1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.txt`. This file shall be
123 empty, except for lines starting with `#`, which are comments.
125 Mod directory structure
126 -----------------------
132 │ ├── settingtypes.txt
136 │ │ ├── modname_stuff.png
137 │ │ └── modname_something_else.png
146 The location of this directory can be fetched by using
147 `minetest.get_modpath(modname)`.
151 A key-value store of mod details.
153 * `name`: The mod name. Allows Minetest to determine the mod name even if the
154 folder is wrongly named.
155 * `description`: Description of mod to be shown in the Mods tab of the main
157 * `depends`: A comma separated list of dependencies. These are mods that must be
158 loaded before this mod.
159 * `optional_depends`: A comma separated list of optional dependencies.
160 Like a dependency, but no error if the mod doesn't exist.
162 Note: to support 0.4.x, please also provide depends.txt.
166 A screenshot shown in the mod manager within the main menu. It should
167 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
171 **Deprecated:** you should use mod.conf instead.
173 This file is used if there are no dependencies in mod.conf.
175 List of mods that have to be loaded before loading this mod.
177 A single line contains a single modname.
179 Optional dependencies can be defined by appending a question mark
180 to a single modname. This means that if the specified mod
181 is missing, it does not prevent this mod from being loaded.
183 ### `description.txt`
185 **Deprecated:** you should use mod.conf instead.
187 This file is used if there is no description in mod.conf.
189 A file containing a description to be shown in the Mods tab of the main menu.
191 ### `settingtypes.txt`
193 A file in the same format as the one in builtin. It will be parsed by the
194 settings menu and the settings will be displayed in the "Mods" category.
198 The main Lua script. Running this script should register everything it
199 wants to register. Subsequent execution depends on minetest calling the
200 registered callbacks.
202 `minetest.settings` can be used to read custom or existing settings at load
203 time, if necessary. (See [`Settings`])
207 Models for entities or meshnodes.
209 ### `textures`, `sounds`, `media`
211 Media files (textures, sounds, whatever) that will be transferred to the
212 client and will be available for use by the mod.
216 Translation files for the clients. (See [Translations])
221 Registered names should generally be in this format:
225 `<whatever>` can have these characters:
229 This is to prevent conflicting names from corrupting maps and is
230 enforced by the mod loader.
232 Registered names can be overridden by prefixing the name with `:`. This can
233 be used for overriding the registrations of some other mod.
235 The `:` prefix can also be used for maintaining backwards compatibility.
239 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
240 So the name should be `experimental:tnt`.
242 Any mod can redefine `experimental:tnt` by using the name
246 when registering it. That mod is required to have `experimental` as a
255 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
256 `minetest.register_alias_force(name, convert_to)`.
258 This converts anything called `name` to `convert_to`.
260 The only difference between `minetest.register_alias` and
261 `minetest.register_alias_force` is that if an item called `name` exists,
262 `minetest.register_alias` will do nothing while
263 `minetest.register_alias_force` will unregister it.
265 This can be used for maintaining backwards compatibility.
267 This can also set quick access names for things, e.g. if
268 you have an item called `epiclylongmodname:stuff`, you could do
270 minetest.register_alias("stuff", "epiclylongmodname:stuff")
272 and be able to use `/giveme stuff`.
277 In a game, a certain number of these must be set to tell core mapgens which
278 of the game's nodes are to be used by the core mapgens. For example:
280 minetest.register_alias("mapgen_stone", "default:stone")
282 ### Aliases needed for all mapgens except Mapgen v6
287 * mapgen_water_source
288 * mapgen_river_water_source
296 Only needed for registered biomes where 'node_stone' is stone:
299 * mapgen_stair_cobble
302 Only needed for registered biomes where 'node_stone' is desert stone:
304 * mapgen_desert_stone
305 * mapgen_stair_desert_stone
307 Only needed for registered biomes where 'node_stone' is sandstone:
310 * mapgen_sandstonebrick
311 * mapgen_stair_sandstone_block
313 ### Aliases needed for Mapgen v6
315 #### Terrain and biomes
318 * mapgen_water_source
321 * mapgen_dirt_with_grass
324 * mapgen_desert_stone
326 * mapgen_dirt_with_snow
337 * mapgen_jungleleaves
340 * mapgen_pine_needles
345 * mapgen_stair_cobble
347 * mapgen_stair_desert_stone
355 Mods should generally prefix their textures with `modname_`, e.g. given
356 the mod name `foomod`, a texture could be called:
360 Textures are referred to by their complete name, or alternatively by
361 stripping out the file extension:
363 * e.g. `foomod_foothing.png`
364 * e.g. `foomod_foothing`
369 There are various texture modifiers that can be used
370 to generate textures on-the-fly.
372 ### Texture overlaying
374 Textures can be overlaid by putting a `^` between them.
378 default_dirt.png^default_grass_side.png
380 `default_grass_side.png` is overlaid over `default_dirt.png`.
381 The texture with the lower resolution will be automatically upscaled to
382 the higher resolution texture.
386 Textures can be grouped together by enclosing them in `(` and `)`.
388 Example: `cobble.png^(thing1.png^thing2.png)`
390 A texture for `thing1.png^thing2.png` is created and the resulting
391 texture is overlaid on top of `cobble.png`.
395 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
396 passing complex texture names as arguments. Escaping is done with backslash and
397 is required for `^` and `:`.
399 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
401 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
402 on top of `cobble.png`.
404 ### Advanced texture modifiers
410 * `[crack:<t>:<n>:<p>`
411 * `[cracko:<t>:<n>:<p>`
415 * `<t>`: tile count (in each direction)
416 * `<n>`: animation frame count
417 * `<p>`: current animation frame
419 Draw a step of the crack animation on the texture.
420 `crack` draws it normally, while `cracko` lays it over, keeping transparent
425 default_cobble.png^[crack:10:1
427 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
433 * `<file>`: texture to combine
435 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
436 specified coordinates.
440 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
442 #### `[resize:<w>x<h>`
444 Resizes the texture to the given dimensions.
448 default_sandstone.png^[resize:16x16
452 Makes the base image transparent according to the given ratio.
454 `r` must be between 0 (transparent) and 255 (opaque).
458 default_sandstone.png^[opacity:127
460 #### `[invert:<mode>`
462 Inverts the given channels of the base image.
463 Mode may contain the characters "r", "g", "b", "a".
464 Only the channels that are mentioned in the mode string will be inverted.
468 default_apple.png^[invert:rgb
472 Brightens the texture.
476 tnt_tnt_side.png^[brighten
480 Makes the texture completely opaque.
484 default_leaves.png^[noalpha
486 #### `[makealpha:<r>,<g>,<b>`
488 Convert one color to transparency.
492 default_cobble.png^[makealpha:128,128,128
496 * `<t>`: transformation(s) to apply
498 Rotates and/or flips the image.
500 `<t>` can be a number (between 0 and 7) or a transform name.
501 Rotations are counter-clockwise.
504 1 R90 rotate by 90 degrees
505 2 R180 rotate by 180 degrees
506 3 R270 rotate by 270 degrees
508 5 FXR90 flip X then rotate by 90 degrees
510 7 FYR90 flip Y then rotate by 90 degrees
514 default_stone.png^[transformFXR90
516 #### `[inventorycube{<top>{<left>{<right>`
518 Escaping does not apply here and `^` is replaced by `&` in texture names
521 Create an inventory cube texture using the side textures.
525 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
527 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
528 `dirt.png^grass_side.png` textures
530 #### `[lowpart:<percent>:<file>`
532 Blit the lower `<percent>`% part of `<file>` on the texture.
536 base.png^[lowpart:25:overlay.png
538 #### `[verticalframe:<t>:<n>`
540 * `<t>`: animation frame count
541 * `<n>`: current animation frame
543 Crops the texture to a frame of a vertical animation.
547 default_torch_animated.png^[verticalframe:16:8
551 Apply a mask to the base image.
553 The mask is applied using binary AND.
555 #### `[sheet:<w>x<h>:<x>,<y>`
557 Retrieves a tile at position x,y from the base image
558 which it assumes to be a tilesheet with dimensions w,h.
560 #### `[colorize:<color>:<ratio>`
562 Colorize the textures with the given color.
563 `<color>` is specified as a `ColorString`.
564 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
565 it is an int, then it specifies how far to interpolate between the
566 colors where 0 is only the texture color and 255 is only `<color>`. If
567 omitted, the alpha of `<color>` will be used as the ratio. If it is
568 the word "`alpha`", then each texture pixel will contain the RGB of
569 `<color>` and the alpha of `<color>` multiplied by the alpha of the
572 #### `[multiply:<color>`
574 Multiplies texture colors with the given color.
575 `<color>` is specified as a `ColorString`.
576 Result is more like what you'd expect if you put a color on top of another
577 color, meaning white surfaces get a lot of your new color while black parts
578 don't change very much.
583 The goal of hardware coloring is to simplify the creation of
584 colorful nodes. If your textures use the same pattern, and they only
585 differ in their color (like colored wool blocks), you can use hardware
586 coloring instead of creating and managing many texture files.
587 All of these methods use color multiplication (so a white-black texture
588 with red coloring will result in red-black color).
592 This method is useful if you wish to create nodes/items with
593 the same texture, in different colors, each in a new node/item definition.
597 When you register an item or node, set its `color` field (which accepts a
598 `ColorSpec`) to the desired color.
600 An `ItemStack`'s static color can be overwritten by the `color` metadata
601 field. If you set that field to a `ColorString`, that color will be used.
605 Each tile may have an individual static color, which overwrites every
606 other coloring method. To disable the coloring of a face,
607 set its color to white (because multiplying with white does nothing).
608 You can set the `color` property of the tiles in the node's definition
609 if the tile is in table format.
613 For nodes and items which can have many colors, a palette is more
614 suitable. A palette is a texture, which can contain up to 256 pixels.
615 Each pixel is one possible color for the node/item.
616 You can register one node/item, which can have up to 256 colors.
618 #### Palette indexing
620 When using palettes, you always provide a pixel index for the given
621 node or `ItemStack`. The palette is read from left to right and from
622 top to bottom. If the palette has less than 256 pixels, then it is
623 stretched to contain exactly 256 pixels (after arranging the pixels
624 to one line). The indexing starts from 0.
628 * 16x16 palette, index = 0: the top left corner
629 * 16x16 palette, index = 4: the fifth pixel in the first row
630 * 16x16 palette, index = 16: the pixel below the top left corner
631 * 16x16 palette, index = 255: the bottom right corner
632 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
633 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
634 to ensure the total 256 pixels.
635 * 2x4 palette, index = 32: the top right corner
636 * 2x4 palette, index = 63: the top right corner
637 * 2x4 palette, index = 64: the pixel below the top left corner
639 #### Using palettes with items
641 When registering an item, set the item definition's `palette` field to
642 a texture. You can also use texture modifiers.
644 The `ItemStack`'s color depends on the `palette_index` field of the
645 stack's metadata. `palette_index` is an integer, which specifies the
646 index of the pixel to use.
648 #### Linking palettes with nodes
650 When registering a node, set the item definition's `palette` field to
651 a texture. You can also use texture modifiers.
652 The node's color depends on its `param2`, so you also must set an
653 appropriate `paramtype2`:
655 * `paramtype2 = "color"` for nodes which use their full `param2` for
656 palette indexing. These nodes can have 256 different colors.
