1 Minetest Lua Modding API Reference
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 using Lua scripting
9 in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things, which 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, and to document it here.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 Where `gameid` is unique to each game.
56 The game directory can contain the following files:
58 * `game.conf`, which contains:
59 * `name = <Human-readable full name of the game>` e.g. `name = Minetest`
60 * Optionally, game.conf can also contain
61 `disallowed_mapgens = <comma-separated mapgens>`
62 e.g. `disallowed_mapgens = v5,v6,flat`
63 These mapgens are removed from the list of mapgens for the game.
65 Used to set default settings when running this game.
67 In the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be
69 displayed in the "Games" category in the advanced settings tab.
70 * If the game contains a folder called `textures` the server will load it as a
71 texturepack, overriding mod textures.
72 Any server texturepack will override mod textures and the game texturepack.
76 Games can provide custom main menu images. They are put inside a `menu`
77 directory inside the game directory.
79 The images are named `$identifier.png`, where `$identifier` is one of
80 `overlay`, `background`, `footer`, `header`.
81 If you want to specify multiple images for one identifier, add additional
82 images named like `$identifier.$n.png`, with an ascending number $n starting
83 with 1, and a random image will be chosen from the provided ones.
89 * `$path_share/games/gameid/mods/`
91 * `$path_user/games/gameid/mods/`
92 * `$path_user/mods/` (User-installed mods)
93 * `$worldpath/worldmods/`
95 In a run-in-place version (e.g. the distributed windows version):
97 * `minetest-0.4.x/games/gameid/mods/`
98 * `minetest-0.4.x/mods/` (User-installed mods)
99 * `minetest-0.4.x/worlds/worldname/worldmods/`
101 On an installed version on Linux:
103 * `/usr/share/minetest/games/gameid/mods/`
104 * `$HOME/.minetest/mods/` (User-installed mods)
105 * `$HOME/.minetest/worlds/worldname/worldmods`
107 Mod load path for world-specific games
108 --------------------------------------
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds.
114 This happens if the following directory exists:
118 Mods should be then be placed in:
124 Mods can be put in a subdirectory, if the parent directory, which otherwise
125 should be a mod, contains a file named `modpack.txt`. This file shall be
126 empty, except for lines starting with `#`, which are comments.
128 Mod directory structure
129 ------------------------
135 | |-- description.txt
136 | |-- settingtypes.txt
140 | | |-- modname_stuff.png
141 | | `-- modname_something_else.png
150 The location of this directory can be fetched by using
151 `minetest.get_modpath(modname)`.
154 List of mods that have to be loaded before loading this mod.
156 A single line contains a single modname.
158 Optional dependencies can be defined by appending a question mark
159 to a single modname. This means that if the specified mod
160 is missing, it does not prevent this mod from being loaded.
163 A screenshot shown in the mod manager within the main menu. It should
164 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
166 ### `description.txt`
167 A file containing a description to be shown in the Mods tab of the mainmenu.
169 ### `settingtypes.txt`
170 A file in the same format as the one in builtin. It will be parsed by the
171 settings menu and the settings will be displayed in the "Mods" category.
174 The main Lua script. Running this script should register everything it
175 wants to register. Subsequent execution depends on minetest calling the
176 registered callbacks.
178 `minetest.settings` can be used to read custom or existing settings at load
179 time, if necessary. (See `Settings`)
182 Models for entities or meshnodes.
184 ### `textures`, `sounds`, `media`
185 Media files (textures, sounds, whatever) that will be transferred to the
186 client and will be available for use by the mod.
189 Translation files for the clients. (See `Translations`)
191 Naming convention for registered textual names
192 ----------------------------------------------
193 Registered names should generally be in this format:
197 `<whatever>` can have these characters:
201 This is to prevent conflicting names from corrupting maps and is
202 enforced by the mod loader.
205 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
206 So the name should be `experimental:tnt`.
208 Enforcement can be overridden by prefixing the name with `:`. This can
209 be used for overriding the registrations of some other mod.
211 Example: Any mod can redefine `experimental:tnt` by using the name
216 (also that mod is required to have `experimental` as a dependency)
218 The `:` prefix can also be used for maintaining backwards compatibility.
222 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
223 `minetest.register_alias_force(name, convert_to)`.
225 This converts anything called `name` to `convert_to`.
227 The only difference between `minetest.register_alias` and
228 `minetest.register_alias_force` is that if an item called `name` exists,
229 `minetest.register_alias` will do nothing while
230 `minetest.register_alias_force` will unregister it.
232 This can be used for maintaining backwards compatibility.
234 This can also set quick access names for things, e.g. if
235 you have an item called `epiclylongmodname:stuff`, you could do
237 minetest.register_alias("stuff", "epiclylongmodname:stuff")
239 and be able to use `/giveme stuff`.
243 In a game, a certain number of these must be set to tell core mapgens which
244 of the game's nodes are to be used by the core mapgens. For example:
246 minetest.register_alias("mapgen_stone", "default:stone")
248 ### Aliases needed for all mapgens except Mapgen v6
253 "mapgen_water_source"
254 "mapgen_river_water_source"
262 Only needed for registered biomes where 'node_stone' is stone:
264 "mapgen_stair_cobble"
266 Only needed for registered biomes where 'node_stone' is desert stone:
267 "mapgen_desert_stone"
268 "mapgen_stair_desert_stone"
269 Only needed for registered biomes where 'node_stone' is sandstone:
271 "mapgen_sandstonebrick"
272 "mapgen_stair_sandstone_block"
274 ### Aliases needed for Mapgen v6
279 "mapgen_water_source"
282 "mapgen_dirt_with_grass"
285 "mapgen_desert_stone"
287 "mapgen_dirt_with_snow"
298 "mapgen_jungleleaves"
301 "mapgen_pine_needles"
306 "mapgen_stair_cobble"
308 "mapgen_stair_desert_stone"
312 Mods should generally prefix their textures with `modname_`, e.g. given
313 the mod name `foomod`, a texture could be called:
317 Textures are referred to by their complete name, or alternatively by
318 stripping out the file extension:
320 * e.g. `foomod_foothing.png`
321 * e.g. `foomod_foothing`
325 There are various texture modifiers that can be used
326 to generate textures on-the-fly.
328 ### Texture overlaying
329 Textures can be overlaid by putting a `^` between them.
333 default_dirt.png^default_grass_side.png
335 `default_grass_side.png` is overlaid over `default_dirt.png`.
336 The texture with the lower resolution will be automatically upscaled to
337 the higher resolution texture.
340 Textures can be grouped together by enclosing them in `(` and `)`.
342 Example: `cobble.png^(thing1.png^thing2.png)`
344 A texture for `thing1.png^thing2.png` is created and the resulting
345 texture is overlaid on top of `cobble.png`.
348 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
349 passing complex texture names as arguments. Escaping is done with backslash and
350 is required for `^` and `:`.
352 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
354 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
355 on top of `cobble.png`.
357 ### Advanced texture modifiers
362 * `[crack:<t>:<n>:<p>`
363 * `[cracko:<t>:<n>:<p>`
366 * `<t>` = tile count (in each direction)
367 * `<n>` = animation frame count
368 * `<p>` = current animation frame
370 Draw a step of the crack animation on the texture.
371 `crack` draws it normally, while `cracko` lays it over, keeping transparent
376 default_cobble.png^[crack:10:1
378 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
383 * `<file>` = texture to combine
385 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
386 specified coordinates.
390 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
392 #### `[resize:<w>x<h>`
393 Resizes the texture to the given dimensions.
397 default_sandstone.png^[resize:16x16
400 Makes the base image transparent according to the given ratio.
402 `r` must be between 0 and 255.
403 0 means totally transparent. 255 means totally opaque.
407 default_sandstone.png^[opacity:127
409 #### `[invert:<mode>`
410 Inverts the given channels of the base image.
411 Mode may contain the characters "r", "g", "b", "a".
412 Only the channels that are mentioned in the mode string will be inverted.
416 default_apple.png^[invert:rgb
419 Brightens the texture.
423 tnt_tnt_side.png^[brighten
426 Makes the texture completely opaque.
430 default_leaves.png^[noalpha
432 #### `[makealpha:<r>,<g>,<b>`
433 Convert one color to transparency.
437 default_cobble.png^[makealpha:128,128,128
440 * `<t>` = transformation(s) to apply
442 Rotates and/or flips the image.
444 `<t>` can be a number (between 0 and 7) or a transform name.
445 Rotations are counter-clockwise.
448 1 R90 rotate by 90 degrees
449 2 R180 rotate by 180 degrees
450 3 R270 rotate by 270 degrees
452 5 FXR90 flip X then rotate by 90 degrees
454 7 FYR90 flip Y then rotate by 90 degrees
458 default_stone.png^[transformFXR90
460 #### `[inventorycube{<top>{<left>{<right>`
461 Escaping does not apply here and `^` is replaced by `&` in texture names
464 Create an inventory cube texture using the side textures.
468 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
470 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
471 `dirt.png^grass_side.png` textures
473 #### `[lowpart:<percent>:<file>`
474 Blit the lower `<percent>`% part of `<file>` on the texture.
478 base.png^[lowpart:25:overlay.png
480 #### `[verticalframe:<t>:<n>`
481 * `<t>` = animation frame count
482 * `<n>` = current animation frame
484 Crops the texture to a frame of a vertical animation.
488 default_torch_animated.png^[verticalframe:16:8
491 Apply a mask to the base image.
493 The mask is applied using binary AND.
495 #### `[sheet:<w>x<h>:<x>,<y>`
496 Retrieves a tile at position x,y from the base image
497 which it assumes to be a tilesheet with dimensions w,h.
500 #### `[colorize:<color>:<ratio>`
501 Colorize the textures with the given color.
502 `<color>` is specified as a `ColorString`.
503 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
504 it is an int, then it specifies how far to interpolate between the
505 colors where 0 is only the texture color and 255 is only `<color>`. If
506 omitted, the alpha of `<color>` will be used as the ratio. If it is
507 the word "`alpha`", then each texture pixel will contain the RGB of
508 `<color>` and the alpha of `<color>` multiplied by the alpha of the
511 #### `[multiply:<color>`
512 Multiplies texture colors with the given color.
513 `<color>` is specified as a `ColorString`.
514 Result is more like what you'd expect if you put a color on top of another
515 color. Meaning white surfaces get a lot of your new color while black parts
516 don't change very much.
520 The goal of hardware coloring is to simplify the creation of
521 colorful nodes. If your textures use the same pattern, and they only
522 differ in their color (like colored wool blocks), you can use hardware
523 coloring instead of creating and managing many texture files.
524 All of these methods use color multiplication (so a white-black texture
525 with red coloring will result in red-black color).
528 This method is useful if you wish to create nodes/items with
529 the same texture, in different colors, each in a new node/item definition.
532 When you register an item or node, set its `color` field (which accepts a
533 `ColorSpec`) to the desired color.
535 An `ItemStack`s static color can be overwritten by the `color` metadata
536 field. If you set that field to a `ColorString`, that color will be used.
539 Each tile may have an individual static color, which overwrites every
540 other coloring methods. To disable the coloring of a face,
541 set its color to white (because multiplying with white does nothing).
542 You can set the `color` property of the tiles in the node's definition
543 if the tile is in table format.
546 For nodes and items which can have many colors, a palette is more
547 suitable. A palette is a texture, which can contain up to 256 pixels.
548 Each pixel is one possible color for the node/item.
549 You can register one node/item, which can have up to 256 colors.
551 #### Palette indexing
552 When using palettes, you always provide a pixel index for the given
553 node or `ItemStack`. The palette is read from left to right and from
554 top to bottom. If the palette has less than 256 pixels, then it is
555 stretched to contain exactly 256 pixels (after arranging the pixels
556 to one line). The indexing starts from 0.
560 * 16x16 palette, index = 0: the top left corner
561 * 16x16 palette, index = 4: the fifth pixel in the first row
562 * 16x16 palette, index = 16: the pixel below the top left corner
563 * 16x16 palette, index = 255: the bottom right corner
564 * 2 (width)x4 (height) palette, index=31: the top left corner.
565 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
566 to ensure the total 256 pixels.
567 * 2x4 palette, index=32: the top right corner
568 * 2x4 palette, index=63: the top right corner
569 * 2x4 palette, index=64: the pixel below the top left corner
571 #### Using palettes with items
572 When registering an item, set the item definition's `palette` field to
573 a texture. You can also use texture modifiers.
575 The `ItemStack`'s color depends on the `palette_index` field of the
576 stack's metadata. `palette_index` is an integer, which specifies the
577 index of the pixel to use.
579 #### Linking palettes with nodes
580 When registering a node, set the item definition's `palette` field to
581 a texture. You can also use texture modifiers.
582 The node's color depends on its `param2`, so you also must set an
583 appropriate `paramtype2`:
585 * `paramtype2 = "color"` for nodes which use their full `param2` for
586 palette indexing. These nodes can have 256 different colors.
587 The palette should contain 256 pixels.
588 * `paramtype2 = "colorwallmounted"` for nodes which use the first
589 five bits (most significant) of `param2` for palette indexing.
590 The remaining three bits are describing rotation, as in `wallmounted`
591 paramtype2. Division by 8 yields the palette index (without stretching the
592 palette). These nodes can have 32 different colors, and the palette
593 should contain 32 pixels.
595 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
596 pixel will be picked from the palette.
597 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
598 pixel will be picked from the palette.
599 * `paramtype2 = "colorfacedir"` for nodes which use the first
600 three bits of `param2` for palette indexing. The remaining
601 five bits are describing rotation, as in `facedir` paramtype2.
602 Division by 32 yields the palette index (without stretching the
603 palette). These nodes can have 8 different colors, and the
604 palette should contain 8 pixels.
606 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
607 first (= 0 + 1) pixel will be picked from the palette.
608 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
609 second (= 1 + 1) pixel will be picked from the palette.
611 To colorize a node on the map, set its `param2` value (according
612 to the node's paramtype2).
614 ### Conversion between nodes in the inventory and the on the map
615 Static coloring is the same for both cases, there is no need
618 If the `ItemStack`'s metadata contains the `color` field, it will be
619 lost on placement, because nodes on the map can only use palettes.
621 If the `ItemStack`'s metadata contains the `palette_index` field, it is
622 automatically transferred between node and item forms by the engine,
623 when a player digs or places a colored node.
624 You can disable this feature by setting the `drop` field of the node
625 to itself (without metadata).
626 To transfer the color to a special drop, you need a drop table.
630 minetest.register_node("mod:stone", {
631 description = "Stone",
632 tiles = {"default_stone.png"},
633 paramtype2 = "color",
634 palette = "palette.png",
637 -- assume that mod:cobblestone also has the same palette
638 {items = {"mod:cobblestone"}, inherit_color = true },
643 ### Colored items in craft recipes
644 Craft recipes only support item strings, but fortunately item strings
645 can also contain metadata. Example craft recipe registration:
647 minetest.register_craft({
648 output = minetest.itemstring_with_palette("wool:block", 3),
656 To set the `color` field, you can use `minetest.itemstring_with_color`.
658 Metadata field filtering in the `recipe` field are not supported yet,
659 so the craft output is independent of the color of the ingredients.
663 Sometimes hardware coloring is not enough, because it affects the
664 whole tile. Soft texture overlays were added to Minetest to allow
665 the dynamic coloring of only specific parts of the node's texture.
666 For example a grass block may have colored grass, while keeping the
669 These overlays are 'soft', because unlike texture modifiers, the layers
670 are not merged in the memory, but they are simply drawn on top of each
671 other. This allows different hardware coloring, but also means that
672 tiles with overlays are drawn slower. Using too much overlays might
675 For inventory and wield images you can specify overlays which
676 hardware coloring does not modify. You have to set `inventory_overlay`
677 and `wield_overlay` fields to an image name.
679 To define a node overlay, simply set the `overlay_tiles` field of the node
680 definition. These tiles are defined in the same way as plain tiles:
681 they can have a texture name, color etc.
682 To skip one face, set that overlay tile to an empty string.
684 Example (colored grass block):
686 minetest.register_node("default:dirt_with_grass", {
687 description = "Dirt with Grass",
688 -- Regular tiles, as usual
689 -- The dirt tile disables palette coloring
690 tiles = {{name = "default_grass.png"},
691 {name = "default_dirt.png", color = "white"}},
692 -- Overlay tiles: define them in the same style
693 -- The top and bottom tile does not have overlay
694 overlay_tiles = {"", "",
695 {name = "default_grass_side.png", tileable_vertical = false}},
696 -- Global color, used in inventory
698 -- Palette in the world
699 paramtype2 = "color",
700 palette = "default_foilage.png",
705 Only Ogg Vorbis files are supported.
707 For positional playing of sounds, only single-channel (mono) files are
708 supported. Otherwise OpenAL will play them non-positionally.
710 Mods should generally prefix their sounds with `modname_`, e.g. given
711 the mod name "`foomod`", a sound could be called:
715 Sounds are referred to by their name with a dot, a single digit and the
716 file extension stripped out. When a sound is played, the actual sound file
717 is chosen randomly from the matching sounds.
719 When playing the sound `foomod_foosound`, the sound is chosen randomly
720 from the available ones of the following files:
722 * `foomod_foosound.ogg`
723 * `foomod_foosound.0.ogg`
724 * `foomod_foosound.1.ogg`
726 * `foomod_foosound.9.ogg`
728 Examples of sound parameter tables:
730 -- Play locationless on all clients
732 gain = 1.0, -- default
733 fade = 0.0, -- default, change to a value > 0 to fade the sound in
734 pitch = 1.0, -- default
736 -- Play locationless to one player
739 gain = 1.0, -- default
740 fade = 0.0, -- default, change to a value > 0 to fade the sound in
741 pitch = 1.0, -- default
743 -- Play locationless to one player, looped
746 gain = 1.0, -- default
749 -- Play in a location
751 pos = {x = 1, y = 2, z = 3},
752 gain = 1.0, -- default
753 max_hear_distance = 32, -- default, uses an euclidean metric
755 -- Play connected to an object, looped
757 object = <an ObjectRef>,
758 gain = 1.0, -- default
759 max_hear_distance = 32, -- default, uses an euclidean metric
763 Looped sounds must either be connected to an object or played locationless to
764 one player using `to_player = name,`
766 ### `SimpleSoundSpec`
768 * e.g. `"default_place_node"`
770 * e.g. `{name = "default_place_node"}`
771 * e.g. `{name = "default_place_node", gain = 1.0}`
772 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
774 Registered definitions of stuff
775 -------------------------------
776 Anything added using certain `minetest.register_*` functions get added to
777 the global `minetest.registered_*` tables.
779 * `minetest.register_entity(name, prototype table)`
780 * added to `minetest.registered_entities[name]`
782 * `minetest.register_node(name, node definition)`
783 * added to `minetest.registered_items[name]`
784 * added to `minetest.registered_nodes[name]`
786 * `minetest.register_tool(name, item definition)`
787 * added to `minetest.registered_items[name]`
789 * `minetest.register_craftitem(name, item definition)`
790 * added to `minetest.registered_items[name]`
792 * `minetest.unregister_item(name)`
793 * Unregisters the item name from engine, and deletes the entry with key
794 * `name` from `minetest.registered_items` and from the associated item
795 * table according to its nature: `minetest.registered_nodes[]` etc
797 * `minetest.register_biome(biome definition)`
798 * returns an integer uniquely identifying the registered biome
799 * added to `minetest.registered_biome` with the key of `biome.name`
800 * if `biome.name` is nil, the key is the returned ID
802 * `minetest.unregister_biome(name)`
803 * Unregisters the biome name from engine, and deletes the entry with key
804 * `name` from `minetest.registered_biome`
806 * `minetest.register_ore(ore definition)`
807 * returns an integer uniquely identifying the registered ore
808 * added to `minetest.registered_ores` with the key of `ore.name`
809 * if `ore.name` is nil, the key is the returned ID
811 * `minetest.register_decoration(decoration definition)`
812 * returns an integer uniquely identifying the registered decoration
813 * added to `minetest.registered_decorations` with the key of
815 * if `decoration.name` is nil, the key is the returned ID
817 * `minetest.register_schematic(schematic definition)`
818 * returns an integer uniquely identifying the registered schematic
819 * added to `minetest.registered_schematic` with the key of `schematic.name`
820 * if `schematic.name` is nil, the key is the returned ID
821 * if the schematic is loaded from a file, schematic.name is set to the
823 * if the function is called when loading the mod, and schematic.name is a
824 relative path, then the current mod path will be prepended to the
827 * `minetest.clear_registered_biomes()`
828 * clears all biomes currently registered
830 * `minetest.clear_registered_ores()`
831 * clears all ores currently registered
833 * `minetest.clear_registered_decorations()`
834 * clears all decorations currently registered
836 * `minetest.clear_registered_schematics()`
837 * clears all schematics currently registered
839 Note that in some cases you will stumble upon things that are not contained
840 in these tables (e.g. when a mod has been removed). Always check for
841 existence before trying to access the fields.
843 Example: If you want to check the drawtype of a node, you could do:
845 local function get_nodedef_field(nodename, fieldname)
846 if not minetest.registered_nodes[nodename] then
849 return minetest.registered_nodes[nodename][fieldname]
851 local drawtype = get_nodedef_field(nodename, "drawtype")
853 Example: `minetest.get_item_group(name, group)` has been implemented as:
855 function minetest.get_item_group(name, group)
856 if not minetest.registered_items[name] or not
857 minetest.registered_items[name].groups[group] then
860 return minetest.registered_items[name].groups[group]
865 Nodes are the bulk data of the world: cubes and other things that take the
866 space of a cube. Huge amounts of them are handled efficiently, but they
869 The definition of a node is stored and can be accessed by name in
871 minetest.registered_nodes[node.name]
873 See "Registered definitions of stuff".
875 Nodes are passed by value between Lua and the engine.
876 They are represented by a table:
878 {name="name", param1=num, param2=num}
880 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
881 them for certain automated functions. If you don't use these functions, you can
882 use them to store arbitrary values.
884 The functions of `param1` and `param2` are determined by certain fields in the
887 `param1` is reserved for the engine when `paramtype != "none"`:
890 ^ The value stores light with and without sun in its upper and lower 4 bits
891 respectively. Allows light to propagate from or through the node with
892 light value falling by 1 per node. This is essential for a light source
893 node to spread its light.
895 `param2` is reserved for the engine when any of these are used:
897 liquidtype == "flowing"
898 ^ The level and some flags of the liquid is stored in param2
899 drawtype == "flowingliquid"
900 ^ The drawn liquid level is read from param2
901 drawtype == "torchlike"
902 drawtype == "signlike"
903 paramtype2 == "wallmounted"
904 ^ The rotation of the node is stored in param2. You can make this value
905 by using minetest.dir_to_wallmounted().
906 paramtype2 == "facedir"
907 ^ The rotation of the node is stored in param2. Furnaces and chests are
908 rotated this way. Can be made by using minetest.dir_to_facedir().
910 facedir / 4 = axis direction:
911 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
912 facedir modulo 4 = rotation around that axis
913 paramtype2 == "leveled"
914 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
916 The level of the top face of the nodebox is stored in param2.
917 The other faces are defined by 'fixed = {}' like 'type = "fixed"'
919 The nodebox height is (param2 / 64) nodes.
920 The maximum accepted value of param2 is 127.
922 The height of the 'plantlike' section is stored in param2.
923 The height is (param2 / 16) nodes.
924 paramtype2 == "degrotate"
925 ^ Only valid for "plantlike". The rotation of the node is stored in param2.
926 Values range 0 - 179. The value stored in param2 is multiplied by two to
927 get the actual rotation in degrees of the node.
928 paramtype2 == "meshoptions"
929 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which
930 can be used to change how the client draws plantlike nodes.
931 Bits 0, 1 and 2 form a mesh selector.
932 Currently the following meshes are choosable:
933 0 = a "x" shaped plant (ordinary plant)
934 1 = a "+" shaped plant (just rotated 45 degrees)
935 2 = a "*" shaped plant with 3 faces instead of 2
936 3 = a "#" shaped plant with 4 faces instead of 2
937 4 = a "#" shaped plant with 4 faces that lean outwards
938 5-7 are unused and reserved for future meshes.
