch` and `on_dig` node definition callbacks
4386 ------------------------------------------------------------------
4388 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4389 * Calls functions registered by `minetest.register_on_punchnode()`
4390 * `minetest.node_dig(pos, node, digger)`
4391 * Checks if node can be dug, puts item into inventory, removes node
4392 * Calls functions registered by `minetest.registered_on_dignodes()`
4397 * `minetest.sound_play(spec, parameters)`: returns a handle
4398 * `spec` is a `SimpleSoundSpec`
4399 * `parameters` is a sound parameter table
4400 * `minetest.sound_stop(handle)`
4401 * `minetest.sound_fade(handle, step, gain)`
4402 * `handle` is a handle returned by `minetest.sound_play`
4403 * `step` determines how fast a sound will fade.
4404 Negative step will lower the sound volume, positive step will increase
4406 * `gain` the target gain for the fade.
4411 * `minetest.after(time, func, ...)`
4412 * Call the function `func` after `time` seconds, may be fractional
4413 * Optional: Variable number of arguments that are passed to `func`
4418 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4419 server shutdown. Will display `message` to clients.
4420 * `reconnect` == true displays a reconnect button
4421 * `delay` adds an optional delay (in seconds) before shutdown.
4422 Negative delay cancels the current active shutdown.
4423 Zero delay triggers an immediate shutdown.
4424 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4425 * `minetest.get_server_status(name, joined)`
4426 * Returns the server status string when a player joins or when the command
4427 `/status` is called. Returns `nil` or an empty string when the message is
4429 * `joined`: Boolean value, indicates whether the function was called when
4431 * This function may be overwritten by mods to customize the status message.
4432 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4433 * `minetest.remove_player(name)`: remove player from database (if they are not
4435 * As auth data is not removed, minetest.player_exists will continue to
4436 return true. Call the below method as well if you want to remove auth
4438 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4439 * `minetest.remove_player_auth(name)`: remove player authentication data
4440 * Returns boolean indicating success (false if player nonexistant)
4445 * `minetest.get_ban_list()`: returns the ban list
4446 (same as `minetest.get_ban_description("")`).
4447 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4448 * `minetest.ban_player(name)`: ban a player
4449 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4450 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4456 * `minetest.add_particle(particle definition)`
4457 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4458 expirationtime, size, collisiondetection, texture, playername)`
4460 * `minetest.add_particlespawner(particlespawner definition)`
4461 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4462 over `time` seconds.
4463 * Returns an `id`, and -1 if adding didn't succeed
4464 * Deprecated: `minetest.add_particlespawner(amount, time,
4468 minexptime, maxexptime,
4470 collisiondetection, texture, playername)`
4472 * `minetest.delete_particlespawner(id, player)`
4473 * Delete `ParticleSpawner` with `id` (return value from
4474 `minetest.add_particlespawner`).
4475 * If playername is specified, only deletes on the player's client,
4476 otherwise on all clients.
4481 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4482 * Create a schematic from the volume of map specified by the box formed by
4484 * Apply the specified probability and per-node force-place to the specified
4485 nodes according to the `probability_list`.
4486 * `probability_list` is an array of tables containing two fields, `pos`
4488 * `pos` is the 3D vector specifying the absolute coordinates of the
4489 node being modified,
4490 * `prob` is an integer value from `0` to `255` that encodes
4491 probability and per-node force-place. Probability has levels
4492 0-127, then 128 may be added to encode per-node force-place.
4493 For probability stated as 0-255, divide by 2 and round down to
4494 get values 0-127, then add 128 to apply per-node force-place.
4495 * If there are two or more entries with the same pos value, the
4497 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4499 * If `probability_list` equals `nil`, no probabilities are applied.
4500 * Apply the specified probability to the specified horizontal slices
4501 according to the `slice_prob_list`.
4502 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4504 * `ypos` indicates the y position of the slice with a probability
4505 applied, the lowest slice being `ypos = 0`.
4506 * If slice probability list equals `nil`, no slice probabilities
4508 * Saves schematic in the Minetest Schematic format to filename.
4510 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4511 * Place the schematic specified by schematic (see [Schematic specifier]) at
4513 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4514 * If the `rotation` parameter is omitted, the schematic is not rotated.
4515 * `replacements` = `{["old_name"] = "convert_to", ...}`
4516 * `force_placement` is a boolean indicating whether nodes other than `air`
4517 and `ignore` are replaced by the schematic.
4518 * Returns nil if the schematic could not be loaded.
4519 * **Warning**: Once you have loaded a schematic from a file, it will be
4520 cached. Future calls will always use the cached version and the
4521 replacement list defined for it, regardless of whether the file or the
4522 replacement list parameter have changed. The only way to load the file
4523 anew is to restart the server.
4524 * `flags` is a flag field with the available flags:
4529 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4530 * This function is analogous to minetest.place_schematic, but places a
4531 schematic onto the specified VoxelManip object `vmanip` instead of the
4533 * Returns false if any part of the schematic was cut-off due to the
4534 VoxelManip not containing the full area required, and true if the whole
4535 schematic was able to fit.
4536 * Returns nil if the schematic could not be loaded.
4537 * After execution, any external copies of the VoxelManip contents are
4539 * `flags` is a flag field with the available flags:
4544 * `minetest.serialize_schematic(schematic, format, options)`
4545 * Return the serialized schematic specified by schematic
4546 (see [Schematic specifier])
4547 * in the `format` of either "mts" or "lua".
4548 * "mts" - a string containing the binary MTS data used in the MTS file
4550 * "lua" - a string containing Lua code representing the schematic in table
4552 * `options` is a table containing the following optional parameters:
4553 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4554 generated will have (X, Z) position comments for every X row
4555 generated in the schematic data for easier reading.
4556 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4557 the Lua code generated will use that number of spaces as indentation
4558 instead of a tab character.
4563 * `minetest.request_http_api()`:
4564 * returns `HTTPApiTable` containing http functions if the calling mod has
4565 been granted access by being listed in the `secure.http_mods` or
4566 `secure.trusted_mods` setting, otherwise returns `nil`.
4567 * The returned table contains the functions `fetch`, `fetch_async` and
4568 `fetch_async_get` described below.
4569 * Only works at init time and must be called from the mod's main scope
4570 (not from a function).
4571 * Function only exists if minetest server was built with cURL support.
4572 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4574 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4575 * Performs given request asynchronously and calls callback upon completion
4576 * callback: `function(HTTPRequestResult res)`
4577 * Use this HTTP function if you are unsure, the others are for advanced use
4578 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4579 * Performs given request asynchronously and returns handle for
4580 `HTTPApiTable.fetch_async_get`
4581 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4582 * Return response data for given asynchronous HTTP request
4587 * `minetest.get_mod_storage()`:
4588 * returns reference to mod private `StorageRef`
4589 * must be called during mod load time
4594 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4595 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4596 * `minetest.player_exists(name)`: boolean, whether player exists
4597 (regardless of online status)
4598 * `minetest.hud_replace_builtin(name, hud_definition)`
4599 * Replaces definition of a builtin hud element
4600 * `name`: `"breath"` or `"health"`
4601 * `hud_definition`: definition to replace builtin definition
4602 * `minetest.send_join_message(player_name)`
4603 * This function can be overridden by mods to change the join message.
4604 * `minetest.send_leave_message(player_name, timed_out)`
4605 * This function can be overridden by mods to change the leave message.
4606 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4607 * `pos`: table {x=number, y=number, z=number},
4608 * Gives a unique hash number for a node position (16+16+16=48bit)
4609 * `minetest.get_position_from_hash(hash)`: returns a position
4610 * Inverse transform of `minetest.hash_node_position`
4611 * `minetest.get_item_group(name, group)`: returns a rating
4612 * Get rating of a group of an item. (`0` means: not in group)
4613 * `minetest.get_node_group(name, group)`: returns a rating
4614 * Deprecated: An alias for the former.
4615 * `minetest.raillike_group(name)`: returns a rating
4616 * Returns rating of the connect_to_raillike group corresponding to name
4617 * If name is not yet the name of a connect_to_raillike group, a new group
4618 id is created, with that name.
4619 * `minetest.get_content_id(name)`: returns an integer
4620 * Gets the internal content ID of `name`
4621 * `minetest.get_name_from_content_id(content_id)`: returns a string
4622 * Gets the name of the content with that content ID
4623 * `minetest.parse_json(string[, nullvalue])`: returns something
4624 * Convert a string containing JSON data into the Lua equivalent
4625 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4626 * On success returns a table, a string, a number, a boolean or `nullvalue`
4627 * On failure outputs an error message and returns `nil`
4628 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4629 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4631 * Convert a Lua table into a JSON string
4632 * styled: Outputs in a human-readable format if this is set, defaults to
4634 * Unserializable things like functions and userdata will cause an error.
4635 * **Warning**: JSON is more strict than the Lua table format.
4636 1. You can only use strings and positive integers of at least one as
4638 2. You can not mix string and integer keys.
4639 This is due to the fact that JSON has two distinct array and object
4641 * Example: `write_json({10, {a = false}})`,
4642 returns `"[10, {\"a\": false}]"`
4643 * `minetest.serialize(table)`: returns a string
4644 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4645 into string form readable by `minetest.deserialize`
4646 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4647 * `minetest.deserialize(string)`: returns a table
4648 * Convert a string returned by `minetest.deserialize` into a table
4649 * `string` is loaded in an empty sandbox environment.