657 The palette should contain 256 pixels.
658 * `paramtype2 = "colorwallmounted"` for nodes which use the first
659 five bits (most significant) of `param2` for palette indexing.
660 The remaining three bits are describing rotation, as in `wallmounted`
661 paramtype2. Division by 8 yields the palette index (without stretching the
662 palette). These nodes can have 32 different colors, and the palette
663 should contain 32 pixels.
665 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
666 pixel will be picked from the palette.
667 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
668 pixel will be picked from the palette.
669 * `paramtype2 = "colorfacedir"` for nodes which use the first
670 three bits of `param2` for palette indexing. The remaining
671 five bits are describing rotation, as in `facedir` paramtype2.
672 Division by 32 yields the palette index (without stretching the
673 palette). These nodes can have 8 different colors, and the
674 palette should contain 8 pixels.
676 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
677 first (= 0 + 1) pixel will be picked from the palette.
678 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
679 second (= 1 + 1) pixel will be picked from the palette.
681 To colorize a node on the map, set its `param2` value (according
682 to the node's paramtype2).
684 ### Conversion between nodes in the inventory and on the map
686 Static coloring is the same for both cases, there is no need
689 If the `ItemStack`'s metadata contains the `color` field, it will be
690 lost on placement, because nodes on the map can only use palettes.
692 If the `ItemStack`'s metadata contains the `palette_index` field, it is
693 automatically transferred between node and item forms by the engine,
694 when a player digs or places a colored node.
695 You can disable this feature by setting the `drop` field of the node
696 to itself (without metadata).
697 To transfer the color to a special drop, you need a drop table.
701 minetest.register_node("mod:stone", {
702 description = "Stone",
703 tiles = {"default_stone.png"},
704 paramtype2 = "color",
705 palette = "palette.png",
708 -- assume that mod:cobblestone also has the same palette
709 {items = {"mod:cobblestone"}, inherit_color = true },
714 ### Colored items in craft recipes
716 Craft recipes only support item strings, but fortunately item strings
717 can also contain metadata. Example craft recipe registration:
719 minetest.register_craft({
720 output = minetest.itemstring_with_palette("wool:block", 3),
728 To set the `color` field, you can use `minetest.itemstring_with_color`.
730 Metadata field filtering in the `recipe` field are not supported yet,
731 so the craft output is independent of the color of the ingredients.
736 Sometimes hardware coloring is not enough, because it affects the
737 whole tile. Soft texture overlays were added to Minetest to allow
738 the dynamic coloring of only specific parts of the node's texture.
739 For example a grass block may have colored grass, while keeping the
742 These overlays are 'soft', because unlike texture modifiers, the layers
743 are not merged in the memory, but they are simply drawn on top of each
744 other. This allows different hardware coloring, but also means that
745 tiles with overlays are drawn slower. Using too much overlays might
748 For inventory and wield images you can specify overlays which
749 hardware coloring does not modify. You have to set `inventory_overlay`
750 and `wield_overlay` fields to an image name.
752 To define a node overlay, simply set the `overlay_tiles` field of the node
753 definition. These tiles are defined in the same way as plain tiles:
754 they can have a texture name, color etc.
755 To skip one face, set that overlay tile to an empty string.
757 Example (colored grass block):
759 minetest.register_node("default:dirt_with_grass", {
760 description = "Dirt with Grass",
761 -- Regular tiles, as usual
762 -- The dirt tile disables palette coloring
763 tiles = {{name = "default_grass.png"},
764 {name = "default_dirt.png", color = "white"}},
765 -- Overlay tiles: define them in the same style
766 -- The top and bottom tile does not have overlay
767 overlay_tiles = {"", "",
768 {name = "default_grass_side.png", tileable_vertical = false}},
769 -- Global color, used in inventory
771 -- Palette in the world
772 paramtype2 = "color",
773 palette = "default_foilage.png",
782 Only Ogg Vorbis files are supported.
784 For positional playing of sounds, only single-channel (mono) files are
785 supported. Otherwise OpenAL will play them non-positionally.
787 Mods should generally prefix their sounds with `modname_`, e.g. given
788 the mod name "`foomod`", a sound could be called:
792 Sounds are referred to by their name with a dot, a single digit and the
793 file extension stripped out. When a sound is played, the actual sound file
794 is chosen randomly from the matching sounds.
796 When playing the sound `foomod_foosound`, the sound is chosen randomly
797 from the available ones of the following files:
799 * `foomod_foosound.ogg`
800 * `foomod_foosound.0.ogg`
801 * `foomod_foosound.1.ogg`
803 * `foomod_foosound.9.ogg`
805 Examples of sound parameter tables:
807 -- Play locationless on all clients
809 gain = 1.0, -- default
810 fade = 0.0, -- default, change to a value > 0 to fade the sound in
811 pitch = 1.0, -- default
813 -- Play locationless to one player
816 gain = 1.0, -- default
817 fade = 0.0, -- default, change to a value > 0 to fade the sound in
818 pitch = 1.0, -- default
820 -- Play locationless to one player, looped
823 gain = 1.0, -- default
826 -- Play in a location
828 pos = {x = 1, y = 2, z = 3},
829 gain = 1.0, -- default
830 max_hear_distance = 32, -- default, uses an euclidean metric
832 -- Play connected to an object, looped
834 object = <an ObjectRef>,
835 gain = 1.0, -- default
836 max_hear_distance = 32, -- default, uses an euclidean metric
840 Looped sounds must either be connected to an object or played locationless to
841 one player using `to_player = name,`
847 * e.g. `"default_place_node"`
849 * e.g. `{name = "default_place_node"}`
850 * e.g. `{name = "default_place_node", gain = 1.0}`
851 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
856 Registered definitions
857 ======================
859 Anything added using certain `minetest.register_*` functions gets added to
860 the global `minetest.registered_*` tables.
862 * `minetest.register_entity(name, entity definition)`
863 * added to `minetest.registered_entities[name]`
865 * `minetest.register_node(name, node definition)`
866 * added to `minetest.registered_items[name]`
867 * added to `minetest.registered_nodes[name]`
869 * `minetest.register_tool(name, item definition)`
870 * added to `minetest.registered_items[name]`
872 * `minetest.register_craftitem(name, item definition)`
873 * added to `minetest.registered_items[name]`
875 * `minetest.unregister_item(name)`
876 * Unregisters the item name from engine, and deletes the entry with key
877 `name` from `minetest.registered_items` and from the associated item
878 table according to its nature: `minetest.registered_nodes[]` etc
880 * `minetest.register_biome(biome definition)`
881 * returns an integer uniquely identifying the registered biome
882 * added to `minetest.registered_biome` with the key of `biome.name`
883 * if `biome.name` is nil, the key is the returned ID
885 * `minetest.unregister_biome(name)`
886 * Unregisters the biome name from engine, and deletes the entry with key
887 `name` from `minetest.registered_biome`
889 * `minetest.register_ore(ore definition)`
890 * returns an integer uniquely identifying the registered ore
891 * added to `minetest.registered_ores` with the key of `ore.name`
892 * if `ore.name` is nil, the key is the returned ID
894 * `minetest.register_decoration(decoration definition)`
895 * returns an integer uniquely identifying the registered decoration
896 * added to `minetest.registered_decorations` with the key of
898 * if `decoration.name` is nil, the key is the returned ID
900 * `minetest.register_schematic(schematic definition)`
901 * returns an integer uniquely identifying the registered schematic
902 * added to `minetest.registered_schematic` with the key of `schematic.name`
903 * if `schematic.name` is nil, the key is the returned ID
904 * if the schematic is loaded from a file, schematic.name is set to the
906 * if the function is called when loading the mod, and schematic.name is a
907 relative path, then the current mod path will be prepended to the
910 * `minetest.clear_registered_biomes()`
911 * clears all biomes currently registered
913 * `minetest.clear_registered_ores()`
914 * clears all ores currently registered
916 * `minetest.clear_registered_decorations()`
917 * clears all decorations currently registered
919 * `minetest.clear_registered_schematics()`
920 * clears all schematics currently registered
922 Note that in some cases you will stumble upon things that are not contained
923 in these tables (e.g. when a mod has been removed). Always check for
924 existence before trying to access the fields.
926 Example: If you want to check the drawtype of a node, you could do:
928 local function get_nodedef_field(nodename, fieldname)
929 if not minetest.registered_nodes[nodename] then
932 return minetest.registered_nodes[nodename][fieldname]
934 local drawtype = get_nodedef_field(nodename, "drawtype")
942 Nodes are the bulk data of the world: cubes and other things that take the
943 space of a cube. Huge amounts of them are handled efficiently, but they
946 The definition of a node is stored and can be accessed by using
948 minetest.registered_nodes[node.name]
950 See [Registered definitions].
952 Nodes are passed by value between Lua and the engine.
953 They are represented by a table:
955 {name="name", param1=num, param2=num}
957 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
958 them for certain automated functions. If you don't use these functions, you can
959 use them to store arbitrary values.
964 The functions of `param1` and `param2` are determined by certain fields in the
967 `param1` is reserved for the engine when `paramtype != "none"`:
969 * `paramtype = "light"`
970 * The value stores light with and without sun in its upper and lower 4 bits
972 * Required by a light source node to enable spreading its light.
973 * Required by the following drawtypes as they determine their visual
974 brightness from their internal light value:
985 `param2` is reserved for the engine when any of these are used:
987 * `liquidtype = "flowing"`
988 * The level and some flags of the liquid is stored in `param2`
989 * `drawtype = "flowingliquid"`
990 * The drawn liquid level is read from `param2`
991 * `drawtype = "torchlike"`
992 * `drawtype = "signlike"`
993 * `paramtype2 = "wallmounted"`
994 * The rotation of the node is stored in `param2`. You can make this value
995 by using `minetest.dir_to_wallmounted()`.
996 * `paramtype2 = "facedir"`
997 * The rotation of the node is stored in `param2`. Furnaces and chests are
998 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
999 * Values range 0 - 23
1000 * facedir / 4 = axis direction:
1001 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1002 * facedir modulo 4 = rotation around that axis
1003 * `paramtype2 = "leveled"`
1004 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1006 * The level of the top face of the nodebox is stored in `param2`.
1007 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1009 * The nodebox height is (`param2` / 64) nodes.
1010 * The maximum accepted value of `param2` is 127.
1012 * The height of the 'plantlike' section is stored in `param2`.
1013 * The height is (`param2` / 16) nodes.
1014 * `paramtype2 = "degrotate"`
1015 * Only valid for "plantlike". The rotation of the node is stored in
1017 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1018 get the actual rotation in degrees of the node.
1019 * `paramtype2 = "meshoptions"`
1020 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
1021 can be used to change how the client draws plantlike nodes.
1022 * Bits 0, 1 and 2 form a mesh selector.
1023 Currently the following meshes are choosable:
1024 * 0 = a "x" shaped plant (ordinary plant)
1025 * 1 = a "+" shaped plant (just rotated 45 degrees)
1026 * 2 = a "*" shaped plant with 3 faces instead of 2
1027 * 3 = a "#" shaped plant with 4 faces instead of 2
1028 * 4 = a "#" shaped plant with 4 faces that lean outwards
1029 * 5-7 are unused and reserved for future meshes.
1030 * Bits 3 through 7 are optional flags that can be combined and give these
1032 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
1033 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
1034 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
1035 * bits 6-7 are reserved for future use.
1036 * `paramtype2 = "color"`
1037 * `param2` tells which color is picked from the palette.
