1 Minetest Lua Modding API Reference 0.5.0
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
148 The location of this directory can be fetched by using
149 `minetest.get_modpath(modname)`.
152 List of mods that have to be loaded before loading this mod.
154 A single line contains a single modname.
156 Optional dependencies can be defined by appending a question mark
157 to a single modname. Their meaning is that if the specified mod
158 is missing, that does not prevent this mod from being loaded.
161 A screenshot shown in the mod manager within the main menu. It should
162 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
164 ### `description.txt`
165 A File containing description to be shown within mainmenu.
167 ### `settingtypes.txt`
168 A file in the same format as the one in builtin. It will be parsed by the
169 settings menu and the settings will be displayed in the "Mods" category.
172 The main Lua script. Running this script should register everything it
173 wants to register. Subsequent execution depends on minetest calling the
174 registered callbacks.
176 `minetest.settings` can be used to read custom or existing settings at load
177 time, if necessary. (See `Settings`)
180 Models for entities or meshnodes.
182 ### `textures`, `sounds`, `media`
183 Media files (textures, sounds, whatever) that will be transferred to the
184 client and will be available for use by the mod.
187 Translation files for the clients. (See `Translations`)
189 Naming convention for registered textual names
190 ----------------------------------------------
191 Registered names should generally be in this format:
195 `<whatever>` can have these characters:
199 This is to prevent conflicting names from corrupting maps and is
200 enforced by the mod loader.
203 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
204 So the name should be `experimental:tnt`.
206 Enforcement can be overridden by prefixing the name with `:`. This can
207 be used for overriding the registrations of some other mod.
209 Example: Any mod can redefine `experimental:tnt` by using the name
214 (also that mod is required to have `experimental` as a dependency)
216 The `:` prefix can also be used for maintaining backwards compatibility.
219 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
220 `minetest.register_alias_force(name, convert_to)`.
222 This will make Minetest to convert things called name to things called
225 The only difference between `minetest.register_alias` and
226 `minetest.register_alias_force` is that if an item called `name` exists,
227 `minetest.register_alias` will do nothing while
228 `minetest.register_alias_force` will unregister it.
230 This can be used for maintaining backwards compatibility.
232 This can be also used for setting quick access names for things, e.g. if
233 you have an item called `epiclylongmodname:stuff`, you could do
235 minetest.register_alias("stuff", "epiclylongmodname:stuff")
237 and be able to use `/giveme stuff`.
241 Mods should generally prefix their textures with `modname_`, e.g. given
242 the mod name `foomod`, a texture could be called:
246 Textures are referred to by their complete name, or alternatively by
247 stripping out the file extension:
249 * e.g. `foomod_foothing.png`
250 * e.g. `foomod_foothing`
254 There are various texture modifiers that can be used
255 to generate textures on-the-fly.
257 ### Texture overlaying
258 Textures can be overlaid by putting a `^` between them.
262 default_dirt.png^default_grass_side.png
264 `default_grass_side.png` is overlayed over `default_dirt.png`.
265 The texture with the lower resolution will be automatically upscaled to
266 the higher resolution texture.
269 Textures can be grouped together by enclosing them in `(` and `)`.
271 Example: `cobble.png^(thing1.png^thing2.png)`
273 A texture for `thing1.png^thing2.png` is created and the resulting
274 texture is overlaid on top of `cobble.png`.
277 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
278 passing complex texture names as arguments. Escaping is done with backslash and
279 is required for `^` and `:`.
281 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
283 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
284 on top of `cobble.png`.
286 ### Advanced texture modifiers
288 #### `[crack:<n>:<p>`
289 * `<n>` = animation frame count
290 * `<p>` = current animation frame
292 Draw a step of the crack animation on the texture.
296 default_cobble.png^[crack:10:1
298 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
303 * `<file>` = texture to combine
305 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
306 specified coordinates.
310 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
312 #### `[resize:<w>x<h>`
313 Resizes the texture to the given dimensions.
317 default_sandstone.png^[resize:16x16
320 Makes the base image transparent according to the given ratio.
322 `r` must be between 0 and 255.
323 0 means totally transparent. 255 means totally opaque.
327 default_sandstone.png^[opacity:127
329 #### `[invert:<mode>`
330 Inverts the given channels of the base image.
331 Mode may contain the characters "r", "g", "b", "a".
332 Only the channels that are mentioned in the mode string will be inverted.
336 default_apple.png^[invert:rgb
339 Brightens the texture.
343 tnt_tnt_side.png^[brighten
346 Makes the texture completely opaque.
350 default_leaves.png^[noalpha
352 #### `[makealpha:<r>,<g>,<b>`
353 Convert one color to transparency.
357 default_cobble.png^[makealpha:128,128,128
360 * `<t>` = transformation(s) to apply
362 Rotates and/or flips the image.
364 `<t>` can be a number (between 0 and 7) or a transform name.
365 Rotations are counter-clockwise.
368 1 R90 rotate by 90 degrees
369 2 R180 rotate by 180 degrees
370 3 R270 rotate by 270 degrees
372 5 FXR90 flip X then rotate by 90 degrees
374 7 FYR90 flip Y then rotate by 90 degrees
378 default_stone.png^[transformFXR90
380 #### `[inventorycube{<top>{<left>{<right>`
381 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
383 Create an inventory cube texture using the side textures.
387 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
389 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
390 `dirt.png^grass_side.png` textures
392 #### `[lowpart:<percent>:<file>`
393 Blit the lower `<percent>`% part of `<file>` on the texture.
397 base.png^[lowpart:25:overlay.png
399 #### `[verticalframe:<t>:<n>`
400 * `<t>` = animation frame count
401 * `<n>` = current animation frame
403 Crops the texture to a frame of a vertical animation.
407 default_torch_animated.png^[verticalframe:16:8
410 Apply a mask to the base image.
412 The mask is applied using binary AND.
414 #### `[sheet:<w>x<h>:<x>,<y>`
415 Retrieves a tile at position x,y from the base image
416 which it assumes to be a tilesheet with dimensions w,h.
419 #### `[colorize:<color>:<ratio>`
420 Colorize the textures with the given color.
421 `<color>` is specified as a `ColorString`.
422 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
423 it is an int, then it specifies how far to interpolate between the
424 colors where 0 is only the texture color and 255 is only `<color>`. If
425 omitted, the alpha of `<color>` will be used as the ratio. If it is
426 the word "`alpha`", then each texture pixel will contain the RGB of
427 `<color>` and the alpha of `<color>` multiplied by the alpha of the
430 #### `[multiply:<color>`
431 Multiplies texture colors with the given color.
432 `<color>` is specified as a `ColorString`.
433 Result is more like what you'd expect if you put a color on top of another
434 color. Meaning white surfaces get a lot of your new color while black parts don't
439 The goal of hardware coloring is to simplify the creation of
440 colorful nodes. If your textures use the same pattern, and they only
441 differ in their color (like colored wool blocks), you can use hardware
442 coloring instead of creating and managing many texture files.
443 All of these methods use color multiplication (so a white-black texture
444 with red coloring will result in red-black color).
447 This method is useful if you wish to create nodes/items with
448 the same texture, in different colors, each in a new node/item definition.
451 When you register an item or node, set its `color` field (which accepts a
452 `ColorSpec`) to the desired color.
454 An `ItemStack`s static color can be overwritten by the `color` metadata
455 field. If you set that field to a `ColorString`, that color will be used.
458 Each tile may have an individual static color, which overwrites every
459 other coloring methods. To disable the coloring of a face,
460 set its color to white (because multiplying with white does nothing).
461 You can set the `color` property of the tiles in the node's definition
462 if the tile is in table format.
465 For nodes and items which can have many colors, a palette is more
466 suitable. A palette is a texture, which can contain up to 256 pixels.
467 Each pixel is one possible color for the node/item.
468 You can register one node/item, which can have up to 256 colors.
470 #### Palette indexing
471 When using palettes, you always provide a pixel index for the given
472 node or `ItemStack`. The palette is read from left to right and from
473 top to bottom. If the palette has less than 256 pixels, then it is
474 stretched to contain exactly 256 pixels (after arranging the pixels
475 to one line). The indexing starts from 0.
478 * 16x16 palette, index = 0: the top left corner
479 * 16x16 palette, index = 4: the fifth pixel in the first row
480 * 16x16 palette, index = 16: the pixel below the top left corner
481 * 16x16 palette, index = 255: the bottom right corner
482 * 2 (width)x4 (height) palette, index=31: the top left corner.
483 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
484 to ensure the total 256 pixels.
485 * 2x4 palette, index=32: the top right corner
486 * 2x4 palette, index=63: the top right corner
487 * 2x4 palette, index=64: the pixel below the top left corner
489 #### Using palettes with items
490 When registering an item, set the item definition's `palette` field to
491 a texture. You can also use texture modifiers.
493 The `ItemStack`'s color depends on the `palette_index` field of the
494 stack's metadata. `palette_index` is an integer, which specifies the
495 index of the pixel to use.
497 #### Linking palettes with nodes
498 When registering a node, set the item definition's `palette` field to
499 a texture. You can also use texture modifiers.
500 The node's color depends on its `param2`, so you also must set an
501 appropriate `drawtype`:
502 * `drawtype = "color"` for nodes which use their full `param2` for
503 palette indexing. These nodes can have 256 different colors.
504 The palette should contain 256 pixels.
505 * `drawtype = "colorwallmounted"` for nodes which use the first
506 five bits (most significant) of `param2` for palette indexing.
507 The remaining three bits are describing rotation, as in `wallmounted`
508 draw type. Division by 8 yields the palette index (without stretching the
509 palette). These nodes can have 32 different colors, and the palette
510 should contain 32 pixels.
512 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
513 pixel will be picked from the palette.
514 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
515 pixel will be picked from the palette.
516 * `drawtype = "colorfacedir"` for nodes which use the first
517 three bits of `param2` for palette indexing. The remaining
518 five bits are describing rotation, as in `facedir` draw type.
519 Division by 32 yields the palette index (without stretching the
520 palette). These nodes can have 8 different colors, and the
521 palette should contain 8 pixels.
523 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
524 first (= 0 + 1) pixel will be picked from the palette.
525 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
526 second (= 1 + 1) pixel will be picked from the palette.
528 To colorize a node on the map, set its `param2` value (according
529 to the node's draw type).
531 ### Conversion between nodes in the inventory and the on the map
532 Static coloring is the same for both cases, there is no need
535 If the `ItemStack`'s metadata contains the `color` field, it will be
536 lost on placement, because nodes on the map can only use palettes.
538 If the `ItemStack`'s metadata contains the `palette_index` field, it is
539 automatically transferred between node and item forms by the engine,
540 when a player digs or places a colored node.
541 You can disable this feature by setting the `drop` field of the node
542 to itself (without metadata).
543 To transfer the color to a special drop, you need a drop table.
546 minetest.register_node("mod:stone", {
547 description = "Stone",
548 tiles = {"default_stone.png"},
549 paramtype2 = "color",
550 palette = "palette.png",
553 -- assume that mod:cobblestone also has the same palette
554 {items = {"mod:cobblestone"}, inherit_color = true },
559 ### Colored items in craft recipes
560 Craft recipes only support item strings, but fortunately item strings
561 can also contain metadata. Example craft recipe registration:
563 minetest.register_craft({
564 output = minetest.itemstring_with_palette("wool:block", 3),
572 To set the `color` field, you can use `minetest.itemstring_with_color`.
574 Metadata field filtering in the `recipe` field are not supported yet,
575 so the craft output is independent of the color of the ingredients.
579 Sometimes hardware coloring is not enough, because it affects the
580 whole tile. Soft texture overlays were added to Minetest to allow
581 the dynamic coloring of only specific parts of the node's texture.
582 For example a grass block may have colored grass, while keeping the
585 These overlays are 'soft', because unlike texture modifiers, the layers
586 are not merged in the memory, but they are simply drawn on top of each
587 other. This allows different hardware coloring, but also means that
588 tiles with overlays are drawn slower. Using too much overlays might
591 For inventory and wield images you can specify overlays which
592 hardware coloring does not modify. You have to set `inventory_overlay`
593 and `wield_overlay` fields to an image name.
595 To define a node overlay, simply set the `overlay_tiles` field of the node
596 definition. These tiles are defined in the same way as plain tiles:
597 they can have a texture name, color etc.
598 To skip one face, set that overlay tile to an empty string.
600 Example (colored grass block):
602 minetest.register_node("default:dirt_with_grass", {
603 description = "Dirt with Grass",
604 -- Regular tiles, as usual
605 -- The dirt tile disables palette coloring
606 tiles = {{name = "default_grass.png"},
607 {name = "default_dirt.png", color = "white"}},
608 -- Overlay tiles: define them in the same style
609 -- The top and bottom tile does not have overlay
610 overlay_tiles = {"", "",
611 {name = "default_grass_side.png", tileable_vertical = false}},
612 -- Global color, used in inventory
614 -- Palette in the world
615 paramtype2 = "color",
616 palette = "default_foilage.png",
621 Only Ogg Vorbis files are supported.
623 For positional playing of sounds, only single-channel (mono) files are
624 supported. Otherwise OpenAL will play them non-positionally.
626 Mods should generally prefix their sounds with `modname_`, e.g. given
627 the mod name "`foomod`", a sound could be called:
631 Sounds are referred to by their name with a dot, a single digit and the
632 file extension stripped out. When a sound is played, the actual sound file
633 is chosen randomly from the matching sounds.
635 When playing the sound `foomod_foosound`, the sound is chosen randomly
636 from the available ones of the following files:
638 * `foomod_foosound.ogg`
639 * `foomod_foosound.0.ogg`
640 * `foomod_foosound.1.ogg`
642 * `foomod_foosound.9.ogg`
644 Examples of sound parameter tables:
646 -- Play locationless on all clients
648 gain = 1.0, -- default
649 fade = 0.0, -- default, change to a value > 0 to fade the sound in
650 pitch = 1.0, -- default
652 -- Play locationless to one player
655 gain = 1.0, -- default
656 fade = 0.0, -- default, change to a value > 0 to fade the sound in
657 pitch = 1.0, -- default
659 -- Play locationless to one player, looped
662 gain = 1.0, -- default
665 -- Play in a location
667 pos = {x = 1, y = 2, z = 3},
668 gain = 1.0, -- default
669 max_hear_distance = 32, -- default, uses an euclidean metric
671 -- Play connected to an object, looped
673 object = <an ObjectRef>,
674 gain = 1.0, -- default
675 max_hear_distance = 32, -- default, uses an euclidean metric
679 Looped sounds must either be connected to an object or played locationless to
680 one player using `to_player = name,`
682 ### `SimpleSoundSpec`
684 * e.g. `"default_place_node"`
686 * e.g. `{name = "default_place_node"}`
687 * e.g. `{name = "default_place_node", gain = 1.0}`
688 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
690 Registered definitions of stuff
691 -------------------------------
692 Anything added using certain `minetest.register_*` functions get added to
693 the global `minetest.registered_*` tables.
695 * `minetest.register_entity(name, prototype table)`
696 * added to `minetest.registered_entities[name]`
698 * `minetest.register_node(name, node definition)`
699 * added to `minetest.registered_items[name]`
700 * added to `minetest.registered_nodes[name]`
702 * `minetest.register_tool(name, item definition)`
703 * added to `minetest.registered_items[name]`
705 * `minetest.register_craftitem(name, item definition)`
706 * added to `minetest.registered_items[name]`
708 * `minetest.unregister_item(name)`
709 * Unregisters the item name from engine, and deletes the entry with key
710 * `name` from `minetest.registered_items` and from the associated item
711 * table according to its nature: `minetest.registered_nodes[]` etc
713 * `minetest.register_biome(biome definition)`
714 * returns an integer uniquely identifying the registered biome
715 * added to `minetest.registered_biome` with the key of `biome.name`
716 * if `biome.name` is nil, the key is the returned ID
718 * `minetest.unregister_biome(name)`
719 * Unregisters the biome name from engine, and deletes the entry with key
720 * `name` from `minetest.registered_biome`
722 * `minetest.register_ore(ore definition)`
723 * returns an integer uniquely identifying the registered ore
724 * added to `minetest.registered_ores` with the key of `ore.name`
725 * if `ore.name` is nil, the key is the returned ID
727 * `minetest.register_decoration(decoration definition)`
728 * returns an integer uniquely identifying the registered decoration
729 * added to `minetest.registered_decorations` with the key of `decoration.name`
730 * if `decoration.name` is nil, the key is the returned ID
732 * `minetest.register_schematic(schematic definition)`
733 * returns an integer uniquely identifying the registered schematic
734 * added to `minetest.registered_schematic` with the key of `schematic.name`
735 * if `schematic.name` is nil, the key is the returned ID
736 * if the schematic is loaded from a file, schematic.name is set to the filename
737 * if the function is called when loading the mod, and schematic.name is a relative
738 path, then the current mod path will be prepended to the schematic filename
740 * `minetest.clear_registered_biomes()`
741 * clears all biomes currently registered
743 * `minetest.clear_registered_ores()`
744 * clears all ores currently registered
746 * `minetest.clear_registered_decorations()`
747 * clears all decorations currently registered
749 * `minetest.clear_registered_schematics()`
750 * clears all schematics currently registered
752 Note that in some cases you will stumble upon things that are not contained
753 in these tables (e.g. when a mod has been removed). Always check for
754 existence before trying to access the fields.
756 Example: If you want to check the drawtype of a node, you could do:
758 local function get_nodedef_field(nodename, fieldname)
759 if not minetest.registered_nodes[nodename] then
762 return minetest.registered_nodes[nodename][fieldname]
764 local drawtype = get_nodedef_field(nodename, "drawtype")
766 Example: `minetest.get_item_group(name, group)` has been implemented as:
768 function minetest.get_item_group(name, group)
769 if not minetest.registered_items[name] or not
770 minetest.registered_items[name].groups[group] then
773 return minetest.registered_items[name].groups[group]
778 Nodes are the bulk data of the world: cubes and other things that take the
779 space of a cube. Huge amounts of them are handled efficiently, but they
782 The definition of a node is stored and can be accessed by name in
784 minetest.registered_nodes[node.name]
786 See "Registered definitions of stuff".
788 Nodes are passed by value between Lua and the engine.
789 They are represented by a table:
791 {name="name", param1=num, param2=num}
793 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
794 them for certain automated functions. If you don't use these functions, you can
795 use them to store arbitrary values.