4650 * Will load functions, but they cannot access the global environment.
4651 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4652 returns `{foo='bar'}`
4653 * Example: `deserialize('print("foo")')`, returns `nil`
4654 (function call fails), returns
4655 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4656 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4657 * Compress a string of data.
4658 * `method` is a string identifying the compression method to be used.
4659 * Supported compression methods:
4660 * Deflate (zlib): `"deflate"`
4661 * `...` indicates method-specific arguments. Currently defined arguments
4663 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4664 * `minetest.decompress(compressed_data, method, ...)`: returns data
4665 * Decompress a string of data (using ZLib).
4666 * See documentation on `minetest.compress()` for supported compression
4668 * `...` indicates method-specific arguments. Currently, no methods use this
4669 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4670 * Each argument is a 8 Bit unsigned integer
4671 * Returns the ColorString from rgb or rgba values
4672 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4673 * `minetest.encode_base64(string)`: returns string encoded in base64
4674 * Encodes a string in base64.
4675 * `minetest.decode_base64(string)`: returns string
4676 * Decodes a string encoded in base64.
4677 * `minetest.is_protected(pos, name)`: returns boolean
4678 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4679 other actions, definable by mods, due to some mod-defined ownership-like
4681 * Returns false or nil, if the player is allowed to do such actions.
4682 * `name` will be "" for non-players or unknown players.
4683 * This function should be overridden by protection mods and should be used
4684 to check if a player can interact at a position.
4685 * This function should call the old version of itself if the position is
4686 not protected by the mod.
4689 local old_is_protected = minetest.is_protected
4690 function minetest.is_protected(pos, name)
4691 if mymod:position_protected_from(pos, name) then
4694 return old_is_protected(pos, name)
4696 * `minetest.record_protection_violation(pos, name)`
4697 * This function calls functions registered with
4698 `minetest.register_on_protection_violation`.
4699 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4700 * Returns the position of the first node that `player_name` may not modify
4701 in the specified cuboid between `pos1` and `pos2`.
4702 * Returns `false` if no protections were found.
4703 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4704 The points are spaced evenly throughout the volume and have a spacing
4705 similar to, but no larger than, `interval`.
4706 * All corners and edges of the defined volume are checked.
4707 * `interval` defaults to 4.
4708 * `interval` should be carefully chosen and maximised to avoid an excessive
4709 number of points being checked.
4710 * Like `minetest.is_protected`, this function may be extended or
4711 overwritten by mods to provide a faster implementation to check the
4712 cuboid for intersections.
4713 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4714 orient_flags, prevent_after_place])`
4715 * Attempt to predict the desired orientation of the facedir-capable node
4716 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4717 or hanging from the ceiling).
4718 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4719 stacks are handled normally.
4720 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4721 * `invert_wall`: if `true`, place wall-orientation on the ground and
4722 ground-orientation on the wall.
4723 * `force_wall` : if `true`, always place the node in wall orientation.
4724 * `force_ceiling`: if `true`, always place on the ceiling.
4725 * `force_floor`: if `true`, always place the node on the floor.
4726 * `force_facedir`: if `true`, forcefully reset the facedir to north
4727 when placing on the floor or ceiling.
4728 * The first four options are mutually-exclusive; the last in the list
4729 takes precedence over the first.
4730 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4731 * Returns the new itemstack after placement
4732 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4733 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4734 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4735 parameter and `prevent_after_place` set to `true`.
4737 * `minetest.forceload_block(pos[, transient])`
4738 * forceloads the position `pos`.
4739 * returns `true` if area could be forceloaded
4740 * If `transient` is `false` or absent, the forceload will be persistent
4741 (saved between server runs). If `true`, the forceload will be transient
4742 (not saved between server runs).
4744 * `minetest.forceload_free_block(pos[, transient])`
4745 * stops forceloading the position `pos`
4746 * If `transient` is `false` or absent, frees a persistent forceload.
4747 If `true`, frees a transient forceload.
4749 * `minetest.request_insecure_environment()`: returns an environment containing
4750 insecure functions if the calling mod has been listed as trusted in the
4751 `secure.trusted_mods` setting or security is disabled, otherwise returns
4753 * Only works at init time and must be called from the mod's main scope (not
4755 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4756 IT IN A LOCAL VARIABLE!**
4758 * `minetest.global_exists(name)`
4759 * Checks if a global variable has been set, without triggering a warning.
4764 * `minetest.env`: `EnvRef` of the server environment and world.
4765 * Any function in the minetest namespace can be called using the syntax
4766 `minetest.env:somefunction(somearguments)`
4767 instead of `minetest.somefunction(somearguments)`
4768 * Deprecated, but support is not to be dropped soon
4773 ### Registered definition tables
4775 * `minetest.registered_items`
4776 * Map of registered items, indexed by name
4777 * `minetest.registered_nodes`
4778 * Map of registered node definitions, indexed by name
4779 * `minetest.registered_craftitems`
4780 * Map of registered craft item definitions, indexed by name
4781 * `minetest.registered_tools`
4782 * Map of registered tool definitions, indexed by name
4783 * `minetest.registered_entities`
4784 * Map of registered entity prototypes, indexed by name
4785 * `minetest.object_refs`
4786 * Map of object references, indexed by active object id
4787 * `minetest.luaentities`
4788 * Map of Lua entities, indexed by active object id
4789 * `minetest.registered_abms`
4790 * List of ABM definitions
4791 * `minetest.registered_lbms`
4792 * List of LBM definitions
4793 * `minetest.registered_aliases`
4794 * Map of registered aliases, indexed by name
4795 * `minetest.registered_ores`
4796 * Map of registered ore definitions, indexed by the `name` field.
4797 * If `name` is nil, the key is the ID returned by `minetest.register_ore`.
4798 * `minetest.registered_biomes`
4799 * Map of registered biome definitions, indexed by the `name` field.
4800 * If `name` is nil, the key is the ID returned by `minetest.register_biome`.
4801 * `minetest.registered_decorations`
4802 * Map of registered decoration definitions, indexed by the `name` field.
4803 * If `name` is nil, the key is the ID returned by
4804 `minetest.register_decoration`.
4805 * `minetest.registered_schematics`
4806 * Map of registered schematic definitions, indexed by the `name` field.
4807 * If `name` is nil, the key is the ID returned by
4808 `minetest.register_schematic`.
4809 * `minetest.registered_chatcommands`
4810 * Map of registered chat command definitions, indexed by name
4811 * `minetest.registered_privileges`
4812 * Map of registered privilege definitions, indexed by name
4814 ### Registered callback tables
4816 All callbacks registered with [Global callback registration functions] are added
4817 to corresponding `minetest.registered_*` tables.
4825 Sorted alphabetically.
4830 A fast access data structure to store areas, and find areas near a given
4832 Every area has a `data` string attribute to store additional information.
4833 You can create an empty `AreaStore` by calling `AreaStore()`, or
4834 `AreaStore(type_name)`.
4835 If you chose the parameter-less constructor, a fast implementation will be
4836 automatically chosen for you.
4840 * `get_area(id, include_borders, include_data)`: returns the area with the id
4842 (optional) Boolean values `include_borders` and `include_data` control what's
4844 Returns nil if specified area id does not exist.
4845 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4846 that contain the position `pos`.
4847 (optional) Boolean values `include_borders` and `include_data` control what's
4849 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4850 returns all areas that contain all nodes inside the area specified by `edge1`
4851 and `edge2` (inclusive).
4852 If `accept_overlap` is true, also areas are returned that have nodes in
4853 common with the specified area.
4854 (optional) Boolean values `include_borders` and `include_data` control what's
4856 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4857 Returns the new area's ID, or nil if the insertion failed.
4858 The (inclusive) positions `edge1` and `edge2` describe the area.
4859 `data` is a string stored with the area. If passed, `id` will be used as the
4860 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4861 the `id` parameter you must always use it, or insertions are likely to fail
4863 * `reserve(count)`: reserves resources for at most `count` many contained
4865 Only needed for efficiency, and only some implementations profit.
4866 * `remove_area(id)`: removes the area with the given id from the store, returns
4868 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4869 Calling invalidates the cache, so that its elements have to be newly
4871 * `params` is a table with the following fields:
4873 enabled = boolean, -- Whether to enable, default true
4874 block_radius = int, -- The radius (in nodes) of the areas the cache
4875 -- generates prefiltered lists for, minimum 16,
4877 limit = int, -- The cache size, minimum 20, default 1000
4878 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4880 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4882 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4884 Returns success and, optionally, an error message.
4885 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4891 An `InvRef` is a reference to an inventory.
4895 * `is_empty(listname)`: return `true` if list is empty
4896 * `get_size(listname)`: get size of a list
4897 * `set_size(listname, size)`: set size of a list
4898 * returns `false` on error (e.g. invalid `listname` or `size`)
4899 * `get_width(listname)`: get width of a list
4900 * `set_width(listname, width)`: set width of list; currently used for crafting
4901 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4902 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4903 * `get_list(listname)`: return full list
4904 * `set_list(listname, list)`: set full list (size will not change)
4905 * `get_lists()`: returns list of inventory lists
4906 * `set_lists(lists)`: sets inventory lists (size will not change)
4907 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4909 * `room_for_item(listname, stack):` returns `true` if the stack of items
4910 can be fully added to the list
4911 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4912 the stack of items can be fully taken from the list.