939 Bits 3 through 7 are optional flags that can be combined and give these
941 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
942 bit 4 (0x10) - Makes the plant mesh 1.4x larger
943 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
944 bits 6-7 are reserved for future use.
945 paramtype2 == "color"
946 ^ `param2` tells which color is picked from the palette.
947 The palette should have 256 pixels.
948 paramtype2 == "colorfacedir"
949 ^ Same as `facedir`, but with colors.
950 The first three bits of `param2` tells which color
951 is picked from the palette.
952 The palette should have 8 pixels.
953 paramtype2 == "colorwallmounted"
954 ^ Same as `wallmounted`, but with colors.
955 The first five bits of `param2` tells which color
956 is picked from the palette.
957 The palette should have 32 pixels.
958 paramtype2 == "glasslikeliquidlevel"
959 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional"
961 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
963 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
965 Nodes can also contain extra data. See "Node Metadata".
969 There are a bunch of different looking node types.
971 Look for examples in `games/minimal` or `games/minetest_game`.
976 * Invisible, uses no texture.
978 * The cubic source node for a liquid.
980 * The flowing version of a liquid, appears with various heights and slopes.
982 * Often used for partially-transparent nodes.
983 * Only external sides of textures are visible.
985 * All face-connected nodes are drawn as one volume within a surrounding
987 * The frame appearence is generated from the edges of the first texture
988 specified in `tiles`. The width of the edges used are 1/16th of texture
989 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
990 * The glass 'shine' (or other desired detail) on each node face is supplied
991 by the second texture specified in `tiles`.
992 * `glasslike_framed_optional`
993 * This switches between the above 2 drawtypes according to the menu setting
996 * Often used for partially-transparent nodes.
997 * External and internal sides of textures are visible.
998 * `allfaces_optional`
999 * Often used for leaves nodes.
1000 * This switches between `normal`, `glasslike` and `allfaces` according to
1001 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1002 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1003 is used instead, if present. This allows a visually thicker texture to be
1004 used to compensate for how `glasslike` reduces visual thickness.
1006 * A single vertical texture.
1007 * If placed on top of a node, uses the first texture specified in `tiles`.
1008 * If placed against the underside of a node, uses the second texture
1009 specified in `tiles`.
1010 * If placed on the side of a node, uses the third texture specified in
1011 `tiles` and is perpendicular to that node.
1013 * A single texture parallel to, and mounted against, the top, underside or
1016 * Two vertical and diagonal textures at right-angles to each other.
1017 * See `paramtype2 == "meshoptions"` above for other options.
1019 * When above a flat surface, appears as 6 textures, the central 2 as
1020 `plantlike` plus 4 more surrounding those.
1021 * If not above a surface the central 2 do not appear, but the texture
1022 appears against the faces of surrounding nodes if they are present.
1024 * A 3D model suitable for a wooden fence.
1025 * One placed node appears as a single vertical post.
1026 * Adjacently-placed nodes cause horizontal bars to appear between them.
1028 * Often used for tracks for mining carts.
1029 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1030 curved, t-junction, crossing.
1031 * Each placed node automatically switches to a suitable rotated texture
1032 determined by the adjacent `raillike` nodes, in order to create a
1033 continuous track network.
1034 * Becomes a sloping node if placed against stepped nodes.
1036 * Often used for stairs and slabs.
1037 * Allows defining nodes consisting of an arbitrary number of boxes.
1038 * See 'Node boxes' below for more information.
1040 * Uses models for nodes.
1041 * Tiles should hold model materials textures.
1042 * Only static meshes are implemented.
1043 * For supported model formats see Irrlicht engine documentation.
1044 * `plantlike_rooted`
1045 * Enables underwater `plantlike` without air bubbles around the nodes.
1046 * Consists of a base cube at the co-ordinates of the node plus a
1047 `plantlike` extension above with a height of `param2 / 16` nodes.
1048 * The `plantlike` extension visually passes through any nodes above the
1049 base cube without affecting them.
1050 * The base cube texture tiles are defined as normal, the `plantlike`
1051 extension uses the defined special tile, for example:
1052 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1054 `*_optional` drawtypes need less rendering time if deactivated
1055 (always client-side).
1059 Node selection boxes are defined using "node boxes".
1061 A nodebox is defined as any of:
1064 -- A normal cube; the default in most things
1068 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1070 fixed = box OR {box1, box2, ...}
1073 -- A variable height box (or boxes) with the top face position defined
1074 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1076 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1078 fixed = box OR {box1, box2, ...}
1081 -- A box like the selection box for torches
1082 -- (wallmounted param2 is used, if applicable)
1083 type = "wallmounted",
1089 -- A node that has optional boxes depending on neighbouring nodes'
1090 -- presence and type. See also `connects_to`.
1092 fixed = box OR {box1, box2, ...}
1093 connect_top = box OR {box1, box2, ...}
1094 connect_bottom = box OR {box1, box2, ...}
1095 connect_front = box OR {box1, box2, ...}
1096 connect_left = box OR {box1, box2, ...}
1097 connect_back = box OR {box1, box2, ...}
1098 connect_right = box OR {box1, box2, ...}
1099 -- The following `disconnected_*` boxes are the opposites of the
1100 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1101 -- on the respective side, the corresponding disconnected box is drawn.
1102 disconnected_top = box OR {box1, box2, ...}
1103 disconnected_bottom = box OR {box1, box2, ...}
1104 disconnected_front = box OR {box1, box2, ...}
1105 disconnected_left = box OR {box1, box2, ...}
1106 disconnected_back = box OR {box1, box2, ...}
1107 disconnected_right = box OR {box1, box2, ...}
1108 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1109 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1110 neighbours to the sides
1113 A `box` is defined as:
1115 {x1, y1, z1, x2, y2, z2}
1117 A box of a regular node would look like:
1119 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1123 Perlin noise creates a continuously-varying value depending on the input values.
1124 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
1125 The result is used during map generation to create the terrain shape, vary heat
1126 and humidity to distribute biomes, vary the density of decorations or vary the
1129 ### Structure of perlin noise
1130 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
1131 The smooth wavy noise it generates has a single characteristic scale, almost
1132 like a 'wavelength', so on its own does not create fine detail.
1133 Due to this perlin noise combines several octaves to create variation on
1134 multiple scales. Each additional octave has a smaller 'wavelength' than the
1137 This combination results in noise varying very roughly between -2.0 and 2.0 and
1138 with an average value of 0.0, so `scale` and `offset` are then used to multiply
1139 and offset the noise variation.
1141 The final perlin noise variation is created as follows:
1143 noise = offset + scale * (octave1 +
1144 octave2 * persistence +
1145 octave3 * persistence ^ 2 +
1146 octave4 * persistence ^ 3 +
1151 Noise Parameters are commonly called `NoiseParams`.
1154 After the multiplication by `scale` this is added to the result and is the final
1155 step in creating the noise value.
1156 Can be positive or negative.
1159 Once all octaves have been combined, the result is multiplied by this.
1160 Can be positive or negative.
1163 For octave1, this is roughly the change of input value needed for a very large
1164 variation in the noise value generated by octave1. It is almost like a
1165 'wavelength' for the wavy noise variation.
1166 Each additional octave has a 'wavelength' that is smaller than the previous
1167 octave, to create finer detail. `spread` will therefore roughly be the typical
1168 size of the largest structures in the final noise variation.
1170 `spread` is a vector with values for x, y, z to allow the noise variation to be
1171 stretched or compressed in the desired axes.
1172 Values are positive numbers.
1175 This is a whole number that determines the entire pattern of the noise
1176 variation. Altering it enables different noise patterns to be created.
1177 With other parameters equal, different seeds produce different noise patterns
1178 and identical seeds produce identical noise patterns.
1180 For this parameter you can randomly choose any whole number. Usually it is
1181 preferable for this to be different from other seeds, but sometimes it is useful
1182 to be able to create identical noise patterns.
1184 When used in mapgen this is actually a 'seed offset', it is added to the
1185 'world seed' to create the seed used by the noise, to ensure the noise has a
1186 different pattern in different worlds.
1189 The number of simple noise generators that are combined.
1190 A whole number, 1 or more.
1191 Each additional octave adds finer detail to the noise but also increases the
1192 noise calculation load.
1193 3 is a typical minimum for a high quality, complex and natural-looking noise
1194 variation. 1 octave has a slight 'gridlike' appearence.
1196 Choose the number of octaves according to the `spread` and `lacunarity`, and the
1197 size of the finest detail you require. For example:
1198 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
1199 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
1200 512, 256, 128, 64, 32, 16 nodes.
1203 Each additional octave has an amplitude that is the amplitude of the previous
1204 octave multiplied by `persistence`, to reduce the amplitude of finer details,
1205 as is often helpful and natural to do so.
1206 Since this controls the balance of fine detail to large-scale detail
1207 `persistence` can be thought of as the 'roughness' of the noise.
1209 A positive or negative non-zero number, often between 0.3 and 1.0.
1210 A common medium value is 0.5, such that each octave has half the amplitude of
1211 the previous octave.
1212 This may need to be tuned when altering `lacunarity`; when doing so consider
1213 that a common medium value is 1 / lacunarity.
1216 Each additional octave has a 'wavelength' that is the 'wavelength' of the
1217 previous octave multiplied by 1 / lacunarity, to create finer detail.
1218 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
1220 A positive number no smaller than 1.0.
1221 Values below 2.0 create higher quality noise at the expense of requiring more
1222 octaves to cover a paticular range of 'wavelengths'.
1225 Leave this field unset for no special handling.
1226 Currently supported are `defaults`, `eased` and `absvalue`:
1229 Specify this if you would like to keep auto-selection of eased/not-eased while
1230 specifying some other flags.
1233 Maps noise gradient values onto a quintic S-curve before performing
1234 interpolation. This results in smooth, rolling noise.
1235 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
1237 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
1239 Easing a 3D noise significantly increases the noise calculation load, so use
1243 The absolute value of each octave's noise variation is used when combining the
1244 octaves. The final perlin noise variation is created as follows:
1246 noise = offset + scale * (abs(octave1) +
1247 abs(octave2) * persistence +
1248 abs(octave3) * persistence ^ 2 +
1249 abs(octave4) * persistence ^ 3 +
1253 For 2D or 3D perlin noise or perlin noise maps:
1258 spread = {x = 500, y = 500, z = 500},
1263 flags = "defaults, absvalue",
1266 For 2D noise the Z component of `spread` is still defined but is ignored.
1267 A single noise parameter table can be used for 2D or 3D noise.
1271 These tell in what manner the ore is generated.
1273 All default ores are of the uniformly-distributed scatter type.
1276 Randomly chooses a location and generates a cluster of ore.
1278 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
1279 at that point is greater than the `noise_threshold`, giving the ability to
1280 create a non-equal distribution of ore.
1283 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1284 described by `noise_params` and `noise_threshold`. This is essentially an
1285 improved version of the so-called "stratus" ore seen in some unofficial mods.
1287 This sheet consists of vertical columns of uniform randomly distributed height,
1288 varying between the inclusive range `column_height_min` and `column_height_max`.
1289 If `column_height_min` is not specified, this parameter defaults to 1.
1290 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1291 for reverse compatibility. New code should prefer `column_height_max`.
1293 The `column_midpoint_factor` parameter controls the position of the column at
1294 which ore emanates from.
1295 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
1296 equally starting from each direction.
1297 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
1298 this parameter is not specified, the default is 0.5.
1300 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
1304 Creates a sheet of ore in a cloud-like puff shape.
1306 As with the `sheet` ore type, the size and shape of puffs are described by
1307 `noise_params` and `noise_threshold` and are placed at random vertical
1308 positions within the currently generated chunk.
1310 The vertical top and bottom displacement of each puff are determined by the
1311 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
1314 Creates a deformed sphere of ore according to 3d perlin noise described by
1315 `noise_params`. The maximum size of the blob is `clust_size`, and
1316 `clust_scarcity` has the same meaning as with the `scatter` type.
1319 Creates veins of ore varying in density by according to the intersection of two
1320 instances of 3d perlin noise with different seeds, both described by
1323 `random_factor` varies the influence random chance has on placement of an ore
1324 inside the vein, which is `1` by default. Note that modifying this parameter
1325 may require adjusting `noise_threshold`.
1327 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1330 This ore type is difficult to control since it is sensitive to small changes.
1331 The following is a decent set of parameters to work from:
1336 spread = {x=200, y=200, z=200},
1343 noise_threshold = 1.6
1345 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1346 computationally expensive than any other ore.
1349 Creates a single undulating ore stratum that is continuous across mapchunk
1350 borders and horizontally spans the world.
1352 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
1353 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1354 defines the stratum's vertical thickness (in units of nodes). Due to being
1355 continuous across mapchunk borders the stratum's vertical thickness is
1358 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1359 to y_max in a simple horizontal stratum.
1361 A parameter `stratum_thickness` can be provided instead of the noise parameter
1362 `np_stratum_thickness`, to create a constant thickness.
1364 Leaving out one or both noise parameters makes the ore generation less
1365 intensive, useful when adding multiple strata.
1367 `y_min` and `y_max` define the limits of the ore generation and for performance
1368 reasons should be set as close together as possible but without clipping the
1369 stratum's Y variation.
1371 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1372 solid-ore stratum would require a `clust_scarcity` of 1.
1374 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1375 `random_factor` are ignored by this ore type.
1379 See section "Flag Specifier Format".
1381 Currently supported flags:
1382 `puff_cliffs`, `puff_additive_composition`.
1385 If set, puff ore generation will not taper down large differences in
1386 displacement when approaching the edge of a puff. This flag has no effect for
1387 ore types other than `puff`.
1389 ### `puff_additive_composition`
1390 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
1391 in a negative displacement, the sub-column at that point is not generated. With
1392 this attribute set, puff ore generation will instead generate the absolute
1393 difference in noise displacement values. This flag has no effect for ore types
1398 The varying types of decorations that can be placed.
1401 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1402 a list, if a decoration list is specified). Can specify a certain node it must
1403 spawn next to, such as water or lava, for example. Can also generate a
1404 decoration of random height between a specified lower and upper bound.
1405 This type of decoration is intended for placement of grass, flowers, cacti,
1406 papyri, waterlilies and so on.
1409 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1410 Can specify a probability of a node randomly appearing when placed.
1411 This decoration type is intended to be used for multi-node sized discrete
1412 structures, such as trees, cave spikes, rocks, and so on.
1416 --------------------
1417 A schematic specifier identifies a schematic by either a filename to a
1418 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1419 in the form of a table. This table specifies the following fields:
1421 * The `size` field is a 3D vector containing the dimensions of the provided
1422 schematic. (required)
1423 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th
1424 vertical slice of the schematic to have a `prob / 256 * 100` chance of
1425 occurring. (default: 255)
1426 * The `data` field is a flat table of MapNode tables making up the schematic,
1427 in the order of `[z [y [x]]]`. (required)
1428 Each MapNode table contains:
1429 * `name`: the name of the map node to place (required)
1430 * `prob` (alias `param1`): the probability of this node being placed
1432 * `param2`: the raw param2 value of the node being placed onto the map
1434 * `force_place`: boolean representing if the node should forcibly overwrite
1435 any previous contents (default: false)
1437 About probability values:
1439 * A probability value of `0` or `1` means that node will never appear
1441 * A probability value of `254` or `255` means the node will always appear
1443 * If the probability value `p` is greater than `1`, then there is a
1444 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1448 Schematic attributes
1449 --------------------
1450 See section "Flag Specifier Format".
1452 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1455 * `place_center_x`: Placement of this decoration is centered along the X axis.
1456 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1457 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1458 * `force_placement`: Schematic nodes other than "ignore" will replace existing
1464 The position field is used for all element types.
1466 To account for differing resolutions, the position coordinates are the
1467 percentage of the screen, ranging in value from `0` to `1`.
1469 The name field is not yet used, but should contain a description of what the
1470 HUD element represents. The direction field is the direction in which something
1473 `0` draws from left to right, `1` draws from right to left, `2` draws from
1474 top to bottom, and `3` draws from bottom to top.
1476 The `alignment` field specifies how the item will be aligned. It ranges from
1477 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1478 is to the right/down. Fractional values can be used.
1480 The `offset` field specifies a pixel offset from the position. Contrary to
1481 position, the offset is not scaled to screen size. This allows for some
1482 precisely positioned items in the HUD.
1484 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1487 Below are the specific uses for fields in each type; fields not listed for that
1490 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is
1491 still in the experimental stages.
1494 Displays an image on the HUD.
1496 * `scale`: The scale of the image, with 1 being the original texture size.
1497 Only the X coordinate scale is used (positive values).
1498 Negative values represent that percentage of the screen it
1499 should take; e.g. `x=-100` means 100% (width).
1500 * `text`: The name of the texture that is displayed.
1501 * `alignment`: The alignment of the image.
1502 * `offset`: offset in pixels from position.
1505 Displays text on the HUD.
1507 * `scale`: Defines the bounding rectangle of the text.
1508 A value such as `{x=100, y=100}` should work.
1509 * `text`: The text to be displayed in the HUD element.
1510 * `number`: An integer containing the RGB value of the color used to draw the
1511 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1512 * `alignment`: The alignment of the text.
1513 * `offset`: offset in pixels from position.
1516 Displays a horizontal bar made up of half-images.
1518 * `text`: The name of the texture that is used.
1519 * `number`: The number of half-textures that are displayed.
1520 If odd, will end with a vertically center-split texture.
1522 * `offset`: offset in pixels from position.
1523 * `size`: If used, will force full-image size to this value (override texture
1527 * `text`: The name of the inventory list to be displayed.
1528 * `number`: Number of items in the inventory to be displayed.
1529 * `item`: Position of item that is selected.
1531 * `offset`: offset in pixels from position.
1534 Displays distance to selected world position.
1536 * `name`: The name of the waypoint.
1537 * `text`: Distance suffix. Can be blank.
1538 * `number:` An integer containing the RGB value of the color used to draw the
1540 * `world_pos`: World position of the waypoint.
1542 Representations of simple things
1543 --------------------------------
1547 {x=num, y=num, z=num}
1549 For helper functions see "Vector helpers".
1552 * `{type="nothing"}`
1553 * `{type="node", under=pos, above=pos}`
1554 * `{type="object", ref=ObjectRef}`
1556 Flag Specifier Format
1557 ---------------------
1558 Flags using the standardized flag specifier format can be specified in either
1559 of two ways, by string or table.
1561 The string format is a comma-delimited set of flag names; whitespace and
1562 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1563 flag, and specifying a flag prefixed by the string `"no"` explicitly
1564 clears the flag from whatever the default may be.
1566 In addition to the standard string flag format, the schematic flags field can
1567 also be a table of flag names to boolean values representing whether or not the
1568 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1569 is present, mapped to a boolean of any value, the specified flag is unset.
1571 E.g. A flag field of value
1573 {place_center_x = true, place_center_y=false, place_center_z=true}
1577 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1579 which is equivalent to
1581 "place_center_x, noplace_center_y, place_center_z"
1585 "place_center_x, place_center_z"
1587 since, by default, no schematic attributes are set.
1593 There are three kinds of items: nodes, tools and craftitems.
1595 * Node (`register_node`): A node from the world.
1596 * Tool (`register_tool`): A tool/weapon that can dig and damage
1597 things according to `tool_capabilities`.
1598 * Craftitem (`register_craftitem`): A miscellaneous item.
1601 All item stacks have an amount between 0 to 65535. It is 1 by
1602 default. Tool item stacks can not have an amount greater than 1.
1604 Tools use a wear (=damage) value ranging from 0 to 65535. The
1605 value 0 is the default and used is for unworn tools. The values
1606 1 to 65535 are used for worn tools, where a higher value stands for
1607 a higher wear. Non-tools always have a wear value of 0.
1610 Items and item stacks can exist in three formats: Serializes, table format
1614 This is called "stackstring" or "itemstring". It is a simple string with
1615 1-3 components: the full item identifier, an optional amount and an optional
1618 <identifier> [<amount>[ <wear>]]
1622 * `'default:apple'`: 1 apple
1623 * `'default:dirt 5'`: 5 dirt
1624 * `'default:pick_stone'`: a new stone pickaxe
1625 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1632 {name="default:dirt", count=5, wear=0, metadata=""}
1634 A wooden pick about 1/3 worn out:
1636 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1640 {name="default:apple", count=1, wear=0, metadata=""}
1643 A native C++ format with many helper methods. Useful for converting
1644 between formats. See the Class reference section for details.
1646 When an item must be passed to a function, it can usually be in any of
1652 In a number of places, there is a group table. Groups define the
1653 properties of a thing (item, node, armor of entity, capabilities of
1654 tool) in such a way that the engine and other mods can can interact with
1655 the thing without actually knowing what the thing is.
1658 Groups are stored in a table, having the group names with keys and the
1659 group ratings as values. For example:
1661 groups = {crumbly=3, soil=1}
1664 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1665 -- ^ A more special dirt-kind of thing
1667 Groups always have a rating associated with them. If there is no
1668 useful meaning for a rating for an enabled group, it shall be `1`.
1670 When not defined, the rating of a group defaults to `0`. Thus when you
1671 read groups, you must interpret `nil` and `0` as the same value, `0`.
1673 You can read the rating of a group for an item or a node by using
1675 minetest.get_item_group(itemname, groupname)
1678 Groups of items can define what kind of an item it is (e.g. wool).
1681 In addition to the general item things, groups are used to define whether
1682 a node is destroyable and how long it takes to destroy by a tool.
1684 ### Groups of entities
1685 For entities, groups are, as of now, used only for calculating damage.
1686 The rating is the percentage of damage caused by tools with this damage group.
1687 See "Entity damage mechanism".
1689 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1690 object.set_armor_groups({fleshy=30, cracky=80})
1693 Groups in tools define which groups of nodes and entities they are
1696 ### Groups in crafting recipes
1697 An example: Make meat soup from any meat, any water and any bowl:
1700 output = 'food:meat_soup_raw',
1706 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1709 Another example: Make red wool from white wool and red dye:
1713 output = 'wool:red',
1714 recipe = {'wool:white', 'group:dye,basecolor_red'},
1718 * `immortal`: Disables the group damage system for an entity
1719 * `punch_operable`: For entities; disables the regular damage mechanism for
1720 players punching it by hand or a non-tool item, so that it can do something
1721 else than take damage.
1722 * `level`: Can be used to give an additional sense of progression in the game.
1723 * A larger level will cause e.g. a weapon of a lower level make much less
1724 damage, and get worn out much faster, or not be able to get drops
1725 from destroyed nodes.
1726 * `0` is something that is directly accessible at the start of gameplay
1727 * There is no upper limit
1728 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1729 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1730 * `3`: the node always gets the digging time 0 seconds (torch)
1731 * `disable_jump`: Player (and possibly other things) cannot jump from node
1732 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1733 * `bouncy`: value is bounce speed in percent
1734 * `falling_node`: if there is no walkable block under the node it will fall
1735 * `attached_node`: if the node under it is not a walkable block the node will be
1736 dropped as an item. If the node is wallmounted the wallmounted direction is
1738 * `soil`: saplings will grow on nodes in this group
1739 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1740 connect to each other
1741 * `slippery`: Players and items will slide on the node.
1742 Slipperiness rises steadily with `slippery` value, starting at 1.
1745 ### Known damage and digging time defining groups
1746 * `crumbly`: dirt, sand
1747 * `cracky`: tough but crackable stuff like stone.
1748 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1749 plants, wire, sheets of metal
1750 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1751 * `fleshy`: Living things like animals and the player. This could imply
1752 some blood effects when hitting.
1753 * `explody`: Especially prone to explosions
1754 * `oddly_breakable_by_hand`:
1755 Can be added to nodes that shouldn't logically be breakable by the
1756 hand but are. Somewhat similar to `dig_immediate`, but times are more
1757 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1758 speed of a tool if the tool can dig at a faster speed than this
1759 suggests for the hand.