797 The functions of `param1` and `param2` are determined by certain fields in the
800 `param1` is reserved for the engine when `paramtype != "none"`:
803 ^ The value stores light with and without sun in its upper and lower 4 bits
804 respectively. Allows light to propagate from or through the node with
805 light value falling by 1 per node. This is essential for a light source
806 node to spread its light.
808 `param2` is reserved for the engine when any of these are used:
810 liquidtype == "flowing"
811 ^ The level and some flags of the liquid is stored in param2
812 drawtype == "flowingliquid"
813 ^ The drawn liquid level is read from param2
814 drawtype == "torchlike"
815 drawtype == "signlike"
816 paramtype2 == "wallmounted"
817 ^ The rotation of the node is stored in param2. You can make this value
818 by using minetest.dir_to_wallmounted().
819 paramtype2 == "facedir"
820 ^ The rotation of the node is stored in param2. Furnaces and chests are
821 rotated this way. Can be made by using minetest.dir_to_facedir().
823 facedir / 4 = axis direction:
824 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
825 facedir modulo 4 = rotation around that axis
826 paramtype2 == "leveled"
827 paramtype2 == "degrotate"
828 ^ The rotation of this node is stored in param2. Plants are rotated this way.
829 Values range 0 - 179. The value stored in param2 is multiplied by two to
830 get the actual rotation of the node.
831 paramtype2 == "meshoptions"
832 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
833 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
834 a mesh selector. Currently the following meshes are choosable:
835 0 = a "x" shaped plant (ordinary plant)
836 1 = a "+" shaped plant (just rotated 45 degrees)
837 2 = a "*" shaped plant with 3 faces instead of 2
838 3 = a "#" shaped plant with 4 faces instead of 2
839 4 = a "#" shaped plant with 4 faces that lean outwards
840 5-7 are unused and reserved for future meshes.
841 Bits 3 through 7 are optional flags that can be combined and give these
843 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
844 bit 4 (0x10) - Makes the plant mesh 1.4x larger
845 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
846 bits 6-7 are reserved for future use.
847 paramtype2 == "color"
848 ^ `param2` tells which color is picked from the palette.
849 The palette should have 256 pixels.
850 paramtype2 == "colorfacedir"
851 ^ Same as `facedir`, but with colors.
852 The first three bits of `param2` tells which color
853 is picked from the palette.
854 The palette should have 8 pixels.
855 paramtype2 == "colorwallmounted"
856 ^ Same as `wallmounted`, but with colors.
857 The first five bits of `param2` tells which color
858 is picked from the palette.
859 The palette should have 32 pixels.
860 paramtype2 == "glasslikeliquidlevel"
861 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
862 param2 defines 64 levels of internal liquid.
863 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
865 Nodes can also contain extra data. See "Node Metadata".
869 There are a bunch of different looking node types.
871 Look for examples in `games/minimal` or `games/minetest_game`.
879 * `glasslike_framed_optional`
881 * `allfaces_optional`
888 * `nodebox` -- See below. (**Experimental!**)
889 * `mesh` -- use models for nodes
892 `*_optional` drawtypes need less rendering time if deactivated (always client side).
896 Node selection boxes are defined using "node boxes"
898 The `nodebox` node drawtype allows defining visual of nodes consisting of
899 arbitrary number of boxes. It allows defining stuff like stairs. Only the
900 `fixed` and `leveled` box type is supported for these.
902 Please note that this is still experimental, and may be incompatibly
903 changed in the future.
905 A nodebox is defined as any of:
908 -- A normal cube; the default in most things
912 -- A fixed box (facedir param2 is used, if applicable)
914 fixed = box OR {box1, box2, ...}
917 -- A box like the selection box for torches
918 -- (wallmounted param2 is used, if applicable)
919 type = "wallmounted",
925 -- A node that has optional boxes depending on neighbouring nodes'
926 -- presence and type. See also `connects_to`.
928 fixed = box OR {box1, box2, ...}
929 connect_top = box OR {box1, box2, ...}
930 connect_bottom = box OR {box1, box2, ...}
931 connect_front = box OR {box1, box2, ...}
932 connect_left = box OR {box1, box2, ...}
933 connect_back = box OR {box1, box2, ...}
934 connect_right = box OR {box1, box2, ...}
937 A `box` is defined as:
939 {x1, y1, z1, x2, y2, z2}
941 A box of a regular node would look like:
943 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
945 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
946 set to level from `param2`.
951 If drawtype `mesh` is used, tiles should hold model materials textures.
952 Only static meshes are implemented.
953 For supported model formats see Irrlicht engine documentation.
958 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
962 Offset that the noise is translated by (i.e. added) after calculation.
965 Factor that the noise is scaled by (i.e. multiplied) after calculation.
968 Vector containing values by which each coordinate is divided by before calculation.
969 Higher spread values result in larger noise features.
971 A value of `{x=250, y=250, z=250}` is common.
974 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
975 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
978 Number of times the noise gradient is accumulated into the noise.
980 Increase this number to increase the amount of detail in the resulting noise.
982 A value of `6` is common.
985 Factor by which the effect of the noise gradient function changes with each successive octave.
987 Values less than `1` make the details of successive octaves' noise diminish, while values
988 greater than `1` make successive octaves stronger.
990 A value of `0.6` is common.
993 Factor by which the noise feature sizes change with each successive octave.
995 A value of `2.0` is common.
998 Leave this field unset for no special handling.
1000 Currently supported are `defaults`, `eased` and `absvalue`.
1003 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1007 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1008 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1009 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1012 Accumulates the absolute value of each noise gradient result.
1014 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1019 spread = {x=500, y=500, z=500},
1024 flags = "defaults, absvalue"
1026 ^ A single noise parameter table can be used to get 2D or 3D noise,
1027 when getting 2D noise spread.z is ignored.
1032 These tell in what manner the ore is generated.
1034 All default ores are of the uniformly-distributed scatter type.
1037 Randomly chooses a location and generates a cluster of ore.
1039 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1040 that point is greater than the `noise_threshold`, giving the ability to create
1041 a non-equal distribution of ore.
1044 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1045 described by `noise_params` and `noise_threshold`. This is essentially an
1046 improved version of the so-called "stratus" ore seen in some unofficial mods.
1048 This sheet consists of vertical columns of uniform randomly distributed height,
1049 varying between the inclusive range `column_height_min` and `column_height_max`.
1050 If `column_height_min` is not specified, this parameter defaults to 1.
1051 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1052 for reverse compatibility. New code should prefer `column_height_max`.
1054 The `column_midpoint_factor` parameter controls the position of the column at which
1055 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1056 columns grow equally starting from each direction. `column_midpoint_factor` is a
1057 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1060 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1063 Creates a sheet of ore in a cloud-like puff shape.
1065 As with the `sheet` ore type, the size and shape of puffs are described by
1066 `noise_params` and `noise_threshold` and are placed at random vertical positions
1067 within the currently generated chunk.
1069 The vertical top and bottom displacement of each puff are determined by the noise
1070 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1074 Creates a deformed sphere of ore according to 3d perlin noise described by
1075 `noise_params`. The maximum size of the blob is `clust_size`, and
1076 `clust_scarcity` has the same meaning as with the `scatter` type.
1079 Creates veins of ore varying in density by according to the intersection of two
1080 instances of 3d perlin noise with diffferent seeds, both described by
1081 `noise_params`. `random_factor` varies the influence random chance has on
1082 placement of an ore inside the vein, which is `1` by default. Note that
1083 modifying this parameter may require adjusting `noise_threshold`.
1084 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1085 by this ore type. This ore type is difficult to control since it is sensitive
1086 to small changes. The following is a decent set of parameters to work from:
1091 spread = {x=200, y=200, z=200},
1097 noise_threshold = 1.6
1099 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1100 computationally expensive than any other ore.
1104 See section "Flag Specifier Format".
1106 Currently supported flags:
1107 `puff_cliffs`, `puff_additive_composition`.
1110 If set, puff ore generation will not taper down large differences in displacement
1111 when approaching the edge of a puff. This flag has no effect for ore types other
1114 ### `puff_additive_composition`
1115 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1116 negative displacement, the sub-column at that point is not generated. With this
1117 attribute set, puff ore generation will instead generate the absolute difference in
1118 noise displacement values. This flag has no effect for ore types other than `puff`.
1122 The varying types of decorations that can be placed.
1125 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1126 a list, if a decoration list is specified). Can specify a certain node it must
1127 spawn next to, such as water or lava, for example. Can also generate a
1128 decoration of random height between a specified lower and upper bound.
1129 This type of decoration is intended for placement of grass, flowers, cacti,
1130 papyri, waterlilies and so on.
1133 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1134 Can specify a probability of a node randomly appearing when placed.
1135 This decoration type is intended to be used for multi-node sized discrete
1136 structures, such as trees, cave spikes, rocks, and so on.
1140 --------------------
1141 A schematic specifier identifies a schematic by either a filename to a
1142 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1143 in the form of a table. This table specifies the following fields:
1145 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1146 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1147 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1148 * The `data` field is a flat table of MapNode tables making up the schematic,
1149 in the order of `[z [y [x]]]`. (required)
1150 Each MapNode table contains:
1151 * `name`: the name of the map node to place (required)
1152 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1153 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1154 * `force_place`: boolean representing if the node should forcibly overwrite any
1155 previous contents (default: false)
1157 About probability values:
1159 * A probability value of `0` or `1` means that node will never appear (0% chance).
1160 * A probability value of `254` or `255` means the node will always appear (100% chance).
1161 * If the probability value `p` is greater than `1`, then there is a
1162 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1166 Schematic attributes
1167 --------------------
1168 See section "Flag Specifier Format".
1170 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1173 * `place_center_x`: Placement of this decoration is centered along the X axis.
1174 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1175 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1176 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1181 The position field is used for all element types.
1183 To account for differing resolutions, the position coordinates are the percentage
1184 of the screen, ranging in value from `0` to `1`.
1186 The name field is not yet used, but should contain a description of what the
1187 HUD element represents. The direction field is the direction in which something
1190 `0` draws from left to right, `1` draws from right to left, `2` draws from
1191 top to bottom, and `3` draws from bottom to top.
1193 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1194 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1195 Fractional values can be used.
1197 The `offset` field specifies a pixel offset from the position. Contrary to position,
1198 the offset is not scaled to screen size. This allows for some precisely-positioned
1201 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1203 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1205 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1206 in the experimental stages.
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.
1220 Displays text on the HUD.
1222 * `scale`: Defines the bounding rectangle of the text.
1223 A value such as `{x=100, y=100}` should work.
1224 * `text`: The text to be displayed in the HUD element.
1225 * `number`: An integer containing the RGB value of the color used to draw the text.
1226 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1227 * `alignment`: The alignment of the text.
1228 * `offset`: offset in pixels from position.
1231 Displays a horizontal bar made up of half-images.
1233 * `text`: The name of the texture that is used.
1234 * `number`: The number of half-textures that are displayed.
1235 If odd, will end with a vertically center-split texture.
1237 * `offset`: offset in pixels from position.
1238 * `size`: If used, will force full-image size to this value (override texture pack image size)
1241 * `text`: The name of the inventory list to be displayed.
1242 * `number`: Number of items in the inventory to be displayed.
1243 * `item`: Position of item that is selected.
1245 * `offset`: offset in pixels from position.
1248 Displays distance to selected world position.
1250 * `name`: The name of the waypoint.
1251 * `text`: Distance suffix. Can be blank.
1252 * `number:` An integer containing the RGB value of the color used to draw the text.
1253 * `world_pos`: World position of the waypoint.
1255 Representations of simple things
1256 --------------------------------
1260 {x=num, y=num, z=num}
1262 For helper functions see "Vector helpers".
1265 * `{type="nothing"}`
1266 * `{type="node", under=pos, above=pos}`
1267 * `{type="object", ref=ObjectRef}`
1269 Flag Specifier Format
1270 ---------------------
1271 Flags using the standardized flag specifier format can be specified in either of
1272 two ways, by string or table.
1274 The string format is a comma-delimited set of flag names; whitespace and
1275 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1276 flag, and specifying a flag prefixed by the string `"no"` explicitly
1277 clears the flag from whatever the default may be.
1279 In addition to the standard string flag format, the schematic flags field can
1280 also be a table of flag names to boolean values representing whether or not the
1281 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1282 is present, mapped to a boolean of any value, the specified flag is unset.
1284 E.g. A flag field of value
1286 {place_center_x = true, place_center_y=false, place_center_z=true}
1290 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1292 which is equivalent to
1294 "place_center_x, noplace_center_y, place_center_z"
1298 "place_center_x, place_center_z"
1300 since, by default, no schematic attributes are set.
1306 There are three kinds of items: nodes, tools and craftitems.
1308 * Node (`register_node`): A node from the world.
1309 * Tool (`register_tool`): A tool/weapon that can dig and damage
1310 things according to `tool_capabilities`.
1311 * Craftitem (`register_craftitem`): A miscellaneous item.
1314 All item stacks have an amount between 0 to 65535. It is 1 by
1315 default. Tool item stacks can not have an amount greater than 1.
1317 Tools use a wear (=damage) value ranging from 0 to 65535. The
1318 value 0 is the default and used is for unworn tools. The values
1319 1 to 65535 are used for worn tools, where a higher value stands for
1320 a higher wear. Non-tools always have a wear value of 0.
1323 Items and item stacks can exist in three formats: Serializes, table format
1327 This is called "stackstring" or "itemstring". It is a simple string with
1328 1-3 components: the full item identifier, an optional amount and an optional
1331 <identifier> [<amount>[ <wear>]]
1335 * `'default:apple'`: 1 apple
1336 * `'default:dirt 5'`: 5 dirt
1337 * `'default:pick_stone'`: a new stone pickaxe
1338 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1345 {name="default:dirt", count=5, wear=0, metadata=""}
1347 A wooden pick about 1/3 worn out:
1349 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1353 {name="default:apple", count=1, wear=0, metadata=""}
1356 A native C++ format with many helper methods. Useful for converting
1357 between formats. See the Class reference section for details.
1359 When an item must be passed to a function, it can usually be in any of
1365 In a number of places, there is a group table. Groups define the
1366 properties of a thing (item, node, armor of entity, capabilities of
1367 tool) in such a way that the engine and other mods can can interact with
1368 the thing without actually knowing what the thing is.
1371 Groups are stored in a table, having the group names with keys and the
1372 group ratings as values. For example:
1374 groups = {crumbly=3, soil=1}
1377 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1378 -- ^ A more special dirt-kind of thing
1380 Groups always have a rating associated with them. If there is no
1381 useful meaning for a rating for an enabled group, it shall be `1`.
1383 When not defined, the rating of a group defaults to `0`. Thus when you
1384 read groups, you must interpret `nil` and `0` as the same value, `0`.
1386 You can read the rating of a group for an item or a node by using
1388 minetest.get_item_group(itemname, groupname)
1391 Groups of items can define what kind of an item it is (e.g. wool).
1394 In addition to the general item things, groups are used to define whether
1395 a node is destroyable and how long it takes to destroy by a tool.
1397 ### Groups of entities
1398 For entities, groups are, as of now, used only for calculating damage.
1399 The rating is the percentage of damage caused by tools with this damage group.
1400 See "Entity damage mechanism".
1402 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1403 object.set_armor_groups({fleshy=30, cracky=80})
1406 Groups in tools define which groups of nodes and entities they are
1409 ### Groups in crafting recipes
1410 An example: Make meat soup from any meat, any water and any bowl:
1413 output = 'food:meat_soup_raw',
1419 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1422 Another example: Make red wool from white wool and red dye:
1426 output = 'wool:red',
1427 recipe = {'wool:white', 'group:dye,basecolor_red'},
1431 * `immortal`: Disables the group damage system for an entity
1432 * `punch_operable`: For entities; disables the regular damage mechanism for
1433 players punching it by hand or a non-tool item, so that it can do something
1434 else than take damage.
1435 * `level`: Can be used to give an additional sense of progression in the game.
1436 * A larger level will cause e.g. a weapon of a lower level make much less
1437 damage, and get worn out much faster, or not be able to get drops
1438 from destroyed nodes.
1439 * `0` is something that is directly accessible at the start of gameplay
1440 * There is no upper limit
1441 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1442 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1443 * `3`: the node always gets the digging time 0 seconds (torch)
1444 * `disable_jump`: Player (and possibly other things) cannot jump from node
1445 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1446 * `bouncy`: value is bounce speed in percent
1447 * `falling_node`: if there is no walkable block under the node it will fall
1448 * `attached_node`: if the node under it is not a walkable block the node will be
1449 dropped as an item. If the node is wallmounted the wallmounted direction is
1451 * `soil`: saplings will grow on nodes in this group
1452 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1453 connect to each other
1454 * `slippery`: Players and items will slide on the node.
1455 Only use `slippery = 3` for now to ensure forwards compatibility.
1458 ### Known damage and digging time defining groups
1459 * `crumbly`: dirt, sand
1460 * `cracky`: tough but crackable stuff like stone.
1461 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1462 plants, wire, sheets of metal
1463 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1464 * `fleshy`: Living things like animals and the player. This could imply
1465 some blood effects when hitting.
1466 * `explody`: Especially prone to explosions
1467 * `oddly_breakable_by_hand`:
1468 Can be added to nodes that shouldn't logically be breakable by the
1469 hand but are. Somewhat similar to `dig_immediate`, but times are more
1470 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1471 speed of a tool if the tool can dig at a faster speed than this
1472 suggests for the hand.
1474 ### Examples of custom groups
1475 Item groups are often used for defining, well, _groups of items_.
1477 * `meat`: any meat-kind of a thing (rating might define the size or healing
1478 ability or be irrelevant -- it is not defined as of yet)
1479 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1481 * `flammable`: can be set on fire. Rating might define the intensity of the
1482 fire, affecting e.g. the speed of the spreading of an open fire.