4913 If `match_meta` is false, only the items' names are compared
4915 * `remove_item(listname, stack)`: take as many items as specified from the
4916 list, returns the items that were actually removed (as an `ItemStack`)
4917 -- note that any item metadata is ignored, so attempting to remove a specific
4918 unique item this way will likely remove the wrong one -- to do that use
4919 `set_stack` with an empty `ItemStack`.
4920 * `get_location()`: returns a location compatible to
4921 `minetest.get_inventory(location)`.
4922 * returns `{type="undefined"}` in case location is not known
4927 An `ItemStack` is a stack of items.
4929 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4930 an itemstring, a table or `nil`.
4934 * `is_empty()`: returns `true` if stack is empty.
4935 * `get_name()`: returns item name (e.g. `"default:stone"`).
4936 * `set_name(item_name)`: returns a boolean indicating whether the item was
4938 * `get_count()`: Returns number of items on the stack.
4939 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4940 * `count`: number, unsigned 16 bit integer
4941 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4942 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4943 * `wear`: number, unsigned 16 bit integer
4944 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4945 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4947 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4948 * `clear()`: removes all items from the stack, making it empty.
4949 * `replace(item)`: replace the contents of this stack.
4950 * `item` can also be an itemstring or table.
4951 * `to_string()`: returns the stack in itemstring form.
4952 * `to_table()`: returns the stack in Lua table form.
4953 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4955 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4956 * `is_known()`: returns `true` if the item name refers to a defined item type.
4957 * `get_definition()`: returns the item definition table.
4958 * `get_tool_capabilities()`: returns the digging properties of the item,
4959 or those of the hand if none are defined for this item type
4960 * `add_wear(amount)`
4961 * Increases wear by `amount` if the item is a tool
4962 * `amount`: number, integer
4963 * `add_item(item)`: returns leftover `ItemStack`
4964 * Put some item or stack onto this stack
4965 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4967 * `take_item(n)`: returns taken `ItemStack`
4968 * Take (and remove) up to `n` items from this stack
4969 * `n`: number, default: `1`
4970 * `peek_item(n)`: returns taken `ItemStack`
4971 * Copy (don't remove) up to `n` items from this stack
4972 * `n`: number, default: `1`
4977 ItemStack metadata: reference extra data and functionality stored in a stack.
4978 Can be obtained via `item:get_meta()`.
4982 * All methods in MetaDataRef
4983 * `set_tool_capabilities([tool_capabilities])`
4984 * Overrides the item's tool capabilities
4985 * A nil value will clear the override data and restore the original
4991 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
4995 * `contains(key)`: Returns true if key present, otherwise false.
4996 * Returns `nil` when the MetaData is inexistent.
4997 * `get(key)`: Returns `nil` if key not present, else the stored string.
4998 * `set_string(key, value)`: Value of `""` will delete the key.
4999 * `get_string(key)`: Returns `""` if key not present.
5000 * `set_int(key, value)`
5001 * `get_int(key)`: Returns `0` if key not present.
5002 * `set_float(key, value)`
5003 * `get_float(key)`: Returns `0` if key not present.
5004 * `to_table()`: returns `nil` or a table with keys:
5005 * `fields`: key-value storage
5006 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5007 * `from_table(nil or {})`
5008 * Any non-table value will clear the metadata
5009 * See [Node Metadata] for an example
5010 * returns `true` on success
5012 * returns `true` if this metadata has the same key-value pairs as `other`
5017 An interface to use mod channels on client and server
5021 * `leave()`: leave the mod channel.
5022 * Server leaves channel `channel_name`.
5023 * No more incoming or outgoing messages can be sent to this channel from
5025 * This invalidate all future object usage.
5026 * Ensure you set mod_channel to nil after that to free Lua resources.
5027 * `is_writeable()`: returns true if channel is writeable and mod can send over
5029 * `send_all(message)`: Send `message` though the mod channel.
5030 * If mod channel is not writeable or invalid, message will be dropped.
5031 * Message size is limited to 65535 characters by protocol.
5036 Node metadata: reference extra data and functionality stored in a node.
5037 Can be obtained via `minetest.get_meta(pos)`.
5041 * All methods in MetaDataRef
5042 * `get_inventory()`: returns `InvRef`
5043 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5044 This will prevent them from being sent to the client. Note that the "private"
5045 status will only be remembered if an associated key-value pair exists,
5046 meaning it's best to call this when initializing all other meta (e.g.
5052 Node Timers: a high resolution persistent per-node timer.
5053 Can be gotten via `minetest.get_node_timer(pos)`.
5057 * `set(timeout,elapsed)`
5058 * set a timer's state
5059 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5060 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5061 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5065 * equivalent to `set(timeout,0)`
5068 * `get_timeout()`: returns current timeout in seconds
5069 * if `timeout` equals `0`, timer is inactive
5070 * `get_elapsed()`: returns current elapsed time in seconds
5071 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5073 * `is_started()`: returns boolean state of timer
5074 * returns `true` if timer is started, otherwise `false`
5079 Moving things in the game are generally these.
5081 This is basically a reference to a C++ `ServerActiveObject`
5085 * `remove()`: remove object (after returning from Lua)
5086 * Note: Doesn't work on players, use `minetest.kick_player` instead
5087 * `get_pos()`: returns `{x=num, y=num, z=num}`
5088 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5089 * `move_to(pos, continuous=false)`: interpolated move
5090 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5091 * `puncher` = another `ObjectRef`,
5092 * `time_from_last_punch` = time since last punch action of the puncher
5093 * `direction`: can be `nil`
5094 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5095 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5096 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5097 * See reason in register_on_player_hpchange
5098 * `get_inventory()`: returns an `InvRef`
5099 * `get_wield_list()`: returns the name of the inventory list the wielded item
5101 * `get_wield_index()`: returns the index of the wielded item
5102 * `get_wielded_item()`: returns an `ItemStack`
5103 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5105 * `set_armor_groups({group1=rating, group2=rating, ...})`
5106 * `get_armor_groups()`: returns a table with the armor group ratings
5107 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5108 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5109 * `frame_speed`: number, default: `15.0`
5110 * `frame_blend`: number, default: `0.0`
5111 * `frame_loop`: boolean, default: `true`
5112 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5114 * `set_animation_frame_speed(frame_speed)`
5115 * `frame_speed`: number, default: `15.0`
5116 * `set_attach(parent, bone, position, rotation)`
5118 * `position`: `{x=num, y=num, z=num}` (relative)
5119 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5120 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5123 * `set_bone_position(bone, position, rotation)`
5125 * `position`: `{x=num, y=num, z=num}` (relative)
5126 * `rotation`: `{x=num, y=num, z=num}`
5127 * `get_bone_position(bone)`: returns position and rotation of the bone
5128 * `set_properties(object property table)`
5129 * `get_properties()`: returns object property table
5130 * `is_player()`: returns true for players, false otherwise
5131 * `get_nametag_attributes()`
5132 * returns a table with the attributes of the nametag of an object
5134 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5137 * `set_nametag_attributes(attributes)`
5138 * sets the attributes of the nametag of an object
5142 text = "My Nametag",
5145 #### LuaEntitySAO-only (no-op for other objects)
5147 * `set_velocity(vel)`
5148 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5149 * `add_velocity(vel)`
5150 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5151 * In comparison to using get_velocity, adding the velocity and then using
5152 set_velocity, add_velocity is supposed to avoid synchronization problems.
5153 * `get_velocity()`: returns the velocity, a vector
5154 * `set_acceleration(acc)`
5156 * `get_acceleration()`: returns the acceleration, a vector
5157 * `set_rotation(rot)`
5158 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5159 and Z is roll (bank).
5160 * `get_rotation()`: returns the rotation, a vector (radians)
5161 * `set_yaw(radians)`: sets the yaw (heading).
5162 * `get_yaw()`: returns number in radians
5163 * `set_texture_mod(mod)`
5164 * `get_texture_mod()` returns current texture modifier
5165 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5166 * Select sprite from spritesheet with optional animation and Dungeon Master
5167 style texture selection based on yaw relative to camera
5168 * `p`: {x=number, y=number}, the coordinate of the first frame
5169 (x: column, y: row), default: `{x=0, y=0}`
5170 * `num_frames`: number, default: `1`
5171 * `framelength`: number, default: `0.2`
5172 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5173 Master mob, default: `false`
5174 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5177 #### Player-only (no-op for other objects)
5179 * `get_player_name()`: returns `""` if is not a player
5180 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5181 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5182 * `get_look_dir()`: get camera direction as a unit vector
5183 * `get_look_vertical()`: pitch in radians
5184 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5186 * `get_look_horizontal()`: yaw in radians
5187 * Angle is counter-clockwise from the +z direction.
5188 * `set_look_vertical(radians)`: sets look pitch
5189 * radians: Angle from looking forward, where positive is downwards.
5190 * `set_look_horizontal(radians)`: sets look yaw
5191 * radians: Angle from the +z direction, where positive is counter-clockwise.
5192 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5193 `get_look_vertical`.