1038 The palette should have 256 pixels.
1039 * `paramtype2 = "colorfacedir"`
1040 * Same as `facedir`, but with colors.
1041 * The first three bits of `param2` tells which color is picked from the
1042 palette. The palette should have 8 pixels.
1043 * `paramtype2 = "colorwallmounted"`
1044 * Same as `wallmounted`, but with colors.
1045 * The first five bits of `param2` tells which color is picked from the
1046 palette. The palette should have 32 pixels.
1047 * `paramtype2 = "glasslikeliquidlevel"`
1048 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1050 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1052 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1054 Nodes can also contain extra data. See [Node Metadata].
1059 There are a bunch of different looking node types.
1061 Look for examples in `games/minimal` or `games/minetest_game`.
1064 * A node-sized cube.
1066 * Invisible, uses no texture.
1068 * The cubic source node for a liquid.
1070 * The flowing version of a liquid, appears with various heights and slopes.
1072 * Often used for partially-transparent nodes.
1073 * Only external sides of textures are visible.
1074 * `glasslike_framed`
1075 * All face-connected nodes are drawn as one volume within a surrounding
1077 * The frame appearence is generated from the edges of the first texture
1078 specified in `tiles`. The width of the edges used are 1/16th of texture
1079 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1080 * The glass 'shine' (or other desired detail) on each node face is supplied
1081 by the second texture specified in `tiles`.
1082 * `glasslike_framed_optional`
1083 * This switches between the above 2 drawtypes according to the menu setting
1086 * Often used for partially-transparent nodes.
1087 * External and internal sides of textures are visible.
1088 * `allfaces_optional`
1089 * Often used for leaves nodes.
1090 * This switches between `normal`, `glasslike` and `allfaces` according to
1091 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1092 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1093 is used instead, if present. This allows a visually thicker texture to be
1094 used to compensate for how `glasslike` reduces visual thickness.
1096 * A single vertical texture.
1097 * If placed on top of a node, uses the first texture specified in `tiles`.
1098 * If placed against the underside of a node, uses the second texture
1099 specified in `tiles`.
1100 * If placed on the side of a node, uses the third texture specified in
1101 `tiles` and is perpendicular to that node.
1103 * A single texture parallel to, and mounted against, the top, underside or
1106 * Two vertical and diagonal textures at right-angles to each other.
1107 * See `paramtype2 = "meshoptions"` above for other options.
1109 * When above a flat surface, appears as 6 textures, the central 2 as
1110 `plantlike` plus 4 more surrounding those.
1111 * If not above a surface the central 2 do not appear, but the texture
1112 appears against the faces of surrounding nodes if they are present.
1114 * A 3D model suitable for a wooden fence.
1115 * One placed node appears as a single vertical post.
1116 * Adjacently-placed nodes cause horizontal bars to appear between them.
1118 * Often used for tracks for mining carts.
1119 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1120 curved, t-junction, crossing.
1121 * Each placed node automatically switches to a suitable rotated texture
1122 determined by the adjacent `raillike` nodes, in order to create a
1123 continuous track network.
1124 * Becomes a sloping node if placed against stepped nodes.
1126 * Often used for stairs and slabs.
1127 * Allows defining nodes consisting of an arbitrary number of boxes.
1128 * See [Node boxes] below for more information.
1130 * Uses models for nodes.
1131 * Tiles should hold model materials textures.
1132 * Only static meshes are implemented.
1133 * For supported model formats see Irrlicht engine documentation.
1134 * `plantlike_rooted`
1135 * Enables underwater `plantlike` without air bubbles around the nodes.
1136 * Consists of a base cube at the co-ordinates of the node plus a
1137 `plantlike` extension above with a height of `param2 / 16` nodes.
1138 * The `plantlike` extension visually passes through any nodes above the
1139 base cube without affecting them.
1140 * The base cube texture tiles are defined as normal, the `plantlike`
1141 extension uses the defined special tile, for example:
1142 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1144 `*_optional` drawtypes need less rendering time if deactivated
1145 (always client-side).
1150 Node selection boxes are defined using "node boxes".
1152 A nodebox is defined as any of:
1155 -- A normal cube; the default in most things
1159 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1161 fixed = box OR {box1, box2, ...}
1164 -- A variable height box (or boxes) with the top face position defined
1165 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1167 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1169 fixed = box OR {box1, box2, ...}
1172 -- A box like the selection box for torches
1173 -- (wallmounted param2 is used, if applicable)
1174 type = "wallmounted",
1180 -- A node that has optional boxes depending on neighbouring nodes'
1181 -- presence and type. See also `connects_to`.
1183 fixed = box OR {box1, box2, ...}
1184 connect_top = box OR {box1, box2, ...}
1185 connect_bottom = box OR {box1, box2, ...}
1186 connect_front = box OR {box1, box2, ...}
1187 connect_left = box OR {box1, box2, ...}
1188 connect_back = box OR {box1, box2, ...}
1189 connect_right = box OR {box1, box2, ...}
1190 -- The following `disconnected_*` boxes are the opposites of the
1191 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1192 -- on the respective side, the corresponding disconnected box is drawn.
1193 disconnected_top = box OR {box1, box2, ...}
1194 disconnected_bottom = box OR {box1, box2, ...}
1195 disconnected_front = box OR {box1, box2, ...}
1196 disconnected_left = box OR {box1, box2, ...}
1197 disconnected_back = box OR {box1, box2, ...}
1198 disconnected_right = box OR {box1, box2, ...}
1199 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1200 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1201 -- neighbours to the sides
1204 A `box` is defined as:
1206 {x1, y1, z1, x2, y2, z2}
1208 A box of a regular node would look like:
1210 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1221 The position field is used for all element types.
1223 To account for differing resolutions, the position coordinates are the
1224 percentage of the screen, ranging in value from `0` to `1`.
1226 The name field is not yet used, but should contain a description of what the
1227 HUD element represents. The direction field is the direction in which something
1230 `0` draws from left to right, `1` draws from right to left, `2` draws from
1231 top to bottom, and `3` draws from bottom to top.
1233 The `alignment` field specifies how the item will be aligned. It ranges from
1234 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1235 is to the right/down. Fractional values can be used.
1237 The `offset` field specifies a pixel offset from the position. Contrary to
1238 position, the offset is not scaled to screen size. This allows for some
1239 precisely positioned items in the HUD.
1241 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1244 Below are the specific uses for fields in each type; fields not listed for that
1248 Displays an image on the HUD.
1250 * `scale`: The scale of the image, with 1 being the original texture size.
1251 Only the X coordinate scale is used (positive values).
1252 Negative values represent that percentage of the screen it
1253 should take; e.g. `x=-100` means 100% (width).
1254 * `text`: The name of the texture that is displayed.
1255 * `alignment`: The alignment of the image.
1256 * `offset`: offset in pixels from position.
1260 Displays text on the HUD.
1262 * `scale`: Defines the bounding rectangle of the text.
1263 A value such as `{x=100, y=100}` should work.
1264 * `text`: The text to be displayed in the HUD element.
1265 * `number`: An integer containing the RGB value of the color used to draw the
1266 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1267 * `alignment`: The alignment of the text.
1268 * `offset`: offset in pixels from position.
1272 Displays a horizontal bar made up of half-images.
1274 * `text`: The name of the texture that is used.
1275 * `number`: The number of half-textures that are displayed.
1276 If odd, will end with a vertically center-split texture.
1278 * `offset`: offset in pixels from position.
1279 * `size`: If used, will force full-image size to this value (override texture
1284 * `text`: The name of the inventory list to be displayed.
1285 * `number`: Number of items in the inventory to be displayed.
1286 * `item`: Position of item that is selected.
1288 * `offset`: offset in pixels from position.
1292 Displays distance to selected world position.
1294 * `name`: The name of the waypoint.
1295 * `text`: Distance suffix. Can be blank.
1296 * `number:` An integer containing the RGB value of the color used to draw the
1298 * `world_pos`: World position of the waypoint.
1303 Representations of simple things
1304 ================================
1309 {x=num, y=num, z=num}
1311 For helper functions see [Spatial Vectors].
1316 * `{type="nothing"}`
1317 * `{type="node", under=pos, above=pos}`
1318 * `{type="object", ref=ObjectRef}`
1320 Exact pointing location (currently only `Raycast` supports these fields):
1321 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1322 point on the selection box which is pointed at. May be in the selection box
1323 if the pointer is in the box too.
1324 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1326 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1327 selected selection box. This specifies which face is pointed at.
1328 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1334 Flag Specifier Format
1335 =====================
1337 Flags using the standardized flag specifier format can be specified in either
1338 of two ways, by string or table.
1340 The string format is a comma-delimited set of flag names; whitespace and
1341 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1342 flag, and specifying a flag prefixed by the string `"no"` explicitly
1343 clears the flag from whatever the default may be.
1345 In addition to the standard string flag format, the schematic flags field can
1346 also be a table of flag names to boolean values representing whether or not the
1347 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1348 is present, mapped to a boolean of any value, the specified flag is unset.
1350 E.g. A flag field of value
1352 {place_center_x = true, place_center_y=false, place_center_z=true}
1356 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1358 which is equivalent to
1360 "place_center_x, noplace_center_y, place_center_z"
1364 "place_center_x, place_center_z"
1366 since, by default, no schematic attributes are set.
1377 There are three kinds of items: nodes, tools and craftitems.
1379 * Node: Can be placed in the world's voxel grid
1380 * Tool: Has a wear property but cannot be stacked. The default use action is to
1381 dig nodes or hit objects according to its tool capabilities.
1382 * Craftitem: Cannot dig nodes or be placed
1387 All item stacks have an amount between 0 and 65535. It is 1 by
1388 default. Tool item stacks can not have an amount greater than 1.
1390 Tools use a wear (damage) value ranging from 0 to 65535. The
1391 value 0 is the default and is used for unworn tools. The values
1392 1 to 65535 are used for worn tools, where a higher value stands for
1393 a higher wear. Non-tools always have a wear value of 0.
1398 Items and item stacks can exist in three formats: Serializes, table format
1401 When an item must be passed to a function, it can usually be in any of
1406 This is called "stackstring" or "itemstring". It is a simple string with
1407 1-3 components: the full item identifier, an optional amount and an optional
1410 <identifier> [<amount>[ <wear>]]
1414 * `'default:apple'`: 1 apple
1415 * `'default:dirt 5'`: 5 dirt
1416 * `'default:pick_stone'`: a new stone pickaxe
1417 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1425 {name="default:dirt", count=5, wear=0, metadata=""}
1427 A wooden pick about 1/3 worn out:
1429 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1433 {name="default:apple", count=1, wear=0, metadata=""}
1437 A native C++ format with many helper methods. Useful for converting
1438 between formats. See the [Class reference] section for details.
1446 In a number of places, there is a group table. Groups define the
1447 properties of a thing (item, node, armor of entity, capabilities of
1448 tool) in such a way that the engine and other mods can can interact with
1449 the thing without actually knowing what the thing is.
1454 Groups are stored in a table, having the group names with keys and the
1455 group ratings as values. For example:
1458 groups = {crumbly=3, soil=1}
1460 -- A more special dirt-kind of thing
1461 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1463 Groups always have a rating associated with them. If there is no
1464 useful meaning for a rating for an enabled group, it shall be `1`.
1466 When not defined, the rating of a group defaults to `0`. Thus when you
1467 read groups, you must interpret `nil` and `0` as the same value, `0`.