1483 * `wool`: any wool (any origin, any color)
1484 * `metal`: any metal
1485 * `weapon`: any weapon
1486 * `heavy`: anything considerably heavy
1488 ### Digging time calculation specifics
1489 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1490 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1491 faster digging time.
1493 The `level` group is used to limit the toughness of nodes a tool can dig
1494 and to scale the digging times / damage to a greater extent.
1496 **Please do understand this**, otherwise you cannot use the system to it's
1499 Tools define their properties by a list of parameters for groups. They
1500 cannot dig other groups; thus it is important to use a standard bunch of
1501 groups to enable interaction with tools.
1503 #### Tools definition
1506 * Full punch interval
1507 * Maximum drop level
1508 * For an arbitrary list of groups:
1509 * Uses (until the tool breaks)
1510 * Maximum level (usually `0`, `1`, `2` or `3`)
1514 #### Full punch interval
1515 When used as a weapon, the tool will do full damage if this time is spent
1516 between punches. If e.g. half the time is spent, the tool will do half
1519 #### Maximum drop level
1520 Suggests the maximum level of node, when dug with the tool, that will drop
1521 it's useful item. (e.g. iron ore to drop a lump of iron).
1523 This is not automated; it is the responsibility of the node definition
1527 Determines how many uses the tool has when it is used for digging a node,
1528 of this group, of the maximum level. For lower leveled nodes, the use count
1529 is multiplied by `3^leveldiff`.
1531 * `uses=10, leveldiff=0`: actual uses: 10
1532 * `uses=10, leveldiff=1`: actual uses: 30
1533 * `uses=10, leveldiff=2`: actual uses: 90
1536 Tells what is the maximum level of a node of this group that the tool will
1540 List of digging times for different ratings of the group, for nodes of the
1543 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1544 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1545 for this group, and unable to dig the rating `1`, which is the toughest.
1546 Unless there is a matching group that enables digging otherwise.
1548 If the result digging time is 0, a delay of 0.15 seconds is added between
1549 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1550 i.e. players can more quickly click the nodes away instead of holding LMB.
1553 List of damage for groups of entities. See "Entity damage mechanism".
1555 #### Example definition of the capabilities of a tool
1557 tool_capabilities = {
1558 full_punch_interval=1.5,
1561 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1563 damage_groups = {fleshy=2},
1566 This makes the tool be able to dig nodes that fulfil both of these:
1568 * Have the `crumbly` group
1569 * Have a `level` group less or equal to `2`
1571 Table of resulting digging times:
1573 crumbly 0 1 2 3 4 <- level
1575 1 0.80 1.60 1.60 - -
1576 2 0.60 1.20 1.20 - -
1577 3 0.40 0.80 0.80 - -
1579 level diff: 2 1 0 -1 -2
1581 Table of resulting tool uses:
1590 * At `crumbly==0`, the node is not diggable.
1591 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1592 easy nodes to be quickly breakable.
1593 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1595 Entity damage mechanism
1596 -----------------------
1600 foreach group in cap.damage_groups:
1601 damage += cap.damage_groups[group] * limit(actual_interval /
1602 cap.full_punch_interval, 0.0, 1.0)
1603 * (object.armor_groups[group] / 100.0)
1604 -- Where object.armor_groups[group] is 0 for inexistent values
1607 Client predicts damage based on damage groups. Because of this, it is able to
1608 give an immediate response when an entity is damaged or dies; the response is
1609 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1611 Currently a smoke puff will appear when an entity dies.
1613 The group `immortal` completely disables normal damage.
1615 Entities can define a special armor group, which is `punch_operable`. This
1616 group disables the regular damage mechanism for players punching it by hand or
1617 a non-tool item, so that it can do something else than take damage.
1619 On the Lua side, every punch calls:
1621 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1623 This should never be called directly, because damage is usually not handled by
1626 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1627 accessed unless absolutely required, to encourage interoperability.
1628 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1629 * `tool_capabilities` can be `nil`.
1630 * `direction` is a unit vector, pointing from the source of the punch to
1632 * `damage` damage that will be done to entity
1633 Return value of this function will determin if damage is done by this function
1634 (retval true) or shall be done by engine (retval false)
1636 To punch an entity/object in Lua, call:
1638 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1640 * Return value is tool wear.
1641 * Parameters are equal to the above callback.
1642 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1643 `direction` will be automatically filled in based on the location of `puncher`.
1647 The instance of a node in the world normally only contains the three values
1648 mentioned in "Nodes". However, it is possible to insert extra data into a
1649 node. It is called "node metadata"; See `NodeMetaRef`.
1651 Node metadata contains two things:
1656 Some of the values in the key-value store are handled specially:
1658 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1659 * `infotext`: Text shown on the screen when the node is pointed at
1663 local meta = minetest.get_meta(pos)
1664 meta:set_string("formspec",
1666 "list[context;main;0,0;8,4;]"..
1667 "list[current_player;main;0,5;8,4;]")
1668 meta:set_string("infotext", "Chest");
1669 local inv = meta:get_inventory()
1670 inv:set_size("main", 8*4)
1671 print(dump(meta:to_table()))
1674 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1675 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1676 [10] = "", [11] = "", [12] = "", [13] = "",
1677 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1678 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1679 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1680 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1684 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1691 Item stacks can store metadata too. See `ItemStackMetaRef`.
1693 Item metadata only contains a key-value store.
1695 Some of the values in the key-value store are handled specially:
1697 * `description`: Set the item stack's description. Defaults to `idef.description`
1698 * `color`: A `ColorString`, which sets the stack's color.
1699 * `palette_index`: If the item has a palette, this is used to get the
1700 current color from the palette.
1704 local meta = stack:get_meta()
1705 meta:set_string("key", "value")
1706 print(dump(meta:to_table()))
1710 Formspec defines a menu. Currently not much else than inventories are
1711 supported. It is a string, with a somewhat strange format.
1713 Spaces and newlines can be inserted between the blocks, as is used in the
1721 list[context;main;0,0;8,4;]
1722 list[current_player;main;0,5;8,4;]
1727 list[context;fuel;2,3;1,1;]
1728 list[context;src;2,1;1,1;]
1729 list[context;dst;5,1;2,2;]
1730 list[current_player;main;0,5;8,4;]
1732 #### Minecraft-like player inventory
1735 image[1,0.6;1,2;player.png]
1736 list[current_player;main;0,3.5;8,4;]
1737 list[current_player;craft;3,0;3,3;]
1738 list[current_player;craftpreview;7,1;1,1;]
1742 #### `size[<W>,<H>,<fixed_size>]`
1743 * Define the size of the menu in inventory slots
1744 * `fixed_size`: `true`/`false` (optional)
1745 * deprecated: `invsize[<W>,<H>;]`
1747 #### `position[<X>,<Y>]`
1748 * Define the position of the formspec
1749 * A value between 0.0 and 1.0 represents a position inside the screen
1750 * The default value is the center of the screen (0.5, 0.5)
1752 #### `anchor[<X>,<Y>]`
1753 * Define the anchor of the formspec
1754 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1755 * The default value is the center of the formspec (0.5, 0.5)
1757 #### `container[<X>,<Y>]`
1758 * Start of a container block, moves all physical elements in the container by (X, Y)
1759 * Must have matching `container_end`
1760 * Containers can be nested, in which case the offsets are added
1761 (child containers are relative to parent containers)
1763 #### `container_end[]`
1764 * End of a container, following elements are no longer relative to this container
1766 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1767 * Show an inventory list
1769 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1770 * Show an inventory list
1772 #### `listring[<inventory location>;<list name>]`
1773 * Allows to create a ring of inventory lists
1774 * Shift-clicking on items in one element of the ring
1775 will send them to the next inventory list inside the ring
1776 * The first occurrence of an element inside the ring will
1777 determine the inventory where items will be sent to
1780 * Shorthand for doing `listring[<inventory location>;<list name>]`
1781 for the last two inventory lists added by list[...]
1783 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1784 * Sets background color of slots as `ColorString`
1785 * Sets background color of slots on mouse hovering
1787 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1788 * Sets background color of slots as `ColorString`
1789 * Sets background color of slots on mouse hovering
1790 * Sets color of slots border
1792 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1793 * Sets background color of slots as `ColorString`
1794 * Sets background color of slots on mouse hovering
1795 * Sets color of slots border
1796 * Sets default background color of tooltips
1797 * Sets default font color of tooltips
1799 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1800 * Adds tooltip for an element
1801 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1802 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1804 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1806 * Position and size units are inventory slots
1808 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1809 * Show an inventory image of registered item/node
1810 * Position and size units are inventory slots
1812 #### `bgcolor[<color>;<fullscreen>]`
1813 * Sets background color of formspec as `ColorString`
1814 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1816 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1817 * Use a background. Inventory rectangles are not drawn then.
1818 * Position and size units are inventory slots
1819 * Example for formspec 8x4 in 16x resolution: image shall be sized
1820 8 times 16px times 4 times 16px.
1822 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1823 * Use a background. Inventory rectangles are not drawn then.
1824 * Position and size units are inventory slots
1825 * Example for formspec 8x4 in 16x resolution:
1826 image shall be sized 8 times 16px times 4 times 16px
1827 * If `true` the background is clipped to formspec size
1828 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1830 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1831 * Textual password style field; will be sent to server when a button is clicked
1832 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1834 * `x` and `y` position the field relative to the top left of the menu
1835 * `w` and `h` are the size of the field
1836 * Fields are a set height, but will be vertically centred on `h`
1837 * Position and size units are inventory slots
1838 * `name` is the name of the field as returned in fields to `on_receive_fields`
1839 * `label`, if not blank, will be text printed on the top left above the field
1840 * See field_close_on_enter to stop enter closing the formspec
1842 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1843 * Textual field; will be sent to server when a button is clicked
1844 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1846 * `x` and `y` position the field relative to the top left of the menu
1847 * `w` and `h` are the size of the field
1848 * Fields are a set height, but will be vertically centred on `h`
1849 * Position and size units are inventory slots
1850 * `name` is the name of the field as returned in fields to `on_receive_fields`
1851 * `label`, if not blank, will be text printed on the top left above the field
1852 * `default` is the default value of the field
1853 * `default` may contain variable references such as `${text}'` which
1854 will fill the value from the metadata value `text`
1855 * **Note**: no extra text or more than a single variable is supported ATM.
1856 * See `field_close_on_enter` to stop enter closing the formspec
1858 #### `field[<name>;<label>;<default>]`
1859 * As above, but without position/size units
1860 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1862 * Special field for creating simple forms, such as sign text input
1863 * Must be used without a `size[]` element
1864 * A "Proceed" button will be added automatically
1865 * See `field_close_on_enter` to stop enter closing the formspec
1867 #### `field_close_on_enter[<name>;<close_on_enter>]`
1868 * <name> is the name of the field
1869 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1870 * defaults to true when not specified (ie: no tag for a field)
1872 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1873 * Same as fields above, but with multi-line input
1875 #### `label[<X>,<Y>;<label>]`
1876 * `x` and `y` work as per field
1877 * `label` is the text on the label
1878 * Position and size units are inventory slots
1880 #### `vertlabel[<X>,<Y>;<label>]`
1881 * Textual label drawn vertically
1882 * `x` and `y` work as per field
1883 * `label` is the text on the label
1884 * Position and size units are inventory slots
1886 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1887 * Clickable button. When clicked, fields will be sent.
1888 * `x`, `y` and `name` work as per field
1889 * `w` and `h` are the size of the button
1890 * Fixed button height. It will be vertically centred on `h`
1891 * `label` is the text on the button
1892 * Position and size units are inventory slots
1894 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1895 * `x`, `y`, `w`, `h`, and `name` work as per button
1896 * `texture name` is the filename of an image
1897 * Position and size units are inventory slots
1899 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1900 * `x`, `y`, `w`, `h`, and `name` work as per button
1901 * `texture name` is the filename of an image
1902 * Position and size units are inventory slots
1903 * `noclip=true` means the image button doesn't need to be within specified formsize
1904 * `drawborder`: draw button border or not
1905 * `pressed texture name` is the filename of an image on pressed state
1907 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1908 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1909 * `item name` is the registered name of an item/node,
1910 tooltip will be made out of its description
1911 to override it use tooltip element
1912 * Position and size units are inventory slots
1914 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1915 * When clicked, fields will be sent and the form will quit.
1917 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1918 * When clicked, fields will be sent and the form will quit.
1920 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1921 * Scrollable item list showing arbitrary text elements
1922 * `x` and `y` position the itemlist relative to the top left of the menu
1923 * `w` and `h` are the size of the itemlist
1924 * `name` fieldname sent to server on doubleclick value is current selected element
1925 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1926 * if you want a listelement to start with "#" write "##".
1928 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1929 * Scrollable itemlist showing arbitrary text elements
1930 * `x` and `y` position the item list relative to the top left of the menu
1931 * `w` and `h` are the size of the item list
1932 * `name` fieldname sent to server on doubleclick value is current selected element
1933 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1934 * if you want a listelement to start with "#" write "##"
1935 * Index to be selected within textlist
1936 * `true`/`false`: draw transparent background
1937 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1939 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1940 * Show a tab**header** at specific position (ignores formsize)
1941 * `x` and `y` position the itemlist relative to the top left of the menu
1942 * `name` fieldname data is transferred to Lua
1943 * `caption 1`...: name shown on top of tab
1944 * `current_tab`: index of selected tab 1...
1945 * `transparent` (optional): show transparent
1946 * `draw_border` (optional): draw border
1948 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1949 * Simple colored semitransparent box
1950 * `x` and `y` position the box relative to the top left of the menu
1951 * `w` and `h` are the size of box
1952 * `color` is color specified as a `ColorString`
1954 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1955 * Show a dropdown field
1956 * **Important note**: There are two different operation modes:
1957 1. handle directly on change (only changed dropdown is submitted)
1958 2. read the value on pressing a button (all dropdown values are available)
1959 * `x` and `y` position of dropdown
1961 * Fieldname data is transferred to Lua
1962 * Items to be shown in dropdown
1963 * Index of currently selected dropdown item
1965 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1967 * `x` and `y`: position of checkbox
1968 * `name` fieldname data is transferred to Lua
1969 * `label` to be shown left of checkbox
1970 * `selected` (optional): `true`/`false`
1972 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1974 * There are two ways to use it:
1975 1. handle the changed event (only changed scrollbar is available)
1976 2. read the value on pressing a button (all scrollbars are available)
1977 * `x` and `y`: position of trackbar
1978 * `w` and `h`: width and height
1979 * `orientation`: `vertical`/`horizontal`
1980 * Fieldname data is transferred to Lua
1981 * Value this trackbar is set to (`0`-`1000`)
1982 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1984 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1985 * Show scrollable table using options defined by the previous `tableoptions[]`
1986 * Displays cells as defined by the previous `tablecolumns[]`
1987 * `x` and `y`: position the itemlist relative to the top left of the menu
1988 * `w` and `h` are the size of the itemlist
1989 * `name`: fieldname sent to server on row select or doubleclick
1990 * `cell 1`...`cell n`: cell contents given in row-major order
1991 * `selected idx`: index of row to be selected within table (first row = `1`)
1992 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1994 #### `tableoptions[<opt 1>;<opt 2>;...]`
1995 * Sets options for `table[]`
1997 * default text color (`ColorString`), defaults to `#FFFFFF`
1998 * `background=#RRGGBB`
1999 * table background color (`ColorString`), defaults to `#000000`
2000 * `border=<true/false>`
2001 * should the table be drawn with a border? (default: `true`)
2002 * `highlight=#RRGGBB`
2003 * highlight background color (`ColorString`), defaults to `#466432`
2004 * `highlight_text=#RRGGBB`
2005 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2006 * `opendepth=<value>`
2007 * all subtrees up to `depth < value` are open (default value = `0`)
2008 * only useful when there is a column of type "tree"
2010 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2011 * Sets columns for `table[]`
2012 * Types: `text`, `image`, `color`, `indent`, `tree`
2013 * `text`: show cell contents as text
2014 * `image`: cell contents are an image index, use column options to define images
2015 * `color`: cell contents are a ColorString and define color of following cell
2016 * `indent`: cell contents are a number and define indentation of following cell
2017 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2020 * for `text` and `image`: content alignment within cells.
2021 Available values: `left` (default), `center`, `right`, `inline`
2023 * for `text` and `image`: minimum width in em (default: `0`)
2024 * for `indent` and `tree`: indent width in em (default: `1.5`)
2025 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2026 Exception: defaults to 0 for indent columns
2027 * `tooltip=<value>`: tooltip text (default: empty)
2028 * `image` column options:
2029 * `0=<value>` sets image for image index 0
2030 * `1=<value>` sets image for image index 1
2031 * `2=<value>` sets image for image index 2
2032 * and so on; defined indices need not be contiguous empty or
2033 non-numeric cells are treated as `0`.
2034 * `color` column options:
2035 * `span=<value>`: number of following columns to affect (default: infinite)
2037 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2038 pass key press events to formspec!
2042 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2043 * `"current_player"`: Player to whom the menu is shown
2044 * `"player:<name>"`: Any player
2045 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2046 * `"detached:<name>"`: A detached inventory
2048 Player Inventory lists
2049 ----------------------
2050 * `main`: list containing the default inventory
2051 * `craft`: list containing the craft input
2052 * `craftpreview`: list containing the craft output
2053 * `hand`: list containing an override for the empty hand
2057 `#RGB` defines a color in hexadecimal format.
2059 `#RGBA` defines a color in hexadecimal format and alpha channel.
2061 `#RRGGBB` defines a color in hexadecimal format.
2063 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2065 Named colors are also supported and are equivalent to
2066 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2067 To specify the value of the alpha channel, append `#AA` to the end of the color name
2068 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2069 value must (always) be two hexadecimal digits.