1761 ### Examples of custom groups
1762 Item groups are often used for defining, well, _groups of items_.
1764 * `meat`: any meat-kind of a thing (rating might define the size or healing
1765 ability or be irrelevant -- it is not defined as of yet)
1766 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1768 * `flammable`: can be set on fire. Rating might define the intensity of the
1769 fire, affecting e.g. the speed of the spreading of an open fire.
1770 * `wool`: any wool (any origin, any color)
1771 * `metal`: any metal
1772 * `weapon`: any weapon
1773 * `heavy`: anything considerably heavy
1775 ### Digging time calculation specifics
1776 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1777 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1778 faster digging time.
1780 The `level` group is used to limit the toughness of nodes a tool can dig
1781 and to scale the digging times / damage to a greater extent.
1783 **Please do understand this**, otherwise you cannot use the system to it's
1786 Tools define their properties by a list of parameters for groups. They
1787 cannot dig other groups; thus it is important to use a standard bunch of
1788 groups to enable interaction with tools.
1790 #### Tools definition
1793 * Full punch interval
1794 * Maximum drop level
1795 * For an arbitrary list of groups:
1796 * Uses (until the tool breaks)
1797 * Maximum level (usually `0`, `1`, `2` or `3`)
1801 #### Full punch interval
1802 When used as a weapon, the tool will do full damage if this time is spent
1803 between punches. If e.g. half the time is spent, the tool will do half
1806 #### Maximum drop level
1807 Suggests the maximum level of node, when dug with the tool, that will drop
1808 it's useful item. (e.g. iron ore to drop a lump of iron).
1810 This is not automated; it is the responsibility of the node definition
1814 Determines how many uses the tool has when it is used for digging a node,
1815 of this group, of the maximum level. For lower leveled nodes, the use count
1816 is multiplied by `3^leveldiff`.
1818 * `uses=10, leveldiff=0`: actual uses: 10
1819 * `uses=10, leveldiff=1`: actual uses: 30
1820 * `uses=10, leveldiff=2`: actual uses: 90
1823 Tells what is the maximum level of a node of this group that the tool will
1827 List of digging times for different ratings of the group, for nodes of the
1830 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1831 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1832 for this group, and unable to dig the rating `1`, which is the toughest.
1833 Unless there is a matching group that enables digging otherwise.
1835 If the result digging time is 0, a delay of 0.15 seconds is added between
1836 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1837 i.e. players can more quickly click the nodes away instead of holding LMB.
1840 List of damage for groups of entities. See "Entity damage mechanism".
1842 #### Example definition of the capabilities of a tool
1844 tool_capabilities = {
1845 full_punch_interval=1.5,
1848 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1850 damage_groups = {fleshy=2},
1853 This makes the tool be able to dig nodes that fulfil both of these:
1855 * Have the `crumbly` group
1856 * Have a `level` group less or equal to `2`
1858 Table of resulting digging times:
1860 crumbly 0 1 2 3 4 <- level
1862 1 0.80 1.60 1.60 - -
1863 2 0.60 1.20 1.20 - -
1864 3 0.40 0.80 0.80 - -
1866 level diff: 2 1 0 -1 -2
1868 Table of resulting tool uses:
1877 * At `crumbly==0`, the node is not diggable.
1878 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1879 easy nodes to be quickly breakable.
1880 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1882 Entity damage mechanism
1883 -----------------------
1887 foreach group in cap.damage_groups:
1888 damage += cap.damage_groups[group] * limit(actual_interval /
1889 cap.full_punch_interval, 0.0, 1.0)
1890 * (object.armor_groups[group] / 100.0)
1891 -- Where object.armor_groups[group] is 0 for inexistent values
1894 Client predicts damage based on damage groups. Because of this, it is able to
1895 give an immediate response when an entity is damaged or dies; the response is
1896 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1898 Currently a smoke puff will appear when an entity dies.
1900 The group `immortal` completely disables normal damage.
1902 Entities can define a special armor group, which is `punch_operable`. This
1903 group disables the regular damage mechanism for players punching it by hand or
1904 a non-tool item, so that it can do something else than take damage.
1906 On the Lua side, every punch calls:
1908 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1910 This should never be called directly, because damage is usually not handled by
1913 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1914 accessed unless absolutely required, to encourage interoperability.
1915 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1916 * `tool_capabilities` can be `nil`.
1917 * `direction` is a unit vector, pointing from the source of the punch to
1919 * `damage` damage that will be done to entity
1920 Return value of this function will determine if damage is done by this function
1921 (retval true) or shall be done by engine (retval false)
1923 To punch an entity/object in Lua, call:
1925 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1927 * Return value is tool wear.
1928 * Parameters are equal to the above callback.
1929 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1930 will be automatically filled in based on the location of `puncher`.
1934 The instance of a node in the world normally only contains the three values
1935 mentioned in "Nodes". However, it is possible to insert extra data into a
1936 node. It is called "node metadata"; See `NodeMetaRef`.
1938 Node metadata contains two things:
1943 Some of the values in the key-value store are handled specially:
1945 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1946 * `infotext`: Text shown on the screen when the node is pointed at
1950 local meta = minetest.get_meta(pos)
1951 meta:set_string("formspec",
1953 "list[context;main;0,0;8,4;]"..
1954 "list[current_player;main;0,5;8,4;]")
1955 meta:set_string("infotext", "Chest");
1956 local inv = meta:get_inventory()
1957 inv:set_size("main", 8*4)
1958 print(dump(meta:to_table()))
1961 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1962 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1963 [10] = "", [11] = "", [12] = "", [13] = "",
1964 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1965 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1966 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1967 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1971 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1978 Item stacks can store metadata too. See `ItemStackMetaRef`.
1980 Item metadata only contains a key-value store.
1982 Some of the values in the key-value store are handled specially:
1984 * `description`: Set the item stack's description. Defaults to
1986 * `color`: A `ColorString`, which sets the stack's color.
1987 * `palette_index`: If the item has a palette, this is used to get the
1988 current color from the palette.
1992 local meta = stack:get_meta()
1993 meta:set_string("key", "value")
1994 print(dump(meta:to_table()))
1998 Formspec defines a menu. Currently not much else than inventories are
1999 supported. It is a string, with a somewhat strange format.
2001 Spaces and newlines can be inserted between the blocks, as is used in the
2004 WARNING: Minetest allows you to add elements to every single formspec instance
2005 using player:set_formspec_prepend(), which may be the reason backgrounds are
2006 appearing when you don't expect them to. See `no_prepend[]`
2013 list[context;main;0,0;8,4;]
2014 list[current_player;main;0,5;8,4;]
2019 list[context;fuel;2,3;1,1;]
2020 list[context;src;2,1;1,1;]
2021 list[context;dst;5,1;2,2;]
2022 list[current_player;main;0,5;8,4;]
2024 #### Minecraft-like player inventory
2027 image[1,0.6;1,2;player.png]
2028 list[current_player;main;0,3.5;8,4;]
2029 list[current_player;craft;3,0;3,3;]
2030 list[current_player;craftpreview;7,1;1,1;]
2034 #### `size[<W>,<H>,<fixed_size>]`
2035 * Define the size of the menu in inventory slots
2036 * `fixed_size`: `true`/`false` (optional)
2037 * deprecated: `invsize[<W>,<H>;]`
2039 #### `position[<X>,<Y>]`
2040 * Must be used after `size` element.
2041 * Defines the position on the game window of the formspec's `anchor` point.
2042 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2044 * [0.0, 0.0] sets the position to the top left corner of the game window.
2045 * [1.0, 1.0] sets the position to the bottom right of the game window.
2046 * Defaults to the center of the game window [0.5, 0.5].
2048 #### `anchor[<X>,<Y>]`
2049 * Must be used after both `size` and `position` (if present) elements.
2050 * Defines the location of the anchor point within the formspec.
2051 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2053 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2054 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2055 * Defaults to the center of the formspec [0.5, 0.5].
2057 * `position` and `anchor` elements need suitable values to avoid a formspec
2058 extending off the game window due to particular game window sizes.
2061 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2062 * Disables player:set_formspec_prepend() from applying to this formspec.
2064 #### `container[<X>,<Y>]`
2065 * Start of a container block, moves all physical elements in the container by
2067 * Must have matching `container_end`
2068 * Containers can be nested, in which case the offsets are added
2069 (child containers are relative to parent containers)
2071 #### `container_end[]`
2072 * End of a container, following elements are no longer relative to this
2075 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2076 * Show an inventory list
2078 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2079 * Show an inventory list
2081 #### `listring[<inventory location>;<list name>]`
2082 * Allows to create a ring of inventory lists
2083 * Shift-clicking on items in one element of the ring
2084 will send them to the next inventory list inside the ring
2085 * The first occurrence of an element inside the ring will
2086 determine the inventory where items will be sent to
2089 * Shorthand for doing `listring[<inventory location>;<list name>]`
2090 for the last two inventory lists added by list[...]
2092 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2093 * Sets background color of slots as `ColorString`
2094 * Sets background color of slots on mouse hovering
2096 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2097 * Sets background color of slots as `ColorString`
2098 * Sets background color of slots on mouse hovering
2099 * Sets color of slots border
2101 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2102 * Sets background color of slots as `ColorString`
2103 * Sets background color of slots on mouse hovering
2104 * Sets color of slots border
2105 * Sets default background color of tooltips
2106 * Sets default font color of tooltips
2108 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2109 * Adds tooltip for an element
2110 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2111 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2113 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2115 * Position and size units are inventory slots
2117 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2118 * Show an inventory image of registered item/node
2119 * Position and size units are inventory slots
2121 #### `bgcolor[<color>;<fullscreen>]`
2122 * Sets background color of formspec as `ColorString`
2123 * If `true`, the background color is drawn fullscreen (does not effect the size
2126 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2127 * Use a background. Inventory rectangles are not drawn then.
2128 * Position and size units are inventory slots
2129 * Example for formspec 8x4 in 16x resolution: image shall be sized
2130 8 times 16px times 4 times 16px.
2132 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2133 * Use a background. Inventory rectangles are not drawn then.
2134 * Position and size units are inventory slots
2135 * Example for formspec 8x4 in 16x resolution:
2136 image shall be sized 8 times 16px times 4 times 16px
2137 * If `true` the background is clipped to formspec size
2138 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2140 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2141 * Textual password style field; will be sent to server when a button is clicked
2142 * When enter is pressed in field, fields.key_enter_field will be sent with the
2144 * `x` and `y` position the field relative to the top left of the menu
2145 * `w` and `h` are the size of the field
2146 * Fields are a set height, but will be vertically centred on `h`
2147 * Position and size units are inventory slots
2148 * `name` is the name of the field as returned in fields to `on_receive_fields`
2149 * `label`, if not blank, will be text printed on the top left above the field
2150 * See field_close_on_enter to stop enter closing the formspec
2152 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2153 * Textual field; will be sent to server when a button is clicked
2154 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2155 the name of this field.
2156 * `x` and `y` position the field relative to the top left of the menu
2157 * `w` and `h` are the size of the field
2158 * Fields are a set height, but will be vertically centred on `h`
2159 * Position and size units are inventory slots
2160 * `name` is the name of the field as returned in fields to `on_receive_fields`
2161 * `label`, if not blank, will be text printed on the top left above the field
2162 * `default` is the default value of the field
2163 * `default` may contain variable references such as `${text}'` which
2164 will fill the value from the metadata value `text`
2165 * **Note**: no extra text or more than a single variable is supported ATM.
2166 * See `field_close_on_enter` to stop enter closing the formspec
2168 #### `field[<name>;<label>;<default>]`
2169 * As above, but without position/size units
2170 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2171 the name of this field.
2172 * Special field for creating simple forms, such as sign text input
2173 * Must be used without a `size[]` element
2174 * A "Proceed" button will be added automatically
2175 * See `field_close_on_enter` to stop enter closing the formspec
2177 #### `field_close_on_enter[<name>;<close_on_enter>]`
2178 * <name> is the name of the field
2179 * if <close_on_enter> is false, pressing enter in the field will submit the
2180 form but not close it.
2181 * defaults to true when not specified (ie: no tag for a field)
2183 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2184 * Same as fields above, but with multi-line input
2185 * if the text overflows a vertical scrollbar is added
2186 * if the name is empty the textarea is readonly, the label is not displayed.
2188 #### `label[<X>,<Y>;<label>]`
2189 * `x` and `y` work as per field
2190 * `label` is the text on the label
2191 * Position and size units are inventory slots
2193 #### `vertlabel[<X>,<Y>;<label>]`
2194 * Textual label drawn vertically
2195 * `x` and `y` work as per field
2196 * `label` is the text on the label
2197 * Position and size units are inventory slots
2199 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2200 * Clickable button. When clicked, fields will be sent.
2201 * `x`, `y` and `name` work as per field
2202 * `w` and `h` are the size of the button
2203 * Fixed button height. It will be vertically centred on `h`
2204 * `label` is the text on the button
2205 * Position and size units are inventory slots
2207 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2208 * `x`, `y`, `w`, `h`, and `name` work as per button
2209 * `texture name` is the filename of an image
2210 * Position and size units are inventory slots
2212 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2213 * `x`, `y`, `w`, `h`, and `name` work as per button
2214 * `texture name` is the filename of an image
2215 * Position and size units are inventory slots
2216 * `noclip=true` means the image button doesn't need to be within specified
2218 * `drawborder`: draw button border or not
2219 * `pressed texture name` is the filename of an image on pressed state
2221 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2222 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2223 * `item name` is the registered name of an item/node,
2224 tooltip will be made out of its description
2225 to override it use tooltip element
2226 * Position and size units are inventory slots
2228 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2229 * When clicked, fields will be sent and the form will quit.
2231 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2232 * When clicked, fields will be sent and the form will quit.
2234 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2235 * Scrollable item list showing arbitrary text elements
2236 * `x` and `y` position the itemlist relative to the top left of the menu
2237 * `w` and `h` are the size of the itemlist
2238 * `name` fieldname sent to server on doubleclick value is current selected
2240 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2242 * if you want a listelement to start with "#" write "##".
2244 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2245 * Scrollable itemlist showing arbitrary text elements
2246 * `x` and `y` position the item list relative to the top left of the menu
2247 * `w` and `h` are the size of the item list
2248 * `name` fieldname sent to server on doubleclick value is current selected
2250 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2251 * if you want a listelement to start with "#" write "##"
2252 * Index to be selected within textlist
2253 * `true`/`false`: draw transparent background
2254 * See also `minetest.explode_textlist_event`
2255 (main menu: `engine.explode_textlist_event`).
2257 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2258 * Show a tab**header** at specific position (ignores formsize)
2259 * `x` and `y` position the itemlist relative to the top left of the menu
2260 * `name` fieldname data is transferred to Lua
2261 * `caption 1`...: name shown on top of tab
2262 * `current_tab`: index of selected tab 1...
2263 * `transparent` (optional): show transparent
2264 * `draw_border` (optional): draw border
2266 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2267 * Simple colored semitransparent box
2268 * `x` and `y` position the box relative to the top left of the menu
2269 * `w` and `h` are the size of box
2270 * `color` is color specified as a `ColorString`
2272 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2273 * Show a dropdown field
2274 * **Important note**: There are two different operation modes:
2275 1. handle directly on change (only changed dropdown is submitted)
2276 2. read the value on pressing a button (all dropdown values are available)
2277 * `x` and `y` position of dropdown
2279 * Fieldname data is transferred to Lua
2280 * Items to be shown in dropdown
2281 * Index of currently selected dropdown item
2283 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2285 * `x` and `y`: position of checkbox
2286 * `name` fieldname data is transferred to Lua
2287 * `label` to be shown left of checkbox
2288 * `selected` (optional): `true`/`false`
2290 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2292 * There are two ways to use it:
2293 1. handle the changed event (only changed scrollbar is available)
2294 2. read the value on pressing a button (all scrollbars are available)
2295 * `x` and `y`: position of trackbar
2296 * `w` and `h`: width and height
2297 * `orientation`: `vertical`/`horizontal`
2298 * Fieldname data is transferred to Lua
2299 * Value this trackbar is set to (`0`-`1000`)
2300 * See also `minetest.explode_scrollbar_event`
2301 (main menu: `engine.explode_scrollbar_event`).
2303 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2304 * Show scrollable table using options defined by the previous `tableoptions[]`
2305 * Displays cells as defined by the previous `tablecolumns[]`
2306 * `x` and `y`: position the itemlist relative to the top left of the menu
2307 * `w` and `h` are the size of the itemlist
2308 * `name`: fieldname sent to server on row select or doubleclick
2309 * `cell 1`...`cell n`: cell contents given in row-major order
2310 * `selected idx`: index of row to be selected within table (first row = `1`)
2311 * See also `minetest.explode_table_event`
2312 (main menu: `engine.explode_table_event`).
2314 #### `tableoptions[<opt 1>;<opt 2>;...]`
2315 * Sets options for `table[]`
2317 * default text color (`ColorString`), defaults to `#FFFFFF`
2318 * `background=#RRGGBB`
2319 * table background color (`ColorString`), defaults to `#000000`
2320 * `border=<true/false>`
2321 * should the table be drawn with a border? (default: `true`)
2322 * `highlight=#RRGGBB`
2323 * highlight background color (`ColorString`), defaults to `#466432`
2324 * `highlight_text=#RRGGBB`
2325 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2326 * `opendepth=<value>`
2327 * all subtrees up to `depth < value` are open (default value = `0`)
2328 * only useful when there is a column of type "tree"
2330 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2331 * Sets columns for `table[]`
2332 * Types: `text`, `image`, `color`, `indent`, `tree`
2333 * `text`: show cell contents as text
2334 * `image`: cell contents are an image index, use column options to define
2336 * `color`: cell contents are a ColorString and define color of following
2338 * `indent`: cell contents are a number and define indentation of following
2340 * `tree`: same as indent, but user can open and close subtrees
2344 * for `text` and `image`: content alignment within cells.
2345 Available values: `left` (default), `center`, `right`, `inline`
2347 * for `text` and `image`: minimum width in em (default: `0`)
2348 * for `indent` and `tree`: indent width in em (default: `1.5`)
2349 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2350 Exception: defaults to 0 for indent columns
2351 * `tooltip=<value>`: tooltip text (default: empty)
2352 * `image` column options:
2353 * `0=<value>` sets image for image index 0
2354 * `1=<value>` sets image for image index 1
2355 * `2=<value>` sets image for image index 2
2356 * and so on; defined indices need not be contiguous empty or
2357 non-numeric cells are treated as `0`.
2358 * `color` column options:
2359 * `span=<value>`: number of following columns to affect
2360 (default: infinite).
2362 **Note**: do _not_ use a element name starting with `key_`; those names are
2363 reserved to pass key press events to formspec!
2367 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2368 * `"current_player"`: Player to whom the menu is shown
2369 * `"player:<name>"`: Any player
2370 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2371 * `"detached:<name>"`: A detached inventory
2373 Player Inventory lists
2374 ----------------------
2375 * `main`: list containing the default inventory
2376 * `craft`: list containing the craft input
2377 * `craftpreview`: list containing the craft output
2378 * `hand`: list containing an override for the empty hand
2382 `#RGB` defines a color in hexadecimal format.
2384 `#RGBA` defines a color in hexadecimal format and alpha channel.
2386 `#RRGGBB` defines a color in hexadecimal format.
2388 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2390 Named colors are also supported and are equivalent to
2391 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2392 To specify the value of the alpha channel, append `#AA` to the end of the color
2393 name (e.g. `colorname#08`). For named colors the hexadecimal string
2394 representing the alpha value must (always) be two hexadecimal digits.
2398 A ColorSpec specifies a 32-bit color. It can be written in either:
2399 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2400 `colorspec = {a=255, r=0, g=255, b=0}`
2401 numerical form, the raw integer value of an ARGB8 quad:
2402 `colorspec = 0xFF00FF00`
2403 or string form, a ColorString (defined above):
2404 `colorspec = "green"`
2408 Most text can contain escape sequences, that can for example color the text.
2409 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2410 The following functions provide escape sequences:
2412 * `minetest.get_color_escape_sequence(color)`:
2413 * `color` is a ColorString
2414 * The escape sequence sets the text color to `color`
2415 * `minetest.colorize(color, message)`:
2417 `minetest.get_color_escape_sequence(color) ..
2419 minetest.get_color_escape_sequence("#ffffff")`
2420 * `minetest.get_background_escape_sequence(color)`
2421 * `color` is a ColorString
2422 * The escape sequence sets the background of the whole text element to
2423 `color`. Only defined for item descriptions and tooltips.
2424 * `minetest.strip_foreground_colors(str)`
2425 * Removes foreground colors added by `get_color_escape_sequence`.
2426 * `minetest.strip_background_colors(str)`
2427 * Removes background colors added by `get_background_escape_sequence`.
2428 * `minetest.strip_colors(str)`
2429 * Removes all color escape sequences.
2433 For the following functions, `v`, `v1`, `v2` are vectors,
2434 `p1`, `p2` are positions:
2436 * `vector.new(a[, b, c])`:
2438 * A copy of `a` if `a` is a vector.
2439 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2440 * `vector.direction(p1, p2)`:
2441 * Returns a vector of length 1 with direction `p1` to `p2`.
2442 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2443 * `vector.distance(p1, p2)`:
2444 * Returns zero or a positive number, the distance between `p1` and `p2`.
2445 * `vector.length(v)`:
2446 * Returns zero or a positive number, the length of vector `v`.
2447 * `vector.normalize(v)`:
2448 * Returns a vector of length 1 with direction of vector `v`.
2449 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2450 * `vector.floor(v)`:
2451 * Returns a vector, each dimension rounded down.
2452 * `vector.round(v)`:
2453 * Returns a vector, each dimension rounded to nearest integer.
2454 * `vector.apply(v, func)`:
2455 * Returns a vector where the function `func` has been applied to each
2457 * `vector.equals(v1, v2)`:
2458 * Returns a boolean, `true` if the vectors are identical.
2459 * `vector.sort(v1, v2)`:
2460 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2462 For the following functions `x` can be either a vector or a number:
2464 * `vector.add(v, x)`:
2466 * `vector.subtract(v, x)`:
2468 * `vector.multiply(v, x)`:
2469 * Returns a scaled vector or Schur product.
2470 * `vector.divide(v, x)`:
2471 * Returns a scaled vector or Schur quotient.
2475 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2476 human-readable, handles reference loops.
2477 * `obj`: arbitrary variable
2478 * `name`: string, default: `"_"`
2479 * `dumped`: table, default: `{}`
2480 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2481 * `obj`: arbitrary variable
2482 * `dumped`: table, default: `{}`
2483 * `math.hypot(x, y)`
2484 * Get the hypotenuse of a triangle with legs x and y.
2485 Useful for distance calculation.
2486 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2487 * Get the sign of a number.
2488 * tolerance: number, default: `0.0`
2489 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2491 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2492 * `separator`: string, default: `","`
2493 * `include_empty`: boolean, default: `false`
2494 * `max_splits`: number, if it's positive, splits aren't limited,
2496 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2497 string or a pattern (regex), default: `false`
2498 * e.g. `"a,b":split","` returns `{"a","b"}`
2499 * `string:trim()`: returns the string without whitespace pre- and suffixes
2500 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2501 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2502 * Adds newlines to the string to keep it within the specified character
2504 * Note that the returned lines may be longer than the limit since it only
2505 splits at word borders.
2506 * `limit`: number, maximal amount of characters in one line
2507 * `as_table`: boolean, if set to true, a table of lines instead of a string
2508 is returned, default: `false`
2509 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2510 * `pos`: table {x=X, y=Y, z=Z}
2511 * Converts the position `pos` to a human-readable, printable string
2512 * `decimal_places`: number, if specified, the x, y and z values of
2513 the position are rounded to the given decimal place.
2514 * `minetest.string_to_pos(string)`: returns a position or `nil`
2515 * Same but in reverse.
2516 * If the string can't be parsed to a position, nothing is returned.
2517 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2518 * Converts a string representing an area box into two positions
2519 * `minetest.formspec_escape(string)`: returns a string
2520 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2522 * `minetest.is_yes(arg)`
2523 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2524 * `minetest.get_us_time()`
2525 * returns time with microsecond precision. May not return wall time.