5194 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5196 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5197 `get_look_horizontal`.
5198 * Angle is counter-clockwise from the +x direction.
5199 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5200 `set_look_vertical`.
5201 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5202 `set_look_horizontal`.
5203 * `get_breath()`: returns players breath
5204 * `set_breath(value)`: sets players breath
5206 * `0`: player is drowning
5207 * max: bubbles bar is not shown
5208 * See [Object properties] for more information
5209 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5210 * Sets an extra attribute with value on player.
5211 * `value` must be a string, or a number which will be converted to a
5213 * If `value` is `nil`, remove attribute from player.
5214 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5215 * Returns value (a string) for extra attribute.
5216 * Returns `nil` if no attribute found.
5217 * `get_meta()`: Returns a PlayerMetaRef.
5218 * `set_inventory_formspec(formspec)`
5219 * Redefine player's inventory form
5220 * Should usually be called in `on_joinplayer`
5221 * `get_inventory_formspec()`: returns a formspec string
5222 * `set_formspec_prepend(formspec)`:
5223 * the formspec string will be added to every formspec shown to the user,
5224 except for those with a no_prepend[] tag.
5225 * This should be used to set style elements such as background[] and
5226 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5227 * Only affects formspecs shown after this is called.
5228 * `get_formspec_prepend(formspec)`: returns a formspec string.
5229 * `get_player_control()`: returns table with player pressed keys
5230 * The table consists of fields with boolean value representing the pressed
5231 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5232 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5233 sneak=true, aux1=false, down=false, up=false}`
5234 * `get_player_control_bits()`: returns integer with bit packed player pressed
5236 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5238 * `set_physics_override(override_table)`
5239 * `override_table` is a table with the following fields:
5240 * `speed`: multiplier to default walking speed value (default: `1`)
5241 * `jump`: multiplier to default jump value (default: `1`)
5242 * `gravity`: multiplier to default gravity value (default: `1`)
5243 * `sneak`: whether player can sneak (default: `true`)
5244 * `sneak_glitch`: whether player can use the new move code replications
5245 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5247 * `new_move`: use new move/sneak code. When `false` the exact old code
5248 is used for the specific old sneak behaviour (default: `true`)
5249 * `get_physics_override()`: returns the table given to `set_physics_override`
5250 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5252 * `hud_remove(id)`: remove the HUD element of the specified id
5253 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5255 * element `stat` values:
5256 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5257 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5258 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5259 * `flags`: A table with the following fields set to boolean values
5267 * If a flag equals `nil`, the flag is not modified
5268 * `minimap`: Modifies the client's permission to view the minimap.
5269 The client may locally elect to not view the minimap.
5270 * `minimap_radar` is only usable when `minimap` is true
5271 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5272 * See `hud_set_flags` for a list of flags that can be toggled.
5273 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5274 * `count`: number of items, must be between `1` and `32`
5275 * `hud_get_hotbar_itemcount`: returns number of visible items
5276 * `hud_set_hotbar_image(texturename)`
5277 * sets background image for hotbar
5278 * `hud_get_hotbar_image`: returns texturename
5279 * `hud_set_hotbar_selected_image(texturename)`
5280 * sets image for selected item of hotbar
5281 * `hud_get_hotbar_selected_image`: returns texturename
5282 * `set_sky(bgcolor, type, {texture names}, clouds)`
5283 * `bgcolor`: ColorSpec, defaults to white
5284 * `type`: Available types:
5285 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5286 * `"skybox"`: Uses 6 textures, `bgcolor` used
5287 * `"plain"`: Uses 0 textures, `bgcolor` used
5288 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5289 `"plain"` custom skyboxes (default: `true`)
5290 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5291 * `set_clouds(parameters)`: set cloud parameters
5292 * `parameters` is a table with the following optional fields:
5293 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5294 * `color`: basic cloud color with alpha channel, ColorSpec
5295 (default `#fff0f0e5`).
5296 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5297 ColorSpec (alpha ignored, default `#000000`)
5298 * `height`: cloud height, i.e. y of cloud base (default per conf,
5300 * `thickness`: cloud thickness in nodes (default `16`)
5301 * `speed`: 2D cloud speed + direction in nodes per second
5302 (default `{x=0, z=-2}`).
5303 * `get_clouds()`: returns a table with the current cloud parameters as in
5305 * `override_day_night_ratio(ratio or nil)`
5306 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5308 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5309 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5310 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5311 set animation for player model in third person view
5313 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5314 {x=168, y=187}, -- walk animation key frames
5315 {x=189, y=198}, -- dig animation key frames
5316 {x=200, y=219}, -- walk+dig animation key frames
5317 frame_speed=30) -- animation frame speed
5318 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5320 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5322 * in first person view
5323 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5324 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5329 A 32-bit pseudorandom number generator.
5330 Uses PCG32, an algorithm of the permuted congruential generator family,
5331 offering very strong randomness.
5333 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5337 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5338 * `next(min, max)`: return next integer random number [`min`...`max`]
5339 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5340 random number [`min`...`max`].
5341 * This is only a rough approximation of a normal distribution with:
5342 * `mean = (max - min) / 2`, and
5343 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5344 * Increasing `num_trials` improves accuracy of the approximation
5349 A perlin noise generator.
5350 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5351 or `PerlinNoise(noiseparams)`.
5352 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5353 or `minetest.get_perlin(noiseparams)`.
5357 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5358 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5363 A fast, bulk perlin noise generator.
5365 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5366 `minetest.get_perlin_map(noiseparams, size)`.
5368 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5369 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5372 For each of the functions with an optional `buffer` parameter: If `buffer` is
5373 not nil, this table will be used to store the result instead of creating a new
5378 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5379 with values starting at `pos={x=,y=}`
5380 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5381 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5382 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5383 array of 2D noise with values starting at `pos={x=,y=}`
5384 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5385 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5386 is stored internally.
5387 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5388 is stored internally.
5389 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5390 returns a slice of the most recently computed noise results. The result slice
5391 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5392 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5394 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5395 It is important to note that `slice_offset` offset coordinates begin at 1,
5396 and are relative to the starting position of the most recently calculated
5398 To grab a single vertical column of noise starting at map coordinates
5399 x = 1023, y=1000, z = 1000:
5400 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5401 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5407 Uses the same method of storage as the deprecated player attribute API, so
5408 data there will also be in player meta.
5409 Can be obtained using `player:get_meta()`.
5413 * All methods in MetaDataRef
5418 A 16-bit pseudorandom number generator.
5419 Uses a well-known LCG algorithm introduced by K&R.
5421 It can be created via `PseudoRandom(seed)`.
5425 * `next()`: return next integer random number [`0`...`32767`]
5426 * `next(min, max)`: return next integer random number [`min`...`max`]
5427 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5428 due to the simple implementation making bad distribution otherwise.
5433 A raycast on the map. It works with selection boxes.
5434 Can be used as an iterator in a for loop as:
5436 local ray = Raycast(...)
5437 for pointed_thing in ray do
5441 The map is loaded as the ray advances. If the map is modified after the
5442 `Raycast` is created, the changes may or may not have an effect on the object.
5444 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5445 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5447 * `pos1`: start of the ray
5448 * `pos2`: end of the ray
5449 * `objects`: if false, only nodes will be returned. Default is true.
5450 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5454 * `next()`: returns a `pointed_thing` with exact pointing location
5455 * Returns the next thing pointed by the ray or nil.
5460 Interface for the operating system's crypto-secure PRNG.
5462 It can be created via `SecureRandom()`. The constructor returns nil if a
5463 secure random device cannot be found on the system.
5467 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5468 random bytes, as a string.
5473 An interface to read config files in the format of `minetest.conf`.
5475 It can be created via `Settings(filename)`.
5479 * `get(key)`: returns a value
5480 * `get_bool(key, [default])`: returns a boolean
5481 * `default` is the value returned if `key` is not found.
5482 * Returns `nil` if `key` is not found and `default` not specified.
5483 * `get_np_group(key)`: returns a NoiseParams table
5485 * Setting names can't contain whitespace or any of `="{}#`.
5486 * Setting values can't contain the sequence `\n"""`.
5487 * Setting names starting with "secure." can't be set on the main settings
5488 object (`minetest.settings`).
5489 * `set_bool(key, value)`
5490 * See documentation for set() above.
5491 * `set_np_group(key, value)`
5492 * `value` is a NoiseParams table.
5493 * Also, see documentation for set() above.
5494 * `remove(key)`: returns a boolean (`true` for success)
5495 * `get_names()`: returns `{key1,...}`
5496 * `write()`: returns a boolean (`true` for success)
5497 * Writes changes to file.
5498 * `to_table()`: returns `{[key1]=value1,...}`
5503 Mod metadata: per mod metadata, saved automatically.
5504 Can be obtained via `minetest.get_mod_storage()` during load time.
5508 * All methods in MetaDataRef
5519 Used by `ObjectRef` methods. Part of an Entity definition.
5523 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5526 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5529 -- For players only. Zoom FOV in degrees.
5530 -- Note that zoom loads and/or generates world beyond the server's
5531 -- maximum send and generate distances, so acts like a telescope.
5532 -- Smaller zoom_fov values increase the distance loaded/generated.
5533 -- Defaults to 15 in creative mode, 0 in survival mode.