1469 You can read the rating of a group for an item or a node by using
1471 minetest.get_item_group(itemname, groupname)
1476 Groups of items can define what kind of an item it is (e.g. wool).
1481 In addition to the general item things, groups are used to define whether
1482 a node is destroyable and how long it takes to destroy by a tool.
1487 For entities, groups are, as of now, used only for calculating damage.
1488 The rating is the percentage of damage caused by tools with this damage group.
1489 See [Entity damage mechanism].
1491 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1492 object.set_armor_groups({fleshy=30, cracky=80})
1497 Groups in tools define which groups of nodes and entities they are
1500 Groups in crafting recipes
1501 --------------------------
1503 An example: Make meat soup from any meat, any water and any bowl:
1506 output = 'food:meat_soup_raw',
1512 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1515 Another example: Make red wool from white wool and red dye:
1519 output = 'wool:red',
1520 recipe = {'wool:white', 'group:dye,basecolor_red'},
1526 * `immortal`: Disables the group damage system for an entity
1527 * `punch_operable`: For entities; disables the regular damage mechanism for
1528 players punching it by hand or a non-tool item, so that it can do something
1529 else than take damage.
1530 * `level`: Can be used to give an additional sense of progression in the game.
1531 * A larger level will cause e.g. a weapon of a lower level make much less
1532 damage, and get worn out much faster, or not be able to get drops
1533 from destroyed nodes.
1534 * `0` is something that is directly accessible at the start of gameplay
1535 * There is no upper limit
1536 * `dig_immediate`: Player can always pick up node without reducing tool wear
1537 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1538 * `3`: the node always gets the digging time 0 seconds (torch)
1539 * `disable_jump`: Player (and possibly other things) cannot jump from node
1540 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1541 * `bouncy`: value is bounce speed in percent
1542 * `falling_node`: if there is no walkable block under the node it will fall
1543 * `attached_node`: if the node under it is not a walkable block the node will be
1544 dropped as an item. If the node is wallmounted the wallmounted direction is
1546 * `soil`: saplings will grow on nodes in this group
1547 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1548 connect to each other
1549 * `slippery`: Players and items will slide on the node.
1550 Slipperiness rises steadily with `slippery` value, starting at 1.
1553 Known damage and digging time defining groups
1554 ---------------------------------------------
1556 * `crumbly`: dirt, sand
1557 * `cracky`: tough but crackable stuff like stone.
1558 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1559 plants, wire, sheets of metal
1560 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1561 * `fleshy`: Living things like animals and the player. This could imply
1562 some blood effects when hitting.
1563 * `explody`: Especially prone to explosions
1564 * `oddly_breakable_by_hand`:
1565 Can be added to nodes that shouldn't logically be breakable by the
1566 hand but are. Somewhat similar to `dig_immediate`, but times are more
1567 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1568 speed of a tool if the tool can dig at a faster speed than this
1569 suggests for the hand.
1571 Examples of custom groups
1572 -------------------------
1574 Item groups are often used for defining, well, _groups of items_.
1576 * `meat`: any meat-kind of a thing (rating might define the size or healing
1577 ability or be irrelevant -- it is not defined as of yet)
1578 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1580 * `flammable`: can be set on fire. Rating might define the intensity of the
1581 fire, affecting e.g. the speed of the spreading of an open fire.
1582 * `wool`: any wool (any origin, any color)
1583 * `metal`: any metal
1584 * `weapon`: any weapon
1585 * `heavy`: anything considerably heavy
1587 Digging time calculation specifics
1588 ----------------------------------
1590 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1591 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1592 faster digging time.
1594 The `level` group is used to limit the toughness of nodes a tool can dig
1595 and to scale the digging times / damage to a greater extent.
1597 **Please do understand this**, otherwise you cannot use the system to it's
1600 Tools define their properties by a list of parameters for groups. They
1601 cannot dig other groups; thus it is important to use a standard bunch of
1602 groups to enable interaction with tools.
1615 * Full punch interval
1616 * Maximum drop level
1617 * For an arbitrary list of groups:
1618 * Uses (until the tool breaks)
1619 * Maximum level (usually `0`, `1`, `2` or `3`)
1623 ### Full punch interval
1625 When used as a weapon, the tool will do full damage if this time is spent
1626 between punches. If e.g. half the time is spent, the tool will do half
1629 ### Maximum drop level
1631 Suggests the maximum level of node, when dug with the tool, that will drop
1632 it's useful item. (e.g. iron ore to drop a lump of iron).
1634 This is not automated; it is the responsibility of the node definition
1639 Determines how many uses the tool has when it is used for digging a node,
1640 of this group, of the maximum level. For lower leveled nodes, the use count
1641 is multiplied by `3^leveldiff`.
1643 * `uses=10, leveldiff=0`: actual uses: 10
1644 * `uses=10, leveldiff=1`: actual uses: 30
1645 * `uses=10, leveldiff=2`: actual uses: 90
1649 Tells what is the maximum level of a node of this group that the tool will
1654 List of digging times for different ratings of the group, for nodes of the
1657 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1658 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1659 for this group, and unable to dig the rating `1`, which is the toughest.
1660 Unless there is a matching group that enables digging otherwise.
1662 If the result digging time is 0, a delay of 0.15 seconds is added between
1663 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1664 i.e. players can more quickly click the nodes away instead of holding LMB.
1668 List of damage for groups of entities. See [Entity damage mechanism].
1670 Example definition of the capabilities of a tool
1671 ------------------------------------------------
1673 tool_capabilities = {
1674 full_punch_interval=1.5,
1677 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1679 damage_groups = {fleshy=2},
1682 This makes the tool be able to dig nodes that fulfil both of these:
1684 * Have the `crumbly` group
1685 * Have a `level` group less or equal to `2`
1687 Table of resulting digging times:
1689 crumbly 0 1 2 3 4 <- level
1691 1 0.80 1.60 1.60 - -
1692 2 0.60 1.20 1.20 - -
1693 3 0.40 0.80 0.80 - -
1695 level diff: 2 1 0 -1 -2
1697 Table of resulting tool uses:
1706 * At `crumbly==0`, the node is not diggable.
1707 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1708 easy nodes to be quickly breakable.
1709 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1714 Entity damage mechanism
1715 =======================
1720 foreach group in cap.damage_groups:
1721 damage += cap.damage_groups[group]
1722 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1723 * (object.armor_groups[group] / 100.0)
1724 -- Where object.armor_groups[group] is 0 for inexistent values
1727 Client predicts damage based on damage groups. Because of this, it is able to
1728 give an immediate response when an entity is damaged or dies; the response is
1729 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1731 Currently a smoke puff will appear when an entity dies.
1733 The group `immortal` completely disables normal damage.
1735 Entities can define a special armor group, which is `punch_operable`. This
1736 group disables the regular damage mechanism for players punching it by hand or
1737 a non-tool item, so that it can do something else than take damage.
1739 On the Lua side, every punch calls:
1741 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1744 This should never be called directly, because damage is usually not handled by
1747 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1748 accessed unless absolutely required, to encourage interoperability.
1749 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1750 * `tool_capabilities` can be `nil`.
1751 * `direction` is a unit vector, pointing from the source of the punch to
1753 * `damage` damage that will be done to entity
1754 Return value of this function will determine if damage is done by this function
1755 (retval true) or shall be done by engine (retval false)
1757 To punch an entity/object in Lua, call:
1759 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1761 * Return value is tool wear.
1762 * Parameters are equal to the above callback.
1763 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1764 will be automatically filled in based on the location of `puncher`.
1775 The instance of a node in the world normally only contains the three values
1776 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1777 It is called "node metadata"; See `NodeMetaRef`.
1779 Node metadata contains two things:
1784 Some of the values in the key-value store are handled specially:
1786 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1787 * `infotext`: Text shown on the screen when the node is pointed at
1791 local meta = minetest.get_meta(pos)
1792 meta:set_string("formspec",
1794 "list[context;main;0,0;8,4;]"..
1795 "list[current_player;main;0,5;8,4;]")
1796 meta:set_string("infotext", "Chest");
1797 local inv = meta:get_inventory()
1798 inv:set_size("main", 8*4)
1799 print(dump(meta:to_table()))
1802 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1803 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1804 [10] = "", [11] = "", [12] = "", [13] = "",
1805 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1806 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1807 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1808 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1812 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1820 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1822 Item metadata only contains a key-value store.
1824 Some of the values in the key-value store are handled specially:
1826 * `description`: Set the item stack's description. Defaults to
1828 * `color`: A `ColorString`, which sets the stack's color.
1829 * `palette_index`: If the item has a palette, this is used to get the
1830 current color from the palette.
1834 local meta = stack:get_meta()
1835 meta:set_string("key", "value")
1836 print(dump(meta:to_table()))
1844 Formspec defines a menu. Currently not much else than inventories are
1845 supported. It is a string, with a somewhat strange format.
1847 Spaces and newlines can be inserted between the blocks, as is used in the
1850 Position and size units are inventory slots, `X` and `Y` position the formspec
1851 element relative to the top left of the menu or container. `W` and `H` are its
1852 width and height values.
1853 When displaying text which can contain formspec code, e.g. text set by a player,
1854 use `minetest.formspec_escape`.
1855 For coloured text you can use `minetest.colorize`.
1857 WARNING: Minetest allows you to add elements to every single formspec instance
1858 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1859 appearing when you don't expect them to. See [`no_prepend[]`].
1867 list[context;main;0,0;8,4;]
1868 list[current_player;main;0,5;8,4;]
1873 list[context;fuel;2,3;1,1;]
1874 list[context;src;2,1;1,1;]
1875 list[context;dst;5,1;2,2;]
1876 list[current_player;main;0,5;8,4;]
1878 ### Minecraft-like player inventory
1881 image[1,0.6;1,2;player.png]
1882 list[current_player;main;0,3.5;8,4;]
1883 list[current_player;craft;3,0;3,3;]
1884 list[current_player;craftpreview;7,1;1,1;]
1889 ### `size[<W>,<H>,<fixed_size>]`
1891 * Define the size of the menu in inventory slots
1892 * `fixed_size`: `true`/`false` (optional)
1893 * deprecated: `invsize[<W>,<H>;]`
1895 ### `position[<X>,<Y>]`
1897 * Must be used after `size` element.
1898 * Defines the position on the game window of the formspec's `anchor` point.
1899 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1901 * [0.0, 0.0] sets the position to the top left corner of the game window.
1902 * [1.0, 1.0] sets the position to the bottom right of the game window.
1903 * Defaults to the center of the game window [0.5, 0.5].
1905 ### `anchor[<X>,<Y>]`
1907 * Must be used after both `size` and `position` (if present) elements.
1908 * Defines the location of the anchor point within the formspec.
1909 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1911 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1912 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1913 * Defaults to the center of the formspec [0.5, 0.5].
1915 * `position` and `anchor` elements need suitable values to avoid a formspec
1916 extending off the game window due to particular game window sizes.
1920 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1921 * Disables player:set_formspec_prepend() from applying to this formspec.