2526 * `table.copy(table)`: returns a table
2527 * returns a deep copy of `table`
2528 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2530 * returns the exact position on the surface of a pointed node
2535 Texts can be translated client-side with the help of `minetest.translate` and
2538 ### Translating a string
2539 Two functions are provided to translate strings: `minetest.translate` and
2540 `minetest.get_translator`.
2542 * `minetest.get_translator(textdomain)` is a simple wrapper around
2543 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2544 equivalent to `minetest.translate(textdomain, str, ...)`.
2545 It is intended to be used in the following way, so that it avoids verbose
2546 repetitions of `minetest.translate`:
2548 local S = minetest.get_translator(textdomain)
2551 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2553 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2554 the given `textdomain` for disambiguation. The textdomain must match the
2555 textdomain specified in the translation file in order to get the string
2556 translated. This can be used so that a string is translated differently in
2558 It is advised to use the name of the mod as textdomain whenever possible, to
2559 avoid clashes with other mods.
2560 This function must be given a number of arguments equal to the number of
2561 arguments the translated string expects.
2562 Arguments are literal strings -- they will not be translated, so if you want
2563 them to be, they need to come as outputs of `minetest.translate` as well.
2565 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2566 by the translation of "Red". We can do the following:
2568 local S = minetest.get_translator()
2569 S("@1 Wool", S("Red"))
2571 This will be displayed as "Red Wool" on old clients and on clients that do
2572 not have localization enabled. However, if we have for instance a translation
2573 file named `wool.fr.tr` containing the following:
2578 this will be displayed as "Laine Rouge" on clients with a French locale.
2580 ### Operations on translated strings
2582 The output of `minetest.translate` is a string, with escape sequences adding
2583 additional information to that string so that it can be translated on the
2584 different clients. In particular, you can't expect operations like string.length
2585 to work on them like you would expect them to, or string.gsub to work in the
2586 expected manner. However, string concatenation will still work as expected
2587 (note that you should only use this for things like formspecs; do not translate
2588 sentences by breaking them into parts; arguments should be used instead), and
2589 operations such as `minetest.colorize` which are also concatenation.
2591 ### Translation file format
2592 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2594 The file should be a text file, with the following format:
2596 * Lines beginning with `# textdomain:` (the space is significant) can be used
2597 to specify the text domain of all following translations in the file.
2598 * All other empty lines or lines beginning with `#` are ignored.
2599 * Other lines should be in the format `original=translated`. Both `original`
2600 and `translated` can contain escape sequences beginning with `@` to insert
2601 arguments, literal `@`, `=` or newline (See ### Escapes below).
2602 There must be no extraneous whitespace around the `=` or at the beginning or
2603 the end of the line.
2606 Strings that need to be translated can contain several escapes, preceded by `@`.
2608 * `@@` acts as a literal `@`.
2609 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2610 string that will be inlined when translation. Due to how translations are
2611 implemented, the original translation string **must** have its arguments in
2612 increasing order, without gaps or repetitions, starting from 1.
2613 * `@=` acts as a literal `=`. It is not required in strings given to
2614 `minetest.translate`, but is in translation files to avoid being confused
2615 with the `=` separating the original from the translation.
2616 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2617 As with `@=`, this escape is not required in strings given to
2618 `minetest.translate`, but is in translation files.
2619 * `@n` acts as a literal newline as well.
2621 `minetest` namespace reference
2622 ------------------------------
2626 * `minetest.get_current_modname()`: returns the currently loading mod's name,
2628 * `minetest.get_modpath(modname)`: returns e.g.
2629 `"/home/user/.minetest/usermods/modname"`.
2630 * Useful for loading additional `.lua` modules or static data from mod
2631 * `minetest.get_modnames()`: returns a list of installed mods
2632 * Return a list of installed mods, sorted alphabetically
2633 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2634 * Useful for storing custom data
2635 * `minetest.is_singleplayer()`
2636 * `minetest.features`: Table containing API feature flags
2639 glasslike_framed = true,
2640 nodebox_as_selectionbox = true,
2641 chat_send_player_param3 = true,
2642 get_all_craft_recipes_works = true,
2643 use_texture_alpha = true,
2644 -- ^ The transparency channel of textures can be used optionally
2645 no_legacy_abms = true,
2646 -- ^ Tree and grass ABMs are no longer done from C++
2647 texture_names_parens = true,
2648 -- ^ Texture grouping is possible using parentheses
2649 area_store_custom_ids = true,
2650 -- ^ Unique Area ID for AreaStore:insert_area
2651 add_entity_with_staticdata = true,
2652 -- ^ add_entity supports passing initial staticdata to on_activate
2653 no_chat_message_prediction = true,
2654 -- ^ Chat messages are no longer predicted
2656 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2657 * `arg`: string or table in format `{foo=true, bar=true}`
2658 * `missing_features`: `{foo=true, bar=true}`
2659 * `minetest.get_player_information(player_name)`:
2660 * Returns a table containing information about a player.
2661 Example return value:
2664 address = "127.0.0.1", -- IP address of client
2665 ip_version = 4, -- IPv4 / IPv6
2666 min_rtt = 0.01, -- minimum round trip time
2667 max_rtt = 0.2, -- maximum round trip time
2668 avg_rtt = 0.02, -- average round trip time
2669 min_jitter = 0.01, -- minimum packet time jitter
2670 max_jitter = 0.5, -- maximum packet time jitter
2671 avg_jitter = 0.03, -- average packet time jitter
2672 connection_uptime = 200, -- seconds since client connected
2673 protocol_version = 32, -- protocol version used by client
2674 -- following information is available on debug build only!!!
2675 -- DO NOT USE IN MODS
2676 --ser_vers = 26, -- serialization version used by client
2677 --major = 0, -- major version number
2678 --minor = 4, -- minor version number
2679 --patch = 10, -- patch version number
2680 --vers_string = "0.4.9-git", -- full version string
2681 --state = "Active" -- current client state
2683 * `minetest.mkdir(path)`: returns success.
2684 * Creates a directory specified by `path`, creating parent directories
2685 if they don't exist.
2686 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2688 * nil: return all entries,
2689 * true: return only subdirectory names, or
2690 * false: return only file names.
2691 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2692 * Replaces contents of file at path with new contents in a safe (atomic)
2693 way. Use this instead of below code when writing e.g. database files:
2694 `local f = io.open(path, "wb"); f:write(content); f:close()`
2695 * `minetest.get_version()`: returns a table containing components of the
2696 engine version. Components:
2697 * `project`: Name of the project, eg, "Minetest"
2698 * `string`: Simple version, eg, "1.2.3-dev"
2699 * `hash`: Full git version (only set if available),
2700 eg, "1.2.3-dev-01234567-dirty".
2701 Use this for informational purposes only. The information in the returned
2702 table does not represent the capabilities of the engine, nor is it
2703 reliable or verifiable. Compatible forks will have a different name and
2704 version entirely. To check for the presence of engine features, test
2705 whether the functions exported by the wanted features exist. For example:
2706 `if minetest.check_for_falling then ... end`.
2707 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2708 * `data`: string of data to hash
2709 * `raw`: return raw bytes instead of hex digits, default: false
2712 * `minetest.debug(...)`
2713 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2714 * `minetest.log([level,] text)`
2715 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2716 `"info"`, or `"verbose"`. Default is `"none"`.
2718 ### Registration functions
2719 Call these functions only at load time!
2721 * `minetest.register_entity(name, prototype table)`
2722 * `minetest.register_abm(abm definition)`
2723 * `minetest.register_lbm(lbm definition)`
2724 * `minetest.register_node(name, node definition)`
2725 * `minetest.register_tool(name, item definition)`
2726 * `minetest.register_craftitem(name, item definition)`
2727 * `minetest.unregister_item(name)`
2728 * `minetest.register_alias(name, convert_to)`
2729 * Also use this to set the 'mapgen aliases' needed in a game for the core
2730 * mapgens. See 'Mapgen aliases' section above.
2731 * `minetest.register_alias_force(name, convert_to)`
2732 * `minetest.register_craft(recipe)`
2733 * Check recipe table syntax for different types below.
2734 * `minetest.clear_craft(recipe)`
2735 * Will erase existing craft based either on output item or on input recipe.
2736 * Specify either output or input only. If you specify both, input will be
2737 ignored. For input use the same recipe table syntax as for
2738 `minetest.register_craft(recipe)`. For output specify only the item,
2740 * If no erase candidate could be found, Lua exception will be thrown.
2741 * **Warning**! The type field ("shaped","cooking" or any other) will be
2742 ignored if the recipe contains output. Erasing is then done independently
2743 from the crafting method.
2744 * `minetest.register_ore(ore definition)`
2745 * `minetest.register_biome(biome definition)`
2746 * `minetest.register_decoration(decoration definition)`
2747 * `minetest.override_item(name, redefinition)`
2748 * Overrides fields of an item registered with register_node/tool/craftitem.
2749 * Note: Item must already be defined, (opt)depend on the mod defining it.
2750 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2751 * `minetest.clear_registered_ores()`
2752 * `minetest.clear_registered_biomes()`
2753 * `minetest.clear_registered_decorations()`
2755 ### Global callback registration functions
2756 Call these functions only at load time!
2758 * `minetest.register_globalstep(func(dtime))`
2759 * Called every server step, usually interval of 0.1s
2760 * `minetest.register_on_shutdown(func())`
2761 * Called before server shutdown
2762 * **Warning**: If the server terminates abnormally (i.e. crashes), the
2763 registered callbacks **will likely not be run**. Data should be saved at
2764 semi-frequent intervals as well as on server shutdown.
2765 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2766 * Called when a node has been placed
2767 * If return `true` no item is taken from `itemstack`
2768 * `placer` may be any valid ObjectRef or nil.
2769 * **Not recommended**; use `on_construct` or `after_place_node` in node
2770 definition whenever possible.
2771 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2772 * Called when a node has been dug.
2773 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
2774 definition whenever possible.
2775 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2776 * Called when a node is punched
2777 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2778 * Called after generating a piece of world. Modifying nodes inside the area
2779 is a bit faster than usually.
2780 * `minetest.register_on_newplayer(func(ObjectRef))`
2781 * Called after a new player has been created
2782 * `minetest.register_on_dieplayer(func(ObjectRef))`
2783 * Called when a player dies
2784 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2785 * Called when a player is punched
2786 * `player` - ObjectRef - Player that was punched
2787 * `hitter` - ObjectRef - Player that hit
2788 * `time_from_last_punch`: Meant for disallowing spamming of clicks
2790 * `tool_capabilities`: capability table of used tool (can be nil)
2791 * `dir`: unit vector of direction of punch. Always defined. Points from
2792 the puncher to the punched.
2793 * `damage` - number that represents the damage calculated by the engine
2794 * should return `true` to prevent the default damage mechanism
2795 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2796 * Called when the player gets damaged or healed
2797 * `player`: ObjectRef of the player
2798 * `hp_change`: the amount of change. Negative when it is damage.
2799 * `modifier`: when true, the function should return the actual `hp_change`.
2800 Note: modifiers only get a temporary hp_change that can be modified by
2801 later modifiers. modifiers can return true as a second argument to stop
2802 the execution of further functions. Non-modifiers receive the final hp
2803 change calculated by the modifiers.
2804 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2805 * Called when player is to be respawned
2806 * Called _before_ repositioning of player occurs
2807 * return true in func to disable regular player placement
2808 * `minetest.register_on_prejoinplayer(func(name, ip))`
2809 * Called before a player joins the game
2810 * If it returns a string, the player is disconnected with that string as
2812 * `minetest.register_on_joinplayer(func(ObjectRef))`
2813 * Called when a player joins the game
2814 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2815 * Called when a player leaves the game
2816 * `timed_out`: True for timeout, false for other reasons.
2817 * `minetest.register_on_auth_fail(func(name, ip))`
2818 * Called when a client attempts to log into an account but supplies the
2820 * `ip`: The IP address of the client.
2821 * `name`: The account the client attempted to log into.
2822 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2823 * Called when a player cheats
2824 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2826 * `interacted_too_far`
2827 * `interacted_while_dead`
2828 * `finished_unknown_dig`
2831 * `minetest.register_on_chat_message(func(name, message))`
2832 * Called always when a player says something
2833 * Return `true` to mark the message as handled, which means that it will
2834 not be sent to other players.
2835 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2836 * Called when a button is pressed in player's inventory form
2837 * Newest functions are called first
2838 * If function returns `true`, remaining functions are not called
2839 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2840 * Called when `player` crafts something
2841 * `itemstack` is the output
2842 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
2844 * `craft_inv` is the inventory with the crafting grid
2845 * Return either an `ItemStack`, to replace the output, or `nil`, to not
2847 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2848 * The same as before, except that it is called before the player crafts, to
2849 make craft prediction, and it should not change anything.
2850 * `minetest.register_on_protection_violation(func(pos, name))`
2851 * Called by `builtin` and mods when a player violates protection at a
2852 position (eg, digs a node or punches a protected entity).
2853 * The registered functions can be called using
2854 `minetest.record_protection_violation`.
2855 * The provided function should check that the position is protected by the
2856 mod calling this function before it prints a message, if it does, to
2857 allow for multiple protection mods.
2858 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2859 * Called when an item is eaten, by `minetest.item_eat`
2860 * Return `true` or `itemstack` to cancel the default item eat response
2861 (i.e.: hp increase).
2862 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2863 * Called when `granter` grants the priv `priv` to `name`.
2864 * Note that the callback will be called twice if it's done by a player,
2865 once with granter being the player name, and again with granter being nil.
2866 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2867 * Called when `revoker` revokes the priv `priv` from `name`.
2868 * Note that the callback will be called twice if it's done by a player,
2869 once with revoker being the player name, and again with revoker being nil.
2870 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2871 * Called when `name` user connects with `ip`.
2872 * Return `true` to by pass the player limit
2873 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2874 * Called when an incoming mod channel message is received
2875 * You should have joined some channels to receive events.
2876 * If message comes from a server mod, `sender` field is an empty string.
2878 ### Other registration functions
2879 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2880 * Adds definition to `minetest.registered_chatcommands`
2881 * `minetest.override_chatcommand(name, redefinition)`
2882 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2883 * `minetest.unregister_chatcommand(name)`
2884 * Unregisters a chatcommands registered with `register_chatcommand`.
2885 * `minetest.register_privilege(name, definition)`
2886 * `definition`: `"description text"`
2888 `{description = "description text", give_to_singleplayer = boolean}`
2889 the default of `give_to_singleplayer` is true.
2890 * To allow players with `basic_privs` to grant, see `basic_privs`
2891 minetest.conf setting.
2892 * `on_grant(name, granter_name)`: Called when given to player `name` by
2894 `granter_name` will be nil if the priv was granted by a mod.
2895 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
2897 `revoker_name` will be nil if the priv was revoked by a mod
2898 * Note that the above two callbacks will be called twice if a player is
2899 responsible, once with the player name, and then with a nil player name.
2900 * Return true in the above callbacks to stop register_on_priv_grant or
2901 revoke being called.
2902 * `minetest.register_authentication_handler(authentication handler definition)`
2903 * Registers an auth handler that overrides the builtin one
2904 * This function can be called by a single mod once only.
2907 * `minetest.settings`: Settings object containing all of the settings from the
2908 main config file (`minetest.conf`).
2909 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2910 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2913 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2914 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2915 * Convert between two privilege representations
2916 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2917 * `minetest.check_player_privs(player_or_name, ...)`:
2918 returns `bool, missing_privs`
2919 * A quickhand for checking privileges.
2920 * `player_or_name`: Either a Player object or the name of a player.
2921 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2922 a table, e.g. `{ priva = true, privb = true }`.
2924 * `minetest.check_password_entry(name, entry, password)`
2925 * Returns true if the "password entry" for a player with name matches given
2926 password, false otherwise.
2927 * The "password entry" is the password representation generated by the
2928 engine as returned as part of a `get_auth()` call on the auth handler.
2929 * Only use this function for making it possible to log in via password from
2930 external protocols such as IRC, other uses are frowned upon.
2931 * `minetest.get_password_hash(name, raw_password)`
2932 * Convert a name-password pair to a password hash that Minetest can use.
2933 * The returned value alone is not a good basis for password checks based
2934 on comparing the password hash in the database with the password hash
2935 from the function, with an externally provided password, as the hash
2936 in the db might use the new SRP verifier format.
2937 * For this purpose, use `minetest.check_password_entry` instead.
2938 * `minetest.get_player_ip(name)`: returns an IP address string for the player
2940 * The player needs to be online for this to be successful.
2942 * `minetest.get_auth_handler()`: Return the currently active auth handler
2943 * See the `Authentication handler definition`
2944 * Use this to e.g. get the authentication data for a player:
2945 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2946 * `minetest.notify_authentication_modified(name)`
2947 * Must be called by the authentication handler for privilege changes.
2948 * `name`: string; if omitted, all auth data should be considered modified
2949 * `minetest.set_player_password(name, password_hash)`: Set password hash of
2951 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
2953 * `minetest.auth_reload()`
2954 * See `reload()` in authentication handler definition
2956 `minetest.set_player_password`, `minetest_set_player_privs`,
2957 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
2961 * `minetest.chat_send_all(text)`
2962 * `minetest.chat_send_player(name, text)`
2964 ### Environment access
2965 * `minetest.set_node(pos, node)`
2966 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2967 * Set node at position `pos`
2968 * `node`: table `{name=string, param1=number, param2=number}`
2969 * If param1 or param2 is omitted, it's set to `0`.
2970 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2971 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
2972 * Set node on all positions set in the first argument.
2973 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
2974 * For node specification or position syntax see `minetest.set_node` call
2975 * Faster than set_node due to single call, but still considerably slower
2976 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
2977 Unlike LVMs, this will call node callbacks. It also allows setting nodes
2978 in spread out positions which would cause LVMs to waste memory.
2979 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
2981 * `minetest.swap_node(pos, node)`
2982 * Set node at position, but don't remove metadata
2983 * `minetest.remove_node(pos)`
2984 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2985 * `minetest.get_node(pos)`
2986 * Returns the node at the given position as table in the format
2987 `{name="node_name", param1=0, param2=0}`,
2988 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
2989 * `minetest.get_node_or_nil(pos)`
2990 * Same as `get_node` but returns `nil` for unloaded areas.
2991 * `minetest.get_node_light(pos, timeofday)`
2992 * Gets the light value at the given position. Note that the light value
2993 "inside" the node at the given position is returned, so you usually want
2994 to get the light value of a neighbor.
2995 * `pos`: The position where to measure the light.
2996 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2997 * Returns a number between `0` and `15` or `nil`
2998 * `minetest.place_node(pos, node)`
2999 * Place node with the same effects that a player would cause
3000 * `minetest.dig_node(pos)`
3001 * Dig node with the same effects that a player would cause
3002 * Returns `true` if successful, `false` on failure (e.g. protected location)
3003 * `minetest.punch_node(pos)`
3004 * Punch node with the same effects that a player would cause
3005 * `minetest.spawn_falling_node(pos)`
3006 * Change node into falling node
3007 * Returns `true` if successful, `false` on failure
3009 * `minetest.find_nodes_with_meta(pos1, pos2)`
3010 * Get a table of positions of nodes that have metadata within a region
3012 * `minetest.get_meta(pos)`
3013 * Get a `NodeMetaRef` at that position
3014 * `minetest.get_node_timer(pos)`
3015 * Get `NodeTimerRef`
3017 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3019 * Returns `ObjectRef`, or `nil` if failed
3020 * `minetest.add_item(pos, item)`: Spawn item
3021 * Returns `ObjectRef`, or `nil` if failed
3022 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3023 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3025 * `radius`: using an euclidean metric
3026 * `minetest.set_timeofday(val)`
3027 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3028 * `minetest.get_timeofday()`
3029 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3031 * `minetest.get_day_count()`: returns number days elapsed since world was
3033 * accounts for time changes.
3034 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3036 * `radius`: using a maximum metric
3037 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3038 * `search_center` is an optional boolean (default: `false`)
3039 If true `pos` is also checked for the nodes
3040 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3042 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3043 * First return value: Table with all node positions
3044 * Second return value: Table with the count of each node with the node name
3046 * Area volume is limited to 4,096,000 nodes
3047 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3049 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3050 * Return value: Table with all node positions with a node air above
3051 * Area volume is limited to 4,096,000 nodes
3052 * `minetest.get_perlin(noiseparams)`
3053 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3054 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3055 * `minetest.get_voxel_manip([pos1, pos2])`
3056 * Return voxel manipulator object.
3057 * Loads the manipulator from the map if positions are passed.
3058 * `minetest.set_gen_notify(flags, {deco_ids})`
3059 * Set the types of on-generate notifications that should be collected.
3060 * `flags` is a flag field with the available flags:
3068 * The second parameter is a list of IDS of decorations which notification
3070 * `minetest.get_gen_notify()`
3071 * Returns a flagstring and a table with the `deco_id`s.
3072 * `minetest.get_decoration_id(decoration_name)
3073 * Returns the decoration ID number for the provided decoration name string,
3074 or `nil` on failure.
3075 * `minetest.get_mapgen_object(objectname)`
3076 * Return requested mapgen object if available (see "Mapgen objects")
3077 * `minetest.get_heat(pos)`
3078 * Returns the heat at the position, or `nil` on failure.
3079 * `minetest.get_humidity(pos)`
3080 * Returns the humidity at the position, or `nil` on failure.
3081 * `minetest.get_biome_data(pos)`
3082 * Returns a table containing:
3083 * `biome` the biome id of the biome at that position
3084 * `heat` the heat at the position
3085 * `humidity` the humidity at the position
3086 * Or returns `nil` on failure.
3087 * `minetest.get_biome_id(biome_name)`
3088 * Returns the biome id, as used in the biomemap Mapgen object and returned
3089 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3090 * `minetest.get_biome_name(biome_id)`
3091 * Returns the biome name string for the provided biome id, or `nil` on
3093 * If no biomes have been registered, such as in mgv6, returns `default`.
3094 * `minetest.get_mapgen_params()`
3095 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3096 * Returns a table containing:
3102 * `minetest.set_mapgen_params(MapgenParams)`
3103 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3105 * Set map generation parameters.
3106 * Function cannot be called after the registration period; only
3107 initialization and `on_mapgen_init`.
3108 * Takes a table as an argument with the fields:
3114 * Leave field unset to leave that parameter unchanged.
3115 * `flags` contains a comma-delimited string of flags to set, or if the
3116 prefix `"no"` is attached, clears instead.
3117 * `flags` is in the same format and has the same options as `mg_flags` in
3119 * `minetest.get_mapgen_setting(name)`
3120 * Gets the *active* mapgen setting (or nil if none exists) in string
3121 format with the following order of precedence:
3122 1) Settings loaded from map_meta.txt or overrides set during mod
3124 2) Settings set by mods without a metafile override
3125 3) Settings explicitly set in the user config file, minetest.conf
3126 4) Settings set as the user config default
3127 * `minetest.get_mapgen_setting_noiseparams(name)`
3128 * Same as above, but returns the value as a NoiseParams table if the
3129 setting `name` exists and is a valid NoiseParams.
3130 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3131 * Sets a mapgen param to `value`, and will take effect if the corresponding
3132 mapgen setting is not already present in map_meta.txt.
3133 * `override_meta` is an optional boolean (default: `false`). If this is set
3134 to true, the setting will become the active setting regardless of the map
3136 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3137 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3138 * Same as above, except value is a NoiseParams table.
3139 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3140 * Sets the noiseparams setting of `name` to the noiseparams table specified
3142 * `set_default` is an optional boolean (default: `true`) that specifies
3143 whether the setting should be applied to the default config or current
3145 * `minetest.get_noiseparams(name)`
3146 * Returns a table of the noiseparams for name.
3147 * `minetest.generate_ores(vm, pos1, pos2)`
3148 * Generate all registered ores within the VoxelManip `vm` and in the area
3149 from `pos1` to `pos2`.