5534 -- zoom_fov = 0 disables zooming for the player.
5537 -- For players only. Camera height above feet position in nodes.
5538 -- Defaults to 1.625.
5542 collide_with_objects = true,
5543 -- Collide with other objects if physical = true
5547 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5548 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5549 -- Selection box uses collision box dimensions when not set.
5550 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5554 -- Overrides selection box when false
5556 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5557 -- "cube" is a node-sized cube.
5558 -- "sprite" is a flat texture always facing the player.
5559 -- "upright_sprite" is a vertical flat texture.
5560 -- "mesh" uses the defined mesh model.
5561 -- "wielditem" is used for dropped items.
5562 -- (see builtin/game/item_entity.lua).
5563 -- For this use 'textures = {itemname}'.
5564 -- If the item has a 'wield_image' the object will be an extrusion of
5566 -- If 'itemname' is a cubic node or nodebox the object will appear
5567 -- identical to 'itemname'.
5568 -- If 'itemname' is a plantlike node the object will be an extrusion
5570 -- Otherwise for non-node items, the object will be an extrusion of
5571 -- 'inventory_image'.
5572 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5574 visual_size = {x = 1, y = 1, z = 1},
5575 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5576 -- to scale the entity along both horizontal axes.
5581 -- Number of required textures depends on visual.
5582 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5583 -- "sprite" uses 1 texture.
5584 -- "upright_sprite" uses 2 textures: {front, back}.
5585 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5588 -- Number of required colors depends on visual
5590 use_texture_alpha = false,
5591 -- Use texture's alpha channel.
5592 -- Excludes "upright_sprite" and "wielditem".
5593 -- Note: currently causes visual issues when viewed through other
5594 -- semi-transparent materials such as water.
5596 spritediv = {x = 1, y = 1},
5597 -- Used with spritesheet textures for animation and/or frame selection
5598 -- according to position relative to player.
5599 -- Defines the number of columns and rows in the spritesheet:
5602 initial_sprite_basepos = {x = 0, y = 0},
5603 -- Used with spritesheet textures.
5604 -- Defines the {column, row} position of the initially used frame in the
5609 makes_footstep_sound = false,
5611 automatic_rotate = 0,
5612 -- Set constant rotation in radians per second, positive or negative.
5613 -- Set to 0 to disable constant rotation.
5617 automatic_face_movement_dir = 0.0,
5618 -- Automatically set yaw to movement direction, offset in degrees.
5619 -- 'false' to disable.
5621 automatic_face_movement_max_rotation_per_sec = -1,
5622 -- Limit automatic rotation to this value in degrees per second.
5623 -- No limit if value < 0.
5625 backface_culling = true,
5626 -- Set to false to disable backface_culling for model
5629 -- Add this much extra lighting when calculating texture color.
5630 -- Value < 0 disables light's effect on texture color.
5631 -- For faking self-lighting, UI style entities, or programmatic coloring
5635 -- By default empty, for players their name is shown if empty
5637 nametag_color = <ColorSpec>,
5638 -- Sets color of nametag
5641 -- By default empty, text to be shown when pointed at object
5644 -- If false, never save this object statically. It will simply be
5645 -- deleted when the block gets unloaded.
5646 -- The get_staticdata() callback is never called then.
5647 -- Defaults to 'true'.
5653 Used by `minetest.register_entity`.
5656 initial_properties = {
5658 mesh = "boats_boat.obj",
5661 -- A table of object properties, see the `Object properties` section.
5662 -- Object properties being read directly from the entity definition
5663 -- table is deprecated. Define object properties in this
5664 -- `initial_properties` table instead.
5666 on_activate = function(self, staticdata, dtime_s),
5668 on_step = function(self, dtime),
5670 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5672 on_rightclick = function(self, clicker),
5674 get_staticdata = function(self),
5675 -- Called sometimes; the string returned is passed to on_activate when
5676 -- the entity is re-activated from static state
5678 _custom_field = whatever,
5679 -- You can define arbitrary member variables here (see Item definition
5680 -- for more info) by using a '_' prefix
5683 ABM (ActiveBlockModifier) definition
5684 ------------------------------------
5686 Used by `minetest.register_abm`.
5689 label = "Lava cooling",
5690 -- Descriptive label for profiling purposes (optional).
5691 -- Definitions with identical labels will be listed as one.
5693 nodenames = {"default:lava_source"},
5694 -- Apply `action` function to these nodes.
5695 -- `group:groupname` can also be used here.
5697 neighbors = {"default:water_source", "default:water_flowing"},
5698 -- Only apply `action` to nodes that have one of, or any
5699 -- combination of, these neighbors.
5700 -- If left out or empty, any neighbor will do.
5701 -- `group:groupname` can also be used here.
5704 -- Operation interval in seconds
5707 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5711 -- If true, catch-up behaviour is enabled: The `chance` value is
5712 -- temporarily reduced when returning to an area to simulate time lost
5713 -- by the area being unattended. Note that the `chance` value can often
5716 action = function(pos, node, active_object_count, active_object_count_wider),
5717 -- Function triggered for each qualifying node.
5718 -- `active_object_count` is number of active objects in the node's
5720 -- `active_object_count_wider` is number of active objects in the node's
5721 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5722 -- mapblocks are unloaded an estmate is calculated for them based on
5723 -- loaded mapblocks.
5726 LBM (LoadingBlockModifier) definition
5727 -------------------------------------
5729 Used by `minetest.register_lbm`.
5732 label = "Upgrade legacy doors",
5733 -- Descriptive label for profiling purposes (optional).
5734 -- Definitions with identical labels will be listed as one.
5736 name = "modname:replace_legacy_door",
5738 nodenames = {"default:lava_source"},
5739 -- List of node names to trigger the LBM on.
5740 -- Also non-registered nodes will work.
5741 -- Groups (as of group:groupname) will work as well.
5743 run_at_every_load = false,
5744 -- Whether to run the LBM's action every time a block gets loaded,
5745 -- and not just for blocks that were saved last time before LBMs were
5746 -- introduced to the world.
5748 action = function(pos, node),
5755 * `{name="image.png", animation={Tile Animation definition}}`
5756 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5757 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5758 * backface culling enabled by default for most nodes
5759 * tileable flags are info for shaders, how they should treat texture
5760 when displacement mapping is used.
5761 Directions are from the point of view of the tile texture,
5762 not the node it's on.
5763 * align style determines whether the texture will be rotated with the node
5764 or kept aligned with its surroundings. "user" means that client
5765 setting will be used, similar to `glasslike_framed_optional`.
5766 Note: supported by solid nodes and nodeboxes only.
5767 * scale is used to make texture span several (exactly `scale`) nodes,
5768 instead of just one, in each direction. Works for world-aligned
5770 Note that as the effect is applied on per-mapblock basis, `16` should
5771 be equally divisible by `scale` or you may get wrong results.
5772 * `{name="image.png", color=ColorSpec}`
5773 * the texture's color will be multiplied with this color.
5774 * the tile's color overrides the owning node's color in all cases.
5775 * deprecated, yet still supported field names:
5778 Tile animation definition
5779 -------------------------
5782 type = "vertical_frames",
5785 -- Width of a frame in pixels
5788 -- Height of a frame in pixels
5798 -- Width in number of frames
5801 -- Height in number of frames
5804 -- Length of a single frame
5810 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5811 `minetest.register_tool`.
5814 description = "Steel Axe",
5817 -- key = name, value = rating; rating = 1..3.
5818 -- If rating not applicable, use 1.
5819 -- e.g. {wool = 1, fluffy = 3}
5820 -- {soil = 2, outerspace = 1, crumbly = 1}
5821 -- {bendy = 2, snappy = 1},
5822 -- {hard = 1, metal = 1, spikes = 1}
5824 inventory_image = "default_tool_steelaxe.png",
5826 inventory_overlay = "overlay.png",
5827 -- An overlay which does not get colorized
5834 -- An image file containing the palette of a node.
5835 -- You can set the currently used color as the "palette_index" field of
5836 -- the item stack metadata.
5837 -- The palette is always stretched to fit indices between 0 and 255, to
5838 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5840 color = "0xFFFFFFFF",
5841 -- The color of the item. The palette overrides this.
5843 wield_scale = {x = 1, y = 1, z = 1},
5849 liquids_pointable = false,
5851 -- See "Tools" section
5852 tool_capabilities = {
5853 full_punch_interval = 1.0,
5857 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5858 uses = 20, maxlevel = 2},
5860 damage_groups = {groupname = damage},
5863 node_placement_prediction = nil,
5864 -- If nil and item is node, prediction is made automatically.
5865 -- If nil and item is not a node, no prediction is made.
5866 -- If "" and item is anything, no prediction is made.
5867 -- Otherwise should be name of node which the client immediately places
5868 -- on ground when the player places the item. Server will always update
5869 -- actual result to client in a short moment.
5871 node_dig_prediction = "air",
5872 -- if "", no prediction is made.
5873 -- if "air", node is removed.
5874 -- Otherwise should be name of node which the client immediately places
5875 -- upon digging. Server will always update actual result shortly.
5878 breaks = "default_tool_break", -- tools only
5879 place = <SimpleSoundSpec>,
5880 eat = <SimpleSoundSpec>,
5883 on_place = function(itemstack, placer, pointed_thing),
5884 -- Shall place item and return the leftover itemstack.