2073 A ColorSpec specifies a 32-bit color. It can be written in either:
2074 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2075 `colorspec = {a=255, r=0, g=255, b=0}`
2076 numerical form, the raw integer value of an ARGB8 quad:
2077 `colorspec = 0xFF00FF00`
2078 or string form, a ColorString (defined above):
2079 `colorspec = "green"`
2083 Most text can contain escape sequences, that can for example color the text.
2084 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2085 The following functions provide escape sequences:
2087 * `minetest.get_color_escape_sequence(color)`:
2088 * `color` is a ColorString
2089 * The escape sequence sets the text color to `color`
2090 * `minetest.colorize(color, message)`:
2092 `minetest.get_color_escape_sequence(color) ..
2094 minetest.get_color_escape_sequence("#ffffff")`
2095 * `minetest.get_background_escape_sequence(color)`
2096 * `color` is a ColorString
2097 * The escape sequence sets the background of the whole text element to
2098 `color`. Only defined for item descriptions and tooltips.
2099 * `minetest.strip_foreground_colors(str)`
2100 * Removes foreground colors added by `get_color_escape_sequence`.
2101 * `minetest.strip_background_colors(str)`
2102 * Removes background colors added by `get_background_escape_sequence`.
2103 * `minetest.strip_colors(str)`
2104 * Removes all color escape sequences.
2108 * `vector.new(a[, b, c])`: returns a vector:
2109 * A copy of `a` if `a` is a vector.
2110 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2111 * `vector.direction(p1, p2)`: returns a vector
2112 * `vector.distance(p1, p2)`: returns a number
2113 * `vector.length(v)`: returns a number
2114 * `vector.normalize(v)`: returns a vector
2115 * `vector.floor(v)`: returns a vector, each dimension rounded down
2116 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2117 * `vector.apply(v, func)`: returns a vector
2118 * `vector.equals(v1, v2)`: returns a boolean
2119 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2121 For the following functions `x` can be either a vector or a number:
2123 * `vector.add(v, x)`: returns a vector
2124 * `vector.subtract(v, x)`: returns a vector
2125 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2126 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2130 * `dump2(obj, name="_", dumped={})`
2131 * Return object serialized as a string, handles reference loops
2132 * `dump(obj, dumped={})`
2133 * Return object serialized as a string
2134 * `math.hypot(x, y)`
2135 * Get the hypotenuse of a triangle with legs x and y.
2136 Useful for distance calculation.
2137 * `math.sign(x, tolerance)`
2138 * Get the sign of a number.
2139 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
2140 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
2141 * If `max_splits` is negative, do not limit splits.
2142 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
2143 * e.g. `string:split("a,b", ",") == {"a","b"}`
2145 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
2146 * `minetest.wrap_text(str, limit)`: returns a string
2147 * Adds new lines to the string to keep it within the specified character limit
2148 * limit: Maximal amount of characters in one line
2149 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
2150 * Convert position to a printable string
2151 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
2152 * `minetest.string_to_pos(string)`: returns a position
2153 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
2154 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2155 * Converts a string representing an area box into two positions
2156 * `minetest.formspec_escape(string)`: returns a string
2157 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2158 * `minetest.is_yes(arg)`
2159 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2160 * `minetest.get_us_time()`
2161 * returns time with microsecond precision. May not return wall time.
2162 * `table.copy(table)`: returns a table
2163 * returns a deep copy of `table`
2164 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2165 * returns the exact position on the surface of a pointed node
2170 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2172 ### Translating a string
2173 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2175 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2176 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2177 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2179 local S = minetest.get_translator(textdomain)
2182 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2184 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2185 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2186 to get the string translated. This can be used so that a string is translated differently in different contexts.
2187 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2188 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2189 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2190 outputs of `minetest.translate` as well.
2192 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2193 We can do the following:
2195 local S = minetest.get_translator()
2196 S("@1 Wool", S("Red"))
2198 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2199 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2204 this will be displayed as "Laine Rouge" on clients with a French locale.
2206 ### Operations on translated strings
2208 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2209 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2210 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2211 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2212 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2213 `minetest.colorize` which are only concatenation under the hood as well.
2215 ### Translation file format
2216 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2217 The file should be a text file, with the following format:
2219 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2220 domain of all following translations in the file.
2221 * All other empty lines or lines beginning with `#` are ignored.
2222 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2223 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2224 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2225 or the end of the line.
2228 Strings that need to be translated can contain several escapes, preceded by `@`.
2229 * `@@` acts as a literal `@`.
2230 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2231 when translation. Due to how translations are implemented, the original translation string **must** have
2232 its arguments in increasing order, without gaps or repetitions, starting from 1.
2233 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2234 files to avoid begin confused with the `=` separating the original from the translation.
2235 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2236 in strings given to `minetest.translate`, but is in translation files.
2237 * `@n` acts as a literal newline as well.
2239 `minetest` namespace reference
2240 ------------------------------
2244 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2245 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2246 * Useful for loading additional `.lua` modules or static data from mod
2247 * `minetest.get_modnames()`: returns a list of installed mods
2248 * Return a list of installed mods, sorted alphabetically
2249 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2250 * Useful for storing custom data
2251 * `minetest.is_singleplayer()`
2252 * `minetest.features`: Table containing API feature flags
2255 glasslike_framed = true,
2256 nodebox_as_selectionbox = true,
2257 chat_send_player_param3 = true,
2258 get_all_craft_recipes_works = true,
2259 use_texture_alpha = true,
2260 -- ^ The transparency channel of textures can be used optionally
2261 no_legacy_abms = true,
2262 -- ^ Tree and grass ABMs are no longer done from C++
2263 texture_names_parens = true,
2264 -- ^ Texture grouping is possible using parentheses
2265 area_store_custom_ids = true,
2266 -- ^ Unique Area ID for AreaStore:insert_area
2267 add_entity_with_staticdata = true,
2268 -- ^ add_entity supports passing initial staticdata to on_activate
2269 no_chat_message_prediction = true,
2270 -- ^ Chat messages are no longer predicted
2272 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2273 * `arg`: string or table in format `{foo=true, bar=true}`
2274 * `missing_features`: `{foo=true, bar=true}`
2275 * `minetest.get_player_information(player_name)`:
2276 * Returns a table containing information about a player. Example return value:
2279 address = "127.0.0.1", -- IP address of client
2280 ip_version = 4, -- IPv4 / IPv6
2281 min_rtt = 0.01, -- minimum round trip time
2282 max_rtt = 0.2, -- maximum round trip time
2283 avg_rtt = 0.02, -- average round trip time
2284 min_jitter = 0.01, -- minimum packet time jitter
2285 max_jitter = 0.5, -- maximum packet time jitter
2286 avg_jitter = 0.03, -- average packet time jitter
2287 connection_uptime = 200, -- seconds since client connected
2288 prot_vers = 31, -- protocol version used by client
2289 -- following information is available on debug build only!!!
2290 -- DO NOT USE IN MODS
2291 --ser_vers = 26, -- serialization version used by client
2292 --major = 0, -- major version number
2293 --minor = 4, -- minor version number
2294 --patch = 10, -- patch version number
2295 --vers_string = "0.4.9-git", -- full version string
2296 --state = "Active" -- current client state
2298 * `minetest.mkdir(path)`: returns success.
2299 * Creates a directory specified by `path`, creating parent directories
2300 if they don't exist.
2301 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2303 * nil: return all entries,
2304 * true: return only subdirectory names, or
2305 * false: return only file names.
2306 * `minetest.get_version()`: returns a table containing components of the
2307 engine version. Components:
2308 * `project`: Name of the project, eg, "Minetest"
2309 * `string`: Simple version, eg, "1.2.3-dev"
2310 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2311 Use this for informational purposes only. The information in the returned
2312 table does not represent the capabilities of the engine, nor is it
2313 reliable or verifyable. Compatible forks will have a different name and
2314 version entirely. To check for the presence of engine features, test
2315 whether the functions exported by the wanted features exist. For example:
2316 `if minetest.nodeupdate then ... end`.
2319 * `minetest.debug(...)`
2320 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2321 * `minetest.log([level,] text)`
2322 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2323 `"info"`, or `"verbose"`. Default is `"none"`.
2325 ### Registration functions
2326 Call these functions only at load time!
2328 * `minetest.register_entity(name, prototype table)`
2329 * `minetest.register_abm(abm definition)`
2330 * `minetest.register_lbm(lbm definition)`
2331 * `minetest.register_node(name, node definition)`
2332 * `minetest.register_tool(name, item definition)`
2333 * `minetest.register_craftitem(name, item definition)`
2334 * `minetest.unregister_item(name)`
2335 * `minetest.register_alias(name, convert_to)`
2336 * `minetest.register_alias_force(name, convert_to)`
2337 * `minetest.register_craft(recipe)`
2338 * Check recipe table syntax for different types below.
2339 * `minetest.clear_craft(recipe)`
2340 * Will erase existing craft based either on output item or on input recipe.
2341 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2342 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2343 * If no erase candidate could be found, Lua exception will be thrown.
2344 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2345 contains output. Erasing is then done independently from the crafting method.
2346 * `minetest.register_ore(ore definition)`
2347 * `minetest.register_biome(biome definition)`
2348 * `minetest.register_decoration(decoration definition)`
2349 * `minetest.override_item(name, redefinition)`
2350 * Overrides fields of an item registered with register_node/tool/craftitem.
2351 * Note: Item must already be defined, (opt)depend on the mod defining it.
2352 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2353 * `minetest.clear_registered_ores()`
2354 * `minetest.clear_registered_biomes()`
2355 * `minetest.clear_registered_decorations()`
2357 ### Global callback registration functions
2358 Call these functions only at load time!
2360 * `minetest.register_globalstep(func(dtime))`
2361 * Called every server step, usually interval of 0.1s
2362 * `minetest.register_on_shutdown(func())`
2363 * Called before server shutdown
2364 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2365 callbacks **will likely not be run**. Data should be saved at
2366 semi-frequent intervals as well as on server shutdown.
2367 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2368 * Called when a node has been placed
2369 * If return `true` no item is taken from `itemstack`
2370 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2372 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2373 * Called when a node has been dug.
2374 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2376 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2377 * Called when a node is punched
2378 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2379 * Called after generating a piece of world. Modifying nodes inside the area
2380 is a bit faster than usually.
2381 * `minetest.register_on_newplayer(func(ObjectRef))`
2382 * Called after a new player has been created
2383 * `minetest.register_on_dieplayer(func(ObjectRef))`
2384 * Called when a player dies
2385 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2386 * Called when a player is punched
2387 * `player` - ObjectRef - Player that was punched
2388 * `hitter` - ObjectRef - Player that hit
2389 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2390 * `tool_capabilities`: capability table of used tool (can be nil)
2391 * `dir`: unit vector of direction of punch. Always defined. Points from
2392 the puncher to the punched.
2393 * `damage` - number that represents the damage calculated by the engine
2394 * should return `true` to prevent the default damage mechanism
2395 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2396 * Called when the player gets damaged or healed
2397 * `player`: ObjectRef of the player
2398 * `hp_change`: the amount of change. Negative when it is damage.
2399 * `modifier`: when true, the function should return the actual `hp_change`.
2400 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2401 modifiers can return true as a second argument to stop the execution of further functions.
2402 Non-modifiers receive the final hp change calculated by the modifiers.
2403 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2404 * Called when player is to be respawned
2405 * Called _before_ repositioning of player occurs
2406 * return true in func to disable regular player placement
2407 * `minetest.register_on_prejoinplayer(func(name, ip))`
2408 * Called before a player joins the game
2409 * If it returns a string, the player is disconnected with that string as reason
2410 * `minetest.register_on_joinplayer(func(ObjectRef))`
2411 * Called when a player joins the game
2412 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2413 * Called when a player leaves the game
2414 * `timed_out`: True for timeout, false for other reasons.
2415 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2416 * Called when a player cheats
2417 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2419 * `interacted_too_far`
2420 * `interacted_while_dead`
2421 * `finished_unknown_dig`
2424 * `minetest.register_on_chat_message(func(name, message))`
2425 * Called always when a player says something
2426 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2427 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2428 * Called when a button is pressed in player's inventory form
2429 * Newest functions are called first
2430 * If function returns `true`, remaining functions are not called
2431 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2432 * Called when `player` crafts something
2433 * `itemstack` is the output
2434 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2435 * `craft_inv` is the inventory with the crafting grid
2436 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2437 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2438 * The same as before, except that it is called before the player crafts, to make
2439 craft prediction, and it should not change anything.
2440 * `minetest.register_on_protection_violation(func(pos, name))`
2441 * Called by `builtin` and mods when a player violates protection at a position
2442 (eg, digs a node or punches a protected entity).
2443 * The registered functions can be called using `minetest.record_protection_violation`
2444 * The provided function should check that the position is protected by the mod
2445 calling this function before it prints a message, if it does, to allow for
2446 multiple protection mods.
2447 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2448 * Called when an item is eaten, by `minetest.item_eat`
2449 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2451 ### Other registration functions
2452 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2453 * Adds definition to `minetest.registered_chatcommands`
2454 * `minetest.override_chatcommand(name, redefinition)`
2455 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2456 * `minetest.unregister_chatcommand(name)`
2457 * Unregisters a chatcommands registered with `register_chatcommand`.
2458 * `minetest.register_privilege(name, definition)`
2459 * `definition`: `"description text"`
2460 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2461 the default of `give_to_singleplayer` is true
2462 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2463 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2464 `granter_name` will be nil if the priv was granted by a mod.
2465 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2466 `revoker_name` will be nil if the priv was revoked by a mod
2467 * Note that the above two callbacks will be called twice if a player is responsible -
2468 once with the player name, and then with a nil player name.
2469 * `minetest.register_authentication_handler(handler)`
2470 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2473 * `minetest.settings`: Settings object containing all of the settings from the
2474 main config file (`minetest.conf`).
2475 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2476 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2479 * `minetest.notify_authentication_modified(name)`
2480 * Should be called by the authentication handler if privileges changes.
2481 * To report everybody, set `name=nil`.
2482 * `minetest.check_password_entry(name, entry, password)`
2483 * Returns true if the "db entry" for a player with name matches given
2484 * password, false otherwise.
2485 * The "db entry" is the usually player-individual value that is derived
2486 * from the player's chosen password and stored on the server in order to allow
2487 * authentication whenever the player desires to log in.
2488 * Only use this function for making it possible to log in via the password from
2489 * via protocols like IRC, other uses for inside the game are frowned upon.
2490 * `minetest.get_password_hash(name, raw_password)`
2491 * Convert a name-password pair to a password hash that Minetest can use.
2492 * The returned value alone is not a good basis for password checks based
2493 * on comparing the password hash in the database with the password hash
2494 * from the function, with an externally provided password, as the hash
2495 * in the db might use the new SRP verifier format.
2496 * For this purpose, use `minetest.check_password_entry` instead.
2497 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2498 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2499 * Convert between two privilege representations
2500 * `minetest.set_player_password(name, password_hash)`
2501 * `minetest.set_player_privs(name, {priv1=true,...})`
2502 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2503 * `minetest.auth_reload()`
2504 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2505 * A quickhand for checking privileges.
2506 * `player_or_name`: Either a Player object or the name of a player.
2507 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2508 a table, e.g. `{ priva = true, privb = true }`.
2509 * `minetest.get_player_ip(name)`: returns an IP address string
2511 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2512 and `minetest.auth_reload` call the authetification handler.
2515 * `minetest.chat_send_all(text)`
2516 * `minetest.chat_send_player(name, text)`
2518 ### Environment access
2519 * `minetest.set_node(pos, node)`
2520 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2521 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2522 * `minetest.swap_node(pos, node)`
2523 * Set node at position, but don't remove metadata
2524 * `minetest.remove_node(pos)`
2525 * Equivalent to `set_node(pos, "air")`
2526 * `minetest.get_node(pos)`
2527 * Returns the node at the given position as table in the format
2528 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2530 * `minetest.get_node_or_nil(pos)`
2531 * Same as `get_node` but returns `nil` for unloaded areas.
2532 * `minetest.get_node_light(pos, timeofday)`
2533 * Gets the light value at the given position. Note that the light value
2534 "inside" the node at the given position is returned, so you usually want
2535 to get the light value of a neighbor.
2536 * `pos`: The position where to measure the light.
2537 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2538 * Returns a number between `0` and `15` or `nil`
2539 * `minetest.place_node(pos, node)`
2540 * Place node with the same effects that a player would cause
2541 * `minetest.dig_node(pos)`
2542 * Dig node with the same effects that a player would cause
2543 * Returns `true` if successful, `false` on failure (e.g. protected location)
2544 * `minetest.punch_node(pos)`
2545 * Punch node with the same effects that a player would cause
2546 * `minetest.spawn_falling_node(pos)`
2547 * Change node into falling node
2548 * Returns `true` if successful, `false` on failure
2550 * `minetest.find_nodes_with_meta(pos1, pos2)`
2551 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2552 * `minetest.get_meta(pos)`
2553 * Get a `NodeMetaRef` at that position
2554 * `minetest.get_node_timer(pos)`
2555 * Get `NodeTimerRef`
2557 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2558 * Returns `ObjectRef`, or `nil` if failed
2559 * `minetest.add_item(pos, item)`: Spawn item
2560 * Returns `ObjectRef`, or `nil` if failed
2561 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2562 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2563 * `radius`: using an euclidean metric
2564 * `minetest.set_timeofday(val)`
2565 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2566 * `minetest.get_timeofday()`
2567 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2568 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2569 * accounting for time changes.
2570 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2571 * `radius`: using a maximum metric
2572 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2573 * `search_center` is an optional boolean (default: `false`)
2574 If true `pos` is also checked for the nodes
2575 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2576 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2577 * First return value: Table with all node positions
2578 * Second return value: Table with the count of each node with the node name as index
2579 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2580 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2581 * Return value: Table with all node positions with a node air above
2582 * `minetest.get_perlin(noiseparams)`
2583 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2584 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2585 * `minetest.get_voxel_manip([pos1, pos2])`
2586 * Return voxel manipulator object.
2587 * Loads the manipulator from the map if positions are passed.