3150 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3151 * `minetest.generate_decorations(vm, pos1, pos2)`
3152 * Generate all registered decorations within the VoxelManip `vm` and in the
3153 area from `pos1` to `pos2`.
3154 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3155 * `minetest.clear_objects([options])`
3156 * Clear all objects in the environment
3157 * Takes an optional table as an argument with the field `mode`.
3158 * mode = `"full"` : Load and go through every mapblock, clearing
3160 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
3161 clear objects in unloaded mapblocks only when the
3162 mapblocks are next activated.
3163 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3164 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
3165 asynchronously fetched from memory, loaded from disk, or if inexistent,
3167 * If `callback` is a valid Lua function, this will be called for each block
3169 * The function signature of callback is:
3170 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
3171 * `blockpos` is the *block* coordinates of the block that had been
3173 * `action` could be one of the following constant values:
3174 * `minetest.EMERGE_CANCELLED`
3175 * `minetest.EMERGE_ERRORED`
3176 * `minetest.EMERGE_FROM_MEMORY`
3177 * `minetest.EMERGE_FROM_DISK`
3178 * `minetest.EMERGE_GENERATED`
3179 * `calls_remaining` is the number of callbacks to be expected after
3181 * `param` is the user-defined parameter passed to emerge_area (or
3182 nil if the parameter was absent).
3183 * `minetest.delete_area(pos1, pos2)`
3184 * delete all mapblocks in the area from pos1 to pos2, inclusive
3185 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
3186 * Checks if there is anything other than air between pos1 and pos2.
3187 * Returns false if something is blocking the sight.
3188 * Returns the position of the blocking node when `false`
3189 * `pos1`: First position
3190 * `pos2`: Second position
3191 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
3192 * Creates a `Raycast` object.
3193 * `pos1`: start of the ray
3194 * `pos2`: end of the ray
3195 * `objects` : if false, only nodes will be returned. Default is `true`.
3196 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
3197 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
3198 * returns table containing path
3199 * returns a table of 3D points representing a path from `pos1` to `pos2` or
3201 * `pos1`: start position
3202 * `pos2`: end position
3203 * `searchdistance`: number of blocks to search in each direction using a
3205 * `max_jump`: maximum height difference to consider walkable
3206 * `max_drop`: maximum height difference to consider droppable
3207 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
3208 * `minetest.spawn_tree (pos, {treedef})`
3209 * spawns L-system tree at given `pos` with definition in `treedef` table
3210 * `minetest.transforming_liquid_add(pos)`
3211 * add node to liquid update queue
3212 * `minetest.get_node_max_level(pos)`
3213 * get max available level for leveled node
3214 * `minetest.get_node_level(pos)`
3215 * get level of leveled node (water, snow)
3216 * `minetest.set_node_level(pos, level)`
3217 * set level of leveled node, default `level` equals `1`
3218 * if `totallevel > maxlevel`, returns rest (`total-max`).
3219 * `minetest.add_node_level(pos, level)`
3220 * increase level of leveled node by level, default `level` equals `1`
3221 * if `totallevel > maxlevel`, returns rest (`total-max`)
3222 * can be negative for decreasing
3223 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
3224 * resets the light in a cuboid-shaped part of
3225 the map and removes lighting bugs.
3226 * Loads the area if it is not loaded.
3227 * `pos1` is the corner of the cuboid with the least coordinates
3228 (in node coordinates), inclusive.
3229 * `pos2` is the opposite corner of the cuboid, inclusive.
3230 * The actual updated cuboid might be larger than the specified one,
3231 because only whole map blocks can be updated.
3232 The actual updated area consists of those map blocks that intersect
3233 with the given cuboid.
3234 * However, the neighborhood of the updated area might change
3235 as well, as light can spread out of the cuboid, also light
3237 * returns `false` if the area is not fully generated,
3239 * `minetest.check_single_for_falling(pos)`
3240 * causes an unsupported `group:falling_node` node to fall and causes an
3241 unattached `group:attached_node` node to fall.
3242 * does not spread these updates to neighbours.
3243 * `minetest.check_for_falling(pos)`
3244 * causes an unsupported `group:falling_node` node to fall and causes an
3245 unattached `group:attached_node` node to fall.
3246 * spread these updates to neighbours and can cause a cascade
3248 * `minetest.get_spawn_level(x, z)`
3249 * Returns a player spawn y co-ordinate for the provided (x, z)
3250 co-ordinates, or `nil` for an unsuitable spawn point.
3251 * For most mapgens a 'suitable spawn point' is one with y between
3252 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
3253 so `nil` will be returned for many (x, z) co-ordinates.
3254 * The spawn level returned is for a player spawn in unmodified terrain.
3255 * The spawn level is intentionally above terrain level to cope with
3256 full-node biome 'dust' nodes.
3259 You can find mod channels communication scheme in `docs/mod_channels.png`.
3261 * `minetest.mod_channel_join(channel_name)`
3262 * Server joins channel `channel_name`, and creates it if necessary. You
3263 should listen from incoming messages with
3264 `minetest.register_on_modchannel_message` call to receive incoming
3268 `minetest.get_inventory(location)`: returns an `InvRef`
3271 * `{type="player", name="celeron55"}`
3272 * `{type="node", pos={x=, y=, z=}}`
3273 * `{type="detached", name="creative"}`
3274 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
3276 * callbacks: See "Detached inventory callbacks"
3277 * `player_name`: Make detached inventory available to one player
3278 exclusively, by default they will be sent to every player (even if not
3280 Note that this parameter is mostly just a workaround and will be removed
3282 * Creates a detached inventory. If it already exists, it is cleared.
3283 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3284 returns left over ItemStack.
3285 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3288 * `minetest.show_formspec(playername, formname, formspec)`
3289 * `playername`: name of player to show formspec
3290 * `formname`: name passed to `on_player_receive_fields` callbacks.
3291 It should follow the `"modname:<whatever>"` naming convention
3292 * `formspec`: formspec to display
3293 * `minetest.close_formspec(playername, formname)`
3294 * `playername`: name of player to close formspec
3295 * `formname`: has to exactly match the one given in `show_formspec`, or the
3296 formspec will not close.
3297 * calling `show_formspec(playername, formname, "")` is equal to this
3299 * to close a formspec regardless of the formname, call
3300 `minetest.close_formspec(playername, "")`.
3301 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3302 * `minetest.formspec_escape(string)`: returns a string
3303 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3305 * `minetest.explode_table_event(string)`: returns a table
3306 * returns e.g. `{type="CHG", row=1, column=2}`
3308 * `"INV"`: no row selected)
3309 * `"CHG"`: selected)
3310 * `"DCL"`: double-click
3311 * `minetest.explode_textlist_event(string)`: returns a table
3312 * returns e.g. `{type="CHG", index=1}`
3314 * `"INV"`: no row selected)
3315 * `"CHG"`: selected)
3316 * `"DCL"`: double-click
3317 * `minetest.explode_scrollbar_event(string)`: returns a table
3318 * returns e.g. `{type="CHG", value=500}`
3320 * `"INV"`: something failed
3321 * `"CHG"`: has been changed
3322 * `"VAL"`: not changed
3325 * `minetest.inventorycube(img1, img2, img3)`
3326 * Returns a string for making an image of a cube (useful as an item image)
3327 * `minetest.get_pointed_thing_position(pointed_thing, above)`
3328 * Get position of a `pointed_thing` (that you can get from somewhere)
3329 * `minetest.dir_to_facedir(dir, is6d)`
3330 * Convert a vector to a facedir value, used in `param2` for
3331 `paramtype2="facedir"`.
3332 * passing something non-`nil`/`false` for the optional second parameter
3333 causes it to take the y component into account.
3334 * `minetest.facedir_to_dir(facedir)`
3335 * Convert a facedir back into a vector aimed directly out the "back" of a
3337 * `minetest.dir_to_wallmounted(dir)`
3338 * Convert a vector to a wallmounted value, used for
3339 `paramtype2="wallmounted"`.
3340 * `minetest.wallmounted_to_dir(wallmounted)`
3341 * Convert a wallmounted value back into a vector aimed directly out the
3343 * `minetest.dir_to_yaw(dir)`
3344 * Convert a vector into a yaw (angle)
3345 * `minetest.yaw_to_dir(yaw)`
3346 * Convert yaw (angle) to a vector
3347 * `minetest.is_colored_paramtype(ptype)`
3348 * Returns a boolean. Returns `true` if the given `paramtype2` contains
3349 color information (`color`, `colorwallmounted` or `colorfacedir`).
3350 * `minetest.strip_param2_color(param2, paramtype2)`
3351 * Removes everything but the color information from the
3352 given `param2` value.
3353 * Returns `nil` if the given `paramtype2` does not contain color
3355 * `minetest.get_node_drops(nodename, toolname)`
3356 * Returns list of item names.
3357 * **Note**: This will be removed or modified in a future version.
3358 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
3359 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3360 * `input.width` = for example `3`
3361 * `input.items` = for example
3362 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3363 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3364 * `output.time` = a number, if unsuccessful: `0`
3365 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3366 `decremented_input.items`
3367 * `decremented_input` = like `input`
3368 * `minetest.get_craft_recipe(output)`: returns input
3369 * returns last registered recipe for output item (node)
3370 * `output` is a node or item type such as `"default:torch"`
3371 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3372 * `input.width` = for example `3`
3373 * `input.items` = for example
3374 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3375 * `input.items` = `nil` if no recipe found
3376 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3377 * returns indexed table with all registered recipes for query item (node)
3378 or `nil` if no recipe was found.
3379 * recipe entry table:
3382 method = 'normal' or 'cooking' or 'fuel'
3383 width = 0-3, 0 means shapeless recipe
3384 items = indexed [1-9] table with recipe items
3385 output = string with item name and quantity
3387 * Example query for `"default:gold_ingot"` will return table:
3390 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3391 items = {1 = "default:gold_lump"}},
3392 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3393 items = {1 = "default:goldblock"}}
3395 * `minetest.handle_node_drops(pos, drops, digger)`
3396 * `drops`: list of itemstrings
3397 * Handles drops from nodes after digging: Default action is to put them
3398 into digger's inventory.
3399 * Can be overridden to get different functionality (e.g. dropping items on
3401 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
3403 * Creates an item string which contains palette index information
3404 for hardware colorization. You can use the returned string
3405 as an output in a craft recipe.
3406 * `item`: the item stack which becomes colored. Can be in string,
3407 table and native form.
3408 * `palette_index`: this index is added to the item stack
3409 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3410 * Creates an item string which contains static color information
3411 for hardware colorization. Use this method if you wish to colorize
3412 an item that does not own a palette. You can use the returned string
3413 as an output in a craft recipe.
3414 * `item`: the item stack which becomes colored. Can be in string,
3415 table and native form.
3416 * `colorstring`: the new color of the item stack
3419 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3420 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3421 * Find who has done something to a node, or near a node
3422 * `actor`: `"player:<name>"`, also `"liquid"`.
3423 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
3424 `boolean, log_messages`.
3425 * Revert latest actions of someone
3426 * `actor`: `"player:<name>"`, also `"liquid"`.
3428 ### Defaults for the `on_*` item definition functions
3429 These functions return the leftover itemstack.
3431 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3432 * Place item as a node
3433 * `param2` overrides `facedir` and wallmounted `param2`
3434 * returns `itemstack, success`
3435 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3437 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3438 * Use one of the above based on what the item is.
3439 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3440 * **Note**: is not called when wielded item overrides `on_place`
3441 * `param2` overrides `facedir` and wallmounted `param2`
3442 * returns `itemstack, success`
3443 * `minetest.item_drop(itemstack, dropper, pos)`
3445 * `minetest.item_eat(hp_change, replace_with_item)`
3447 * `replace_with_item` is the itemstring which is added to the inventory.
3448 If the player is eating a stack, then replace_with_item goes to a
3449 different spot. Can be `nil`
3450 * See `minetest.do_item_eat`
3452 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3453 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3454 * Calls functions registered by `minetest.register_on_punchnode()`
3455 * `minetest.node_dig(pos, node, digger)`
3456 * Checks if node can be dug, puts item into inventory, removes node
3457 * Calls functions registered by `minetest.registered_on_dignodes()`
3460 * `minetest.sound_play(spec, parameters)`: returns a handle
3461 * `spec` is a `SimpleSoundSpec`
3462 * `parameters` is a sound parameter table
3463 * `minetest.sound_stop(handle)`
3464 * `minetest.sound_fade(handle, step, gain)`
3465 * `handle` is a handle returned by `minetest.sound_play`
3466 * `step` determines how fast a sound will fade.
3467 Negative step will lower the sound volume, positive step will increase
3469 * `gain` the target gain for the fade.
3472 * `minetest.after(time, func, ...)`
3473 * Call the function `func` after `time` seconds, may be fractional
3474 * Optional: Variable number of arguments that are passed to `func`
3477 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
3478 server shutdown. Will display `message` to clients.
3479 * `reconnect` == true displays a reconnect button
3480 * `delay` adds an optional delay (in seconds) before shutdown.
3481 Negative delay cancels the current active shutdown.
3482 Zero delay triggers an immediate shutdown.
3483 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3484 * `minetest.get_server_status()`: returns server status string
3485 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3486 * `minetest.remove_player(name)`: remove player from database (if they are not
3488 * As auth data is not removed, minetest.player_exists will continue to
3489 return true. Call the below method as well if you want to remove auth
3491 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3492 * `minetest.remove_player_auth(name)`: remove player authentication data
3493 * Returns boolean indicating success (false if player nonexistant)
3496 * `minetest.get_ban_list()`: returns the ban list
3497 (same as `minetest.get_ban_description("")`).
3498 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3499 * `minetest.ban_player(name)`: ban a player
3500 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3501 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
3505 * `minetest.add_particle(particle definition)`
3506 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
3507 expirationtime, size, collisiondetection, texture, playername)`
3509 * `minetest.add_particlespawner(particlespawner definition)`
3510 * Add a `ParticleSpawner`, an object that spawns an amount of particles
3511 over `time` seconds.
3512 * Returns an `id`, and -1 if adding didn't succeed
3513 * `Deprecated: minetest.add_particlespawner(amount, time,
3517 minexptime, maxexptime,
3519 collisiondetection, texture, playername)`
3521 * `minetest.delete_particlespawner(id, player)`
3522 * Delete `ParticleSpawner` with `id` (return value from
3523 `minetest.add_particlespawner`).
3524 * If playername is specified, only deletes on the player's client,
3525 otherwise on all clients.
3528 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3529 * Create a schematic from the volume of map specified by the box formed by
3531 * Apply the specified probability and per-node force-place to the specified
3532 nodes according to the `probability_list`.
3533 * `probability_list` is an array of tables containing two fields, `pos`
3535 * `pos` is the 3D vector specifying the absolute coordinates of the
3536 node being modified,
3537 * `prob` is an integer value from `0` to `255` that encodes
3538 probability and per-node force-place. Probability has levels
3539 0-127, then 128 may be added to encode per-node force-place.
3540 For probability stated as 0-255, divide by 2 and round down to
3541 get values 0-127, then add 128 to apply per-node force-place.
3542 * If there are two or more entries with the same pos value, the
3544 * If `pos` is not inside the box formed by `p1` and `p2`, it is
3546 * If `probability_list` equals `nil`, no probabilities are applied.
3547 * Apply the specified probability to the specified horizontal slices
3548 according to the `slice_prob_list`.
3549 * `slice_prob_list` is an array of tables containing two fields, `ypos`
3551 * `ypos` indicates the y position of the slice with a probability
3552 applied, the lowest slice being `ypos = 0`.
3553 * If slice probability list equals `nil`, no slice probabilities
3555 * Saves schematic in the Minetest Schematic format to filename.
3557 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
3558 * Place the schematic specified by schematic (see: Schematic specifier) at
3560 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3561 * If the `rotation` parameter is omitted, the schematic is not rotated.
3562 * `replacements` = `{["old_name"] = "convert_to", ...}`
3563 * `force_placement` is a boolean indicating whether nodes other than `air`
3564 and `ignore` are replaced by the schematic.
3565 * Returns nil if the schematic could not be loaded.
3566 * **Warning**: Once you have loaded a schematic from a file, it will be
3567 cached. Future calls will always use the cached version and the
3568 replacement list defined for it, regardless of whether the file or the
3569 replacement list parameter have changed. The only way to load the file
3570 anew is to restart the server.
3571 * `flags` is a flag field with the available flags:
3576 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
3577 * This function is analogous to minetest.place_schematic, but places a
3578 schematic onto the specified VoxelManip object `vmanip` instead of the
3580 * Returns false if any part of the schematic was cut-off due to the
3581 VoxelManip not containing the full area required, and true if the whole
3582 schematic was able to fit.
3583 * Returns nil if the schematic could not be loaded.
3584 * After execution, any external copies of the VoxelManip contents are
3586 * `flags` is a flag field with the available flags:
3591 * `minetest.serialize_schematic(schematic, format, options)`
3592 * Return the serialized schematic specified by schematic
3593 (see: Schematic specifier)
3594 * in the `format` of either "mts" or "lua".
3595 * "mts" - a string containing the binary MTS data used in the MTS file
3597 * "lua" - a string containing Lua code representing the schematic in table
3599 * `options` is a table containing the following optional parameters:
3600 * If `lua_use_comments` is true and `format` is "lua", the Lua code
3601 generated will have (X, Z) position comments for every X row
3602 generated in the schematic data for easier reading.
3603 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
3604 the Lua code generated will use that number of spaces as indentation
3605 instead of a tab character.
3608 * `minetest.request_http_api()`:
3609 * returns `HTTPApiTable` containing http functions if the calling mod has
3610 been granted access by being listed in the `secure.http_mods` or
3611 `secure.trusted_mods` setting, otherwise returns `nil`.
3612 * The returned table contains the functions `fetch`, `fetch_async` and
3613 `fetch_async_get` described below.
3614 * Only works at init time and must be called from the mod's main scope
3615 (not from a function).
3616 * Function only exists if minetest server was built with cURL support.
3617 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3619 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3620 * Performs given request asynchronously and calls callback upon completion
3621 * callback: `function(HTTPRequestResult res)`
3622 * Use this HTTP function if you are unsure, the others are for advanced use
3623 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3624 * Performs given request asynchronously and returns handle for
3625 `HTTPApiTable.fetch_async_get`
3626 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3627 * Return response data for given asynchronous HTTP request
3630 * `minetest.get_mod_storage()`:
3631 * returns reference to mod private `StorageRef`
3632 * must be called during mod load time
3635 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3636 * `minetest.is_player(o)`: boolean, whether `o` is a player
3637 * `minetest.player_exists(name)`: boolean, whether player exists
3638 (regardless of online status)
3639 * `minetest.hud_replace_builtin(name, hud_definition)`
3640 * Replaces definition of a builtin hud element
3641 * `name`: `"breath"` or `"health"`
3642 * `hud_definition`: definition to replace builtin definition
3643 * `minetest.send_join_message(player_name)`
3644 * This function can be overridden by mods to change the join message.
3645 * `minetest.send_leave_message(player_name, timed_out)`
3646 * This function can be overridden by mods to change the leave message.
3647 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3648 * `pos`: table {x=number, y=number, z=number},
3649 * Gives a unique hash number for a node position (16+16+16=48bit)
3650 * `minetest.get_position_from_hash(hash)`: returns a position
3651 * Inverse transform of `minetest.hash_node_position`
3652 * `minetest.get_item_group(name, group)`: returns a rating
3653 * Get rating of a group of an item. (`0` means: not in group)
3654 * `minetest.get_node_group(name, group)`: returns a rating
3655 * Deprecated: An alias for the former.
3656 * `minetest.raillike_group(name)`: returns a rating
3657 * Returns rating of the connect_to_raillike group corresponding to name
3658 * If name is not yet the name of a connect_to_raillike group, a new group
3659 id is created, with that name.
3660 * `minetest.get_content_id(name)`: returns an integer
3661 * Gets the internal content ID of `name`
3662 * `minetest.get_name_from_content_id(content_id)`: returns a string
3663 * Gets the name of the content with that content ID
3664 * `minetest.parse_json(string[, nullvalue])`: returns something
3665 * Convert a string containing JSON data into the Lua equivalent
3666 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3667 * On success returns a table, a string, a number, a boolean or `nullvalue`
3668 * On failure outputs an error message and returns `nil`
3669 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3670 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
3672 * Convert a Lua table into a JSON string
3673 * styled: Outputs in a human-readable format if this is set, defaults to
3675 * Unserializable things like functions and userdata will cause an error.
3676 * **Warning**: JSON is more strict than the Lua table format.
3677 1. You can only use strings and positive integers of at least one as
3679 2. You can not mix string and integer keys.
3680 This is due to the fact that JSON has two distinct array and object
3682 * Example: `write_json({10, {a = false}})`,
3683 returns `"[10, {\"a\": false}]"`
3684 * `minetest.serialize(table)`: returns a string
3685 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3686 into string form readable by `minetest.deserialize`
3687 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3688 * `minetest.deserialize(string)`: returns a table
3689 * Convert a string returned by `minetest.deserialize` into a table
3690 * `string` is loaded in an empty sandbox environment.
3691 * Will load functions, but they cannot access the global environment.
3692 * Example: `deserialize('return { ["foo"] = "bar" }')`,
3693 returns `{foo='bar'}`
3694 * Example: `deserialize('print("foo")')`, returns `nil`
3695 (function call fails), returns
3696 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3697 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3698 * Compress a string of data.
3699 * `method` is a string identifying the compression method to be used.
3700 * Supported compression methods:
3701 * Deflate (zlib): `"deflate"`
3702 * `...` indicates method-specific arguments. Currently defined arguments
3704 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3705 * `minetest.decompress(compressed_data, method, ...)`: returns data
3706 * Decompress a string of data (using ZLib).
3707 * See documentation on `minetest.compress()` for supported compression
3709 * `...` indicates method-specific arguments. Currently, no methods use this
3710 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3711 * Each argument is a 8 Bit unsigned integer
3712 * Returns the ColorString from rgb or rgba values
3713 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3714 * `minetest.encode_base64(string)`: returns string encoded in base64
3715 * Encodes a string in base64.
3716 * `minetest.decode_base64(string)`: returns string
3717 * Decodes a string encoded in base64.
3718 * `minetest.is_protected(pos, name)`: returns boolean
3719 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
3720 other actions, definable by mods, due to some mod-defined ownership-like
3722 * Returns false or nil, if the player is allowed to do such actions.
3723 * `name` will be "" for non-players or unknown players.
3724 * This function should be overridden by protection mods and should be used
3725 to check if a player can interact at a position.
3726 * This function should call the old version of itself if the position is
3727 not protected by the mod.
3730 local old_is_protected = minetest.is_protected
3731 function minetest.is_protected(pos, name)
3732 if mymod:position_protected_from(pos, name) then
3735 return old_is_protected(pos, name)
3737 * `minetest.record_protection_violation(pos, name)`
3738 * This function calls functions registered with
3739 `minetest.register_on_protection_violation`.
3740 * `minetest.is_area_protected(pos1, pos2, player_name, interval)
3741 * Returns the position of the first node that `player_name` may not modify
3742 in the specified cuboid between `pos1` and `pos2`.
3743 * Returns `false` if no protections were found.
3744 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
3745 The points are spaced evenly throughout the volume and have a spacing
3746 similar to, but no larger than, `interval`.
3747 * All corners and edges of the defined volume are checked.
3748 * `interval` defaults to 4.
3749 * `interval` should be carefully chosen and maximised to avoid an excessive
3750 number of points being checked.
3751 * Like `minetest.is_protected`, this function may be extended or
3752 overwritten by mods to provide a faster implementation to check the
3753 cuboid for intersections.
3754 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3755 * Attempt to predict the desired orientation of the facedir-capable node
3756 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
3757 or hanging from the ceiling). Stacks are handled normally if the
3758 `infinitestacks` field is false or omitted (else, the itemstack is not
3759 changed). `orient_flags` is an optional table containing extra tweaks to
3761 * `invert_wall`: if `true`, place wall-orientation on the ground and
3762 ground-orientation on the wall.
3763 * `force_wall` : if `true`, always place the node in wall orientation.