1923 ### `container[<X>,<Y>]`
1925 * Start of a container block, moves all physical elements in the container by
1927 * Must have matching `container_end`
1928 * Containers can be nested, in which case the offsets are added
1929 (child containers are relative to parent containers)
1931 ### `container_end[]`
1933 * End of a container, following elements are no longer relative to this
1936 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1938 * Show an inventory list
1940 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1942 * Show an inventory list
1944 ### `listring[<inventory location>;<list name>]`
1946 * Allows to create a ring of inventory lists
1947 * Shift-clicking on items in one element of the ring
1948 will send them to the next inventory list inside the ring
1949 * The first occurrence of an element inside the ring will
1950 determine the inventory where items will be sent to
1954 * Shorthand for doing `listring[<inventory location>;<list name>]`
1955 for the last two inventory lists added by list[...]
1957 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1959 * Sets background color of slots as `ColorString`
1960 * Sets background color of slots on mouse hovering
1962 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1964 * Sets background color of slots as `ColorString`
1965 * Sets background color of slots on mouse hovering
1966 * Sets color of slots border
1968 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1970 * Sets background color of slots as `ColorString`
1971 * Sets background color of slots on mouse hovering
1972 * Sets color of slots border
1973 * Sets default background color of tooltips
1974 * Sets default font color of tooltips
1976 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1978 * Adds tooltip for an element
1979 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1980 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1982 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1983 * Adds tooltip for an area. Other tooltips will take priority when present.
1984 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1985 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1987 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1991 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1993 * Show an inventory image of registered item/node
1995 ### `bgcolor[<color>;<fullscreen>]`
1997 * Sets background color of formspec as `ColorString`
1998 * If `true`, the background color is drawn fullscreen (does not affect the size
2001 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2003 * Use a background. Inventory rectangles are not drawn then.
2004 * Example for formspec 8x4 in 16x resolution: image shall be sized
2005 8 times 16px times 4 times 16px.
2007 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2009 * Use a background. Inventory rectangles are not drawn then.
2010 * Example for formspec 8x4 in 16x resolution:
2011 image shall be sized 8 times 16px times 4 times 16px
2012 * If `auto_clip` is `true`, the background is clipped to the formspec size
2013 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2015 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2017 * Textual password style field; will be sent to server when a button is clicked
2018 * When enter is pressed in field, fields.key_enter_field will be sent with the
2020 * Fields are a set height, but will be vertically centred on `H`
2021 * `name` is the name of the field as returned in fields to `on_receive_fields`
2022 * `label`, if not blank, will be text printed on the top left above the field
2023 * See `field_close_on_enter` to stop enter closing the formspec
2025 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2027 * Textual field; will be sent to server when a button is clicked
2028 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2029 the name of this field.
2030 * Fields are a set height, but will be vertically centred on `H`
2031 * `name` is the name of the field as returned in fields to `on_receive_fields`
2032 * `label`, if not blank, will be text printed on the top left above the field
2033 * `default` is the default value of the field
2034 * `default` may contain variable references such as `${text}` which
2035 will fill the value from the metadata value `text`
2036 * **Note**: no extra text or more than a single variable is supported ATM.
2037 * See `field_close_on_enter` to stop enter closing the formspec
2039 ### `field[<name>;<label>;<default>]`
2041 * As above, but without position/size units
2042 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2043 the name of this field.
2044 * Special field for creating simple forms, such as sign text input
2045 * Must be used without a `size[]` element
2046 * A "Proceed" button will be added automatically
2047 * See `field_close_on_enter` to stop enter closing the formspec
2049 ### `field_close_on_enter[<name>;<close_on_enter>]`
2051 * <name> is the name of the field
2052 * if <close_on_enter> is false, pressing enter in the field will submit the
2053 form but not close it.
2054 * defaults to true when not specified (ie: no tag for a field)
2056 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2058 * Same as fields above, but with multi-line input
2059 * If the text overflows, a vertical scrollbar is added.
2060 * If the name is empty, the textarea is read-only and
2061 the background is not shown, which corresponds to a multi-line label.
2063 ### `label[<X>,<Y>;<label>]`
2065 * The label formspec element displays the text set in `label`
2066 at the specified position.
2067 * The text is displayed directly without automatic line breaking,
2068 so label should not be used for big text chunks.
2070 ### `vertlabel[<X>,<Y>;<label>]`
2072 * Textual label drawn vertically
2073 * `label` is the text on the label
2075 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2077 * Clickable button. When clicked, fields will be sent.
2078 * Fixed button height. It will be vertically centred on `H`
2079 * `label` is the text on the button
2081 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2083 * `texture name` is the filename of an image
2085 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2087 * `texture name` is the filename of an image
2088 * `noclip=true` means the image button doesn't need to be within specified
2090 * `drawborder`: draw button border or not
2091 * `pressed texture name` is the filename of an image on pressed state
2093 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2095 * `item name` is the registered name of an item/node,
2096 tooltip will be made out of its description
2097 to override it use tooltip element
2099 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2101 * When clicked, fields will be sent and the form will quit.
2103 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2105 * When clicked, fields will be sent and the form will quit.
2107 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2109 * Scrollable item list showing arbitrary text elements
2110 * `name` fieldname sent to server on doubleclick value is current selected
2112 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2114 * if you want a listelement to start with "#" write "##".
2116 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2118 * Scrollable itemlist showing arbitrary text elements
2119 * `name` fieldname sent to server on doubleclick value is current selected
2121 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2122 * if you want a listelement to start with "#" write "##"
2123 * Index to be selected within textlist
2124 * `true`/`false`: draw transparent background
2125 * See also `minetest.explode_textlist_event`
2126 (main menu: `core.explode_textlist_event`).
2128 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2130 * Show a tab**header** at specific position (ignores formsize)
2131 * `name` fieldname data is transferred to Lua
2132 * `caption 1`...: name shown on top of tab
2133 * `current_tab`: index of selected tab 1...
2134 * `transparent` (optional): show transparent
2135 * `draw_border` (optional): draw border
2137 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2139 * Simple colored box
2140 * `color` is color specified as a `ColorString`.
2141 If the alpha component is left blank, the box will be semitransparent.
2143 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2145 * Show a dropdown field
2146 * **Important note**: There are two different operation modes:
2147 1. handle directly on change (only changed dropdown is submitted)
2148 2. read the value on pressing a button (all dropdown values are available)
2149 * `x` and `y` position of dropdown
2151 * Fieldname data is transferred to Lua
2152 * Items to be shown in dropdown
2153 * Index of currently selected dropdown item
2155 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2158 * `name` fieldname data is transferred to Lua
2159 * `label` to be shown left of checkbox
2160 * `selected` (optional): `true`/`false`
2162 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2165 * There are two ways to use it:
2166 1. handle the changed event (only changed scrollbar is available)
2167 2. read the value on pressing a button (all scrollbars are available)
2168 * `orientation`: `vertical`/`horizontal`
2169 * Fieldname data is transferred to Lua
2170 * Value this trackbar is set to (`0`-`1000`)
2171 * See also `minetest.explode_scrollbar_event`
2172 (main menu: `core.explode_scrollbar_event`).
2174 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2176 * Show scrollable table using options defined by the previous `tableoptions[]`
2177 * Displays cells as defined by the previous `tablecolumns[]`
2178 * `name`: fieldname sent to server on row select or doubleclick
2179 * `cell 1`...`cell n`: cell contents given in row-major order
2180 * `selected idx`: index of row to be selected within table (first row = `1`)
2181 * See also `minetest.explode_table_event`
2182 (main menu: `core.explode_table_event`).
2184 ### `tableoptions[<opt 1>;<opt 2>;...]`
2186 * Sets options for `table[]`
2188 * default text color (`ColorString`), defaults to `#FFFFFF`
2189 * `background=#RRGGBB`
2190 * table background color (`ColorString`), defaults to `#000000`
2191 * `border=<true/false>`
2192 * should the table be drawn with a border? (default: `true`)
2193 * `highlight=#RRGGBB`
2194 * highlight background color (`ColorString`), defaults to `#466432`
2195 * `highlight_text=#RRGGBB`
2196 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2197 * `opendepth=<value>`
2198 * all subtrees up to `depth < value` are open (default value = `0`)
2199 * only useful when there is a column of type "tree"
2201 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2203 * Sets columns for `table[]`
2204 * Types: `text`, `image`, `color`, `indent`, `tree`
2205 * `text`: show cell contents as text
2206 * `image`: cell contents are an image index, use column options to define
2208 * `color`: cell contents are a ColorString and define color of following
2210 * `indent`: cell contents are a number and define indentation of following
2212 * `tree`: same as indent, but user can open and close subtrees
2216 * for `text` and `image`: content alignment within cells.
2217 Available values: `left` (default), `center`, `right`, `inline`
2219 * for `text` and `image`: minimum width in em (default: `0`)
2220 * for `indent` and `tree`: indent width in em (default: `1.5`)
2221 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2222 Exception: defaults to 0 for indent columns
2223 * `tooltip=<value>`: tooltip text (default: empty)
2224 * `image` column options:
2225 * `0=<value>` sets image for image index 0
2226 * `1=<value>` sets image for image index 1
2227 * `2=<value>` sets image for image index 2
2228 * and so on; defined indices need not be contiguous empty or
2229 non-numeric cells are treated as `0`.
2230 * `color` column options:
2231 * `span=<value>`: number of following columns to affect
2232 (default: infinite).
2234 **Note**: do _not_ use a element name starting with `key_`; those names are
2235 reserved to pass key press events to formspec!
2246 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2247 * `"current_player"`: Player to whom the menu is shown
2248 * `"player:<name>"`: Any player
2249 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2250 * `"detached:<name>"`: A detached inventory
2252 Player Inventory lists
2253 ----------------------
2255 * `main`: list containing the default inventory
2256 * `craft`: list containing the craft input
2257 * `craftpreview`: list containing the craft output
2258 * `hand`: list containing an override for the empty hand
2269 `#RGB` defines a color in hexadecimal format.
2271 `#RGBA` defines a color in hexadecimal format and alpha channel.
2273 `#RRGGBB` defines a color in hexadecimal format.
2275 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2277 Named colors are also supported and are equivalent to
2278 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2279 To specify the value of the alpha channel, append `#AA` to the end of the color
2280 name (e.g. `colorname#08`). For named colors the hexadecimal string
2281 representing the alpha value must (always) be two hexadecimal digits.
2286 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2289 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2290 * `colorspec = {a=255, r=0, g=255, b=0}`
2291 * numerical form: The raw integer value of an ARGB8 quad:
2292 * `colorspec = 0xFF00FF00`
2293 * string form: A ColorString (defined above):
2294 * `colorspec = "green"`
2302 Most text can contain escape sequences, that can for example color the text.
2303 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2304 The following functions provide escape sequences:
2306 * `minetest.get_color_escape_sequence(color)`:
2307 * `color` is a ColorString
2308 * The escape sequence sets the text color to `color`
2309 * `minetest.colorize(color, message)`:
2311 `minetest.get_color_escape_sequence(color) ..
2313 minetest.get_color_escape_sequence("#ffffff")`
2314 * `minetest.get_background_escape_sequence(color)`
2315 * `color` is a ColorString
2316 * The escape sequence sets the background of the whole text element to
2317 `color`. Only defined for item descriptions and tooltips.
2318 * `minetest.strip_foreground_colors(str)`
2319 * Removes foreground colors added by `get_color_escape_sequence`.
2320 * `minetest.strip_background_colors(str)`
2321 * Removes background colors added by `get_background_escape_sequence`.
2322 * `minetest.strip_colors(str)`
2323 * Removes all color escape sequences.