2588 * `minetest.set_gen_notify(flags, {deco_ids})`
2589 * Set the types of on-generate notifications that should be collected
2590 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2591 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2592 * The second parameter is a list of IDS of decorations which notification is requested for
2593 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2594 * `minetest.get_mapgen_object(objectname)`
2595 * Return requested mapgen object if available (see "Mapgen objects")
2596 * `minetest.get_biome_id(biome_name)`
2597 * Returns the biome id, as used in the biomemap Mapgen object, for a
2598 given biome_name string.
2599 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2600 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2601 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2602 * `minetest.set_mapgen_params(MapgenParams)`
2603 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2604 * Set map generation parameters
2605 * Function cannot be called after the registration period; only initialization
2606 and `on_mapgen_init`
2607 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2609 * Leave field unset to leave that parameter unchanged
2610 * `flags` contains a comma-delimited string of flags to set,
2611 or if the prefix `"no"` is attached, clears instead.
2612 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2613 * `minetest.get_mapgen_setting(name)`
2614 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2615 order of precedence:
2616 1) Settings loaded from map_meta.txt or overrides set during mod execution
2617 2) Settings set by mods without a metafile override
2618 3) Settings explicitly set in the user config file, minetest.conf
2619 4) Settings set as the user config default
2620 * `minetest.get_mapgen_setting_noiseparams(name)`
2621 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2622 and is a valid NoiseParams
2623 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2624 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2625 is not already present in map_meta.txt.
2626 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2627 the setting will become the active setting regardless of the map metafile contents.
2628 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2629 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2630 * Same as above, except value is a NoiseParams table.
2631 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2632 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2633 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2634 should be applied to the default config or current active config
2635 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2636 * `minetest.generate_ores(vm, pos1, pos2)`
2637 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2638 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2639 * `minetest.generate_decorations(vm, pos1, pos2)`
2640 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2641 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2642 * `minetest.clear_objects([options])`
2643 * Clear all objects in the environment
2644 * Takes an optional table as an argument with the field `mode`.
2645 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2646 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2647 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2648 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2649 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2650 * fetched from memory, loaded from disk, or if inexistent, generates them.
2651 * If `callback` is a valid Lua function, this will be called for each block emerged.
2652 * The function signature of callback is:
2653 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2654 * - `blockpos` is the *block* coordinates of the block that had been emerged
2655 * - `action` could be one of the following constant values:
2656 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2657 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2658 * - `calls_remaining` is the number of callbacks to be expected after this one
2659 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2660 * parameter was absent)
2661 * `minetest.delete_area(pos1, pos2)`
2662 * delete all mapblocks in the area from pos1 to pos2, inclusive
2663 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2664 * Check if there is a direct line of sight between `pos1` and `pos2`
2665 * Returns the position of the blocking node when `false`
2666 * `pos1`: First position
2667 * `pos2`: Second position
2668 * `stepsize`: smaller gives more accurate results but requires more computing
2669 time. Default is `1`.
2670 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2671 * Creates a `Raycast` object.
2672 * `pos1`: start of the ray
2673 * `pos2`: end of the ray
2674 * `objects` : if false, only nodes will be returned. Default is `true`.
2675 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2676 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2677 * returns table containing path
2678 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2679 * `pos1`: start position
2680 * `pos2`: end position
2681 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2682 * `max_jump`: maximum height difference to consider walkable
2683 * `max_drop`: maximum height difference to consider droppable
2684 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2685 * `minetest.spawn_tree (pos, {treedef})`
2686 * spawns L-system tree at given `pos` with definition in `treedef` table
2687 * `minetest.transforming_liquid_add(pos)`
2688 * add node to liquid update queue
2689 * `minetest.get_node_max_level(pos)`
2690 * get max available level for leveled node
2691 * `minetest.get_node_level(pos)`
2692 * get level of leveled node (water, snow)
2693 * `minetest.set_node_level(pos, level)`
2694 * set level of leveled node, default `level` equals `1`
2695 * if `totallevel > maxlevel`, returns rest (`total-max`).
2696 * `minetest.add_node_level(pos, level)`
2697 * increase level of leveled node by level, default `level` equals `1`
2698 * if `totallevel > maxlevel`, returns rest (`total-max`)
2699 * can be negative for decreasing
2700 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2701 * resets the light in a cuboid-shaped part of
2702 the map and removes lighting bugs.
2703 * Loads the area if it is not loaded.
2704 * `pos1` is the corner of the cuboid with the least coordinates
2705 (in node coordinates), inclusive.
2706 * `pos2` is the opposite corner of the cuboid, inclusive.
2707 * The actual updated cuboid might be larger than the specified one,
2708 because only whole map blocks can be updated.
2709 The actual updated area consists of those map blocks that intersect
2710 with the given cuboid.
2711 * However, the neighborhood of the updated area might change
2712 as well, as light can spread out of the cuboid, also light
2714 * returns `false` if the area is not fully generated,
2716 * `minetest.check_single_for_falling(pos)`
2717 * causes an unsupported `group:falling_node` node to fall and causes an
2718 unattached `group:attached_node` node to fall.
2719 * does not spread these updates to neighbours.
2720 * `minetest.check_for_falling(pos)`
2721 * causes an unsupported `group:falling_node` node to fall and causes an
2722 unattached `group:attached_node` node to fall.
2723 * spread these updates to neighbours and can cause a cascade
2727 `minetest.get_inventory(location)`: returns an `InvRef`
2730 * `{type="player", name="celeron55"}`
2731 * `{type="node", pos={x=, y=, z=}}`
2732 * `{type="detached", name="creative"}`
2733 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2734 * callbacks: See "Detached inventory callbacks"
2735 * `player_name`: Make detached inventory available to one player exclusively,
2736 by default they will be sent to every player (even if not used).
2737 Note that this parameter is mostly just a workaround and will be removed in future releases.
2738 * Creates a detached inventory. If it already exists, it is cleared.
2739 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2740 returns left over ItemStack
2741 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2744 * `minetest.show_formspec(playername, formname, formspec)`
2745 * `playername`: name of player to show formspec
2746 * `formname`: name passed to `on_player_receive_fields` callbacks.
2747 It should follow the `"modname:<whatever>"` naming convention
2748 * `formspec`: formspec to display
2749 * `minetest.close_formspec(playername, formname)`
2750 * `playername`: name of player to close formspec
2751 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2753 * calling `show_formspec(playername, formname, "")` is equal to this expression
2754 * to close a formspec regardless of the formname, call
2755 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2756 * `minetest.formspec_escape(string)`: returns a string
2757 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2758 * `minetest.explode_table_event(string)`: returns a table
2759 * returns e.g. `{type="CHG", row=1, column=2}`
2761 * `"INV"`: no row selected)
2762 * `"CHG"`: selected)
2763 * `"DCL"`: double-click
2764 * `minetest.explode_textlist_event(string)`: returns a table
2765 * returns e.g. `{type="CHG", index=1}`
2767 * `"INV"`: no row selected)
2768 * `"CHG"`: selected)
2769 * `"DCL"`: double-click
2770 * `minetest.explode_scrollbar_event(string)`: returns a table
2771 * returns e.g. `{type="CHG", value=500}`
2773 * `"INV"`: something failed
2774 * `"CHG"`: has been changed
2775 * `"VAL"`: not changed
2778 * `minetest.inventorycube(img1, img2, img3)`
2779 * Returns a string for making an image of a cube (useful as an item image)
2780 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2781 * Get position of a `pointed_thing` (that you can get from somewhere)
2782 * `minetest.dir_to_facedir(dir, is6d)`
2783 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2784 * passing something non-`nil`/`false` for the optional second parameter causes it to
2785 take the y component into account
2786 * `minetest.facedir_to_dir(facedir)`
2787 * Convert a facedir back into a vector aimed directly out the "back" of a node
2788 * `minetest.dir_to_wallmounted(dir)`
2789 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2790 * `minetest.wallmounted_to_dir(wallmounted)`
2791 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2792 * `minetest.dir_to_yaw(dir)`
2793 * Convert a vector into a yaw (angle)
2794 * `minetest.yaw_to_dir(yaw)`
2795 * Convert yaw (angle) to a vector
2796 * `minetest.is_colored_paramtype(ptype)`
2797 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2798 information (`color`, `colorwallmounted` or `colorfacedir`).
2799 * `minetest.strip_param2_color(param2, paramtype2)`
2800 * Removes everything but the color information from the
2801 given `param2` value.
2802 * Returns `nil` if the given `paramtype2` does not contain color information
2803 * `minetest.get_node_drops(nodename, toolname)`
2804 * Returns list of item names.
2805 * **Note**: This will be removed or modified in a future version.
2806 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2807 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2808 * `input.width` = for example `3`
2809 * `input.items` = for example
2810 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2811 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2812 * `output.time` = a number, if unsuccessful: `0`
2813 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2814 `decremented_input.items`
2815 * `decremented_input` = like `input`
2816 * `minetest.get_craft_recipe(output)`: returns input
2817 * returns last registered recipe for output item (node)
2818 * `output` is a node or item type such as `"default:torch"`
2819 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2820 * `input.width` = for example `3`
2821 * `input.items` = for example
2822 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2823 * `input.items` = `nil` if no recipe found
2824 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2825 * returns indexed table with all registered recipes for query item (node)
2826 or `nil` if no recipe was found
2827 * recipe entry table:
2830 method = 'normal' or 'cooking' or 'fuel'
2831 width = 0-3, 0 means shapeless recipe
2832 items = indexed [1-9] table with recipe items
2833 output = string with item name and quantity
2835 * Example query for `"default:gold_ingot"` will return table:
2838 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
2839 items = {1 = "default:gold_lump"}},
2840 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
2841 items = {1 = "default:goldblock"}}
2843 * `minetest.handle_node_drops(pos, drops, digger)`
2844 * `drops`: list of itemstrings
2845 * Handles drops from nodes after digging: Default action is to put them into
2847 * Can be overridden to get different functionality (e.g. dropping items on
2849 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
2850 * Creates an item string which contains palette index information
2851 for hardware colorization. You can use the returned string
2852 as an output in a craft recipe.
2853 * `item`: the item stack which becomes colored. Can be in string,
2854 table and native form.
2855 * `palette_index`: this index is added to the item stack
2856 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
2857 * Creates an item string which contains static color information
2858 for hardware colorization. Use this method if you wish to colorize
2859 an item that does not own a palette. You can use the returned string
2860 as an output in a craft recipe.
2861 * `item`: the item stack which becomes colored. Can be in string,
2862 table and native form.
2863 * `colorstring`: the new color of the item stack
2866 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2867 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2868 * Find who has done something to a node, or near a node
2869 * `actor`: `"player:<name>"`, also `"liquid"`.
2870 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2871 * Revert latest actions of someone
2872 * `actor`: `"player:<name>"`, also `"liquid"`.
2874 ### Defaults for the `on_*` item definition functions
2875 These functions return the leftover itemstack.
2877 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2878 * Place item as a node
2879 * `param2` overrides `facedir` and wallmounted `param2`
2880 * returns `itemstack, success`
2881 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2883 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2884 * Use one of the above based on what the item is.
2885 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2886 * **Note**: is not called when wielded item overrides `on_place`
2887 * `param2` overrides `facedir` and wallmounted `param2`
2888 * returns `itemstack, success`
2889 * `minetest.item_drop(itemstack, dropper, pos)`
2891 * `minetest.item_eat(hp_change, replace_with_item)`
2893 * `replace_with_item` is the itemstring which is added to the inventory.
2894 If the player is eating a stack, then replace_with_item goes to a
2895 different spot. Can be `nil`
2896 * See `minetest.do_item_eat`
2898 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2899 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2900 * Calls functions registered by `minetest.register_on_punchnode()`
2901 * `minetest.node_dig(pos, node, digger)`
2902 * Checks if node can be dug, puts item into inventory, removes node
2903 * Calls functions registered by `minetest.registered_on_dignodes()`
2906 * `minetest.sound_play(spec, parameters)`: returns a handle
2907 * `spec` is a `SimpleSoundSpec`
2908 * `parameters` is a sound parameter table
2909 * `minetest.sound_stop(handle)`
2910 * `minetest.sound_fade(handle, step, gain)`
2911 * `handle` is a handle returned by `minetest.sound_play`
2912 * `step` determines how fast a sound will fade.
2913 Negative step will lower the sound volume, positive step will increase the sound volume
2914 * `gain` the target gain for the fade.
2917 * `minetest.after(time, func, ...)`
2918 * Call the function `func` after `time` seconds, may be fractional
2919 * Optional: Variable number of arguments that are passed to `func`
2922 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2923 `reconnect` == true displays a reconnect button,
2924 `delay` adds an optional delay (in seconds) before shutdown
2925 negative delay cancels the current active shutdown
2926 zero delay triggers an immediate shutdown.
2927 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2928 * `minetest.get_server_status()`: returns server status string
2929 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2930 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2931 * Does not remove player authentication data, minetest.player_exists will continue to return true.
2932 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2935 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2936 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2937 * `minetest.ban_player(name)`: ban a player
2938 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2939 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2942 * `minetest.add_particle(particle definition)`
2943 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2944 size, collisiondetection, texture, playername)`
2946 * `minetest.add_particlespawner(particlespawner definition)`
2947 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2948 * Returns an `id`, and -1 if adding didn't succeed
2949 * `Deprecated: minetest.add_particlespawner(amount, time,
2953 minexptime, maxexptime,
2955 collisiondetection, texture, playername)`
2957 * `minetest.delete_particlespawner(id, player)`
2958 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2959 * If playername is specified, only deletes on the player's client,
2960 * otherwise on all clients
2963 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2964 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2965 * Apply the specified probability and per-node force-place to the specified nodes
2966 according to the `probability_list`.
2967 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2968 * `pos` is the 3D vector specifying the absolute coordinates of the
2969 node being modified,
2970 * `prob` is an integer value from `0` to `255` that encodes probability and
2971 per-node force-place. Probability has levels 0-127, then 128 is added to
2972 encode per-node force-place.
2973 For probability stated as 0-255, divide by 2 and round down to get values
2974 0-127, then add 128 to apply per-node force-place.
2975 * If there are two or more entries with the same pos value, the
2977 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2978 * If `probability_list` equals `nil`, no probabilities are applied.
2979 * Apply the specified probability to the specified horizontal slices according to the
2981 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
2982 * `ypos` indicates the y position of the slice with a probability applied,
2983 the lowest slice being `ypos = 0`.
2984 * If slice probability list equals `nil`, no slice probabilities are applied.
2985 * Saves schematic in the Minetest Schematic format to filename.
2987 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2988 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2989 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2990 * If the `rotation` parameter is omitted, the schematic is not rotated.
2991 * `replacements` = `{["old_name"] = "convert_to", ...}`
2992 * `force_placement` is a boolean indicating whether nodes other than `air` and
2993 `ignore` are replaced by the schematic
2994 * Returns nil if the schematic could not be loaded.
2996 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2997 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2998 specified VoxelManip object `vmanip` instead of the whole map.
2999 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3000 containing the full area required, and true if the whole schematic was able to fit.
3001 * Returns nil if the schematic could not be loaded.
3002 * After execution, any external copies of the VoxelManip contents are invalidated.
3004 * `minetest.serialize_schematic(schematic, format, options)`
3005 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3006 * in the `format` of either "mts" or "lua".
3007 * "mts" - a string containing the binary MTS data used in the MTS file format
3008 * "lua" - a string containing Lua code representing the schematic in table format
3009 * `options` is a table containing the following optional parameters:
3010 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3011 * position comments for every X row generated in the schematic data for easier reading.
3012 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3013 * will use that number of spaces as indentation instead of a tab character.
3016 * `minetest.request_http_api()`:
3017 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3018 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3019 otherwise returns `nil`.
3020 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3022 * Only works at init time and must be called from the mod's main scope (not from a function).
3023 * Function only exists if minetest server was built with cURL support.
3024 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3026 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3027 * Performs given request asynchronously and calls callback upon completion
3028 * callback: `function(HTTPRequestResult res)`
3029 * Use this HTTP function if you are unsure, the others are for advanced use.
3030 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3031 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3032 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3033 * Return response data for given asynchronous HTTP request
3036 * `minetest.get_mod_storage()`:
3037 * returns reference to mod private `StorageRef`
3038 * must be called during mod load time
3041 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3042 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3043 * `minetest.hud_replace_builtin(name, hud_definition)`
3044 * Replaces definition of a builtin hud element
3045 * `name`: `"breath"` or `"health"`
3046 * `hud_definition`: definition to replace builtin definition
3047 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
3048 * Gives a unique hash number for a node position (16+16+16=48bit)
3049 * `minetest.get_position_from_hash(hash)`: returns a position
3050 * Inverse transform of `minetest.hash_node_position`
3051 * `minetest.get_item_group(name, group)`: returns a rating
3052 * Get rating of a group of an item. (`0` means: not in group)
3053 * `minetest.get_node_group(name, group)`: returns a rating
3054 * Deprecated: An alias for the former.
3055 * `minetest.raillike_group(name)`: returns a rating
3056 * Returns rating of the connect_to_raillike group corresponding to name
3057 * If name is not yet the name of a connect_to_raillike group, a new group id
3058 * is created, with that name
3059 * `minetest.get_content_id(name)`: returns an integer
3060 * Gets the internal content ID of `name`
3061 * `minetest.get_name_from_content_id(content_id)`: returns a string
3062 * Gets the name of the content with that content ID
3063 * `minetest.parse_json(string[, nullvalue])`: returns something
3064 * Convert a string containing JSON data into the Lua equivalent
3065 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3066 * On success returns a table, a string, a number, a boolean or `nullvalue`
3067 * On failure outputs an error message and returns `nil`
3068 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3069 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3070 * Convert a Lua table into a JSON string
3071 * styled: Outputs in a human-readable format if this is set, defaults to false
3072 * Unserializable things like functions and userdata will cause an error.
3073 * **Warning**: JSON is more strict than the Lua table format.
3074 1. You can only use strings and positive integers of at least one as keys.
3075 2. You can not mix string and integer keys.