3764 * `force_ceiling`: if `true`, always place on the ceiling.
3765 * `force_floor`: if `true`, always place the node on the floor.
3766 * `force_facedir`: if `true`, forcefully reset the facedir to north
3767 when placing on the floor or ceiling.
3768 * The first four options are mutually-exclusive; the last in the list
3769 takes precedence over the first.
3770 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3771 * calls `rotate_and_place()` with infinitestacks set according to the state
3772 of the creative mode setting, and checks for "sneak" to set the
3773 `invert_wall` parameter.
3775 * `minetest.forceload_block(pos[, transient])`
3776 * forceloads the position `pos`.
3777 * returns `true` if area could be forceloaded
3778 * If `transient` is `false` or absent, the forceload will be persistent
3779 (saved between server runs). If `true`, the forceload will be transient
3780 (not saved between server runs).
3782 * `minetest.forceload_free_block(pos[, transient])`
3783 * stops forceloading the position `pos`
3784 * If `transient` is `false` or absent, frees a persistent forceload.
3785 If `true`, frees a transient forceload.
3787 * `minetest.request_insecure_environment()`: returns an environment containing
3788 insecure functions if the calling mod has been listed as trusted in the
3789 `secure.trusted_mods` setting or security is disabled, otherwise returns
3791 * Only works at init time and must be called from the mod's main scope (not
3793 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
3794 IT IN A LOCAL VARIABLE!**
3796 * `minetest.global_exists(name)`
3797 * Checks if a global variable has been set, without triggering a warning.
3800 * `minetest.env`: `EnvRef` of the server environment and world.
3801 * Any function in the minetest namespace can be called using the syntax
3802 `minetest.env:somefunction(somearguments)`
3803 instead of `minetest.somefunction(somearguments)`
3804 * Deprecated, but support is not to be dropped soon
3807 * `minetest.registered_items`
3808 * Map of registered items, indexed by name
3809 * `minetest.registered_nodes`
3810 * Map of registered node definitions, indexed by name
3811 * `minetest.registered_craftitems`
3812 * Map of registered craft item definitions, indexed by name
3813 * `minetest.registered_tools`
3814 * Map of registered tool definitions, indexed by name
3815 * `minetest.registered_entities`
3816 * Map of registered entity prototypes, indexed by name
3817 * `minetest.object_refs`
3818 * Map of object references, indexed by active object id
3819 * `minetest.luaentities`
3820 * Map of Lua entities, indexed by active object id
3821 * `minetest.registered_chatcommands`
3822 * Map of registered chat command definitions, indexed by name
3823 * `minetest.registered_ores`
3824 * List of registered ore definitions.
3825 * `minetest.registered_biomes`
3826 * List of registered biome definitions.
3827 * `minetest.registered_decorations`
3828 * List of registered decoration definitions.
3835 An interface to use mod channels on client and server
3838 * `leave()`: leave the mod channel.
3839 * Server leaves channel `channel_name`.
3840 * No more incoming or outgoing messages can be sent to this channel from
3842 * This invalidate all future object usage.
3843 * Ensure your set mod_channel to nil after that to free Lua resources.
3844 * `is_writeable()`: returns true if channel is writeable and mod can send over
3846 * `send_all(message)`: Send `message` though the mod channel.
3847 * If mod channel is not writeable or invalid, message will be dropped.
3848 * Message size is limited to 65535 characters by protocol.
3851 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3854 * `set_string(name, value)`
3855 * `get_string(name)`
3856 * `set_int(name, value)`
3858 * `set_float(name, value)`
3860 * `to_table()`: returns `nil` or a table with keys:
3861 * `fields`: key-value storage
3862 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3863 * `from_table(nil or {})`
3864 * Any non-table value will clear the metadata
3865 * See "Node Metadata" for an example
3866 * returns `true` on success
3868 * returns `true` if this metadata has the same key-value pairs as `other`
3871 Node metadata: reference extra data and functionality stored in a node.
3872 Can be obtained via `minetest.get_meta(pos)`.
3875 * All methods in MetaDataRef
3876 * `get_inventory()`: returns `InvRef`
3877 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3878 This will prevent them from being sent to the client. Note that the "private"
3879 status will only be remembered if an associated key-value pair exists,
3880 meaning it's best to call this when initializing all other meta (e.g.
3883 ### `ItemStackMetaRef`
3884 ItemStack metadata: reference extra data and functionality stored in a stack.
3885 Can be obtained via `item:get_meta()`.
3888 * All methods in MetaDataRef
3889 * `set_tool_capabilities([tool_capabilities])`
3890 * Overrides the item's tool capabilities
3891 * A nil value will clear the override data and restore the original
3895 Mod metadata: per mod metadata, saved automatically.
3896 Can be obtained via `minetest.get_mod_storage()` during load time.
3899 * All methods in MetaDataRef
3902 Node Timers: a high resolution persistent per-node timer.
3903 Can be gotten via `minetest.get_node_timer(pos)`.
3906 * `set(timeout,elapsed)`
3907 * set a timer's state
3908 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3909 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3910 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
3914 * equivalent to `set(timeout,0)`
3917 * `get_timeout()`: returns current timeout in seconds
3918 * if `timeout` equals `0`, timer is inactive
3919 * `get_elapsed()`: returns current elapsed time in seconds
3920 * the node's `on_timer` function will be called after `(timeout - elapsed)`
3922 * `is_started()`: returns boolean state of timer
3923 * returns `true` if timer is started, otherwise `false`
3926 Moving things in the game are generally these.
3928 This is basically a reference to a C++ `ServerActiveObject`
3931 * `remove()`: remove object (after returning from Lua)
3932 * Note: Doesn't work on players, use `minetest.kick_player` instead
3933 * `get_pos()`: returns `{x=num, y=num, z=num}`
3934 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3935 * `move_to(pos, continuous=false)`: interpolated move
3936 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3937 * `puncher` = another `ObjectRef`,
3938 * `time_from_last_punch` = time since last punch action of the puncher
3939 * `direction`: can be `nil`
3940 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3941 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3942 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3943 * `get_inventory()`: returns an `InvRef`
3944 * `get_wield_list()`: returns the name of the inventory list the wielded item
3946 * `get_wield_index()`: returns the index of the wielded item
3947 * `get_wielded_item()`: returns an `ItemStack`
3948 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
3950 * `set_armor_groups({group1=rating, group2=rating, ...})`
3951 * `get_armor_groups()`: returns a table with the armor group ratings
3952 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3953 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3954 * `frame_speed`: number, default: `15.0`
3955 * `frame_blend`: number, default: `0.0`
3956 * `frame_loop`: boolean, default: `true`
3957 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
3959 * `set_animation_frame_speed(frame_speed)`
3960 * `frame_speed`: number, default: `15.0`
3961 * `set_attach(parent, bone, position, rotation)`
3963 * `position`: `{x=num, y=num, z=num}` (relative)
3964 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3965 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
3968 * `set_bone_position(bone, position, rotation)`
3970 * `position`: `{x=num, y=num, z=num}` (relative)
3971 * `rotation`: `{x=num, y=num, z=num}`
3972 * `get_bone_position(bone)`: returns position and rotation of the bone
3973 * `set_properties(object property table)`
3974 * `get_properties()`: returns object property table
3975 * `is_player()`: returns true for players, false otherwise
3976 * `get_nametag_attributes()`
3977 * returns a table with the attributes of the nametag of an object
3979 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3982 * `set_nametag_attributes(attributes)`
3983 * sets the attributes of the nametag of an object
3987 text = "My Nametag",
3990 ##### LuaEntitySAO-only (no-op for other objects)
3991 * `set_velocity(vel)`
3992 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3993 * `get_velocity()`: returns the velocity, a vector
3994 * `set_acceleration(acc)`
3996 * `get_acceleration()`: returns the acceleration, a vector
3997 * `set_yaw(radians)`
3998 * `get_yaw()`: returns number in radians
3999 * `set_texture_mod(mod)`
4000 * `get_texture_mod()` returns current texture modifier
4001 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
4002 * Select sprite from spritesheet with optional animation and Dungeon Master
4003 style texture selection based on yaw relative to camera
4004 * `p`: {x=number, y=number}, the coordinate of the first frame
4005 (x: column, y: row), default: `{x=0, y=0}`
4006 * `num_frames`: number, default: `1`
4007 * `framelength`: number, default: `0.2`
4008 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
4009 Master mob, default: `false`
4010 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
4013 ##### Player-only (no-op for other objects)
4014 * `get_player_name()`: returns `""` if is not a player
4015 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
4016 table {x, y, z} representing the player's instantaneous velocity in nodes/s
4017 * `get_look_dir()`: get camera direction as a unit vector
4018 * `get_look_vertical()`: pitch in radians
4019 * Angle ranges between -pi/2 and pi/2, which are straight up and down
4021 * `get_look_horizontal()`: yaw in radians
4022 * Angle is counter-clockwise from the +z direction.
4023 * `set_look_vertical(radians)`: sets look pitch
4024 * radians - Angle from looking forward, where positive is downwards.
4025 * `set_look_horizontal(radians)`: sets look yaw
4026 * radians - Angle from the +z direction, where positive is
4028 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
4029 `get_look_vertical`.
4030 * Angle ranges between -pi/2 and pi/2, which are straight down and up
4032 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
4033 `get_look_horizontal`.
4034 * Angle is counter-clockwise from the +x direction.
4035 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
4036 `set_look_vertical`.
4037 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
4038 `set_look_horizontal`.
4039 * `get_breath()`: returns players breath
4040 * `set_breath(value)`: sets players breath
4042 * `0`: player is drowning
4043 * max: bubbles bar is not shown
4044 * See Object Properties for more information
4045 * `set_attribute(attribute, value)`:
4046 * Sets an extra attribute with value on player.
4047 * `value` must be a string, or a number which will be converted to a
4049 * If `value` is `nil`, remove attribute from player.
4050 * `get_attribute(attribute)`:
4051 * Returns value (a string) for extra attribute.
4052 * Returns `nil` if no attribute found.
4053 * `set_inventory_formspec(formspec)`
4054 * Redefine player's inventory form
4055 * Should usually be called in `on_joinplayer`
4056 * `get_inventory_formspec()`: returns a formspec string
4057 * `set_formspec_prepend(formspec)`:
4058 * the formspec string will be added to every formspec shown to the user,
4059 except for those with a no_prepend[] tag.
4060 * This should be used to set style elements such as background[] and
4061 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
4062 * Only affects formspecs shown after this is called.
4063 * `get_formspec_prepend(formspec)`: returns a formspec string.
4064 * `get_player_control()`: returns table with player pressed keys
4065 * The table consists of fields with boolean value representing the pressed
4066 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
4067 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
4068 sneak=true, aux1=false, down=false, up=false}`
4069 * `get_player_control_bits()`: returns integer with bit packed player pressed
4071 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
4073 * `set_physics_override(override_table)`
4074 * `override_table` is a table with the following fields:
4075 * `speed`: multiplier to default walking speed value (default: `1`)
4076 * `jump`: multiplier to default jump value (default: `1`)
4077 * `gravity`: multiplier to default gravity value (default: `1`)
4078 * `sneak`: whether player can sneak (default: `true`)
4079 * `sneak_glitch`: whether player can use the new move code replications
4080 of the old sneak side-effects: sneak ladders and 2 node sneak jump
4082 * `new_move`: use new move/sneak code. When `false` the exact old code
4083 is used for the specific old sneak behaviour (default: `true`)
4084 * `get_physics_override()`: returns the table given to `set_physics_override`
4085 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
4087 * `hud_remove(id)`: remove the HUD element of the specified id
4088 * `hud_change(id, stat, value)`: change a value of a previously added HUD
4090 * element `stat` values:
4091 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
4092 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
4093 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
4094 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`,
4095 `breathbar`, `minimap`, `minimap_radar`
4096 * pass a table containing a `true`/`false` value of each flag to be set or
4098 * if a flag equals `nil`, the flag is not modified
4099 * note that setting `minimap` modifies the client's permission to view the
4100 minimap - the client may locally elect to not view the minimap.
4101 * minimap `radar` is only usable when `minimap` is true
4102 * `hud_get_flags()`: returns a table containing status of hud flags
4103 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
4104 breathbar=true, minimap=true, minimap_radar=true}`
4105 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
4106 * `count`: number of items, must be between `1` and `23`
4107 * `hud_get_hotbar_itemcount`: returns number of visible items
4108 * `hud_set_hotbar_image(texturename)`
4109 * sets background image for hotbar
4110 * `hud_get_hotbar_image`: returns texturename
4111 * `hud_set_hotbar_selected_image(texturename)`
4112 * sets image for selected item of hotbar
4113 * `hud_get_hotbar_selected_image`: returns texturename
4114 * `set_sky(bgcolor, type, {texture names}, clouds)`
4115 * `bgcolor`: ColorSpec, defaults to white
4116 * `type`: Available types:
4117 * `"regular"`: Uses 0 textures, `bgcolor` ignored
4118 * `"skybox"`: Uses 6 textures, `bgcolor` used
4119 * `"plain"`: Uses 0 textures, `bgcolor` used
4120 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
4121 `"plain"` custom skyboxes (default: `true`)
4122 * `get_sky()`: returns bgcolor, type, table of textures, clouds
4123 * `set_clouds(parameters)`: set cloud parameters
4124 * `parameters` is a table with the following optional fields:
4125 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
4126 * `color`: basic cloud color with alpha channel, ColorSpec
4127 (default `#fff0f0e5`).
4128 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
4129 ColorSpec (alpha ignored, default `#000000`)
4130 * `height`: cloud height, i.e. y of cloud base (default per conf,
4132 * `thickness`: cloud thickness in nodes (default `16`)
4133 * `speed`: 2D cloud speed + direction in nodes per second
4134 (default `{x=0, z=-2}`).
4135 * `get_clouds()`: returns a table with the current cloud parameters as in
4137 * `override_day_night_ratio(ratio or nil)`
4138 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
4140 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
4141 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
4142 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
4143 set animation for player model in third person view
4145 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
4146 {x=168, y=187}, -- < walk animation key frames
4147 {x=189, y=198}, -- < dig animation key frames
4148 {x=200, y=219}, -- < walk+dig animation key frames
4149 frame_speed=30): -- < animation frame speed
4150 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
4152 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
4154 * in first person view
4155 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
4156 * `get_eye_offset()`: returns `offset_first` and `offset_third`
4159 An `InvRef` is a reference to an inventory.
4162 * `is_empty(listname)`: return `true` if list is empty
4163 * `get_size(listname)`: get size of a list
4164 * `set_size(listname, size)`: set size of a list
4165 * returns `false` on error (e.g. invalid `listname` or `size`)
4166 * `get_width(listname)`: get width of a list
4167 * `set_width(listname, width)`: set width of list; currently used for crafting
4168 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4169 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4170 * `get_list(listname)`: return full list
4171 * `set_list(listname, list)`: set full list (size will not change)
4172 * `get_lists()`: returns list of inventory lists
4173 * `set_lists(lists)`: sets inventory lists (size will not change)
4174 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4176 * `room_for_item(listname, stack):` returns `true` if the stack of items
4177 can be fully added to the list
4178 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4179 the stack of items can be fully taken from the list.
4180 If `match_meta` is false, only the items' names are compared
4182 * `remove_item(listname, stack)`: take as many items as specified from the
4183 list, returns the items that were actually removed (as an `ItemStack`)
4184 -- note that any item metadata is ignored, so attempting to remove a specific
4185 unique item this way will likely remove the wrong one -- to do that use
4186 `set_stack` with an empty `ItemStack`.
4187 * `get_location()`: returns a location compatible to
4188 `minetest.get_inventory(location)`.
4189 * returns `{type="undefined"}` in case location is not known
4192 A fast access data structure to store areas, and find areas near a given
4194 Every area has a `data` string attribute to store additional information.
4195 You can create an empty `AreaStore` by calling `AreaStore()`, or
4196 `AreaStore(type_name)`.
4197 If you chose the parameter-less constructor, a fast implementation will be
4198 automatically chosen for you.
4201 * `get_area(id, include_borders, include_data)`: returns the area with the id
4203 (optional) Boolean values `include_borders` and `include_data` control what's
4205 Returns nil if specified area id does not exist.
4206 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4207 that contain the position `pos`.
4208 (optional) Boolean values `include_borders` and `include_data` control what's
4210 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4211 returns all areas that contain all nodes inside the area specified by `edge1`
4212 and `edge2` (inclusive).
4213 If `accept_overlap` is true, also areas are returned that have nodes in
4214 common with the specified area.
4215 (optional) Boolean values `include_borders` and `include_data` control what's
4217 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4218 Returns the new area's ID, or nil if the insertion failed.
4219 The (inclusive) positions `edge1` and `edge2` describe the area.
4220 `data` is a string stored with the area. If passed, `id` will be used as the
4221 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4222 the `id` parameter you must always use it, or insertions are likely to fail
4224 * `reserve(count)`: reserves resources for at most `count` many contained
4226 Only needed for efficiency, and only some implementations profit.
4227 * `remove_area(id)`: removes the area with the given id from the store, returns
4229 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4230 Calling invalidates the cache, so that its elements have to be newly
4234 enabled = boolean, -- whether to enable, default true
4235 block_radius = number, -- the radius (in nodes) of the areas the cache
4236 generates prefiltered lists for, minimum 16,
4238 limit = number, -- the cache's size, minimum 20, default 1000
4240 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4242 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4244 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4246 Returns success and, optionally, an error message.
4247 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4251 An `ItemStack` is a stack of items.
4253 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4254 an itemstring, a table or `nil`.
4257 * `is_empty()`: returns `true` if stack is empty.
4258 * `get_name()`: returns item name (e.g. `"default:stone"`).
4259 * `set_name(item_name)`: returns a boolean indicating whether the item was
4261 * `get_count()`: Returns number of items on the stack.
4262 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4263 * `count`: number, unsigned 16 bit integer
4264 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4265 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4266 * `wear`: number, unsigned 16 bit integer
4267 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4268 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4270 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4271 * `clear()`: removes all items from the stack, making it empty.
4272 * `replace(item)`: replace the contents of this stack.
4273 * `item` can also be an itemstring or table.
4274 * `to_string()`: returns the stack in itemstring form.
4275 * `to_table()`: returns the stack in Lua table form.
4276 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4278 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4279 * `is_known()`: returns `true` if the item name refers to a defined item type.
4280 * `get_definition()`: returns the item definition table.
4281 * `get_tool_capabilities()`: returns the digging properties of the item,
4282 or those of the hand if none are defined for this item type
4283 * `add_wear(amount)`
4284 * Increases wear by `amount` if the item is a tool
4285 * `amount`: number, integer
4286 * `add_item(item)`: returns leftover `ItemStack`
4287 * Put some item or stack onto this stack
4288 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4290 * `take_item(n)`: returns taken `ItemStack`
4291 * Take (and remove) up to `n` items from this stack
4292 * `n`: number, default: `1`
4293 * `peek_item(n)`: returns taken `ItemStack`
4294 * Copy (don't remove) up to `n` items from this stack
4295 * `n`: number, default: `1`
4298 A 16-bit pseudorandom number generator.
4299 Uses a well-known LCG algorithm introduced by K&R.
4301 It can be created via `PseudoRandom(seed)`.
4304 * `next()`: return next integer random number [`0`...`32767`]
4305 * `next(min, max)`: return next integer random number [`min`...`max`]
4306 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
4307 due to the simple implementation making bad distribution otherwise.
4310 A 32-bit pseudorandom number generator.
4311 Uses PCG32, an algorithm of the permuted congruential generator family,
4312 offering very strong randomness.
4314 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
4317 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
4318 * `next(min, max)`: return next integer random number [`min`...`max`]
4319 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
4320 random number [`min`...`max`].
4321 * This is only a rough approximation of a normal distribution with:
4322 * `mean = (max - min) / 2`, and
4323 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
4324 * Increasing `num_trials` improves accuracy of the approximation
4327 Interface for the operating system's crypto-secure PRNG.
4329 It can be created via `SecureRandom()`. The constructor returns nil if a
4330 secure random device cannot be found on the system.
4333 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
4334 random bytes, as a string.
4337 A perlin noise generator.
4338 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
4339 or `PerlinNoise(noiseparams)`.
4340 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
4341 or `minetest.get_perlin(noiseparams)`.
4344 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
4345 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
4347 ### `PerlinNoiseMap`
4348 A fast, bulk perlin noise generator.
4350 It can be created via `PerlinNoiseMap(noiseparams, size)` or
4351 `minetest.get_perlin_map(noiseparams, size)`.
4353 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
4354 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
4357 For each of the functions with an optional `buffer` parameter: If `buffer` is
4358 not nil, this table will be used to store the result instead of creating a new
4362 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
4363 with values starting at `pos={x=,y=}`
4364 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
4365 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
4366 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
4367 array of 2D noise with values starting at `pos={x=,y=}`
4368 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
4369 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
4370 is stored internally.
4371 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
4372 is stored internally.
4373 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
4374 returns a slice of the most recently computed noise results. The result slice
4375 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
4376 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
4378 `noisevals = noise:get_map_slice({y=20}, {y=2})`
4379 It is important to note that `slice_offset` offset coordinates begin at 1,
4380 and are relative to the starting position of the most recently calculated
4382 To grab a single vertical column of noise starting at map coordinates
4383 x = 1023, y=1000, z = 1000:
4384 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
4385 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
4389 #### About VoxelManip
4390 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4391 facility. The purpose of this object is for fast, low-level, bulk access to
4392 reading and writing Map content. As such, setting map nodes through VoxelManip
4393 will lack many of the higher level features and concepts you may be used to
4394 with other methods of setting nodes. For example, nodes will not have their
4395 construction and destruction callbacks run, and no rollback information is
4398 It is important to note that VoxelManip is designed for speed, and *not* ease
4399 of use or flexibility. If your mod requires a map manipulation facility that
4400 will handle 100% of all edge cases, or the use of high level node placement
4401 features, perhaps `minetest.set_node()` is better suited for the job.
4403 In addition, VoxelManip might not be faster, or could even be slower, for your
4404 specific use case. VoxelManip is most effective when setting large areas of map
4405 at once - for example, if only setting a 3x3x3 node area, a
4406 `minetest.set_node()` loop may be more optimal. Always profile code using both
4407 methods of map manipulation to determine which is most appropriate for your
4410 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4411 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4413 #### Using VoxelManip
4414 A VoxelManip object can be created any time using either:
4415 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4417 If the optional position parameters are present for either of these routines,
4418 the specified region will be pre-loaded into the VoxelManip object on creation.
4419 Otherwise, the area of map you wish to manipulate must first be loaded into the
4420 VoxelManip object using `VoxelManip:read_from_map()`.
4422 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4423 formed by these positions indicate the minimum and maximum (respectively)
4424 positions of the area actually loaded in the VoxelManip, which may be larger
4425 than the area requested. For convenience, the loaded area coordinates can also
4426 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4428 Now that the VoxelManip object is populated with map data, your mod can fetch a
4429 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4430 which retrieves an individual node in a MapNode formatted table at the position
4431 requested is the simplest method to use, but also the slowest.
4433 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4436 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4438 * `VoxelManip:get_light_data()` for node light levels, and
4439 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4441 See section 'Flat array format' for more details.
4443 It is very important to understand that the tables returned by any of the above
4444 three functions represent a snapshot of the VoxelManip's internal state at the
4445 time of the call. This copy of the data will not magically update itself if
4446 another function modifies the internal VoxelManip state.
4447 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4448 internal state unless otherwise explicitly stated.
4450 Once the bulk data has been edited to your liking, the internal VoxelManip
4451 state can be set using:
4453 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4455 * `VoxelManip:set_light_data()` for node light levels, and
4456 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4458 The parameter to each of the above three functions can use any table at all in
4459 the same flat array format as produced by `get_data()` etc. and is not required
4460 to be a table retrieved from `get_data()`.
4462 Once the internal VoxelManip state has been modified to your liking, the
4463 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4466 ##### Flat array format
4468 `Nx = p2.X - p1.X + 1`,
4469 `Ny = p2.Y - p1.Y + 1`, and
4470 `Nz = p2.Z - p1.Z + 1`.