2331 For the following functions, `v`, `v1`, `v2` are vectors,
2332 `p1`, `p2` are positions:
2334 * `vector.new(a[, b, c])`:
2336 * A copy of `a` if `a` is a vector.
2337 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2338 * `vector.direction(p1, p2)`:
2339 * Returns a vector of length 1 with direction `p1` to `p2`.
2340 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2341 * `vector.distance(p1, p2)`:
2342 * Returns zero or a positive number, the distance between `p1` and `p2`.
2343 * `vector.length(v)`:
2344 * Returns zero or a positive number, the length of vector `v`.
2345 * `vector.normalize(v)`:
2346 * Returns a vector of length 1 with direction of vector `v`.
2347 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2348 * `vector.floor(v)`:
2349 * Returns a vector, each dimension rounded down.
2350 * `vector.round(v)`:
2351 * Returns a vector, each dimension rounded to nearest integer.
2352 * `vector.apply(v, func)`:
2353 * Returns a vector where the function `func` has been applied to each
2355 * `vector.equals(v1, v2)`:
2356 * Returns a boolean, `true` if the vectors are identical.
2357 * `vector.sort(v1, v2)`:
2358 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2360 For the following functions `x` can be either a vector or a number:
2362 * `vector.add(v, x)`:
2364 * `vector.subtract(v, x)`:
2366 * `vector.multiply(v, x)`:
2367 * Returns a scaled vector or Schur product.
2368 * `vector.divide(v, x)`:
2369 * Returns a scaled vector or Schur quotient.
2377 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2378 human-readable, handles reference loops.
2379 * `obj`: arbitrary variable
2380 * `name`: string, default: `"_"`
2381 * `dumped`: table, default: `{}`
2382 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2383 * `obj`: arbitrary variable
2384 * `dumped`: table, default: `{}`
2385 * `math.hypot(x, y)`
2386 * Get the hypotenuse of a triangle with legs x and y.
2387 Useful for distance calculation.
2388 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2389 * Get the sign of a number.
2390 * tolerance: number, default: `0.0`
2391 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2393 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2394 * `separator`: string, default: `","`
2395 * `include_empty`: boolean, default: `false`
2396 * `max_splits`: number, if it's negative, splits aren't limited,
2398 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2399 string or a pattern (regex), default: `false`
2400 * e.g. `"a,b":split","` returns `{"a","b"}`
2401 * `string:trim()`: returns the string without whitespace pre- and suffixes
2402 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2403 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2404 * Adds newlines to the string to keep it within the specified character
2406 * Note that the returned lines may be longer than the limit since it only
2407 splits at word borders.
2408 * `limit`: number, maximal amount of characters in one line
2409 * `as_table`: boolean, if set to true, a table of lines instead of a string
2410 is returned, default: `false`
2411 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2412 * `pos`: table {x=X, y=Y, z=Z}
2413 * Converts the position `pos` to a human-readable, printable string
2414 * `decimal_places`: number, if specified, the x, y and z values of
2415 the position are rounded to the given decimal place.
2416 * `minetest.string_to_pos(string)`: returns a position or `nil`
2417 * Same but in reverse.
2418 * If the string can't be parsed to a position, nothing is returned.
2419 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2420 * Converts a string representing an area box into two positions
2421 * `minetest.formspec_escape(string)`: returns a string
2422 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2424 * `minetest.is_yes(arg)`
2425 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2426 * `minetest.is_nan(arg)`
2427 * returns true when the passed number represents NaN.
2428 * `minetest.get_us_time()`
2429 * returns time with microsecond precision. May not return wall time.
2430 * `table.copy(table)`: returns a table
2431 * returns a deep copy of `table`
2432 * `table.insert_all(table, other_table)`:
2433 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2435 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2437 * returns the exact position on the surface of a pointed node
2445 Texts can be translated client-side with the help of `minetest.translate` and
2448 Translating a string
2449 --------------------
2451 Two functions are provided to translate strings: `minetest.translate` and
2452 `minetest.get_translator`.
2454 * `minetest.get_translator(textdomain)` is a simple wrapper around
2455 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2456 equivalent to `minetest.translate(textdomain, str, ...)`.
2457 It is intended to be used in the following way, so that it avoids verbose
2458 repetitions of `minetest.translate`:
2460 local S = minetest.get_translator(textdomain)
2463 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2465 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2466 the given `textdomain` for disambiguation. The textdomain must match the
2467 textdomain specified in the translation file in order to get the string
2468 translated. This can be used so that a string is translated differently in
2470 It is advised to use the name of the mod as textdomain whenever possible, to
2471 avoid clashes with other mods.
2472 This function must be given a number of arguments equal to the number of
2473 arguments the translated string expects.
2474 Arguments are literal strings -- they will not be translated, so if you want
2475 them to be, they need to come as outputs of `minetest.translate` as well.
2477 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2478 by the translation of "Red". We can do the following:
2480 local S = minetest.get_translator()
2481 S("@1 Wool", S("Red"))
2483 This will be displayed as "Red Wool" on old clients and on clients that do
2484 not have localization enabled. However, if we have for instance a translation
2485 file named `wool.fr.tr` containing the following:
2490 this will be displayed as "Laine Rouge" on clients with a French locale.
2492 Operations on translated strings
2493 --------------------------------
2495 The output of `minetest.translate` is a string, with escape sequences adding
2496 additional information to that string so that it can be translated on the
2497 different clients. In particular, you can't expect operations like string.length
2498 to work on them like you would expect them to, or string.gsub to work in the
2499 expected manner. However, string concatenation will still work as expected
2500 (note that you should only use this for things like formspecs; do not translate
2501 sentences by breaking them into parts; arguments should be used instead), and
2502 operations such as `minetest.colorize` which are also concatenation.
2504 Translation file format
2505 -----------------------
2507 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2508 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2509 The file should be a text file, with the following format:
2511 * Lines beginning with `# textdomain:` (the space is significant) can be used
2512 to specify the text domain of all following translations in the file.
2513 * All other empty lines or lines beginning with `#` are ignored.
2514 * Other lines should be in the format `original=translated`. Both `original`
2515 and `translated` can contain escape sequences beginning with `@` to insert
2516 arguments, literal `@`, `=` or newline (See [Escapes] below).
2517 There must be no extraneous whitespace around the `=` or at the beginning or
2518 the end of the line.
2523 Strings that need to be translated can contain several escapes, preceded by `@`.
2525 * `@@` acts as a literal `@`.
2526 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2527 string that will be inlined when translated. Due to how translations are
2528 implemented, the original translation string **must** have its arguments in
2529 increasing order, without gaps or repetitions, starting from 1.
2530 * `@=` acts as a literal `=`. It is not required in strings given to
2531 `minetest.translate`, but is in translation files to avoid being confused
2532 with the `=` separating the original from the translation.
2533 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2534 As with `@=`, this escape is not required in strings given to
2535 `minetest.translate`, but is in translation files.
2536 * `@n` acts as a literal newline as well.
2544 Perlin noise creates a continuously-varying value depending on the input values.
2545 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2546 The result is used during map generation to create the terrain shape, vary heat
2547 and humidity to distribute biomes, vary the density of decorations or vary the
2550 Structure of perlin noise
2551 -------------------------
2553 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2554 The smooth wavy noise it generates has a single characteristic scale, almost
2555 like a 'wavelength', so on its own does not create fine detail.
2556 Due to this perlin noise combines several octaves to create variation on
2557 multiple scales. Each additional octave has a smaller 'wavelength' than the
2560 This combination results in noise varying very roughly between -2.0 and 2.0 and
2561 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2562 and offset the noise variation.
2564 The final perlin noise variation is created as follows:
2566 noise = offset + scale * (octave1 +
2567 octave2 * persistence +
2568 octave3 * persistence ^ 2 +
2569 octave4 * persistence ^ 3 +
2575 Noise Parameters are commonly called `NoiseParams`.
2579 After the multiplication by `scale` this is added to the result and is the final
2580 step in creating the noise value.
2581 Can be positive or negative.
2585 Once all octaves have been combined, the result is multiplied by this.
2586 Can be positive or negative.
2590 For octave1, this is roughly the change of input value needed for a very large
2591 variation in the noise value generated by octave1. It is almost like a
2592 'wavelength' for the wavy noise variation.
2593 Each additional octave has a 'wavelength' that is smaller than the previous
2594 octave, to create finer detail. `spread` will therefore roughly be the typical
2595 size of the largest structures in the final noise variation.
2597 `spread` is a vector with values for x, y, z to allow the noise variation to be
2598 stretched or compressed in the desired axes.
2599 Values are positive numbers.
2603 This is a whole number that determines the entire pattern of the noise
2604 variation. Altering it enables different noise patterns to be created.
2605 With other parameters equal, different seeds produce different noise patterns
2606 and identical seeds produce identical noise patterns.
2608 For this parameter you can randomly choose any whole number. Usually it is
2609 preferable for this to be different from other seeds, but sometimes it is useful
2610 to be able to create identical noise patterns.
2612 When used in mapgen this is actually a 'seed offset', it is added to the
2613 'world seed' to create the seed used by the noise, to ensure the noise has a
2614 different pattern in different worlds.
2618 The number of simple noise generators that are combined.
2619 A whole number, 1 or more.
2620 Each additional octave adds finer detail to the noise but also increases the
2621 noise calculation load.
2622 3 is a typical minimum for a high quality, complex and natural-looking noise
2623 variation. 1 octave has a slight 'gridlike' appearence.
2625 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2626 size of the finest detail you require. For example:
2627 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2628 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2629 512, 256, 128, 64, 32, 16 nodes.
2630 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2634 Each additional octave has an amplitude that is the amplitude of the previous
2635 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2636 as is often helpful and natural to do so.
2637 Since this controls the balance of fine detail to large-scale detail
2638 `persistence` can be thought of as the 'roughness' of the noise.
2640 A positive or negative non-zero number, often between 0.3 and 1.0.
2641 A common medium value is 0.5, such that each octave has half the amplitude of
2642 the previous octave.
2643 This may need to be tuned when altering `lacunarity`; when doing so consider
2644 that a common medium value is 1 / lacunarity.
2648 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2649 previous octave multiplied by 1 / lacunarity, to create finer detail.
2650 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2652 A positive number no smaller than 1.0.
2653 Values below 2.0 create higher quality noise at the expense of requiring more
2654 octaves to cover a paticular range of 'wavelengths'.
2658 Leave this field unset for no special handling.
2659 Currently supported are `defaults`, `eased` and `absvalue`:
2663 Specify this if you would like to keep auto-selection of eased/not-eased while
2664 specifying some other flags.
2668 Maps noise gradient values onto a quintic S-curve before performing
2669 interpolation. This results in smooth, rolling noise.
2670 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2672 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2674 Easing a 3D noise significantly increases the noise calculation load, so use
2679 The absolute value of each octave's noise variation is used when combining the
2680 octaves. The final perlin noise variation is created as follows:
2682 noise = offset + scale * (abs(octave1) +
2683 abs(octave2) * persistence +
2684 abs(octave3) * persistence ^ 2 +
2685 abs(octave4) * persistence ^ 3 +
2690 For 2D or 3D perlin noise or perlin noise maps:
2695 spread = {x = 500, y = 500, z = 500},
2700 flags = "defaults, absvalue",
2703 For 2D noise the Z component of `spread` is still defined but is ignored.
2704 A single noise parameter table can be used for 2D or 3D noise.
2715 These tell in what manner the ore is generated.
2717 All default ores are of the uniformly-distributed scatter type.
2721 Randomly chooses a location and generates a cluster of ore.
2723 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2724 at that point is greater than the `noise_threshold`, giving the ability to
2725 create a non-equal distribution of ore.