3076 This is due to the fact that JSON has two distinct array and object values.
3077 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3078 * `minetest.serialize(table)`: returns a string
3079 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3080 into string form readable by `minetest.deserialize`
3081 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3082 * `minetest.deserialize(string)`: returns a table
3083 * Convert a string returned by `minetest.deserialize` into a table
3084 * `string` is loaded in an empty sandbox environment.
3085 * Will load functions, but they cannot access the global environment.
3086 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3087 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3088 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3089 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3090 * Compress a string of data.
3091 * `method` is a string identifying the compression method to be used.
3092 * Supported compression methods:
3093 * Deflate (zlib): `"deflate"`
3094 * `...` indicates method-specific arguments. Currently defined arguments are:
3095 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3096 * `minetest.decompress(compressed_data, method, ...)`: returns data
3097 * Decompress a string of data (using ZLib).
3098 * See documentation on `minetest.compress()` for supported compression methods.
3099 * currently supported.
3100 * `...` indicates method-specific arguments. Currently, no methods use this.
3101 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3102 * Each argument is a 8 Bit unsigned integer
3103 * Returns the ColorString from rgb or rgba values
3104 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3105 * `minetest.encode_base64(string)`: returns string encoded in base64
3106 * Encodes a string in base64.
3107 * `minetest.decode_base64(string)`: returns string
3108 * Decodes a string encoded in base64.
3109 * `minetest.is_protected(pos, name)`: returns boolean
3110 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3111 actions, defineable by mods, due to some mod-defined ownership-like concept.
3112 Returns false or nil, if the player is allowed to do such actions.
3113 * This function should be overridden by protection mods and should be used to
3114 check if a player can interact at a position.
3115 * This function should call the old version of itself if the position is not
3116 protected by the mod.
3119 local old_is_protected = minetest.is_protected
3120 function minetest.is_protected(pos, name)
3121 if mymod:position_protected_from(pos, name) then
3124 return old_is_protected(pos, name)
3126 * `minetest.record_protection_violation(pos, name)`
3127 * This function calls functions registered with
3128 `minetest.register_on_protection_violation`.
3129 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3130 * Attempt to predict the desired orientation of the facedir-capable node
3131 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3132 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3133 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3134 is an optional table containing extra tweaks to the placement code:
3135 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3136 orientation on the wall.
3137 * `force_wall` : if `true`, always place the node in wall orientation.
3138 * `force_ceiling`: if `true`, always place on the ceiling.
3139 * `force_floor`: if `true`, always place the node on the floor.
3140 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3141 the floor or ceiling
3142 * The first four options are mutually-exclusive; the last in the list takes
3143 precedence over the first.
3144 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3145 * calls `rotate_and_place()` with infinitestacks set according to the state of
3146 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3149 * `minetest.forceload_block(pos[, transient])`
3150 * forceloads the position `pos`.
3151 * returns `true` if area could be forceloaded
3152 * If `transient` is `false` or absent, the forceload will be persistent
3153 (saved between server runs). If `true`, the forceload will be transient
3154 (not saved between server runs).
3156 * `minetest.forceload_free_block(pos[, transient])`
3157 * stops forceloading the position `pos`
3158 * If `transient` is `false` or absent, frees a persistent forceload.
3159 If `true`, frees a transient forceload.
3161 * `minetest.request_insecure_environment()`: returns an environment containing
3162 insecure functions if the calling mod has been listed as trusted in the
3163 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3164 * Only works at init time and must be called from the mod's main scope (not from a function).
3165 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3168 * `minetest.global_exists(name)`
3169 * Checks if a global variable has been set, without triggering a warning.
3172 * `minetest.env`: `EnvRef` of the server environment and world.
3173 * Any function in the minetest namespace can be called using the syntax
3174 `minetest.env:somefunction(somearguments)`
3175 instead of `minetest.somefunction(somearguments)`
3176 * Deprecated, but support is not to be dropped soon
3179 * `minetest.registered_items`
3180 * Map of registered items, indexed by name
3181 * `minetest.registered_nodes`
3182 * Map of registered node definitions, indexed by name
3183 * `minetest.registered_craftitems`
3184 * Map of registered craft item definitions, indexed by name
3185 * `minetest.registered_tools`
3186 * Map of registered tool definitions, indexed by name
3187 * `minetest.registered_entities`
3188 * Map of registered entity prototypes, indexed by name
3189 * `minetest.object_refs`
3190 * Map of object references, indexed by active object id
3191 * `minetest.luaentities`
3192 * Map of Lua entities, indexed by active object id
3193 * `minetest.registered_chatcommands`
3194 * Map of registered chat command definitions, indexed by name
3195 * `minetest.registered_ores`
3196 * List of registered ore definitions.
3197 * `minetest.registered_biomes`
3198 * List of registered biome definitions.
3199 * `minetest.registered_decorations`
3200 * List of registered decoration definitions.
3206 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3209 * `set_string(name, value)`
3210 * `get_string(name)`
3211 * `set_int(name, value)`
3213 * `set_float(name, value)`
3215 * `to_table()`: returns `nil` or a table with keys:
3216 * `fields`: key-value storage
3217 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3218 * `from_table(nil or {})`
3219 * Any non-table value will clear the metadata
3220 * See "Node Metadata" for an example
3221 * returns `true` on success
3223 * returns `true` if this metadata has the same key-value pairs as `other`
3226 Node metadata: reference extra data and functionality stored in a node.
3227 Can be obtained via `minetest.get_meta(pos)`.
3230 * All methods in MetaDataRef
3231 * `get_inventory()`: returns `InvRef`
3232 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3233 This will prevent them from being sent to the client. Note that the "private"
3234 status will only be remembered if an associated key-value pair exists, meaning
3235 it's best to call this when initializing all other meta (e.g. `on_construct`).
3237 ### `ItemStackMetaRef`
3238 ItemStack metadata: reference extra data and functionality stored in a stack.
3239 Can be obtained via `item:get_meta()`.
3242 * All methods in MetaDataRef
3245 Mod metadata: per mod metadata, saved automatically.
3246 Can be obtained via `minetest.get_mod_storage()` during load time.
3249 * All methods in MetaDataRef
3252 Node Timers: a high resolution persistent per-node timer.
3253 Can be gotten via `minetest.get_node_timer(pos)`.
3256 * `set(timeout,elapsed)`
3257 * set a timer's state
3258 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3259 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3260 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3263 * equivalent to `set(timeout,0)`
3266 * `get_timeout()`: returns current timeout in seconds
3267 * if `timeout` equals `0`, timer is inactive
3268 * `get_elapsed()`: returns current elapsed time in seconds
3269 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3270 * `is_started()`: returns boolean state of timer
3271 * returns `true` if timer is started, otherwise `false`
3274 Moving things in the game are generally these.
3276 This is basically a reference to a C++ `ServerActiveObject`
3279 * `remove()`: remove object (after returning from Lua)
3280 * Note: Doesn't work on players, use `minetest.kick_player` instead
3281 * `get_pos()`: returns `{x=num, y=num, z=num}`
3282 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3283 * `move_to(pos, continuous=false)`: interpolated move
3284 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3285 * `puncher` = another `ObjectRef`,
3286 * `time_from_last_punch` = time since last punch action of the puncher
3287 * `direction`: can be `nil`
3288 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3289 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3290 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3291 * `get_inventory()`: returns an `InvRef`
3292 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3293 * `get_wield_index()`: returns the index of the wielded item
3294 * `get_wielded_item()`: returns an `ItemStack`
3295 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3296 * `set_armor_groups({group1=rating, group2=rating, ...})`
3297 * `get_armor_groups()`: returns a table with the armor group ratings
3298 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
3299 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3300 * `set_attach(parent, bone, position, rotation)`
3302 * `position`: `{x=num, y=num, z=num}` (relative)
3303 * `rotation`: `{x=num, y=num, z=num}`
3304 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3306 * `set_bone_position(bone, position, rotation)`
3308 * `position`: `{x=num, y=num, z=num}` (relative)
3309 * `rotation`: `{x=num, y=num, z=num}`
3310 * `get_bone_position(bone)`: returns position and rotation of the bone
3311 * `set_properties(object property table)`
3312 * `get_properties()`: returns object property table
3313 * `is_player()`: returns true for players, false otherwise
3314 * `get_nametag_attributes()`
3315 * returns a table with the attributes of the nametag of an object
3317 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3320 * `set_nametag_attributes(attributes)`
3321 * sets the attributes of the nametag of an object
3325 text = "My Nametag",
3328 ##### LuaEntitySAO-only (no-op for other objects)
3329 * `set_velocity({x=num, y=num, z=num})`
3330 * `get_velocity()`: returns `{x=num, y=num, z=num}`
3331 * `set_acceleration({x=num, y=num, z=num})`
3332 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
3333 * `set_yaw(radians)`
3334 * `get_yaw()`: returns number in radians
3335 * `set_texture_mod(mod)`
3336 * `get_texture_mod()` returns current texture modifier
3337 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3338 select_horiz_by_yawpitch=false)`
3339 * Select sprite from spritesheet with optional animation and DM-style
3340 texture selection based on yaw relative to camera
3341 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3344 ##### Player-only (no-op for other objects)
3345 * `get_player_name()`: returns `""` if is not a player
3346 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3347 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3348 * `get_look_dir()`: get camera direction as a unit vector
3349 * `get_look_vertical()`: pitch in radians
3350 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3351 * `get_look_horizontal()`: yaw in radians
3352 * Angle is counter-clockwise from the +z direction.
3353 * `set_look_vertical(radians)`: sets look pitch
3354 * radians - Angle from looking forward, where positive is downwards.
3355 * `set_look_horizontal(radians)`: sets look yaw
3356 * radians - Angle from the +z direction, where positive is counter-clockwise.
3357 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3358 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3359 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3360 * Angle is counter-clockwise from the +x direction.
3361 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3362 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3363 * `get_breath()`: returns players breath
3364 * `set_breath(value)`: sets players breath
3366 * `0`: player is drowning,
3367 * `1`-`10`: remaining number of bubbles
3368 * `11`: bubbles bar is not shown
3369 * See constant: `minetest.PLAYER_MAX_BREATH`
3370 * `set_attribute(attribute, value)`:
3371 * Sets an extra attribute with value on player.
3372 * `value` must be a string.
3373 * If `value` is `nil`, remove attribute from player.
3374 * `get_attribute(attribute)`:
3375 * Returns value (a string) for extra attribute.
3376 * Returns `nil` if no attribute found.
3377 * `set_inventory_formspec(formspec)`
3378 * Redefine player's inventory form
3379 * Should usually be called in `on_joinplayer`
3380 * `get_inventory_formspec()`: returns a formspec string
3381 * `get_player_control()`: returns table with player pressed keys
3382 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3383 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3384 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3385 * `set_physics_override(override_table)`
3386 * `override_table` is a table with the following fields:
3387 * `speed`: multiplier to default walking speed value (default: `1`)
3388 * `jump`: multiplier to default jump value (default: `1`)
3389 * `gravity`: multiplier to default gravity value (default: `1`)
3390 * `sneak`: whether player can sneak (default: `true`)
3391 * `sneak_glitch`: whether player can use the new move code replications
3392 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3394 * `new_move`: use new move/sneak code. When `false` the exact old code
3395 is used for the specific old sneak behaviour (default: `true`)
3396 * `get_physics_override()`: returns the table given to `set_physics_override`
3397 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3399 * `hud_remove(id)`: remove the HUD element of the specified id
3400 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3401 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3402 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3403 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3404 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3405 `minimap`, `minimap_radar`
3406 * pass a table containing a `true`/`false` value of each flag to be set or unset
3407 * if a flag equals `nil`, the flag is not modified
3408 * note that setting `minimap` modifies the client's permission to view the minimap -
3409 * the client may locally elect to not view the minimap
3410 * minimap `radar` is only usable when `minimap` is true
3411 * `hud_get_flags()`: returns a table containing status of hud flags
3412 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3413 breathbar=true, minimap=true, minimap_radar=true}`
3414 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3415 * `count`: number of items, must be between `1` and `23`
3416 * `hud_get_hotbar_itemcount`: returns number of visible items
3417 * `hud_set_hotbar_image(texturename)`
3418 * sets background image for hotbar
3419 * `hud_get_hotbar_image`: returns texturename
3420 * `hud_set_hotbar_selected_image(texturename)`
3421 * sets image for selected item of hotbar
3422 * `hud_get_hotbar_selected_image`: returns texturename
3423 * `set_sky(bgcolor, type, {texture names}, clouds)`
3424 * `bgcolor`: ColorSpec, defaults to white
3425 * `type`: Available types:
3426 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3427 * `"skybox"`: Uses 6 textures, `bgcolor` used
3428 * `"plain"`: Uses 0 textures, `bgcolor` used
3429 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3430 `"plain"` custom skyboxes (default: `true`)
3431 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3432 * `set_clouds(parameters)`: set cloud parameters
3433 * `parameters` is a table with the following optional fields:
3434 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3435 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3436 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3437 ColorSpec (alpha ignored, default `#000000`)
3438 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3439 * `thickness`: cloud thickness in nodes (default `16`)
3440 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3441 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3442 * `override_day_night_ratio(ratio or nil)`
3443 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3444 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3445 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3446 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3448 set animation for player model in third person view
3450 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3451 {x=168, y=187}, -- < walk animation key frames
3452 {x=189, y=198}, -- < dig animation key frames
3453 {x=200, y=219}, -- < walk+dig animation key frames
3454 frame_speed=30): -- < animation frame speed
3455 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3456 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3457 * in first person view
3458 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3459 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3462 An `InvRef` is a reference to an inventory.
3465 * `is_empty(listname)`: return `true` if list is empty
3466 * `get_size(listname)`: get size of a list
3467 * `set_size(listname, size)`: set size of a list
3468 * returns `false` on error (e.g. invalid `listname` or `size`)
3469 * `get_width(listname)`: get width of a list
3470 * `set_width(listname, width)`: set width of list; currently used for crafting
3471 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3472 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3473 * `get_list(listname)`: return full list
3474 * `set_list(listname, list)`: set full list (size will not change)
3475 * `get_lists()`: returns list of inventory lists
3476 * `set_lists(lists)`: sets inventory lists (size will not change)
3477 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3478 * `room_for_item(listname, stack):` returns `true` if the stack of items
3479 can be fully added to the list
3480 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3481 the stack of items can be fully taken from the list.
3482 If `match_meta` is false, only the items' names are compared (default: `false`).
3483 * `remove_item(listname, stack)`: take as many items as specified from the list,
3484 returns the items that were actually removed (as an `ItemStack`) -- note that
3485 any item metadata is ignored, so attempting to remove a specific unique
3486 item this way will likely remove the wrong one -- to do that use `set_stack`
3487 with an empty `ItemStack`
3488 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3489 * returns `{type="undefined"}` in case location is not known
3492 A fast access data structure to store areas, and find areas near a given position or area.
3493 Every area has a `data` string attribute to store additional information.
3494 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3495 If you chose the parameter-less constructor, a fast implementation will be automatically
3499 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3500 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3501 Returns nil if specified area id does not exist.
3502 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3503 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3505 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3506 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3507 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3508 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3509 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3510 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3511 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3512 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3513 or insertions are likely to fail due to conflicts.
3514 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3515 Only needed for efficiency, and only some implementations profit.
3516 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3517 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3518 Calling invalidates the cache, so that its elements have to be newly generated.
3521 enabled = boolean, -- whether to enable, default true
3522 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3523 prefiltered lists for, minimum 16, default 64
3524 limit = number, -- the cache's size, minimum 20, default 1000
3526 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3527 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3528 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3529 Returns success and, optionally, an error message.
3530 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3533 An `ItemStack` is a stack of items.
3535 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3536 an itemstring, a table or `nil`.
3539 * `is_empty()`: Returns `true` if stack is empty.
3540 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3541 * `set_name(item_name)`: Returns boolean whether item was cleared
3542 * `get_count()`: Returns number of items on the stack.
3543 * `set_count(count)`: Returns boolean whether item was cleared
3544 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3545 * `set_wear(wear)`: Returns boolean whether item was cleared
3546 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3547 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3548 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3549 * `clear()`: removes all items from the stack, making it empty.
3550 * `replace(item)`: replace the contents of this stack.
3551 * `item` can also be an itemstring or table.
3552 * `to_string()`: Returns the stack in itemstring form.
3553 * `to_table()`: Returns the stack in Lua table form.
3554 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3555 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3556 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3557 * `get_definition()`: Returns the item definition table.
3558 * `get_tool_capabilities()`: Returns the digging properties of the item,
3559 or those of the hand if none are defined for this item type
3560 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3561 * `add_item(item)`: Put some item or stack onto this stack.
3562 Returns leftover `ItemStack`.
3563 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3565 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3566 Returns taken `ItemStack`.
3567 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3568 Returns taken `ItemStack`.
3571 A 16-bit pseudorandom number generator.
3572 Uses a well-known LCG algorithm introduced by K&R.
3574 It can be created via `PseudoRandom(seed)`.
3577 * `next()`: return next integer random number [`0`...`32767`]
3578 * `next(min, max)`: return next integer random number [`min`...`max`]
3579 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3580 due to the simple implementation making bad distribution otherwise.
3583 A 32-bit pseudorandom number generator.
3584 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3586 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3589 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3590 * `next(min, max)`: return next integer random number [`min`...`max`]
3591 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3592 * This is only a rough approximation of a normal distribution with:
3593 * `mean = (max - min) / 2`, and
3594 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3595 * Increasing `num_trials` improves accuracy of the approximation
3598 Interface for the operating system's crypto-secure PRNG.
3600 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3601 be found on the system.
3604 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3607 A perlin noise generator.
3608 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3609 or `PerlinNoise(noiseparams)`.
3610 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3611 or `minetest.get_perlin(noiseparams)`.
3614 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3615 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3617 ### `PerlinNoiseMap`
3618 A fast, bulk perlin noise generator.
3620 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3621 `minetest.get_perlin_map(noiseparams, size)`.