4472 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4473 including the value of the expression `Nx * Ny * Nz`.
4475 Positions offset from p1 are present in the array with the format of:
4479 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4480 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4482 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4483 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4485 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4487 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4491 and the array index for a position p contained completely in p1..p2 is:
4493 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4495 Note that this is the same "flat 3D array" format as
4496 `PerlinNoiseMap:get3dMap_flat()`.
4497 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation
4498 of the index for a single point in a flat VoxelManip array.
4501 A Content ID is a unique integer identifier for a specific node type.
4502 These IDs are used by VoxelManip in place of the node name string for
4503 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4504 `minetest.get_content_id()` to look up the Content ID for the specified node
4505 name, and `minetest.get_name_from_content_id()` to look up the node name string
4506 for a given Content ID.
4507 After registration of a node, its Content ID will remain the same throughout
4508 execution of the mod.
4509 Note that the node being queried needs to have already been been registered.
4511 The following builtin node types have their Content IDs defined as constants:
4513 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4514 * `minetest.CONTENT_AIR`: ID for "air" nodes
4515 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4517 ##### Mapgen VoxelManip objects
4518 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4519 VoxelManip object used by the core's Map Generator (commonly abbreviated
4520 Mapgen). Most of the rules previously described still apply but with a few
4523 * The Mapgen VoxelManip object is retrieved using:
4524 `minetest.get_mapgen_object("voxelmanip")`
4525 * This VoxelManip object already has the region of map just generated loaded
4526 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4527 a Mapgen VoxelManip.
4528 * The `on_generated()` callbacks of some mods may place individual nodes in the
4529 generated area using non-VoxelManip map modification methods. Because the
4530 same Mapgen VoxelManip object is passed through each `on_generated()`
4531 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4532 consistency with the current map state. For this reason, calling any of the
4533 following functions:
4534 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4535 will also update the Mapgen VoxelManip object's internal state active on the
4537 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4538 necessary to update lighting information using either:
4539 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4541 ##### Other API functions operating on a VoxelManip
4542 If any VoxelManip contents were set to a liquid node,
4543 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4544 flowing. It is recommended to call this function only after having written all
4545 buffered data back to the VoxelManip object, save for special situations where
4546 the modder desires to only have certain liquid nodes begin flowing.
4548 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4549 will generate all registered decorations and ores throughout the full area
4550 inside of the specified VoxelManip object.
4552 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4553 `minetest.place_schematic()`, except instead of placing the specified schematic
4554 directly on the map at the specified position, it will place the schematic
4555 inside the VoxelManip.
4558 * Attempting to read data from a VoxelManip object before map is read will
4559 result in a zero-length array table for `VoxelManip:get_data()`, and an
4560 "ignore" node at any position for `VoxelManip:get_node_at()`.
4561 * If either a region of map has not yet been generated or is out-of-bounds of
4562 the map, that region is filled with "ignore" nodes.
4563 * Other mods, or the core itself, could possibly modify the area of map
4564 currently loaded into a VoxelManip object. With the exception of Mapgen
4565 VoxelManips (see above section), the internal buffers are not updated. For
4566 this reason, it is strongly encouraged to complete the usage of a particular
4567 VoxelManip object in the same callback it had been created.
4568 * If a VoxelManip object will be used often, such as in an `on_generated()`
4569 callback, consider passing a file-scoped table as the optional parameter to
4570 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4571 to write map data to instead of returning a new table each call. This greatly
4572 enhances performance by avoiding unnecessary memory allocations.
4575 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4576 containing the region formed by `p1` and `p2`.
4577 * returns actual emerged `pmin`, actual emerged `pmax`
4578 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4580 * **important**: data must be set using `VoxelManip:set_data()` before
4582 * if `light` is true, then lighting is automatically recalculated.
4583 The default value is true.
4584 If `light` is false, no light calculations happen, and you should correct
4585 all modified blocks with `minetest.fix_light()` as soon as possible.
4586 Keep in mind that modifying the map where light is incorrect can cause
4588 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4589 the `VoxelManip` at that position
4590 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4592 * `get_data([buffer])`: Retrieves the node content data loaded into the
4593 `VoxelManip` object.
4594 * returns raw node data in the form of an array of node content IDs
4595 * if the param `buffer` is present, this table will be used to store the
4597 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4598 * `update_map()`: Does nothing, kept for compatibility.
4599 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4601 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4602 * To be used only by a `VoxelManip` object from
4603 `minetest.get_mapgen_object`.
4604 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4606 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4607 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4609 * Each value is the bitwise combination of day and night light values
4611 * `light = day + (night * 16)`
4612 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4613 in the `VoxelManip`.
4614 * expects lighting data in the same format that `get_light_data()` returns
4615 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4616 `VoxelManip` object.
4617 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4619 * If the param `buffer` is present, this table will be used to store the
4621 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4623 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4625 * To be used only by a `VoxelManip` object from
4626 `minetest.get_mapgen_object`.
4627 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4628 area if left out or nil.
4629 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4630 generated mapchunk above are propagated down into the mapchunk, defaults
4631 to `true` if left out.
4632 * `update_liquids()`: Update liquid flow
4633 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4634 manipulator had been modified since the last read from map, due to a call to
4635 `minetest.set_data()` on the loaded area elsewhere.
4636 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4639 A helper class for voxel areas.
4640 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4641 The coordinates are *inclusive*, like most other things in Minetest.
4644 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4645 `MinEdge` and `MaxEdge`.
4646 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4648 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4650 * useful for things like `VoxelManip`, raw Schematic specifiers,
4651 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4652 * `indexp(p)`: same as above, except takes a vector
4653 * `position(i)`: returns the absolute position vector corresponding to index
4655 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4656 `MinEdge` and `MaxEdge`.
4657 * `containsp(p)`: same as above, except takes a vector
4658 * `containsi(i)`: same as above, except takes an index `i`
4659 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4661 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4663 * `iterp(minp, maxp)`: same as above, except takes a vector
4666 An interface to read config files in the format of `minetest.conf`.
4668 It can be created via `Settings(filename)`.
4671 * `get(key)`: returns a value
4672 * `get_bool(key, [default])`: returns a boolean
4673 * `default` is the value returned if `key` is not found.
4674 * Returns `nil` if `key` is not found and `default` not specified.
4675 * `get_np_group(key)`: returns a NoiseParams table
4677 * Setting names can't contain whitespace or any of `="{}#`.
4678 * Setting values can't contain the sequence `\n"""`.
4679 * Setting names starting with "secure." can't be set on the main settings
4680 object (`minetest.settings`).
4681 * `set_bool(key, value)`
4682 * See documentation for set() above.
4683 * `set_np_group(key, value)`
4684 * `value` is a NoiseParams table.
4685 * Also, see documentation for set() above.
4686 * `remove(key)`: returns a boolean (`true` for success)
4687 * `get_names()`: returns `{key1,...}`
4688 * `write()`: returns a boolean (`true` for success)
4689 * Writes changes to file.
4690 * `to_table()`: returns `{[key1]=value1,...}`
4693 A raycast on the map. It works with selection boxes.
4694 Can be used as an iterator in a for loop.
4696 The map is loaded as the ray advances. If the
4697 map is modified after the `Raycast` is created,
4698 the changes may or may not have an effect on
4701 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4702 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4703 * `pos1`: start of the ray
4704 * `pos2`: end of the ray
4705 * `objects` : if false, only nodes will be returned. Default is true.
4706 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4709 * `next()`: returns a `pointed_thing`
4710 * Returns the next thing pointed by the ray or nil.
4714 A mapgen object is a construct used in map generation. Mapgen objects can be
4715 used by an `on_generate` callback to speed up operations by avoiding
4716 unnecessary recalculations, these can be retrieved using the
4717 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4718 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4719 callback, `nil` is returned.
4721 The following Mapgen objects are currently available:
4724 This returns three values; the `VoxelManip` object to be used, minimum and
4725 maximum emerged position, in that order. All mapgens support this object.
4728 Returns an array containing the y coordinates of the ground levels of nodes in
4729 the most recently generated chunk by the current mapgen.
4732 Returns an array containing the biome IDs of nodes in the most recently
4733 generated chunk by the current mapgen.
4736 Returns an array containing the temperature values of nodes in the most
4737 recently generated chunk by the current mapgen.
4740 Returns an array containing the humidity values of nodes in the most recently
4741 generated chunk by the current mapgen.
4744 Returns a table mapping requested generation notification types to arrays of
4745 positions at which the corresponding generated structures are located within
4746 the current chunk. To set the capture of positions of interest to be recorded
4747 on generate, use `minetest.set_gen_notify()`.
4748 For decorations, the returned positions are the ground surface 'place_on'
4749 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4750 node above the returned position and possibly displaced by 'place_offset_y'.
4752 Possible fields of the table returned are:
4758 * `large_cave_begin`
4762 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4763 numeric unique decoration ID.
4767 * Functions receive a "luaentity" as `self`:
4768 * It has the member `.name`, which is the registered name `("mod:thing")`
4769 * It has the member `.object`, which is an `ObjectRef` pointing to the
4771 * The original prototype stuff is visible directly via a metatable
4773 * `on_activate(self, staticdata, dtime_s)`
4774 * Called when the object is instantiated.
4775 * `dtime_s` is the time passed since the object was unloaded, which can
4776 be used for updating the entity state.
4777 * `on_step(self, dtime)`
4778 * Called on every server tick, after movement and collision processing.
4779 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step`
4780 setting `in minetest.conf`.
4781 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4782 * Called when somebody punches the object.
4783 * Note that you probably want to handle most punches using the
4784 automatic armor group system.
4785 * `puncher`: an `ObjectRef` (can be `nil`)
4786 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4788 * `tool_capabilities`: capability table of used tool (can be `nil`)
4789 * `dir`: unit vector of direction of punch. Always defined. Points from
4790 the puncher to the punched.
4791 * `on_death(self, killer)`
4792 * Called when the object dies.
4793 * `killer`: an `ObjectRef` (can be `nil`)
4794 * `on_rightclick(self, clicker)`
4795 * `get_staticdata(self)`
4796 * Should return a string that will be passed to `on_activate` when
4797 the object is instantiated the next time.
4805 axiom, --string initial tree axiom
4806 rules_a, --string rules set A
4807 rules_b, --string rules set B
4808 rules_c, --string rules set C
4809 rules_d, --string rules set D
4810 trunk, --string trunk node name
4811 leaves, --string leaves node name
4812 leaves2, --string secondary leaves node name
4813 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4814 angle, --num angle in deg
4815 iterations, --num max # of iterations, usually 2 -5
4816 random_level, --num factor to lower nr of iterations, usually 0 - 3
4817 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4818 -- 2x2 nodes or 3x3 in cross shape
4819 thin_branches, --boolean true -> use thin (1 node) branches
4820 fruit, --string fruit node name
4821 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4822 seed, --num random seed, if no seed is provided, the engine
4826 ### Key for Special L-System Symbols used in Axioms
4828 * `G`: move forward one unit with the pen up
4829 * `F`: move forward one unit with the pen down drawing trunks and branches
4830 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4831 * `T`: move forward one unit with the pen down drawing trunks only
4832 * `R`: move forward one unit with the pen down placing fruit
4833 * `A`: replace with rules set A
4834 * `B`: replace with rules set B
4835 * `C`: replace with rules set C
4836 * `D`: replace with rules set D
4837 * `a`: replace with rules set A, chance 90%
4838 * `b`: replace with rules set B, chance 80%
4839 * `c`: replace with rules set C, chance 70%
4840 * `d`: replace with rules set D, chance 60%
4841 * `+`: yaw the turtle right by `angle` parameter
4842 * `-`: yaw the turtle left by `angle` parameter
4843 * `&`: pitch the turtle down by `angle` parameter
4844 * `^`: pitch the turtle up by `angle` parameter
4845 * `/`: roll the turtle to the right by `angle` parameter
4846 * `*`: roll the turtle to the left by `angle` parameter
4847 * `[`: save in stack current state info
4848 * `]`: recover from stack state info
4851 Spawn a small apple tree:
4853 pos = {x=230,y=20,z=4}
4856 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4857 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4858 trunk="default:tree",
4859 leaves="default:leaves",
4863 trunk_type="single",
4866 fruit="default:apple"
4868 minetest.spawn_tree(pos,apple_tree)
4873 ### Object Properties
4877 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4879 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4881 -- ^ For players only. Zoom FOV in degrees.
4882 -- Note that zoom loads and/or generates world beyond the server's
4883 -- maximum send and generate distances, so acts like a telescope.
4884 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4885 -- Defaults to 15 in creative mode, 0 in survival mode.
4886 -- zoom_fov = 0 disables zooming for the player.
4888 -- ^ For players only. Camera height above feet position in nodes.
4889 -- Defaults to 1.625.
4891 collide_with_objects = true,
4892 -- ^ Collide with other objects if physical = true.
4894 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4895 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4896 -- ^ Default, uses collision box dimensions when not set.
4897 -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
4900 -- ^ Overrides selection box when false.
4901 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4902 -- ^ "cube" is a node-sized cube.
4903 -- ^ "sprite" is a flat texture always facing the player.
4904 -- ^ "upright_sprite" is a vertical flat texture.
4905 -- ^ "mesh" uses the defined mesh model.
4906 -- ^ "wielditem" is used for dropped items
4907 -- (see builtin/game/item_entity.lua).
4908 -- For this use 'textures = {itemname}'.
4909 -- If the item has a 'wield_image' the object will be an extrusion of
4911 -- If 'itemname' is a cubic node or nodebox the object will appear
4912 -- identical to 'itemname'.
4913 -- If 'itemname' is a plantlike node the object will be an extrusion of
4915 -- Otherwise for non-node items, the object will be an extrusion of
4916 -- 'inventory_image'.
4917 visual_size = {x = 1, y = 1},
4918 -- ^ `x` multiplies horizontal (X and Z) visual size.
4919 -- ^ `y` multiplies vertical (Y) visual size.
4922 -- ^ Number of required textures depends on visual.
4923 -- ^ "cube" uses 6 textures in the way a node does.
4924 -- ^ "sprite" uses 1 texture.
4925 -- ^ "upright_sprite" uses 2 textures: {front, back}.
4926 -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
4928 -- ^ Number of required colors depends on visual.
4929 spritediv = {x = 1, y = 1},
4930 -- ^ Used with spritesheet textures for animation and/or frame selection
4931 -- according to position relative to player.
4932 -- ^ Defines the number of columns and rows in the spritesheet:
4934 initial_sprite_basepos = {x = 0, y = 0},
4935 -- ^ Used with spritesheet textures.
4936 -- ^ Defines the {column, row} position of the initially used frame in the
4939 makes_footstep_sound = false,
4940 automatic_rotate = 0,
4941 -- ^ Set constant rotation in radians per second, positive or negative.
4942 -- ^ Set to 0 to disable constant rotation.
4944 automatic_face_movement_dir = 0.0,
4945 -- ^ Automatically set yaw to movement direction, offset in degrees,
4946 -- 'false' to disable.
4947 automatic_face_movement_max_rotation_per_sec = -1,
4948 -- ^ Limit automatic rotation to this value in degrees per second,
4949 -- value < 0 no limit.
4950 backface_culling = true,
4951 -- ^ Set to false to disable backface_culling for model.
4953 -- ^ Add this much extra lighting when calculating texture color.
4954 -- Value < 0 disables light's effect on texture color.
4955 -- For faking self-lighting, UI style entities, or programmatic coloring
4958 -- ^ By default empty, for players their name is shown if empty.
4959 nametag_color = <color>,
4960 -- ^ Sets color of nametag as ColorSpec.
4962 -- ^ By default empty, text to be shown when pointed at object.
4964 -- ^ If false, never save this object statically. It will simply be
4965 -- deleted when the block gets unloaded.
4966 -- The get_staticdata() callback is never called then.
4967 -- Defaults to 'true'
4970 ### Entity definition (`register_entity`)
4973 -- Deprecated: Everything in object properties is read directly from here
4975 initial_properties = --[[<initial object properties>]],
4977 on_activate = function(self, staticdata, dtime_s),
4978 on_step = function(self, dtime),
4979 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4980 on_rightclick = function(self, clicker),
4981 get_staticdata = function(self),
4982 -- ^ Called sometimes; the string returned is passed to on_activate when
4983 -- the entity is re-activated from static state
4985 _custom_field = whatever,
4986 -- ^ You can define arbitrary member variables here (see item definition
4987 -- for more info) by using a '_' prefix.
4990 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4993 label = "Lava cooling",
4994 ^ Descriptive label for profiling purposes (optional).
4995 Definitions with identical labels will be listed as one.
4996 nodenames = {"default:lava_source"},
4997 ^ Apply `action` function to these nodes.
4998 ^ `group:groupname` can also be used here.
4999 neighbors = {"default:water_source", "default:water_flowing"},
5000 ^ Only apply `action` to nodes that have one of, or any
5001 combination of, these neighbors.
5002 ^ If left out or empty, any neighbor will do.
5003 ^ `group:groupname` can also be used here.
5005 ^ Operation interval in seconds.
5007 ^ Chance of triggering `action` per-node per-interval is 1.0 / this
5010 ^ If true, catch-up behaviour is enabled: The `chance` value is
5011 temporarily reduced when returning to an area to simulate time lost
5012 by the area being unattended. Note that the `chance` value can often
5014 action = function(pos, node, active_object_count, active_object_count_wider),
5015 ^ Function triggered for each qualifying node.
5016 ^ `active_object_count` is number of active objects in the node's
5018 ^ `active_object_count_wider` is number of active objects in the node's
5019 mapblock plus all 26 neighboring mapblocks. If any neighboring
5020 mapblocks are unloaded an estmate is calculated for them based on
5024 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
5027 label = "Upgrade legacy doors",
5028 -- ^ Descriptive label for profiling purposes (optional).
5029 -- Definitions with identical labels will be listed as one.
5030 name = "modname:replace_legacy_door",
5031 nodenames = {"default:lava_source"},
5032 -- ^ List of node names to trigger the LBM on.
5033 -- Also non-registered nodes will work.
5034 -- Groups (as of group:groupname) will work as well.
5035 run_at_every_load = false,
5036 -- ^ Whether to run the LBM's action every time a block gets loaded,
5037 -- and not just for blocks that were saved last time before LBMs were
5038 -- introduced to the world.
5039 action = func(pos, node),
5042 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
5045 description = "Steel Axe",
5046 groups = {}, -- key = name, value = rating; rating = 1..3.
5047 if rating not applicable, use 1.
5048 e.g. {wool = 1, fluffy = 3}
5049 {soil = 2, outerspace = 1, crumbly = 1}
5050 {bendy = 2, snappy = 1},
5051 {hard = 1, metal = 1, spikes = 1}
5052 inventory_image = "default_tool_steelaxe.png",
5053 inventory_overlay = "overlay.png",
5054 ^ An overlay which does not get colorized.
5059 ^ An image file containing the palette of a node.
5060 ^ You can set the currently used color as the
5061 ^ "palette_index" field of the item stack metadata.
5062 ^ The palette is always stretched to fit indices
5063 ^ between 0 and 255, to ensure compatibility with
5064 ^ "colorfacedir" and "colorwallmounted" nodes.
5066 color = "0xFFFFFFFF",
5067 ^ The color of the item. The palette overrides this.
5068 wield_scale = {x = 1, y = 1, z = 1},
5071 liquids_pointable = false,
5072 tool_capabilities = {
5073 full_punch_interval = 1.0,
5077 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5078 uses = 20, maxlevel = 2},
5080 damage_groups = {groupname = damage},
5082 node_placement_prediction = nil,
5084 ^ If nil and item is node, prediction is made automatically
5085 ^ If nil and item is not a node, no prediction is made
5086 ^ If "" and item is anything, no prediction is made
5087 ^ Otherwise should be name of node which the client immediately places
5088 on ground when the player places the item. Server will always update
5089 actual result to client in a short moment.
5091 node_dig_prediction = "air",
5093 ^ if "", no prediction is made
5094 ^ if "air", node is removed
5095 ^ Otherwise should be name of node which the client immediately places
5096 upon digging. Server will always update actual result shortly.
5099 breaks = "default_tool_break", -- tools only
5100 place = --[[<SimpleSoundSpec>]],
5103 on_place = func(itemstack, placer, pointed_thing),
5105 ^ Shall place item and return the leftover itemstack
5106 ^ The placer may be any ObjectRef or nil.
5107 ^ default: minetest.item_place ]]
5108 on_secondary_use = func(itemstack, user, pointed_thing),
5110 ^ Same as on_place but called when pointing at nothing.
5111 ^ The user may be any ObjectRef or nil.
5112 ^ pointed_thing : always { type = "nothing" }
5114 on_drop = func(itemstack, dropper, pos),
5116 ^ Shall drop item and return the leftover itemstack
5117 ^ The dropper may be any ObjectRef or nil.
5118 ^ default: minetest.item_drop ]]
5119 on_use = func(itemstack, user, pointed_thing),
5122 ^ Function must return either nil if no item shall be removed from
5123 inventory, or an itemstack to replace the original itemstack.
5124 e.g. itemstack:take_item(); return itemstack
5125 ^ Otherwise, the function is free to do what it wants.
5126 ^ The user may be any ObjectRef or nil.
5127 ^ The default functions handle regular use cases.
5129 after_use = func(itemstack, user, node, digparams),
5132 ^ If defined, should return an itemstack and will be called instead of
5133 wearing out the tool. If returns nil, does nothing.
5134 If after_use doesn't exist, it is the same as:
5135 function(itemstack, user, node, digparams)
5136 itemstack:add_wear(digparams.wear)
5139 ^ The user may be any ObjectRef or nil.
5141 _custom_field = whatever,
5143 ^ Add your own custom fields. By convention, all custom field names
5144 should start with `_` to avoid naming collisions with future engine
5151 * `{name="image.png", animation={Tile Animation definition}}`
5152 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5153 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5154 * backface culling enabled by default for most nodes
5155 * tileable flags are info for shaders, how they should treat texture
5156 when displacement mapping is used
5157 Directions are from the point of view of the tile texture,
5158 not the node it's on
5159 * align style determines whether the texture will be rotated with the node
5160 or kept aligned with its surroundings. "user" means that client
5161 setting will be used, similar to `glasslike_framed_optional`.
5162 Note: supported by solid nodes and nodeboxes only.
5163 * scale is used to make texture span several (exactly `scale`) nodes,
5164 instead of just one, in each direction. Works for world-aligned
5166 Note that as the effect is applied on per-mapblock basis, `16` should
5167 be equally divisible by `scale` or you may get wrong results.
5168 * `{name="image.png", color=ColorSpec}`
5169 * the texture's color will be multiplied with this color.
5170 * the tile's color overrides the owning node's color in all cases.
5171 * deprecated, yet still supported field names:
5174 ### Tile animation definition
5177 type = "vertical_frames",
5179 -- ^ specify width of a frame in pixels
5181 -- ^ specify height of a frame in pixels
5183 -- ^ specify full loop length
5189 -- ^ specify width in number of frames
5191 -- ^ specify height in number of frames
5193 -- ^ specify length of a single frame
5196 ### Node definition (`register_node`)
5199 -- <all fields allowed in item definitions>,
5201 drawtype = "normal", -- See "Node drawtypes"
5202 visual_scale = 1.0, --[[
5203 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
5204 ^ "firelike", "mesh".
5205 ^ For plantlike and firelike, the image will start at the bottom of the
5206 ^ node, for the other drawtypes the image will be centered on the node.
5207 ^ Note that positioning for "torchlike" may still change. ]]
5208 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5209 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z
5210 ^ Old field name was 'tile_images'.
5211 ^ List can be shortened to needed length ]]
5212 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5213 ^ Same as `tiles`, but these textures are drawn on top of the
5214 ^ base tiles. You can use this to colorize only specific parts of
5215 ^ your texture. If the texture name is an empty string, that
5216 ^ overlay is not drawn. Since such tiles are drawn twice, it
5217 ^ is not recommended to use overlays on very common nodes. ]]
5218 special_tiles = {tile definition 1, Tile definition 2}, --[[
5219 ^ Special textures of node; used rarely
5220 ^ Old field name was 'special_materials'.