2729 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2730 described by `noise_params` and `noise_threshold`. This is essentially an
2731 improved version of the so-called "stratus" ore seen in some unofficial mods.
2733 This sheet consists of vertical columns of uniform randomly distributed height,
2734 varying between the inclusive range `column_height_min` and `column_height_max`.
2735 If `column_height_min` is not specified, this parameter defaults to 1.
2736 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2737 for reverse compatibility. New code should prefer `column_height_max`.
2739 The `column_midpoint_factor` parameter controls the position of the column at
2740 which ore emanates from.
2741 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2742 equally starting from each direction.
2743 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2744 this parameter is not specified, the default is 0.5.
2746 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2751 Creates a sheet of ore in a cloud-like puff shape.
2753 As with the `sheet` ore type, the size and shape of puffs are described by
2754 `noise_params` and `noise_threshold` and are placed at random vertical
2755 positions within the currently generated chunk.
2757 The vertical top and bottom displacement of each puff are determined by the
2758 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2762 Creates a deformed sphere of ore according to 3d perlin noise described by
2763 `noise_params`. The maximum size of the blob is `clust_size`, and
2764 `clust_scarcity` has the same meaning as with the `scatter` type.
2768 Creates veins of ore varying in density by according to the intersection of two
2769 instances of 3d perlin noise with different seeds, both described by
2772 `random_factor` varies the influence random chance has on placement of an ore
2773 inside the vein, which is `1` by default. Note that modifying this parameter
2774 may require adjusting `noise_threshold`.
2776 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2779 This ore type is difficult to control since it is sensitive to small changes.
2780 The following is a decent set of parameters to work from:
2785 spread = {x=200, y=200, z=200},
2792 noise_threshold = 1.6
2794 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2795 computationally expensive than any other ore.
2799 Creates a single undulating ore stratum that is continuous across mapchunk
2800 borders and horizontally spans the world.
2802 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2803 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2804 defines the stratum's vertical thickness (in units of nodes). Due to being
2805 continuous across mapchunk borders the stratum's vertical thickness is
2808 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2809 to y_max in a simple horizontal stratum.
2811 A parameter `stratum_thickness` can be provided instead of the noise parameter
2812 `np_stratum_thickness`, to create a constant thickness.
2814 Leaving out one or both noise parameters makes the ore generation less
2815 intensive, useful when adding multiple strata.
2817 `y_min` and `y_max` define the limits of the ore generation and for performance
2818 reasons should be set as close together as possible but without clipping the
2819 stratum's Y variation.
2821 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2822 solid-ore stratum would require a `clust_scarcity` of 1.
2824 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2825 `random_factor` are ignored by this ore type.
2830 See section [Flag Specifier Format].
2832 Currently supported flags:
2833 `puff_cliffs`, `puff_additive_composition`.
2837 If set, puff ore generation will not taper down large differences in
2838 displacement when approaching the edge of a puff. This flag has no effect for
2839 ore types other than `puff`.
2841 ### `puff_additive_composition`
2843 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2844 in a negative displacement, the sub-column at that point is not generated. With
2845 this attribute set, puff ore generation will instead generate the absolute
2846 difference in noise displacement values. This flag has no effect for ore types
2855 The varying types of decorations that can be placed.
2860 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2861 a list, if a decoration list is specified). Can specify a certain node it must
2862 spawn next to, such as water or lava, for example. Can also generate a
2863 decoration of random height between a specified lower and upper bound.
2864 This type of decoration is intended for placement of grass, flowers, cacti,
2865 papyri, waterlilies and so on.
2870 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2871 Can specify a probability of a node randomly appearing when placed.
2872 This decoration type is intended to be used for multi-node sized discrete
2873 structures, such as trees, cave spikes, rocks, and so on.
2882 --------------------
2884 A schematic specifier identifies a schematic by either a filename to a
2885 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2886 in the form of a table. This table specifies the following fields:
2888 * The `size` field is a 3D vector containing the dimensions of the provided
2889 schematic. (required field)
2890 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2891 sets the probability of a particular horizontal slice of the schematic being
2892 placed. (optional field)
2893 `ypos` = 0 for the lowest horizontal slice of a schematic.
2894 The default of `prob` is 255.
2895 * The `data` field is a flat table of MapNode tables making up the schematic,
2896 in the order of `[z [y [x]]]`. (required field)
2897 Each MapNode table contains:
2898 * `name`: the name of the map node to place (required)
2899 * `prob` (alias `param1`): the probability of this node being placed
2901 * `param2`: the raw param2 value of the node being placed onto the map
2903 * `force_place`: boolean representing if the node should forcibly overwrite
2904 any previous contents (default: false)
2906 About probability values:
2908 * A probability value of `0` or `1` means that node will never appear
2910 * A probability value of `254` or `255` means the node will always appear
2912 * If the probability value `p` is greater than `1`, then there is a
2913 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2916 Schematic attributes
2917 --------------------
2919 See section [Flag Specifier Format].
2921 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2924 * `place_center_x`: Placement of this decoration is centered along the X axis.
2925 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2926 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2927 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2933 Lua Voxel Manipulator
2934 =====================
2939 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2940 facility. The purpose of this object is for fast, low-level, bulk access to
2941 reading and writing Map content. As such, setting map nodes through VoxelManip
2942 will lack many of the higher level features and concepts you may be used to
2943 with other methods of setting nodes. For example, nodes will not have their
2944 construction and destruction callbacks run, and no rollback information is
2947 It is important to note that VoxelManip is designed for speed, and *not* ease
2948 of use or flexibility. If your mod requires a map manipulation facility that
2949 will handle 100% of all edge cases, or the use of high level node placement
2950 features, perhaps `minetest.set_node()` is better suited for the job.
2952 In addition, VoxelManip might not be faster, or could even be slower, for your
2953 specific use case. VoxelManip is most effective when setting large areas of map
2954 at once - for example, if only setting a 3x3x3 node area, a
2955 `minetest.set_node()` loop may be more optimal. Always profile code using both
2956 methods of map manipulation to determine which is most appropriate for your
2959 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2960 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2965 A VoxelManip object can be created any time using either:
2966 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2968 If the optional position parameters are present for either of these routines,
2969 the specified region will be pre-loaded into the VoxelManip object on creation.
2970 Otherwise, the area of map you wish to manipulate must first be loaded into the
2971 VoxelManip object using `VoxelManip:read_from_map()`.
2973 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2974 formed by these positions indicate the minimum and maximum (respectively)
2975 positions of the area actually loaded in the VoxelManip, which may be larger
2976 than the area requested. For convenience, the loaded area coordinates can also
2977 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2979 Now that the VoxelManip object is populated with map data, your mod can fetch a
2980 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2981 which retrieves an individual node in a MapNode formatted table at the position
2982 requested is the simplest method to use, but also the slowest.
2984 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2987 * `VoxelManip:get_data()` for node content (in Content ID form, see section
2989 * `VoxelManip:get_light_data()` for node light levels, and
2990 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2992 See section [Flat array format] for more details.
2994 It is very important to understand that the tables returned by any of the above
2995 three functions represent a snapshot of the VoxelManip's internal state at the
2996 time of the call. This copy of the data will not magically update itself if
2997 another function modifies the internal VoxelManip state.
2998 Any functions that modify a VoxelManip's contents work on the VoxelManip's
2999 internal state unless otherwise explicitly stated.
3001 Once the bulk data has been edited to your liking, the internal VoxelManip
3002 state can be set using:
3004 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3006 * `VoxelManip:set_light_data()` for node light levels, and
3007 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3009 The parameter to each of the above three functions can use any table at all in
3010 the same flat array format as produced by `get_data()` etc. and is not required
3011 to be a table retrieved from `get_data()`.
3013 Once the internal VoxelManip state has been modified to your liking, the
3014 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3017 ### Flat array format
3020 `Nx = p2.X - p1.X + 1`,
3021 `Ny = p2.Y - p1.Y + 1`, and
3022 `Nz = p2.Z - p1.Z + 1`.
3024 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3025 including the value of the expression `Nx * Ny * Nz`.
3027 Positions offset from p1 are present in the array with the format of:
3030 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3031 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3033 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3034 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3036 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3038 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3041 and the array index for a position p contained completely in p1..p2 is:
3043 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3045 Note that this is the same "flat 3D array" format as
3046 `PerlinNoiseMap:get3dMap_flat()`.
3047 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3048 of the index for a single point in a flat VoxelManip array.
3052 A Content ID is a unique integer identifier for a specific node type.
3053 These IDs are used by VoxelManip in place of the node name string for
3054 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3055 `minetest.get_content_id()` to look up the Content ID for the specified node
3056 name, and `minetest.get_name_from_content_id()` to look up the node name string
3057 for a given Content ID.
3058 After registration of a node, its Content ID will remain the same throughout
3059 execution of the mod.
3060 Note that the node being queried needs to have already been been registered.
3062 The following builtin node types have their Content IDs defined as constants:
3064 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3065 * `minetest.CONTENT_AIR`: ID for "air" nodes
3066 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3068 ### Mapgen VoxelManip objects
3070 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3071 VoxelManip object used by the core's Map Generator (commonly abbreviated
3072 Mapgen). Most of the rules previously described still apply but with a few
3075 * The Mapgen VoxelManip object is retrieved using:
3076 `minetest.get_mapgen_object("voxelmanip")`
3077 * This VoxelManip object already has the region of map just generated loaded
3078 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3079 a Mapgen VoxelManip.
3080 * The `on_generated()` callbacks of some mods may place individual nodes in the
3081 generated area using non-VoxelManip map modification methods. Because the
3082 same Mapgen VoxelManip object is passed through each `on_generated()`
3083 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3084 consistency with the current map state. For this reason, calling any of the
3085 following functions:
3086 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3087 will also update the Mapgen VoxelManip object's internal state active on the
3089 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3090 necessary to update lighting information using either:
3091 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3093 ### Other API functions operating on a VoxelManip
3095 If any VoxelManip contents were set to a liquid node,
3096 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3097 flowing. It is recommended to call this function only after having written all
3098 buffered data back to the VoxelManip object, save for special situations where
3099 the modder desires to only have certain liquid nodes begin flowing.
3101 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3102 will generate all registered decorations and ores throughout the full area
3103 inside of the specified VoxelManip object.
3105 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3106 `minetest.place_schematic()`, except instead of placing the specified schematic
3107 directly on the map at the specified position, it will place the schematic
3108 inside the VoxelManip.
3112 * Attempting to read data from a VoxelManip object before map is read will
3113 result in a zero-length array table for `VoxelManip:get_data()`, and an
3114 "ignore" node at any position for `VoxelManip:get_node_at()`.
3115 * If either a region of map has not yet been generated or is out-of-bounds of
3116 the map, that region is filled with "ignore" nodes.
3117 * Other mods, or the core itself, could possibly modify the area of map
3118 currently loaded into a VoxelManip object. With the exception of Mapgen
3119 VoxelManips (see above section), the internal buffers are not updated. For
3120 this reason, it is strongly encouraged to complete the usage of a particular
3121 VoxelManip object in the same callback it had been created.
3122 * If a VoxelManip object will be used often, such as in an `on_generated()`
3123 callback, consider passing a file-scoped table as the optional parameter to
3124 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3125 to write map data to instead of returning a new table each call. This greatly
3126 enhances performance by avoiding unnecessary memory allocations.