5885 -- The placer may be any ObjectRef or nil.
5886 -- default: minetest.item_place
5888 on_secondary_use = function(itemstack, user, pointed_thing),
5889 -- Same as on_place but called when pointing at nothing.
5890 -- The user may be any ObjectRef or nil.
5891 -- pointed_thing: always { type = "nothing" }
5893 on_drop = function(itemstack, dropper, pos),
5894 -- Shall drop item and return the leftover itemstack.
5895 -- The dropper may be any ObjectRef or nil.
5896 -- default: minetest.item_drop
5898 on_use = function(itemstack, user, pointed_thing),
5900 -- Function must return either nil if no item shall be removed from
5901 -- inventory, or an itemstack to replace the original itemstack.
5902 -- e.g. itemstack:take_item(); return itemstack
5903 -- Otherwise, the function is free to do what it wants.
5904 -- The user may be any ObjectRef or nil.
5905 -- The default functions handle regular use cases.
5907 after_use = function(itemstack, user, node, digparams),
5909 -- If defined, should return an itemstack and will be called instead of
5910 -- wearing out the tool. If returns nil, does nothing.
5911 -- If after_use doesn't exist, it is the same as:
5912 -- function(itemstack, user, node, digparams)
5913 -- itemstack:add_wear(digparams.wear)
5916 -- The user may be any ObjectRef or nil.
5918 _custom_field = whatever,
5919 -- Add your own custom fields. By convention, all custom field names
5920 -- should start with `_` to avoid naming collisions with future engine
5927 Used by `minetest.register_node`.
5930 -- <all fields allowed in item definitions>,
5932 drawtype = "normal", -- See "Node drawtypes"
5935 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5936 -- "firelike", "mesh".
5937 -- For plantlike and firelike, the image will start at the bottom of the
5938 -- node, for the other drawtypes the image will be centered on the node.
5939 -- Note that positioning for "torchlike" may still change.
5941 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5942 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5943 -- Old field name was 'tile_images'.
5944 -- List can be shortened to needed length.
5946 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5947 -- Same as `tiles`, but these textures are drawn on top of the base
5948 -- tiles. You can use this to colorize only specific parts of your
5949 -- texture. If the texture name is an empty string, that overlay is not
5950 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5951 -- overlays on very common nodes.
5953 special_tiles = {tile definition 1, Tile definition 2},
5954 -- Special textures of node; used rarely.
5955 -- Old field name was 'special_materials'.
5956 -- List can be shortened to needed length.
5959 -- The node's original color will be multiplied with this color.
5960 -- If the node has a palette, then this setting only has an effect in
5961 -- the inventory and on the wield item.
5963 use_texture_alpha = false,
5964 -- Use texture's alpha channel
5966 palette = "palette.png",
5967 -- The node's `param2` is used to select a pixel from the image.
5968 -- Pixels are arranged from left to right and from top to bottom.
5969 -- The node's color will be multiplied with the selected pixel's color.
5970 -- Tiles can override this behavior.
5971 -- Only when `paramtype2` supports palettes.
5973 post_effect_color = "green#0F",
5974 -- Screen tint if player is inside node, see "ColorSpec"
5976 paramtype = "none", -- See "Nodes"
5978 paramtype2 = "none", -- See "Nodes"
5980 place_param2 = nil, -- Force value for param2 when player places node
5982 is_ground_content = true,
5983 -- If false, the cave generator will not carve through this node
5985 sunlight_propagates = false,
5986 -- If true, sunlight will go infinitely through this node
5988 walkable = true, -- If true, objects collide with node
5990 pointable = true, -- If true, can be pointed at
5992 diggable = true, -- If false, can never be dug
5994 climbable = false, -- If true, can be climbed on (ladder)
5996 buildable_to = false, -- If true, placed nodes can replace this node
5999 -- If true, liquids flow into and replace this node.
6000 -- Warning: making a liquid node 'floodable' will cause problems.
6002 liquidtype = "none", -- "none" / "source" / "flowing"
6004 liquid_alternative_flowing = "", -- Flowing version of source liquid
6006 liquid_alternative_source = "", -- Source version of flowing liquid
6008 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6010 liquid_renewable = true,
6011 -- If true, a new liquid source can be created by placing two or more
6015 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6016 -- Allows defining the nodebox height without using param2.
6017 -- The nodebox height is 'leveled' / 64 nodes.
6018 -- The maximum value of 'leveled' is 127.
6020 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6023 -- Player will take this amount of damage if no bubbles are left
6026 -- Amount of light emitted by node.
6027 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6028 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6031 damage_per_second = 0,
6032 -- If player is inside node, this damage is caused
6034 node_box = {type="regular"}, -- See "Node boxes"
6036 connects_to = nodenames,
6037 -- Used for nodebox nodes with the type == "connected".
6038 -- Specifies to what neighboring nodes connections will be drawn.
6039 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6041 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6042 -- Tells connected nodebox nodes to connect only to these sides of this
6050 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6053 -- Custom selection box definition. Multiple boxes can be defined.
6054 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6055 -- definition is used for the selection box.
6060 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6063 -- Custom collision box definition. Multiple boxes can be defined.
6064 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6065 -- definition is used for the collision box.
6066 -- Both of the boxes above are defined as:
6067 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6069 -- Support maps made in and before January 2012
6070 legacy_facedir_simple = false,
6071 legacy_wallmounted = false,
6074 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
6075 -- 1 - wave node like plants (top of node moves, bottom is fixed)
6076 -- 2 - wave node like leaves (whole node moves side-to-side)
6077 -- caveats: not all models will properly wave.
6078 -- plantlike drawtype nodes can only wave like plants.
6079 -- allfaces_optional drawtype nodes can only wave like leaves.
6082 footstep = <SimpleSoundSpec>,
6083 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6084 dug = <SimpleSoundSpec>,
6085 place = <SimpleSoundSpec>,
6086 place_failed = <SimpleSoundSpec>,
6090 -- Name of dropped node when dug. Default is the node itself.
6093 -- Maximum number of items to drop
6095 -- Choose max_items randomly from this list
6098 items = {"foo:bar", "baz:frob"}, -- Items to drop
6099 rarity = 1, -- Probability of dropping is 1 / rarity
6100 inherit_color = true, -- Inherit palette color from the node
6105 on_construct = function(pos),
6106 -- Node constructor; called after adding node.
6107 -- Can set up metadata and stuff like that.
6108 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6111 on_destruct = function(pos),
6112 -- Node destructor; called before removing node.
6113 -- Not called for bulk node placement.
6116 after_destruct = function(pos, oldnode),
6117 -- Node destructor; called after removing node.
6118 -- Not called for bulk node placement.
6121 on_flood = function(pos, oldnode, newnode),
6122 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6123 -- `floodable = true` in the nodedef. Not called for bulk node placement
6124 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6125 -- node is not flooded, but on_flood callback will most likely be called
6126 -- over and over again every liquid update interval.
6128 -- Warning: making a liquid node 'floodable' will cause problems.
6130 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6131 -- Called when oldnode is about be converted to an item, but before the
6132 -- node is deleted from the world or the drops are added. This is
6133 -- generally the result of either the node being dug or an attached node
6134 -- becoming detached.
6135 -- drops is a table of ItemStacks, so any metadata to be preserved can
6136 -- be added directly to one or more of the dropped items. See
6137 -- "ItemStackMetaRef".
6140 after_place_node = function(pos, placer, itemstack, pointed_thing),
6141 -- Called after constructing node when node was placed using
6142 -- minetest.item_place_node / minetest.place_node.
6143 -- If return true no item is taken from itemstack.
6144 -- `placer` may be any valid ObjectRef or nil.
6147 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6148 -- oldmetadata is in table format.
6149 -- Called after destructing node when node was dug using
6150 -- minetest.node_dig / minetest.dig_node.
6153 can_dig = function(pos, [player]),
6155 on_punch = function(pos, node, puncher, pointed_thing),
6156 -- Returns true if node can be dug, or false if not.
6158 -- default: minetest.node_punch
6159 -- By default calls minetest.register_on_punchnode callbacks.
6161 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6163 -- itemstack will hold clicker's wielded item.
6164 -- Shall return the leftover itemstack.
6165 -- Note: pointed_thing can be nil, if a mod calls this function.
6166 -- This function does not get triggered by clients <=0.4.16 if the
6167 -- "formspec" node metadata field is set.
6169 on_dig = function(pos, node, digger),
6170 -- default: minetest.node_dig
6171 -- By default checks privileges, wears out tool and removes node.
6173 on_timer = function(pos, elapsed),
6175 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6176 -- elapsed is the total time passed since the timer was started.
6177 -- return true to run the timer for another cycle with the same timeout
6180 on_receive_fields = function(pos, formname, fields, sender),
6181 -- fields = {name1 = value1, name2 = value2, ...}
6182 -- Called when an UI form (e.g. sign text input) returns data.
6183 -- See minetest.register_on_player_receive_fields for more info.
6186 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6187 -- Called when a player wants to move items inside the inventory.
6188 -- Return value: number of items allowed to move.
6190 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6191 -- Called when a player wants to put something into the inventory.
6192 -- Return value: number of items allowed to put.
6193 -- Return value -1: Allow and don't modify item count in inventory.