3623 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3624 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3627 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3628 nil, this table will be used to store the result instead of creating a new table.
3632 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3633 with values starting at `pos={x=,y=}`
3634 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3635 of 3D noise with values starting at `pos={x=,y=,z=}`
3636 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3637 with values starting at `pos={x=,y=}`
3638 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3639 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3640 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3641 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3642 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3643 takes a chunk of `slice_size`.
3644 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3645 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3646 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3647 the starting position of the most recently calculated noise.
3648 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3649 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3650 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3654 #### About VoxelManip
3655 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3656 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3657 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3658 to with other methods of setting nodes. For example, nodes will not have their construction and
3659 destruction callbacks run, and no rollback information is logged.
3661 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3662 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3663 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3665 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3666 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3667 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3668 using both methods of map manipulation to determine which is most appropriate for your usage.
3670 #### Using VoxelManip
3671 A VoxelManip object can be created any time using either:
3672 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3674 If the optional position parameters are present for either of these routines, the specified region
3675 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3676 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3678 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3679 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3680 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3681 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3683 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3684 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3685 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3687 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3688 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3689 `VoxelManip:get_light_data()` for node light levels, and
3690 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3692 See section 'Flat array format' for more details.
3694 It is very important to understand that the tables returned by any of the above three functions
3695 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3696 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3697 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3698 otherwise explicitly stated.
3700 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3701 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3702 `VoxelManip:set_light_data()` for node light levels, and
3703 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3705 The parameter to each of the above three functions can use any table at all in the same flat array
3706 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3708 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3709 to the map by calling `VoxelManip:write_to_map()`.
3712 ##### Flat array format
3714 `Nx = p2.X - p1.X + 1`,
3715 `Ny = p2.Y - p1.Y + 1`, and
3716 `Nz = p2.Z - p1.Z + 1`.
3718 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3719 the expression `Nx * Ny * Nz`.
3721 Positions offset from p1 are present in the array with the format of:
3725 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3726 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3728 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3729 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3731 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3733 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3737 and the array index for a position p contained completely in p1..p2 is:
3739 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3741 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3742 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3743 for a single point in a flat VoxelManip array.
3746 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3747 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3748 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3749 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3750 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3751 Note that the node being queried needs to have already been been registered.
3753 The following builtin node types have their Content IDs defined as constants:
3755 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3756 * `minetest.CONTENT_AIR`: ID for "air" nodes
3757 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3759 ##### Mapgen VoxelManip objects
3760 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3761 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3762 but with a few differences:
3764 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3765 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3766 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3767 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3768 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3769 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3770 consistency with the current map state. For this reason, calling any of the following functions:
3771 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3772 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3773 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3774 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3776 ##### Other API functions operating on a VoxelManip
3777 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3778 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3779 written all buffered data back to the VoxelManip object, save for special situations where the modder
3780 desires to only have certain liquid nodes begin flowing.
3782 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3783 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3785 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3786 except instead of placing the specified schematic directly on the map at the specified position, it
3787 will place the schematic inside of the VoxelManip.
3790 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3791 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3792 `VoxelManip:get_node_at()`.
3793 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3794 filled with "ignore" nodes.
3795 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3796 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3797 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3798 object in the same callback it had been created.
3799 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3800 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3801 buffer the function can use to write map data to instead of returning a new table each call. This
3802 greatly enhances performance by avoiding unnecessary memory allocations.
3805 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3806 the region formed by `p1` and `p2`.
3807 * returns actual emerged `pmin`, actual emerged `pmax`
3808 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3809 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3810 * if `light` is true, then lighting is automatically recalculated.
3811 The default value is true.
3812 If `light` is false, no light calculations happen, and you should correct
3813 all modified blocks with `minetest.fix_light()` as soon as possible.
3814 Keep in mind that modifying the map where light is incorrect can cause
3816 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3817 the `VoxelManip` at that position
3818 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3819 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3820 * returns raw node data in the form of an array of node content IDs
3821 * if the param `buffer` is present, this table will be used to store the result instead
3822 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3823 * `update_map()`: Does nothing, kept for compatibility.
3824 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3825 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3826 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3827 * (`p1`, `p2`) is the area in which lighting is set;
3828 defaults to the whole area if left out
3829 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3830 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3831 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3832 * `light = day + (night * 16)`
3833 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3835 * expects lighting data in the same format that `get_light_data()` returns
3836 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3837 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3838 * If the param `buffer` is present, this table will be used to store the result instead
3839 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3840 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3841 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3842 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3844 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3845 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3846 * `update_liquids()`: Update liquid flow
3847 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3848 had been modified since the last read from map, due to a call to
3849 `minetest.set_data()` on the loaded area elsewhere
3850 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3853 A helper class for voxel areas.
3854 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3855 The coordinates are *inclusive*, like most other things in Minetest.
3858 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3859 `MinEdge` and `MaxEdge`
3860 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3861 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3862 * useful for things like `VoxelManip`, raw Schematic specifiers,
3863 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3864 * `indexp(p)`: same as above, except takes a vector
3865 * `position(i)`: returns the absolute position vector corresponding to index `i`
3866 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3867 * `containsp(p)`: same as above, except takes a vector
3868 * `containsi(i)`: same as above, except takes an index `i`
3869 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3870 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3871 * `iterp(minp, maxp)`: same as above, except takes a vector
3874 An interface to read config files in the format of `minetest.conf`.
3876 It can be created via `Settings(filename)`.
3879 * `get(key)`: returns a value
3880 * `get_bool(key)`: returns a boolean
3882 * Setting names can't contain whitespace or any of `="{}#`.
3883 * Setting values can't contain the sequence `\n"""`.
3884 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3885 * `set_bool(key, value)`
3886 * See documentation for set() above.
3887 * `remove(key)`: returns a boolean (`true` for success)
3888 * `get_names()`: returns `{key1,...}`
3889 * `write()`: returns a boolean (`true` for success)
3890 * Writes changes to file.
3891 * `to_table()`: returns `{[key1]=value1,...}`
3894 A raycast on the map. It works with selection boxes.
3895 Can be used as an iterator in a for loop.
3897 The map is loaded as the ray advances. If the
3898 map is modified after the `Raycast` is created,
3899 the changes may or may not have an effect on
3902 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
3903 `minetest.raycast(pos1, pos2, objects, liquids)` where:
3904 * `pos1`: start of the ray
3905 * `pos2`: end of the ray
3906 * `objects` : if false, only nodes will be returned. Default is true.
3907 * `liquids' : if false, liquid nodes won't be returned. Default is false.
3910 * `next()`: returns a `pointed_thing`
3911 * Returns the next thing pointed by the ray or nil.
3915 A mapgen object is a construct used in map generation. Mapgen objects can be used
3916 by an `on_generate` callback to speed up operations by avoiding unnecessary
3917 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3918 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3919 was called outside of an `on_generate()` callback, `nil` is returned.
3921 The following Mapgen objects are currently available:
3924 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3925 emerged position, in that order. All mapgens support this object.
3928 Returns an array containing the y coordinates of the ground levels of nodes in
3929 the most recently generated chunk by the current mapgen.
3932 Returns an array containing the biome IDs of nodes in the most recently
3933 generated chunk by the current mapgen.
3936 Returns an array containing the temperature values of nodes in the most
3937 recently generated chunk by the current mapgen.
3940 Returns an array containing the humidity values of nodes in the most recently
3941 generated chunk by the current mapgen.
3944 Returns a table mapping requested generation notification types to arrays of
3945 positions at which the corresponding generated structures are located at within
3946 the current chunk. To set the capture of positions of interest to be recorded
3947 on generate, use `minetest.set_gen_notify()`.
3949 Possible fields of the table returned are:
3955 * `large_cave_begin`
3959 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3960 numeric unique decoration ID.
3964 * Functions receive a "luaentity" as `self`:
3965 * It has the member `.name`, which is the registered name `("mod:thing")`
3966 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3967 * The original prototype stuff is visible directly via a metatable
3969 * `on_activate(self, staticdata, dtime_s)`
3970 * Called when the object is instantiated.
3971 * `dtime_s` is the time passed since the object was unloaded, which can
3972 be used for updating the entity state.
3973 * `on_step(self, dtime)`
3974 * Called on every server tick, after movement and collision processing.
3975 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3977 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3978 * Called when somebody punches the object.
3979 * Note that you probably want to handle most punches using the
3980 automatic armor group system.
3981 * `puncher`: an `ObjectRef` (can be `nil`)
3982 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3983 * `tool_capabilities`: capability table of used tool (can be `nil`)
3984 * `dir`: unit vector of direction of punch. Always defined. Points from
3985 the puncher to the punched.
3986 `on_death(self, killer)`
3987 * Called when the object dies.
3988 * `killer`: an `ObjectRef` (can be `nil`)
3989 * `on_rightclick(self, clicker)`
3990 * `get_staticdata(self)`
3991 * Should return a string that will be passed to `on_activate` when
3992 the object is instantiated the next time.
3997 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3998 Often these bugs appear as subtle shadows in water.
4003 axiom, --string initial tree axiom
4004 rules_a, --string rules set A
4005 rules_b, --string rules set B
4006 rules_c, --string rules set C
4007 rules_d, --string rules set D
4008 trunk, --string trunk node name
4009 leaves, --string leaves node name
4010 leaves2, --string secondary leaves node name
4011 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4012 angle, --num angle in deg
4013 iterations, --num max # of iterations, usually 2 -5
4014 random_level, --num factor to lower nr of iterations, usually 0 - 3
4015 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4016 -- 2x2 nodes or 3x3 in cross shape
4017 thin_branches, --boolean true -> use thin (1 node) branches
4018 fruit, --string fruit node name
4019 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4020 seed, --num random seed; if no seed is provided, the engine will create one
4023 ### Key for Special L-System Symbols used in Axioms
4025 * `G`: move forward one unit with the pen up
4026 * `F`: move forward one unit with the pen down drawing trunks and branches
4027 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4028 * `T`: move forward one unit with the pen down drawing trunks only
4029 * `R`: move forward one unit with the pen down placing fruit
4030 * `A`: replace with rules set A
4031 * `B`: replace with rules set B
4032 * `C`: replace with rules set C
4033 * `D`: replace with rules set D
4034 * `a`: replace with rules set A, chance 90%
4035 * `b`: replace with rules set B, chance 80%
4036 * `c`: replace with rules set C, chance 70%
4037 * `d`: replace with rules set D, chance 60%
4038 * `+`: yaw the turtle right by `angle` parameter
4039 * `-`: yaw the turtle left by `angle` parameter
4040 * `&`: pitch the turtle down by `angle` parameter
4041 * `^`: pitch the turtle up by `angle` parameter
4042 * `/`: roll the turtle to the right by `angle` parameter
4043 * `*`: roll the turtle to the left by `angle` parameter
4044 * `[`: save in stack current state info
4045 * `]`: recover from stack state info
4048 Spawn a small apple tree:
4050 pos = {x=230,y=20,z=4}
4053 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4054 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4055 trunk="default:tree",
4056 leaves="default:leaves",
4060 trunk_type="single",
4063 fruit="default:apple"
4065 minetest.spawn_tree(pos,apple_tree)
4070 ### Object Properties
4074 -- ^ For players, the maximal HP defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4076 collide_with_objects = true, -- collide with other objects if physical = true
4078 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4079 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4080 -- ^ Default, uses collision box dimensions when not set
4081 pointable = true, -- overrides selection box when false
4082 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4083 visual_size = {x = 1, y = 1},
4085 textures = {}, -- number of required textures depends on visual
4086 colors = {}, -- number of required colors depends on visual
4087 spritediv = {x = 1, y = 1},
4088 initial_sprite_basepos = {x = 0, y = 0},
4090 makes_footstep_sound = false,
4091 automatic_rotate = false,
4093 automatic_face_movement_dir = 0.0,
4094 -- ^ Automatically set yaw to movement direction, offset in degrees,
4095 -- 'false' to disable.
4096 automatic_face_movement_max_rotation_per_sec = -1,
4097 -- ^ Limit automatic rotation to this value in degrees per second,
4098 -- value < 0 no limit.
4099 backface_culling = true, -- false to disable backface_culling for model
4100 nametag = "", -- by default empty, for players their name is shown if empty
4101 nametag_color = <color>, -- sets color of nametag as ColorSpec
4102 infotext = "", -- by default empty, text to be shown when pointed at object
4105 ### Entity definition (`register_entity`)
4108 -- Deprecated: Everything in object properties is read directly from here
4110 initial_properties = --[[<initial object properties>]],
4112 on_activate = function(self, staticdata, dtime_s),
4113 on_step = function(self, dtime),
4114 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4115 on_rightclick = function(self, clicker),
4116 get_staticdata = function(self),
4117 -- ^ Called sometimes; the string returned is passed to on_activate when
4118 -- the entity is re-activated from static state
4120 -- Also you can define arbitrary member variables here (see item definition for
4122 _custom_field = whatever,
4125 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4128 label = "Lava cooling",
4129 -- ^ Descriptive label for profiling purposes (optional).
4130 -- Definitions with identical labels will be listed as one.
4131 -- In the following two fields, also group:groupname will work.
4132 nodenames = {"default:lava_source"},
4133 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4134 ^ If left out or empty, any neighbor will do ]]
4135 interval = 1.0, -- Operation interval in seconds
4136 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4137 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4138 ^ The chance value is temporarily reduced when returning to
4139 an area to simulate time lost by the area being unattended.
4140 ^ Note chance value can often be reduced to 1 ]]
4141 action = func(pos, node, active_object_count, active_object_count_wider),
4144 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4147 label = "Upgrade legacy doors",
4148 -- ^ Descriptive label for profiling purposes (optional).
4149 -- Definitions with identical labels will be listed as one.
4150 name = "modname:replace_legacy_door",
4151 nodenames = {"default:lava_source"},
4152 -- ^ List of node names to trigger the LBM on.
4153 -- Also non-registered nodes will work.
4154 -- Groups (as of group:groupname) will work as well.
4155 run_at_every_load = false,
4156 -- ^ Whether to run the LBM's action every time a block gets loaded,
4157 -- and not just for blocks that were saved last time before LBMs were
4158 -- introduced to the world.
4159 action = func(pos, node),
4162 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4165 description = "Steel Axe",
4166 groups = {}, -- key = name, value = rating; rating = 1..3.
4167 if rating not applicable, use 1.
4168 e.g. {wool = 1, fluffy = 3}
4169 {soil = 2, outerspace = 1, crumbly = 1}
4170 {bendy = 2, snappy = 1},
4171 {hard = 1, metal = 1, spikes = 1}
4172 inventory_image = "default_tool_steelaxe.png",
4173 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4178 ^ An image file containing the palette of a node.
4179 ^ You can set the currently used color as the
4180 ^ "palette_index" field of the item stack metadata.
4181 ^ The palette is always stretched to fit indices
4182 ^ between 0 and 255, to ensure compatibility with
4183 ^ "colorfacedir" and "colorwallmounted" nodes.
4185 color = "0xFFFFFFFF",
4187 ^ The color of the item. The palette overrides this.
4189 wield_scale = {x = 1, y = 1, z = 1},
4192 liquids_pointable = false,
4193 tool_capabilities = {
4194 full_punch_interval = 1.0,
4198 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4200 damage_groups = {groupname = damage},
4202 node_placement_prediction = nil,
4204 ^ If nil and item is node, prediction is made automatically
4205 ^ If nil and item is not a node, no prediction is made
4206 ^ If "" and item is anything, no prediction is made
4207 ^ Otherwise should be name of node which the client immediately places
4208 on ground when the player places the item. Server will always update
4209 actual result to client in a short moment.
4212 breaks = "default_tool_break", -- tools only
4213 place = --[[<SimpleSoundSpec>]],
4216 on_place = func(itemstack, placer, pointed_thing),
4218 ^ Shall place item and return the leftover itemstack
4219 ^ The placer may be any ObjectRef or nil.
4220 ^ default: minetest.item_place ]]
4221 on_secondary_use = func(itemstack, user, pointed_thing),
4223 ^ Same as on_place but called when pointing at nothing.
4224 ^ The user may be any ObjectRef or nil.
4225 ^ pointed_thing : always { type = "nothing" }
4227 on_drop = func(itemstack, dropper, pos),
4229 ^ Shall drop item and return the leftover itemstack
4230 ^ The dropper may be any ObjectRef or nil.
4231 ^ default: minetest.item_drop ]]
4232 on_use = func(itemstack, user, pointed_thing),
4235 ^ Function must return either nil if no item shall be removed from
4236 inventory, or an itemstack to replace the original itemstack.
4237 e.g. itemstack:take_item(); return itemstack
4238 ^ Otherwise, the function is free to do what it wants.
4239 ^ The user may be any ObjectRef or nil.
4240 ^ The default functions handle regular use cases.
4242 after_use = func(itemstack, user, node, digparams),
4245 ^ If defined, should return an itemstack and will be called instead of
4246 wearing out the tool. If returns nil, does nothing.
4247 If after_use doesn't exist, it is the same as:
4248 function(itemstack, user, node, digparams)
4249 itemstack:add_wear(digparams.wear)
4252 ^ The user may be any ObjectRef or nil.
4254 _custom_field = whatever,
4256 ^ Add your own custom fields. By convention, all custom field names
4257 should start with `_` to avoid naming collisions with future engine
4264 * `{name="image.png", animation={Tile Animation definition}}`
4265 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4266 tileable_horizontal=bool}`
4267 * backface culling enabled by default for most nodes
4268 * tileable flags are info for shaders, how they should treat texture
4269 when displacement mapping is used
4270 Directions are from the point of view of the tile texture,
4271 not the node it's on
4272 * `{name="image.png", color=ColorSpec}`
4273 * the texture's color will be multiplied with this color.
4274 * the tile's color overrides the owning node's color in all cases.