5221 ^ List can be shortened to needed length ]]
5222 color = ColorSpec, --[[
5223 ^ The node's original color will be multiplied with this color.
5224 ^ If the node has a palette, then this setting only has an effect
5225 ^ in the inventory and on the wield item. ]]
5226 use_texture_alpha = false,
5227 ^ Use texture's alpha channel.
5228 palette = "palette.png", --[[
5229 ^ The node's `param2` is used to select a pixel from the image
5230 ^ (pixels are arranged from left to right and from top to bottom).
5231 ^ The node's color will be multiplied with the selected pixel's
5232 ^ color. Tiles can override this behavior.
5233 ^ Only when `paramtype2` supports palettes. ]]
5234 post_effect_color = "green#0F",
5235 ^ Screen tint if player is inside node, see "ColorSpec".
5236 paramtype = "none", --[[
5238 ^ paramtype = "light" allows light to propagate from or through the
5239 ^ node with light value falling by 1 per node. This line is essential
5240 ^ for a light source node to spread its light. ]]
5241 paramtype2 = "none", -- See "Nodes"
5242 place_param2 = nil, -- Force value for param2 when player places node
5243 is_ground_content = true,
5244 ^ If false, the cave generator will not carve through this node.
5245 sunlight_propagates = false,
5246 ^ If true, sunlight will go infinitely through this.
5247 walkable = true, -- If true, objects collide with node
5248 pointable = true, -- If true, can be pointed at
5249 diggable = true, -- If false, can never be dug
5250 climbable = false, -- If true, can be climbed on (ladder)
5251 buildable_to = false, -- If true, placed nodes can replace this node
5252 floodable = false, --[[
5253 ^ If true, liquids flow into and replace this node.
5254 ^ Warning: making a liquid node 'floodable' will cause problems. ]]
5255 liquidtype = "none", -- "none"/"source"/"flowing"
5256 liquid_alternative_flowing = "", -- Flowing version of source liquid
5257 liquid_alternative_source = "", -- Source version of flowing liquid
5258 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5259 liquid_renewable = true, --[[
5260 ^ If true, a new liquid source can be created by placing two or more
5263 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
5264 ^ Allows defining the nodebox height without using param2.
5265 ^ The nodebox height is 'leveled' / 64 nodes.
5266 ^ The maximum value of 'leveled' is 127. ]]
5267 liquid_range = 8, -- number of flowing nodes around source (max. 8)
5269 ^ Player will take this amount of damage if no bubbles are left.
5270 light_source = 0, --[[
5271 ^ Amount of light emitted by node.
5272 ^ To set the maximum (currently 14), use the value
5273 ^ 'minetest.LIGHT_MAX'.
5274 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5276 damage_per_second = 0,
5277 ^ If player is inside node, this damage is caused.
5278 node_box = {type="regular"}, -- See "Node boxes"
5279 connects_to = nodenames, --[[
5280 ^ Used for nodebox nodes with the type == "connected"
5281 ^ Specifies to what neighboring nodes connections will be drawn
5282 ^ e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
5283 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5285 ^ Tells connected nodebox nodes to connect only to these sides of this
5288 selection_box = {type="regular"}, --[[
5290 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box
5292 legacy_facedir_simple = false,
5293 ^ Support maps made in and before January 2012.
5294 legacy_wallmounted = false,
5295 ^ Support maps made in and before January 2012.
5297 ^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5298 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
5299 ^ 2 - wave node like leaves (whole node moves side-to-side)
5300 ^ caveats: not all models will properly wave.
5301 ^ plantlike drawtype nodes can only wave like plants.
5302 ^ allfaces_optional drawtype nodes can only wave like leaves. --]]
5304 footstep = <SimpleSoundSpec>,
5305 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5306 dug = <SimpleSoundSpec>,
5307 place = <SimpleSoundSpec>,
5308 place_failed = <SimpleSoundSpec>,
5311 ^ Name of dropped node when dug. Default is the node itself.
5314 max_items = 1, -- Maximum number of items to drop.
5315 items = { -- Choose max_items randomly from this list.
5317 items = {"foo:bar", "baz:frob"}, -- Items to drop.
5318 rarity = 1, -- Probability of dropping is 1 / rarity.
5319 inherit_color = true, -- To inherit palette color from the
5325 on_construct = func(pos), --[[
5326 ^ Node constructor; called after adding node
5327 ^ Can set up metadata and stuff like that
5328 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5331 on_destruct = func(pos), --[[
5332 ^ Node destructor; called before removing node
5333 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5336 after_destruct = func(pos, oldnode), --[[
5337 ^ Node destructor; called after removing node
5338 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5341 on_flood = func(pos, oldnode, newnode), --[[
5342 ^ Called when a liquid (newnode) is about to flood oldnode, if
5343 ^ it has `floodable = true` in the nodedef. Not called for bulk
5344 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
5345 ^ return true the node is not flooded, but on_flood callback will
5346 ^ most likely be called over and over again every liquid update
5347 ^ interval. Default: nil.
5348 ^ Warning: making a liquid node 'floodable' will cause problems. ]]
5350 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
5351 ^ Called when oldnode is about be converted to an item, but before the
5352 ^ node is deleted from the world or the drops are added. This is
5353 ^ generally the result of either the node being dug or an attached node
5354 ^ becoming detached.
5355 ^ drops is a table of ItemStacks, so any metadata to be preserved can
5356 ^ be added directly to one or more of the dropped items. See
5357 ^ "ItemStackMetaRef".
5360 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
5361 ^ Called after constructing node when node was placed using
5362 ^ minetest.item_place_node / minetest.place_node
5363 ^ If return true no item is taken from itemstack
5364 ^ `placer` may be any valid ObjectRef or nil
5367 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
5368 ^ oldmetadata is in table format
5369 ^ Called after destructing node when node was dug using
5370 ^ minetest.node_dig / minetest.dig_node
5373 can_dig = function(pos, [player]) --[[
5374 ^ returns true if node can be dug, or false if not
5377 on_punch = func(pos, node, puncher, pointed_thing), --[[
5378 ^ default: minetest.node_punch
5379 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
5381 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
5384 ^ itemstack will hold clicker's wielded item
5385 ^ Shall return the leftover itemstack
5386 ^ Note: pointed_thing can be nil, if a mod calls this function
5387 ^ This function does not get triggered by clients <=0.4.16 if the
5388 ^ "formspec" node metadata field is set ]]
5390 on_dig = func(pos, node, digger), --[[
5391 ^ default: minetest.node_dig
5392 ^ By default: checks privileges, wears out tool and removes node ]]
5394 on_timer = function(pos,elapsed), --[[
5396 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
5397 ^ elapsed is the total time passed since the timer was started
5398 ^ return true to run the timer for another cycle with the same timeout
5401 on_receive_fields = func(pos, formname, fields, sender), --[[
5402 ^ fields = {name1 = value1, name2 = value2, ...}
5403 ^ Called when an UI form (e.g. sign text input) returns data
5406 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5408 ^ Called when a player wants to move items inside the inventory
5409 ^ Return value: number of items allowed to move ]]
5411 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
5413 ^ Called when a player wants to put something into the inventory
5414 ^ Return value: number of items allowed to put
5415 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5417 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
5419 ^ Called when a player wants to take something out of the inventory
5420 ^ Return value: number of items allowed to take
5421 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5423 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5424 on_metadata_inventory_put = func(pos, listname, index, stack, player),
5425 on_metadata_inventory_take = func(pos, listname, index, stack, player),
5427 ^ Called after the actual action has happened, according to what was
5429 ^ No return value ]]
5431 on_blast = func(pos, intensity), --[[
5432 ^ intensity: 1.0 = mid range of regular TNT
5433 ^ If defined, called when an explosion touches the node, instead of
5434 removing the node ]]
5437 ### Recipe for `register_craft` (shaped)
5440 output = 'default:pick_stone',
5442 {'default:cobble', 'default:cobble', 'default:cobble'},
5443 {'', 'default:stick', ''},
5444 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
5446 replacements = --[[<optional list of item pairs,
5447 replace one input item with another item on crafting>]]
5450 ### Recipe for `register_craft` (shapeless)
5454 output = 'mushrooms:mushroom_stew',
5457 "mushrooms:mushroom_brown",
5458 "mushrooms:mushroom_red",
5460 replacements = --[[<optional list of item pairs,
5461 replace one input item with another item on crafting>]]
5464 ### Recipe for `register_craft` (tool repair)
5467 type = "toolrepair",
5468 additional_wear = -0.02,
5471 ### Recipe for `register_craft` (cooking)
5475 output = "default:glass",
5476 recipe = "default:sand",
5480 ### Recipe for `register_craft` (furnace fuel)
5484 recipe = "default:leaves",
5488 ### Ore definition (`register_ore`)
5490 See 'Ore types' section above for essential information.
5493 ore_type = "scatter",
5494 ore = "default:stone_with_coal",
5496 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
5497 wherein = "default:stone",
5498 -- ^ a list of nodenames is supported too
5499 clust_scarcity = 8 * 8 * 8,
5500 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
5501 -- ^ If the desired average distance between ores is 'd', set this to
5504 -- ^ Number of ores in a cluster
5506 -- ^ Size of the bounding box of the cluster
5507 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
5508 -- ^ nodes are coal ore.
5511 -- ^ Lower and upper limits for ore.
5513 -- ^ Attributes for this ore generation, see 'Ore attributes' section
5515 noise_threshold = 0.5,
5516 -- ^ If noise is above this threshold, ore is placed. Not needed for a
5517 -- ^ uniform distribution.
5521 spread = {x = 100, y = 100, z = 100},
5526 -- ^ NoiseParams structure describing one of the perlin noises used for
5527 -- ^ ore distribution.
5528 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
5529 -- ^ Omit from "scatter" ore for a uniform ore distribution.
5530 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to
5532 biomes = {"desert", "rainforest"}
5533 -- ^ List of biomes in which this decoration occurs.
5534 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen
5535 -- ^ being used does not support biomes.
5536 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5537 column_height_min = 1,
5538 column_height_max = 16,
5539 column_midpoint_factor = 0.5,
5540 -- ^ See 'Ore types' section above.
5541 -- ^ The above 3 parameters are only valid for "sheet" ore.
5545 spread = {x = 100, y = 100, z = 100},
5553 spread = {x = 100, y = 100, z = 100},
5558 -- ^ See 'Ore types' section above.
5559 -- ^ The above 2 parameters are only valid for "puff" ore.
5560 random_factor = 1.0,
5561 -- ^ See 'Ore types' section above.
5562 -- ^ Only valid for "vein" ore.
5563 np_stratum_thickness = {
5566 spread = {x = 100, y = 100, z = 100},
5571 stratum_thickness = 8,
5572 -- ^ See 'Ore types' section above.
5573 -- ^ The above 2 parameters are only valid for "stratum" ore.
5576 ### Biome definition (`register_biome`)
5580 node_dust = "default:snow",
5581 -- ^ Node dropped onto upper surface after all else is generated.
5582 node_top = "default:dirt_with_snow",
5584 -- ^ Node forming surface layer of biome and thickness of this layer.
5585 node_filler = "default:permafrost",
5587 -- ^ Node forming lower layer of biome and thickness of this layer.
5588 node_stone = "default:bluestone",
5589 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
5590 node_water_top = "default:ice",
5591 depth_water_top = 10,
5592 -- ^ Node forming a surface layer in seawater with the defined thickness.
5594 -- ^ Node that replaces all seawater nodes not in the defined surface
5596 node_river_water = "default:ice",
5597 -- ^ Node that replaces river water in mapgens that use
5598 -- ^ default:river_water.
5599 node_riverbed = "default:gravel",
5601 -- ^ Node placed under river water and thickness of this layer.
5604 -- ^ Upper and lower limits for biome.
5605 -- ^ Alternatively you can use xyz limits as shown below.
5606 max_pos = {x = 31000, y = 128, z = 31000},
5607 min_pos = {x = -31000, y = 9, z = -31000},
5608 -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
5609 -- ^ Biome is limited to a cuboid defined by these positions.
5610 -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
5611 -- ^ 31000 in 'max_pos'.
5613 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
5614 -- ^ blend with the biome above.
5615 -- ^ Set to 0 for no vertical blend. Defaults to 0.
5617 humidity_point = 50,
5618 -- ^ Characteristic temperature and humidity for the biome.
5619 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5620 -- ^ humidity as axes. The resulting voronoi cells determine the
5621 -- ^ distribution of the biomes.
5622 -- ^ Heat and humidity have average values of 50, vary mostly between
5623 -- ^ 0 and 100 but can exceed these values.
5626 ### Decoration definition (`register_decoration`)
5629 deco_type = "simple", -- See "Decoration types"
5630 place_on = "default:dirt_with_grass",
5631 -- ^ Node (or list of nodes) that the decoration can be placed on
5633 -- ^ Size of the square divisions of the mapchunk being generated.
5634 -- ^ Determines the resolution of noise variation if used.
5635 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made
5636 -- ^ equal to the chunk size.
5638 -- ^ The value determines 'decorations per surface node'.
5639 -- ^ Used only if noise_params is not specified.
5643 spread = {x = 100, y = 100, z = 100},
5650 -- ^ NoiseParams structure describing the perlin noise used for decoration
5652 -- ^ A noise value is calculated for each square division and determines
5653 -- ^ 'decorations per surface node' within each division.
5654 biomes = {"Oceanside", "Hills", "Plains"},
5655 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes
5656 -- ^ if this is omitted, and ignored if the Mapgen being used does not
5657 -- ^ support biomes.
5658 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5661 -- ^ Lower and upper limits for decoration.
5662 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
5663 spawn_by = "default:water",
5664 -- ^ Node (or list of nodes) that the decoration only spawns next to.
5665 -- ^ Checks two horizontal planes of 8 neighbouring nodes (including
5666 -- ^ diagonal neighbours), one plane level with the 'place_on' node and a
5667 -- ^ plane one node above that.
5669 -- ^ Number of spawn_by nodes that must be surrounding the decoration
5670 -- ^ position to occur.
5671 -- ^ If absent or -1, decorations occur next to any nodes.
5672 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
5673 -- ^ Flags for all decoration types.
5674 -- ^ "liquid_surface": Instead of placement on the highest solid surface
5675 -- ^ in a mapchunk column, placement is on the highest liquid surface.
5676 -- ^ Placement is disabled if solid nodes are found above the liquid
5678 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
5679 -- ^ by the decoration.
5680 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
5681 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
5682 -- ^ ceiling surfaces, for example in caves.
5683 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5684 -- ^ effect of 'place_offset_y' is inverted.
5685 -- ^ If a single decoration registration has both flags the floor and
5686 -- ^ ceiling decorations will be aligned vertically and may sometimes
5687 -- ^ meet to form a column.
5689 ----- Simple-type parameters
5690 decoration = "default:grass",
5691 -- ^ The node name used as the decoration.
5692 -- ^ If instead a list of strings, a randomly selected node from the list
5693 -- ^ is placed as the decoration.
5695 -- ^ Decoration height in nodes.
5696 -- ^ If height_max is not 0, this is the lower limit of a randomly
5697 -- ^ selected height.
5699 -- ^ Upper limit of the randomly selected height.
5700 -- ^ If absent, the parameter 'height' is used as a constant.
5702 -- ^ Param2 value of decoration nodes.
5703 -- ^ If param2_max is not 0, this is the lower limit of a randomly
5704 -- ^ selected param2.
5706 -- ^ Upper limit of the randomly selected param2.
5707 -- ^ If absent, the parameter 'param2' is used as a constant.
5709 -- ^ Y offset of the decoration base node relative to the standard base
5711 -- ^ Can be positive or negative. Default is 0.
5712 -- ^ Effect is inverted for "all_ceilings" decorations.
5713 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5714 -- ^ to the 'place_on' node.
5716 ----- Schematic-type parameters
5717 schematic = "foobar.mts",
5718 -- ^ If schematic is a string, it is the filepath relative to the current
5719 -- ^ working directory of the specified Minetest schematic file.
5720 -- ^ - OR -, could be the ID of a previously registered schematic
5721 -- ^ - OR -, could instead be a table containing two mandatory fields,
5722 -- ^ size and data, and an optional table yslice_prob:
5724 size = {x = 4, y = 6, z = 4},
5726 {name = "default:cobble", param1 = 255, param2 = 0},
5727 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
5728 {name = "air", param1 = 255, param2 = 0},
5732 {ypos = 2, prob = 128},
5733 {ypos = 5, prob = 64},
5737 -- ^ See 'Schematic specifier' for details.
5738 replacements = {["oldname"] = "convert_to", ...},
5739 flags = "place_center_x, place_center_y, place_center_z",
5740 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5742 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5744 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5745 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5747 -- ^ Can be positive or negative. Default is 0.
5748 -- ^ Effect is inverted for "all_ceilings" decorations.
5749 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5750 -- ^ to the 'place_on' node.
5753 ### Chat command definition (`register_chatcommand`)
5756 params = "<name> <privilege>", -- Short parameter description
5757 description = "Remove privilege from player", -- Full description
5758 privs = {privs=true}, -- Require the "privs" privilege to run
5759 func = function(name, param), -- Called when command is run.
5760 -- Returns boolean success and text
5764 Note that in params, use of symbols is as follows:
5766 * `<>` signifies a placeholder to be replaced when the command is used. For
5767 example, when a player name is needed: `<name>`
5768 * `[]` signifies param is optional and not required when the command is used.
5769 For example, if you require param1 but param2 is optional:
5770 `<param1> [<param2>]`
5771 * `|` signifies exclusive or. The command requires one param from the options
5772 provided. For example: `<param1> | <param2>`
5773 * `()` signifies grouping. For example, when param1 and param2 are both
5774 required, or only param3 is required: `(<param1> <param2>) | <param3>`
5776 ### Detached inventory callbacks
5779 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5780 -- ^ Called when a player wants to move items inside the inventory
5781 -- ^ Return value: number of items allowed to move
5783 allow_put = func(inv, listname, index, stack, player),
5784 -- ^ Called when a player wants to put something into the inventory
5785 -- ^ Return value: number of items allowed to put
5786 -- ^ Return value: -1: Allow and don't modify item count in inventory
5788 allow_take = func(inv, listname, index, stack, player),
5789 -- ^ Called when a player wants to take something out of the inventory
5790 -- ^ Return value: number of items allowed to take
5791 -- ^ Return value: -1: Allow and don't modify item count in inventory
5793 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5794 on_put = func(inv, listname, index, stack, player),
5795 on_take = func(inv, listname, index, stack, player),
5796 -- ^ Called after the actual action has happened, according to what was
5798 -- ^ No return value
5801 ### HUD Definition (`hud_add`, `hud_get`)
5804 hud_elem_type = "image", -- see HUD element types
5805 -- ^ type of HUD element, can be either of "image", "text", "statbar",
5807 position = {x=0.5, y=0.5},
5808 -- ^ Left corner position of element
5810 scale = {x = 2, y = 2},
5814 -- ^ Selected item in inventory. 0 for no item selected.
5816 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5817 alignment = {x=0, y=0},
5818 -- ^ See "HUD Element Types"
5819 offset = {x=0, y=0},
5820 -- ^ See "HUD Element Types"
5821 size = { x=100, y=100 },
5822 -- ^ Size of element in pixels
5825 ### Particle definition (`add_particle`)
5828 pos = {x=0, y=0, z=0},
5829 velocity = {x=0, y=0, z=0},
5830 acceleration = {x=0, y=0, z=0},
5831 -- ^ Spawn particle at pos with velocity and acceleration
5833 -- ^ Disappears after expirationtime seconds
5835 collisiondetection = false,
5836 -- ^ collisiondetection: if true collides with physical objects
5837 collision_removal = false,
5838 -- ^ collision_removal: if true then particle is removed when it collides,
5839 -- ^ requires collisiondetection = true to have any effect
5841 -- ^ vertical: if true faces player using y axis only
5842 texture = "image.png",
5843 -- ^ Uses texture (string)
5844 playername = "singleplayer",
5845 -- ^ optional, if specified spawns particle only on the player's client
5846 animation = {Tile Animation definition},
5847 -- ^ optional, specifies how to animate the particle texture
5849 -- ^ optional, specify particle self-luminescence in darkness
5853 ### `ParticleSpawner` definition (`add_particlespawner`)
5858 -- ^ If time is 0 has infinite lifespan and spawns the amount on a
5859 -- ^ per-second basis.
5860 minpos = {x=0, y=0, z=0},
5861 maxpos = {x=0, y=0, z=0},
5862 minvel = {x=0, y=0, z=0},
5863 maxvel = {x=0, y=0, z=0},
5864 minacc = {x=0, y=0, z=0},
5865 maxacc = {x=0, y=0, z=0},
5870 -- ^ The particle's properties are random values in between the bounds:
5871 -- ^ minpos/maxpos, minvel/maxvel (velocity),
5872 -- ^ minacc/maxacc (acceleration), minsize/maxsize,
5873 -- ^ minexptime/maxexptime (expirationtime).
5874 collisiondetection = false,
5875 -- ^ collisiondetection: if true uses collision detection
5876 collision_removal = false,
5877 -- ^ collision_removal: if true then particle is removed when it collides,
5878 -- ^ requires collisiondetection = true to have any effect
5879 attached = ObjectRef,
5880 -- ^ attached: if defined, particle positions, velocities and
5881 -- ^ accelerations are relative to this object's position and yaw.
5883 -- ^ vertical: if true faces player using y axis only
5884 texture = "image.png",
5885 -- ^ Uses texture (string)
5886 playername = "singleplayer"
5887 -- ^ Playername is optional, if specified spawns particle only on the
5888 -- ^ player's client.
5889 animation = {Tile Animation definition},
5890 -- ^ optional, specifies how to animate the particle texture
5892 -- ^ optional, specify particle self-luminescence in darkness
5895 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5898 url = "http://example.org",
5900 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5901 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
5902 -- ^ Optional, if specified a POST request with post_data is performed.
5903 -- ^ Accepts both a string and a table. If a table is specified, encodes
5904 -- ^ table as x-www-form-urlencoded key-value pairs.
5905 -- ^ If post_data ist not specified, a GET request is performed instead.
5906 user_agent = "ExampleUserAgent",
5907 -- ^ Optional, if specified replaces the default minetest user agent with
5909 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5910 -- ^ Optional, if specified adds additional headers to the HTTP request.
5911 -- ^ You must make sure that the header strings follow HTTP specification
5912 -- ^ ("Key: Value").
5914 -- ^ Optional, if true performs a multipart HTTP request.
5915 -- ^ Default is false.
5918 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5922 -- ^ If true, the request has finished (either succeeded, failed or timed
5925 -- ^ If true, the request was successful
5927 -- ^ If true, the request timed out
5929 -- ^ HTTP status code
5933 ### Authentication handler definition
5936 get_auth = func(name),
5937 -- ^ Get authentication data for existing player `name` (`nil` if player
5939 -- ^ returns following structure:
5940 -- ^ `{password=<string>, privileges=<table>, last_login=<number or nil>}`
5941 create_auth = func(name, password),
5942 -- ^ Create new auth data for player `name`
5943 -- ^ Note that `password` is not plain-text but an arbitrary
5944 -- ^ representation decided by the engine
5945 delete_auth = func(name),
5946 -- ^ Delete auth data of player `name`, returns boolean indicating success
5947 -- ^ (false if player nonexistant).
5948 set_password = func(name, password),
5949 -- ^ Set password of player `name` to `password`
5950 Auth data should be created if not present
5951 set_privileges = func(name, privileges),
5952 -- ^ Set privileges of player `name`
5953 -- ^ `privileges` is in table form, auth data should be created if not
5956 -- ^ Reload authentication data from the storage location
5957 -- ^ Returns boolean indicating success
5958 record_login = func(name),
5959 -- ^ Called when player joins, used for keeping track of last_login
5961 -- ^ Returns an iterator (use with `for` loops) for all player names
5962 -- ^ currently in the auth database.