6195 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6196 -- Called when a player wants to take something out of the inventory.
6197 -- Return value: number of items allowed to take.
6198 -- Return value -1: Allow and don't modify item count in inventory.
6200 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6201 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6202 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6203 -- Called after the actual action has happened, according to what was
6207 on_blast = function(pos, intensity),
6208 -- intensity: 1.0 = mid range of regular TNT.
6209 -- If defined, called when an explosion touches the node, instead of
6210 -- removing the node.
6216 Used by `minetest.register_craft`.
6221 output = 'default:pick_stone',
6223 {'default:cobble', 'default:cobble', 'default:cobble'},
6224 {'', 'default:stick', ''},
6225 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6227 replacements = <list of item pairs>,
6228 -- replacements: replace one input item with another item on crafting
6236 output = 'mushrooms:mushroom_stew',
6239 "mushrooms:mushroom_brown",
6240 "mushrooms:mushroom_red",
6242 replacements = <list of item pairs>,
6248 type = "toolrepair",
6249 additional_wear = -0.02,
6252 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6258 output = "default:glass",
6259 recipe = "default:sand",
6267 recipe = "bucket:bucket_lava",
6269 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6275 Used by `minetest.register_ore`.
6277 See [Ores] section above for essential information.
6280 ore_type = "scatter",
6282 ore = "default:stone_with_coal",
6285 -- Facedir rotation. Default is 0 (unchanged rotation)
6287 wherein = "default:stone",
6288 -- A list of nodenames is supported too
6290 clust_scarcity = 8 * 8 * 8,
6291 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6292 -- If the desired average distance between ores is 'd', set this to
6296 -- Number of ores in a cluster
6299 -- Size of the bounding box of the cluster.
6300 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6301 -- nodes are coal ore.
6305 -- Lower and upper limits for ore
6308 -- Attributes for the ore generation, see 'Ore attributes' section above
6310 noise_threshold = 0.5,
6311 -- If noise is above this threshold, ore is placed. Not needed for a
6312 -- uniform distribution.
6317 spread = {x = 100, y = 100, z = 100},
6322 -- NoiseParams structure describing one of the perlin noises used for
6323 -- ore distribution.
6324 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6325 -- Omit from "scatter" ore for a uniform ore distribution.
6326 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6329 biomes = {"desert", "rainforest"},
6330 -- List of biomes in which this ore occurs.
6331 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6332 -- being used does not support biomes.
6333 -- Can be a list of (or a single) biome names, IDs, or definitions.
6335 -- Type-specific parameters
6338 column_height_min = 1,
6339 column_height_max = 16,
6340 column_midpoint_factor = 0.5,
6346 spread = {x = 100, y = 100, z = 100},
6354 spread = {x = 100, y = 100, z = 100},
6361 random_factor = 1.0,
6364 np_stratum_thickness = {
6367 spread = {x = 100, y = 100, z = 100},
6372 stratum_thickness = 8,
6378 Used by `minetest.register_biome`.
6383 node_dust = "default:snow",
6384 -- Node dropped onto upper surface after all else is generated
6386 node_top = "default:dirt_with_snow",
6388 -- Node forming surface layer of biome and thickness of this layer
6390 node_filler = "default:permafrost",
6392 -- Node forming lower layer of biome and thickness of this layer
6394 node_stone = "default:bluestone",
6395 -- Node that replaces all stone nodes between roughly y_min and y_max.
6397 node_water_top = "default:ice",
6398 depth_water_top = 10,
6399 -- Node forming a surface layer in seawater with the defined thickness
6402 -- Node that replaces all seawater nodes not in the surface layer
6404 node_river_water = "default:ice",
6405 -- Node that replaces river water in mapgens that use
6406 -- default:river_water
6408 node_riverbed = "default:gravel",
6410 -- Node placed under river water and thickness of this layer
6412 node_cave_liquid = "default:water_source",
6413 -- Nodes placed as a blob of liquid in 50% of large caves.
6414 -- If absent, cave liquids fall back to classic behaviour of lava or
6415 -- water distributed according to a hardcoded 3D noise.
6417 node_dungeon = "default:cobble",
6418 -- Node used for primary dungeon structure.
6419 -- If absent, dungeon materials fall back to classic behaviour.
6420 -- If present, the following two nodes are also used.
6422 node_dungeon_alt = "default:mossycobble",
6423 -- Node used for randomly-distributed alternative structure nodes.
6424 -- If alternative structure nodes are not wanted leave this absent for
6425 -- performance reasons.
6427 node_dungeon_stair = "stairs:stair_cobble",
6428 -- Node used for dungeon stairs.
6429 -- If absent, stairs fall back to 'node_dungeon'.
6433 -- Upper and lower limits for biome.
6434 -- Alternatively you can use xyz limits as shown below.
6436 max_pos = {x = 31000, y = 128, z = 31000},
6437 min_pos = {x = -31000, y = 9, z = -31000},
6438 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6439 -- Biome is limited to a cuboid defined by these positions.
6440 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6441 -- 31000 in 'max_pos'.
6444 -- Vertical distance in nodes above 'y_max' over which the biome will
6445 -- blend with the biome above.
6446 -- Set to 0 for no vertical blend. Defaults to 0.
6449 humidity_point = 50,
6450 -- Characteristic temperature and humidity for the biome.
6451 -- These values create 'biome points' on a voronoi diagram with heat and
6452 -- humidity as axes. The resulting voronoi cells determine the
6453 -- distribution of the biomes.
6454 -- Heat and humidity have average values of 50, vary mostly between
6455 -- 0 and 100 but can exceed these values.
6458 Decoration definition
6459 ---------------------
6461 See [Decoration types]. Used by `minetest.register_decoration`.
6464 deco_type = "simple",
6466 place_on = "default:dirt_with_grass",
6467 -- Node (or list of nodes) that the decoration can be placed on
6470 -- Size of the square divisions of the mapchunk being generated.
6471 -- Determines the resolution of noise variation if used.
6472 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6473 -- equal to the chunk size.
6476 -- The value determines 'decorations per surface node'.
6477 -- Used only if noise_params is not specified.
6478 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6479 -- a different and much faster method.
6484 spread = {x = 100, y = 100, z = 100},
6491 -- NoiseParams structure describing the perlin noise used for decoration
6493 -- A noise value is calculated for each square division and determines
6494 -- 'decorations per surface node' within each division.
6495 -- If the noise value >= 10.0 complete coverage is enabled and
6496 -- decoration placement uses a different and much faster method.
6498 biomes = {"Oceanside", "Hills", "Plains"},
6499 -- List of biomes in which this decoration occurs. Occurs in all biomes
6500 -- if this is omitted, and ignored if the Mapgen being used does not
6502 -- Can be a list of (or a single) biome names, IDs, or definitions.
6506 -- Lower and upper limits for decoration.
6507 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6509 spawn_by = "default:water",
6510 -- Node (or list of nodes) that the decoration only spawns next to.
6511 -- Checks two horizontal planes of 8 neighbouring nodes (including
6512 -- diagonal neighbours), one plane level with the 'place_on' node and a
6513 -- plane one node above that.
6516 -- Number of spawn_by nodes that must be surrounding the decoration
6517 -- position to occur.
6518 -- If absent or -1, decorations occur next to any nodes.
6520 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6521 -- Flags for all decoration types.
6522 -- "liquid_surface": Instead of placement on the highest solid surface
6523 -- in a mapchunk column, placement is on the highest liquid surface.
6524 -- Placement is disabled if solid nodes are found above the liquid
6526 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6527 -- by the decoration.
6528 -- "all_floors", "all_ceilings": Instead of placement on the highest
6529 -- surface in a mapchunk the decoration is placed on all floor and/or
6530 -- ceiling surfaces, for example in caves and dungeons.
6531 -- Ceiling decorations act as an inversion of floor decorations so the
6532 -- effect of 'place_offset_y' is inverted.
6533 -- Y-slice probabilities do not function correctly for ceiling
6534 -- schematic decorations as the behaviour is unchanged.
6535 -- If a single decoration registration has both flags the floor and
6536 -- ceiling decorations will be aligned vertically.
6538 ----- Simple-type parameters
6540 decoration = "default:grass",
6541 -- The node name used as the decoration.
6542 -- If instead a list of strings, a randomly selected node from the list
6543 -- is placed as the decoration.
6546 -- Decoration height in nodes.
6547 -- If height_max is not 0, this is the lower limit of a randomly
6551 -- Upper limit of the randomly selected height.
6552 -- If absent, the parameter 'height' is used as a constant.
6555 -- Param2 value of decoration nodes.
6556 -- If param2_max is not 0, this is the lower limit of a randomly
6560 -- Upper limit of the randomly selected param2.
6561 -- If absent, the parameter 'param2' is used as a constant.
6564 -- Y offset of the decoration base node relative to the standard base
6566 -- Can be positive or negative. Default is 0.
6567 -- Effect is inverted for "all_ceilings" decorations.
6568 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6569 -- to the 'place_on' node.
6571 ----- Schematic-type parameters
6573 schematic = "foobar.mts",
6574 -- If schematic is a string, it is the filepath relative to the current
6575 -- working directory of the specified Minetest schematic file.
6576 -- Could also be the ID of a previously registered schematic.