4275 * deprecated, yet still supported field names:
4278 ### Tile animation definition
4281 type = "vertical_frames",
4283 -- ^ specify width of a frame in pixels
4285 -- ^ specify height of a frame in pixels
4287 -- ^ specify full loop length
4293 -- ^ specify width in number of frames
4295 -- ^ specify height in number of frames
4297 -- ^ specify length of a single frame
4300 ### Node definition (`register_node`)
4303 -- <all fields allowed in item definitions>,
4305 drawtype = "normal", -- See "Node drawtypes"
4306 visual_scale = 1.0, --[[
4307 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4308 ^ "firelike", "mesh".
4309 ^ For plantlike and firelike, the image will start at the bottom of the
4310 ^ node, for the other drawtypes the image will be centered on the node.
4311 ^ Note that positioning for "torchlike" may still change. ]]
4312 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4313 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4314 ^ List can be shortened to needed length ]]
4315 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4316 ^ Same as `tiles`, but these textures are drawn on top of the
4317 ^ base tiles. You can use this to colorize only specific parts of
4318 ^ your texture. If the texture name is an empty string, that
4319 ^ overlay is not drawn. Since such tiles are drawn twice, it
4320 ^ is not recommended to use overlays on very common nodes.
4321 special_tiles = {tile definition 1, Tile definition 2}, --[[
4322 ^ Special textures of node; used rarely (old field name: special_materials)
4323 ^ List can be shortened to needed length ]]
4324 color = ColorSpec, --[[
4325 ^ The node's original color will be multiplied with this color.
4326 ^ If the node has a palette, then this setting only has an effect
4327 ^ in the inventory and on the wield item. ]]
4328 use_texture_alpha = false, -- Use texture's alpha channel
4329 palette = "palette.png", --[[
4330 ^ The node's `param2` is used to select a pixel from the image
4331 ^ (pixels are arranged from left to right and from top to bottom).
4332 ^ The node's color will be multiplied with the selected pixel's
4333 ^ color. Tiles can override this behavior.
4334 ^ Only when `paramtype2` supports palettes. ]]
4335 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4336 paramtype = "none", -- See "Nodes" --[[
4337 ^ paramtype = "light" allows light to propagate from or through the node with light value
4338 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4339 paramtype2 = "none", -- See "Nodes"
4340 place_param2 = nil, -- Force value for param2 when player places node
4341 is_ground_content = true, -- If false, the cave generator will not carve through this
4342 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4343 walkable = true, -- If true, objects collide with node
4344 pointable = true, -- If true, can be pointed at
4345 diggable = true, -- If false, can never be dug
4346 climbable = false, -- If true, can be climbed on (ladder)
4347 buildable_to = false, -- If true, placed nodes can replace this node
4348 floodable = false, --[[
4349 ^ If true, liquids flow into and replace this node.
4350 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4351 liquidtype = "none", -- "none"/"source"/"flowing"
4352 liquid_alternative_flowing = "", -- Flowing version of source liquid
4353 liquid_alternative_source = "", -- Source version of flowing liquid
4354 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4355 liquid_renewable = true, --[[
4356 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4358 ^ Block contains level in param2. Value is default level, used for snow.
4359 ^ Don't forget to use "leveled" type nodebox. ]]
4360 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4361 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4362 light_source = 0, --[[
4363 ^ Amount of light emitted by node.
4364 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4365 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4366 damage_per_second = 0, -- If player is inside node, this damage is caused
4367 node_box = {type="regular"}, -- See "Node boxes"
4368 connects_to = nodenames, --[[
4369 * Used for nodebox nodes with the type == "connected"
4370 * Specifies to what neighboring nodes connections will be drawn
4371 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4372 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4373 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4375 selection_box = {type="regular"}, -- See "Node boxes" --[[
4376 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4377 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4378 legacy_wallmounted = false, -- Support maps made in and before January 2012
4379 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4380 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4381 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4382 ^ caveats: not all models will properly wave
4383 ^ plantlike drawtype nodes can only wave like plants
4384 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4386 footstep = <SimpleSoundSpec>,
4387 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4388 dug = <SimpleSoundSpec>,
4389 place = <SimpleSoundSpec>,
4390 place_failed = <SimpleSoundSpec>,
4392 drop = "", -- Name of dropped node when dug. Default is the node itself.
4395 max_items = 1, -- Maximum number of items to drop.
4396 items = { -- Choose max_items randomly from this list.
4398 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4399 rarity = 1, -- Probability of dropping is 1 / rarity.
4400 inherit_color = true, -- To inherit palette color from the node
4405 on_construct = func(pos), --[[
4406 ^ Node constructor; called after adding node
4407 ^ Can set up metadata and stuff like that
4408 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4410 on_destruct = func(pos), --[[
4411 ^ Node destructor; called before removing node
4412 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4414 after_destruct = func(pos, oldnode), --[[
4415 ^ Node destructor; called after removing node
4416 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4418 on_flood = func(pos, oldnode, newnode), --[[
4419 ^ Called when a liquid (newnode) is about to flood oldnode, if
4420 ^ it has `floodable = true` in the nodedef. Not called for bulk
4421 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4422 ^ return true the node is not flooded, but on_flood callback will
4423 ^ most likely be called over and over again every liquid update
4424 ^ interval. Default: nil.
4425 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4427 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4428 ^ Called after constructing node when node was placed using
4429 minetest.item_place_node / minetest.place_node
4430 ^ If return true no item is taken from itemstack
4432 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4433 ^ oldmetadata is in table format
4434 ^ Called after destructing node when node was dug using
4435 minetest.node_dig / minetest.dig_node
4437 can_dig = function(pos, [player]) --[[
4438 ^ returns true if node can be dug, or false if not
4441 on_punch = func(pos, node, puncher, pointed_thing), --[[
4442 ^ default: minetest.node_punch
4443 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4444 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4446 ^ itemstack will hold clicker's wielded item
4447 ^ Shall return the leftover itemstack
4448 ^ Note: pointed_thing can be nil, if a mod calls this function
4449 This function does not get triggered by clients <=0.4.16 if the
4450 "formspec" node metadata field is set ]]
4452 on_dig = func(pos, node, digger), --[[
4453 ^ default: minetest.node_dig
4454 ^ By default: checks privileges, wears out tool and removes node ]]
4456 on_timer = function(pos,elapsed), --[[
4458 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4459 ^ elapsed is the total time passed since the timer was started
4460 ^ return true to run the timer for another cycle with the same timeout value ]]
4462 on_receive_fields = func(pos, formname, fields, sender), --[[
4463 ^ fields = {name1 = value1, name2 = value2, ...}
4464 ^ Called when an UI form (e.g. sign text input) returns data
4467 allow_metadata_inventory_move = func(pos, from_list, from_index,
4468 to_list, to_index, count, player), --[[
4469 ^ Called when a player wants to move items inside the inventory
4470 ^ Return value: number of items allowed to move ]]
4472 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4473 ^ Called when a player wants to put something into the inventory
4474 ^ Return value: number of items allowed to put
4475 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4477 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4478 ^ Called when a player wants to take something out of the inventory
4479 ^ Return value: number of items allowed to take
4480 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4482 on_metadata_inventory_move = func(pos, from_list, from_index,
4483 to_list, to_index, count, player),
4484 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4485 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4486 ^ Called after the actual action has happened, according to what was allowed.
4487 ^ No return value ]]
4489 on_blast = func(pos, intensity), --[[
4490 ^ intensity: 1.0 = mid range of regular TNT
4491 ^ If defined, called when an explosion touches the node, instead of
4492 removing the node ]]
4495 ### Recipe for `register_craft` (shaped)
4498 output = 'default:pick_stone',
4500 {'default:cobble', 'default:cobble', 'default:cobble'},
4501 {'', 'default:stick', ''},
4502 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4504 replacements = --[[<optional list of item pairs,
4505 replace one input item with another item on crafting>]]
4508 ### Recipe for `register_craft` (shapeless)
4512 output = 'mushrooms:mushroom_stew',
4515 "mushrooms:mushroom_brown",
4516 "mushrooms:mushroom_red",
4518 replacements = --[[<optional list of item pairs,
4519 replace one input item with another item on crafting>]]
4522 ### Recipe for `register_craft` (tool repair)
4525 type = "toolrepair",
4526 additional_wear = -0.02,
4529 ### Recipe for `register_craft` (cooking)
4533 output = "default:glass",
4534 recipe = "default:sand",
4538 ### Recipe for `register_craft` (furnace fuel)
4542 recipe = "default:leaves",
4546 ### Ore definition (`register_ore`)
4549 ore_type = "scatter", -- See "Ore types"
4550 ore = "default:stone_with_coal",
4551 wherein = "default:stone",
4552 -- ^ a list of nodenames is supported too
4553 clust_scarcity = 8*8*8,
4554 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4555 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4557 -- ^ Number of ores in a cluster
4559 -- ^ Size of the bounding box of the cluster
4560 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4563 -- ^ Lower and upper limits for ore.
4564 -- ^ Limits are relative to y = water_level - 1 for core mapgen, or
4565 -- ^ relative to y = 0 for minetest.generate_ores().
4567 -- ^ Attributes for this ore generation
4568 noise_threshold = 0.5,
4569 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4570 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4571 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4572 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4573 random_factor = 1.0,
4574 -- ^ Multiplier of the randomness contribution to the noise value at any
4575 -- ^ given point to decide if ore should be placed. Set to 0 for solid veins.
4576 -- ^ This parameter is only valid for ore_type == "vein".
4577 biomes = {"desert", "rainforest"}
4578 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4579 -- ^ and ignored if the Mapgen being used does not support biomes.
4580 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4583 ### Biome definition (`register_biome`)
4586 The Biome API is still in an experimental phase and subject to change.
4590 node_dust = "default:snow",
4591 -- ^ Node dropped onto upper surface after all else is generated.
4592 node_top = "default:dirt_with_snow",
4594 -- ^ Node forming surface layer of biome and thickness of this layer.
4595 node_filler = "default:permafrost",
4597 -- ^ Node forming lower layer of biome and thickness of this layer.
4598 node_stone = "default:bluestone",
4599 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4600 node_water_top = "default:ice",
4601 depth_water_top = 10,
4602 -- ^ Node forming a surface layer in seawater with the defined thickness.
4604 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4605 node_river_water = "default:ice",
4606 -- ^ Node that replaces river water in mapgens that use default:river_water.
4607 node_riverbed = "default:gravel",
4609 -- ^ Node placed under river water and thickness of this layer.
4612 -- ^ Lower and upper limits for biome.
4613 -- ^ Limits are relative to y = water_level - 1.
4614 -- ^ Because biome is not recalculated for every node in a node column
4615 -- ^ some biome materials can exceed their limits, especially stone.
4616 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4617 -- ^ top and at each of these surfaces:
4618 -- ^ Ground below air, water below air, ground below water.
4619 -- ^ The selected biome then stays in effect for all nodes below until
4620 -- ^ column base or the next biome recalculation.
4622 humidity_point = 50,
4623 -- ^ Characteristic average temperature and humidity for the biome.
4624 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4625 -- ^ and humidity as axes. The resulting voronoi cells determine which
4626 -- ^ heat/humidity points belong to which biome, and therefore determine
4627 -- ^ the area and location of each biome in the world.
4628 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4629 -- ^ diagram to result in roughly equal size biomes.
4630 -- ^ Heat and humidity have average values of 50, vary mostly between
4631 -- ^ 0 and 100 but also often exceed these values.
4632 -- ^ Heat is not in degrees celcius, both values are abstract.
4635 ### Decoration definition (`register_decoration`)
4638 deco_type = "simple", -- See "Decoration types"
4639 place_on = "default:dirt_with_grass",
4640 -- ^ Node (or list of nodes) that the decoration can be placed on
4642 -- ^ Size of divisions made in the chunk being generated.
4643 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4645 -- ^ Ratio of the area to be uniformly filled by the decoration.
4646 -- ^ Used only if noise_params is not specified.
4647 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4648 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4649 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4650 biomes = {"Oceanside", "Hills", "Plains"},
4651 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4652 -- ^ and ignored if the Mapgen being used does not support biomes.
4653 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4656 -- ^ Lower and upper limits for decoration.
4657 -- ^ Limits are relative to y = water_level - 1 for core mapgen, or
4658 -- ^ relative to y = 0 for minetest.generate_decorations().
4659 -- ^ This parameter refers to the `y` position of the decoration base, so
4660 -- the actual maximum height would be `height_max + size.Y`.
4661 spawn_by = "default:water",
4662 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4663 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4664 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4666 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4667 -- ^ If absent or -1, decorations occur next to any nodes.
4668 flags = "liquid_surface, force_placement",
4669 -- ^ Flags for all decoration types.
4670 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4671 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4672 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4673 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4675 ----- Simple-type parameters
4676 decoration = "default:grass",
4677 -- ^ The node name used as the decoration.
4678 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4680 -- ^ Number of nodes high the decoration is made.
4681 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4683 -- ^ Number of nodes the decoration can be at maximum.
4684 -- ^ If absent, the parameter 'height' is used as a constant.
4686 -- ^ Param2 value of placed decoration node.
4688 ----- Schematic-type parameters
4689 schematic = "foobar.mts",
4690 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4691 -- ^ specified Minetest schematic file.
4692 -- ^ - OR -, could be the ID of a previously registered schematic
4693 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4694 -- ^ and an optional table yslice_prob:
4696 size = {x=4, y=6, z=4},
4698 {name="default:cobble", param1=255, param2=0},
4699 {name="default:dirt_with_grass", param1=255, param2=0},
4700 {name="ignore", param1=255, param2=0},
4701 {name="air", param1=255, param2=0},
4710 -- ^ See 'Schematic specifier' for details.
4711 replacements = {["oldname"] = "convert_to", ...},
4712 flags = "place_center_x, place_center_y, place_center_z",
4713 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4714 rotation = "90" -- rotate schematic 90 degrees on placement
4715 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4718 ### Chat command definition (`register_chatcommand`)
4721 params = "<name> <privilege>", -- Short parameter description
4722 description = "Remove privilege from player", -- Full description
4723 privs = {privs=true}, -- Require the "privs" privilege to run
4724 func = function(name, param), -- Called when command is run.
4725 -- Returns boolean success and text output.
4728 ### Detached inventory callbacks
4731 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4732 -- ^ Called when a player wants to move items inside the inventory
4733 -- ^ Return value: number of items allowed to move
4735 allow_put = func(inv, listname, index, stack, player),
4736 -- ^ Called when a player wants to put something into the inventory
4737 -- ^ Return value: number of items allowed to put
4738 -- ^ Return value: -1: Allow and don't modify item count in inventory
4740 allow_take = func(inv, listname, index, stack, player),
4741 -- ^ Called when a player wants to take something out of the inventory
4742 -- ^ Return value: number of items allowed to take
4743 -- ^ Return value: -1: Allow and don't modify item count in inventory
4745 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4746 on_put = func(inv, listname, index, stack, player),
4747 on_take = func(inv, listname, index, stack, player),
4748 -- ^ Called after the actual action has happened, according to what was allowed.
4749 -- ^ No return value
4752 ### HUD Definition (`hud_add`, `hud_get`)
4755 hud_elem_type = "image", -- see HUD element types
4756 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4757 position = {x=0.5, y=0.5},
4758 -- ^ Left corner position of element
4764 -- ^ Selected item in inventory. 0 for no item selected.
4766 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4767 alignment = {x=0, y=0},
4768 -- ^ See "HUD Element Types"
4769 offset = {x=0, y=0},
4770 -- ^ See "HUD Element Types"
4771 size = { x=100, y=100 },
4772 -- ^ Size of element in pixels
4775 ### Particle definition (`add_particle`)
4778 pos = {x=0, y=0, z=0},
4779 velocity = {x=0, y=0, z=0},
4780 acceleration = {x=0, y=0, z=0},
4781 -- ^ Spawn particle at pos with velocity and acceleration
4783 -- ^ Disappears after expirationtime seconds
4785 collisiondetection = false,
4786 -- ^ collisiondetection: if true collides with physical objects
4787 collision_removal = false,
4788 -- ^ collision_removal: if true then particle is removed when it collides,
4789 -- ^ requires collisiondetection = true to have any effect
4791 -- ^ vertical: if true faces player using y axis only
4792 texture = "image.png",
4793 -- ^ Uses texture (string)
4794 playername = "singleplayer",
4795 -- ^ optional, if specified spawns particle only on the player's client
4796 animation = {Tile Animation definition},
4797 -- ^ optional, specifies how to animate the particle texture
4799 -- ^ optional, specify particle self-luminescence in darkness
4803 ### `ParticleSpawner` definition (`add_particlespawner`)
4808 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4809 minpos = {x=0, y=0, z=0},
4810 maxpos = {x=0, y=0, z=0},
4811 minvel = {x=0, y=0, z=0},
4812 maxvel = {x=0, y=0, z=0},
4813 minacc = {x=0, y=0, z=0},
4814 maxacc = {x=0, y=0, z=0},
4819 -- ^ The particle's properties are random values in between the bounds:
4820 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4821 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4822 collisiondetection = false,
4823 -- ^ collisiondetection: if true uses collision detection
4824 collision_removal = false,
4825 -- ^ collision_removal: if true then particle is removed when it collides,
4826 -- ^ requires collisiondetection = true to have any effect
4827 attached = ObjectRef,
4828 -- ^ attached: if defined, particle positions, velocities and accelerations
4829 -- ^ are relative to this object's position and yaw.
4831 -- ^ vertical: if true faces player using y axis only
4832 texture = "image.png",
4833 -- ^ Uses texture (string)
4834 playername = "singleplayer"
4835 -- ^ Playername is optional, if specified spawns particle only on the player's client
4838 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4841 url = "http://example.org",
4843 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4844 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4845 -- ^ Optional, if specified a POST request with post_data is performed.
4846 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4847 -- ^ as x-www-form-urlencoded key-value pairs.
4848 -- ^ If post_data ist not specified, a GET request is performed instead.
4849 user_agent = "ExampleUserAgent",
4850 -- ^ Optional, if specified replaces the default minetest user agent with given string
4851 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4852 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4853 -- ^ that the header strings follow HTTP specification ("Key: Value").
4855 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4858 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4862 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4864 -- ^ If true, the request was succesful
4866 -- ^ If true, the request timed out
4868 -- ^ HTTP status code