6579 size = {x = 4, y = 6, z = 4},
6581 {name = "default:cobble", param1 = 255, param2 = 0},
6582 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6583 {name = "air", param1 = 255, param2 = 0},
6587 {ypos = 2, prob = 128},
6588 {ypos = 5, prob = 64},
6592 -- Alternative schematic specification by supplying a table. The fields
6593 -- size and data are mandatory whereas yslice_prob is optional.
6594 -- See 'Schematic specifier' for details.
6596 replacements = {["oldname"] = "convert_to", ...},
6598 flags = "place_center_x, place_center_y, place_center_z",
6599 -- Flags for schematic decorations. See 'Schematic attributes'.
6602 -- Rotation can be "0", "90", "180", "270", or "random"
6605 -- If the flag 'place_center_y' is set this parameter is ignored.
6606 -- Y offset of the schematic base node layer relative to the 'place_on'
6608 -- Can be positive or negative. Default is 0.
6609 -- Effect is inverted for "all_ceilings" decorations.
6610 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6611 -- to the 'place_on' node.
6614 Chat command definition
6615 -----------------------
6617 Used by `minetest.register_chatcommand`.
6620 params = "<name> <privilege>", -- Short parameter description
6622 description = "Remove privilege from player", -- Full description
6624 privs = {privs=true}, -- Require the "privs" privilege to run
6626 func = function(name, param),
6627 -- Called when command is run. Returns boolean success and text output.
6630 Note that in params, use of symbols is as follows:
6632 * `<>` signifies a placeholder to be replaced when the command is used. For
6633 example, when a player name is needed: `<name>`
6634 * `[]` signifies param is optional and not required when the command is used.
6635 For example, if you require param1 but param2 is optional:
6636 `<param1> [<param2>]`
6637 * `|` signifies exclusive or. The command requires one param from the options
6638 provided. For example: `<param1> | <param2>`
6639 * `()` signifies grouping. For example, when param1 and param2 are both
6640 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6642 Privilege definition
6643 --------------------
6645 Used by `minetest.register_privilege`.
6648 description = "Can teleport", -- Privilege description
6650 give_to_singleplayer = false,
6651 -- Whether to grant the privilege to singleplayer (default true).
6653 give_to_admin = true,
6654 -- Whether to grant the privilege to the server admin.
6655 -- Uses value of 'give_to_singleplayer' by default.
6657 on_grant = function(name, granter_name),
6658 -- Called when given to player 'name' by 'granter_name'.
6659 -- 'granter_name' will be nil if the priv was granted by a mod.
6661 on_revoke = function(name, revoker_name),
6662 -- Called when taken from player 'name' by 'revoker_name'.
6663 -- 'revoker_name' will be nil if the priv was revoked by a mod.
6665 -- Note that the above two callbacks will be called twice if a player is
6666 -- responsible, once with the player name, and then with a nil player
6668 -- Return true in the above callbacks to stop register_on_priv_grant or
6669 -- revoke being called.
6672 Detached inventory callbacks
6673 ----------------------------
6675 Used by `minetest.create_detached_inventory`.
6678 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6679 -- Called when a player wants to move items inside the inventory.
6680 -- Return value: number of items allowed to move.
6682 allow_put = function(inv, listname, index, stack, player),
6683 -- Called when a player wants to put something into the inventory.
6684 -- Return value: number of items allowed to put.
6685 -- Return value -1: Allow and don't modify item count in inventory.
6687 allow_take = function(inv, listname, index, stack, player),
6688 -- Called when a player wants to take something out of the inventory.
6689 -- Return value: number of items allowed to take.
6690 -- Return value -1: Allow and don't modify item count in inventory.
6692 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6693 on_put = function(inv, listname, index, stack, player),
6694 on_take = function(inv, listname, index, stack, player),
6695 -- Called after the actual action has happened, according to what was
6705 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6708 hud_elem_type = "image", -- See HUD element types
6709 -- Type of element, can be "image", "text", "statbar", or "inventory"
6711 position = {x=0.5, y=0.5},
6712 -- Left corner position of element
6716 scale = {x = 2, y = 2},
6723 -- Selected item in inventory. 0 for no item selected.
6726 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6728 alignment = {x=0, y=0},
6730 offset = {x=0, y=0},
6732 size = { x=100, y=100 },
6733 -- Size of element in pixels
6739 Used by `minetest.add_particle`.
6742 pos = {x=0, y=0, z=0},
6743 velocity = {x=0, y=0, z=0},
6744 acceleration = {x=0, y=0, z=0},
6745 -- Spawn particle at pos with velocity and acceleration
6748 -- Disappears after expirationtime seconds
6751 -- Scales the visual size of the particle texture.
6753 collisiondetection = false,
6754 -- If true collides with `walkable` nodes and, depending on the
6755 -- `object_collision` field, objects too.
6757 collision_removal = false,
6758 -- If true particle is removed when it collides.
6759 -- Requires collisiondetection = true to have any effect.
6761 object_collision = false,
6762 -- If true particle collides with objects that are defined as
6763 -- `physical = true,` and `collide_with_objects = true,`.
6764 -- Requires collisiondetection = true to have any effect.
6767 -- If true faces player using y axis only
6769 texture = "image.png",
6771 playername = "singleplayer",
6772 -- Optional, if specified spawns particle only on the player's client
6774 animation = {Tile Animation definition},
6775 -- Optional, specifies how to animate the particle texture
6778 -- Optional, specify particle self-luminescence in darkness.
6783 `ParticleSpawner` definition
6784 ----------------------------
6786 Used by `minetest.add_particlespawner`.
6790 -- Number of particles spawned over the time period `time`.
6793 -- Lifespan of spawner in seconds.
6794 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6795 -- a per-second basis.
6797 minpos = {x=0, y=0, z=0},
6798 maxpos = {x=0, y=0, z=0},
6799 minvel = {x=0, y=0, z=0},
6800 maxvel = {x=0, y=0, z=0},
6801 minacc = {x=0, y=0, z=0},
6802 maxacc = {x=0, y=0, z=0},
6807 -- The particles' properties are random values between the min and max
6809 -- pos, velocity, acceleration, expirationtime, size
6811 collisiondetection = false,
6812 -- If true collide with `walkable` nodes and, depending on the
6813 -- `object_collision` field, objects too.
6815 collision_removal = false,
6816 -- If true particles are removed when they collide.
6817 -- Requires collisiondetection = true to have any effect.
6819 object_collision = false,
6820 -- If true particles collide with objects that are defined as
6821 -- `physical = true,` and `collide_with_objects = true,`.
6822 -- Requires collisiondetection = true to have any effect.
6824 attached = ObjectRef,
6825 -- If defined, particle positions, velocities and accelerations are
6826 -- relative to this object's position and yaw
6829 -- If true face player using y axis only
6831 texture = "image.png",
6833 playername = "singleplayer",
6834 -- Optional, if specified spawns particles only on the player's client
6836 animation = {Tile Animation definition},
6837 -- Optional, specifies how to animate the particles' texture
6840 -- Optional, specify particle self-luminescence in darkness.
6844 `HTTPRequest` definition
6845 ------------------------
6847 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6850 url = "http://example.org",
6853 -- Timeout for connection in seconds. Default is 3 seconds.
6855 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6856 -- Optional, if specified a POST request with post_data is performed.
6857 -- Accepts both a string and a table. If a table is specified, encodes
6858 -- table as x-www-form-urlencoded key-value pairs.
6859 -- If post_data is not specified, a GET request is performed instead.
6861 user_agent = "ExampleUserAgent",
6862 -- Optional, if specified replaces the default minetest user agent with
6865 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6866 -- Optional, if specified adds additional headers to the HTTP request.
6867 -- You must make sure that the header strings follow HTTP specification
6871 -- Optional, if true performs a multipart HTTP request.
6872 -- Default is false.
6875 `HTTPRequestResult` definition
6876 ------------------------------
6878 Passed to `HTTPApiTable.fetch` callback. Returned by
6879 `HTTPApiTable.fetch_async_get`.
6883 -- If true, the request has finished (either succeeded, failed or timed
6887 -- If true, the request was successful
6890 -- If true, the request timed out
6898 Authentication handler definition
6899 ---------------------------------
6901 Used by `minetest.register_authentication_handler`.
6904 get_auth = function(name),
6905 -- Get authentication data for existing player `name` (`nil` if player
6907 -- Returns following structure:
6908 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6910 create_auth = function(name, password),
6911 -- Create new auth data for player `name`.
6912 -- Note that `password` is not plain-text but an arbitrary
6913 -- representation decided by the engine.
6915 delete_auth = function(name),
6916 -- Delete auth data of player `name`.
6917 -- Returns boolean indicating success (false if player is nonexistent).
6919 set_password = function(name, password),
6920 -- Set password of player `name` to `password`.
6921 -- Auth data should be created if not present.
6923 set_privileges = function(name, privileges),
6924 -- Set privileges of player `name`.
6925 -- `privileges` is in table form, auth data should be created if not
6928 reload = function(),
6929 -- Reload authentication data from the storage location.
6930 -- Returns boolean indicating success.
6932 record_login = function(name),
6933 -- Called when player joins, used for keeping track of last_login
6935 iterate = function(),
6936 -- Returns an iterator (use with `for` loops) for all player names
6937 -- currently in the auth database