3131 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3132 containing the region formed by `p1` and `p2`.
3133 * returns actual emerged `pmin`, actual emerged `pmax`
3134 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3136 * **important**: data must be set using `VoxelManip:set_data()` before
3138 * if `light` is true, then lighting is automatically recalculated.
3139 The default value is true.
3140 If `light` is false, no light calculations happen, and you should correct
3141 all modified blocks with `minetest.fix_light()` as soon as possible.
3142 Keep in mind that modifying the map where light is incorrect can cause
3144 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3145 the `VoxelManip` at that position
3146 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3148 * `get_data([buffer])`: Retrieves the node content data loaded into the
3149 `VoxelManip` object.
3150 * returns raw node data in the form of an array of node content IDs
3151 * if the param `buffer` is present, this table will be used to store the
3153 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3154 * `update_map()`: Does nothing, kept for compatibility.
3155 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3157 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3158 * To be used only by a `VoxelManip` object from
3159 `minetest.get_mapgen_object`.
3160 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3162 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3163 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3165 * Each value is the bitwise combination of day and night light values
3167 * `light = day + (night * 16)`
3168 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3169 in the `VoxelManip`.
3170 * expects lighting data in the same format that `get_light_data()` returns
3171 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3172 `VoxelManip` object.
3173 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3175 * If the param `buffer` is present, this table will be used to store the
3177 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3179 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3181 * To be used only by a `VoxelManip` object from
3182 `minetest.get_mapgen_object`.
3183 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3184 area if left out or nil.
3185 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3186 generated mapchunk above are propagated down into the mapchunk, defaults
3187 to `true` if left out.
3188 * `update_liquids()`: Update liquid flow
3189 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3190 manipulator had been modified since the last read from map, due to a call to
3191 `minetest.set_data()` on the loaded area elsewhere.
3192 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3197 A helper class for voxel areas.
3198 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3199 The coordinates are *inclusive*, like most other things in Minetest.
3203 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3204 `MinEdge` and `MaxEdge`.
3205 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3207 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3209 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3210 * The position (x, y, z) is not checked for being inside the area volume,
3211 being outside can cause an incorrect index result.
3212 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3213 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3214 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3215 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3216 is not checked for being inside the area volume.
3217 * `position(i)`: returns the absolute position vector corresponding to index
3219 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3220 `MinEdge` and `MaxEdge`.
3221 * `containsp(p)`: same as above, except takes a vector
3222 * `containsi(i)`: same as above, except takes an index `i`
3223 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3225 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3227 * `iterp(minp, maxp)`: same as above, except takes a vector
3235 A mapgen object is a construct used in map generation. Mapgen objects can be
3236 used by an `on_generate` callback to speed up operations by avoiding
3237 unnecessary recalculations, these can be retrieved using the
3238 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3239 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3240 callback, `nil` is returned.
3242 The following Mapgen objects are currently available:
3246 This returns three values; the `VoxelManip` object to be used, minimum and
3247 maximum emerged position, in that order. All mapgens support this object.
3251 Returns an array containing the y coordinates of the ground levels of nodes in
3252 the most recently generated chunk by the current mapgen.
3256 Returns an array containing the biome IDs of nodes in the most recently
3257 generated chunk by the current mapgen.
3261 Returns an array containing the temperature values of nodes in the most
3262 recently generated chunk by the current mapgen.
3266 Returns an array containing the humidity values of nodes in the most recently
3267 generated chunk by the current mapgen.
3271 Returns a table mapping requested generation notification types to arrays of
3272 positions at which the corresponding generated structures are located within
3273 the current chunk. To set the capture of positions of interest to be recorded
3274 on generate, use `minetest.set_gen_notify()`.
3275 For decorations, the returned positions are the ground surface 'place_on'
3276 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3277 node above the returned position and possibly displaced by 'place_offset_y'.
3279 Possible fields of the table returned are:
3285 * `large_cave_begin`
3289 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3290 numeric unique decoration ID.
3298 Functions receive a "luaentity" as `self`:
3300 * It has the member `.name`, which is the registered name `("mod:thing")`
3301 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3302 * The original prototype stuff is visible directly via a metatable
3306 * `on_activate(self, staticdata, dtime_s)`
3307 * Called when the object is instantiated.
3308 * `dtime_s` is the time passed since the object was unloaded, which can be
3309 used for updating the entity state.
3310 * `on_step(self, dtime)`
3311 * Called on every server tick, after movement and collision processing.
3312 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3314 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3315 * Called when somebody punches the object.
3316 * Note that you probably want to handle most punches using the automatic
3318 * `puncher`: an `ObjectRef` (can be `nil`)
3319 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3321 * `tool_capabilities`: capability table of used tool (can be `nil`)
3322 * `dir`: unit vector of direction of punch. Always defined. Points from the
3323 puncher to the punched.
3324 * `on_death(self, killer)`
3325 * Called when the object dies.
3326 * `killer`: an `ObjectRef` (can be `nil`)
3327 * `on_rightclick(self, clicker)`
3328 * `on_attach_child(self, child)`
3329 * `child`: an `ObjectRef` of the child that attaches
3330 * `on_detach_child(self, child)`
3331 * `child`: an `ObjectRef` of the child that detaches
3332 * `on_detach(self, parent)`
3333 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3334 * This happens before the parent object is removed from the world
3335 * `get_staticdata(self)`
3336 * Should return a string that will be passed to `on_activate` when the
3337 object is instantiated the next time.
3349 axiom, --string initial tree axiom
3350 rules_a, --string rules set A
3351 rules_b, --string rules set B
3352 rules_c, --string rules set C
3353 rules_d, --string rules set D
3354 trunk, --string trunk node name
3355 leaves, --string leaves node name
3356 leaves2, --string secondary leaves node name
3357 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3358 angle, --num angle in deg
3359 iterations, --num max # of iterations, usually 2 -5
3360 random_level, --num factor to lower nr of iterations, usually 0 - 3
3361 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3362 -- 2x2 nodes or 3x3 in cross shape
3363 thin_branches, --boolean true -> use thin (1 node) branches
3364 fruit, --string fruit node name
3365 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3366 seed, --num random seed, if no seed is provided, the engine
3370 Key for special L-System symbols used in axioms
3371 -----------------------------------------------
3373 * `G`: move forward one unit with the pen up
3374 * `F`: move forward one unit with the pen down drawing trunks and branches
3375 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3376 * `T`: move forward one unit with the pen down drawing trunks only
3377 * `R`: move forward one unit with the pen down placing fruit
3378 * `A`: replace with rules set A
3379 * `B`: replace with rules set B
3380 * `C`: replace with rules set C
3381 * `D`: replace with rules set D
3382 * `a`: replace with rules set A, chance 90%
3383 * `b`: replace with rules set B, chance 80%
3384 * `c`: replace with rules set C, chance 70%
3385 * `d`: replace with rules set D, chance 60%
3386 * `+`: yaw the turtle right by `angle` parameter
3387 * `-`: yaw the turtle left by `angle` parameter
3388 * `&`: pitch the turtle down by `angle` parameter
3389 * `^`: pitch the turtle up by `angle` parameter
3390 * `/`: roll the turtle to the right by `angle` parameter
3391 * `*`: roll the turtle to the left by `angle` parameter
3392 * `[`: save in stack current state info
3393 * `]`: recover from stack state info
3398 Spawn a small apple tree:
3400 pos = {x=230,y=20,z=4}
3403 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3404 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3405 trunk="default:tree",
3406 leaves="default:leaves",
3410 trunk_type="single",
3413 fruit="default:apple"
3415 minetest.spawn_tree(pos,apple_tree)
3420 'minetest' namespace reference
3421 ==============================
3426 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3428 * `minetest.get_modpath(modname)`: returns e.g.
3429 `"/home/user/.minetest/usermods/modname"`.
3430 * Useful for loading additional `.lua` modules or static data from mod
3431 * `minetest.get_modnames()`: returns a list of installed mods
3432 * Return a list of installed mods, sorted alphabetically
3433 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3434 * Useful for storing custom data
3435 * `minetest.is_singleplayer()`
3436 * `minetest.features`: Table containing API feature flags
3439 glasslike_framed = true,
3440 nodebox_as_selectionbox = true,
3441 chat_send_player_param3 = true,
3442 get_all_craft_recipes_works = true,
3443 -- The transparency channel of textures can optionally be used on
3445 use_texture_alpha = true,
3446 -- Tree and grass ABMs are no longer done from C++
3447 no_legacy_abms = true,
3448 -- Texture grouping is possible using parentheses
3449 texture_names_parens = true,
3450 -- Unique Area ID for AreaStore:insert_area
3451 area_store_custom_ids = true,
3452 -- add_entity supports passing initial staticdata to on_activate
3453 add_entity_with_staticdata = true,
3454 -- Chat messages are no longer predicted
3455 no_chat_message_prediction = true,
3456 -- The transparency channel of textures can optionally be used on
3457 -- objects (ie: players and lua entities)
3458 object_use_texture_alpha = true,
3459 -- Object selectionbox is settable independently from collisionbox
3460 object_independent_selectionbox = true,
3463 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3464 * `arg`: string or table in format `{foo=true, bar=true}`
3465 * `missing_features`: `{foo=true, bar=true}`
3466 * `minetest.get_player_information(player_name)`: Table containing information
3467 about a player. Example return value:
3470 address = "127.0.0.1", -- IP address of client
3471 ip_version = 4, -- IPv4 / IPv6
3472 min_rtt = 0.01, -- minimum round trip time
3473 max_rtt = 0.2, -- maximum round trip time
3474 avg_rtt = 0.02, -- average round trip time
3475 min_jitter = 0.01, -- minimum packet time jitter
3476 max_jitter = 0.5, -- maximum packet time jitter
3477 avg_jitter = 0.03, -- average packet time jitter
3478 connection_uptime = 200, -- seconds since client connected
3479 protocol_version = 32, -- protocol version used by client
3480 -- following information is available on debug build only!!!
3481 -- DO NOT USE IN MODS
3482 --ser_vers = 26, -- serialization version used by client
3483 --major = 0, -- major version number
3484 --minor = 4, -- minor version number
3485 --patch = 10, -- patch version number
3486 --vers_string = "0.4.9-git", -- full version string
3487 --state = "Active" -- current client state
3490 * `minetest.mkdir(path)`: returns success.
3491 * Creates a directory specified by `path`, creating parent directories
3492 if they don't exist.
3493 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3495 * nil: return all entries,
3496 * true: return only subdirectory names, or
3497 * false: return only file names.
3498 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3499 * Replaces contents of file at path with new contents in a safe (atomic)
3500 way. Use this instead of below code when writing e.g. database files:
3501 `local f = io.open(path, "wb"); f:write(content); f:close()`
3502 * `minetest.get_version()`: returns a table containing components of the
3503 engine version. Components:
3504 * `project`: Name of the project, eg, "Minetest"
3505 * `string`: Simple version, eg, "1.2.3-dev"
3506 * `hash`: Full git version (only set if available),
3507 eg, "1.2.3-dev-01234567-dirty".
3508 Use this for informational purposes only. The information in the returned
3509 table does not represent the capabilities of the engine, nor is it
3510 reliable or verifiable. Compatible forks will have a different name and
3511 version entirely. To check for the presence of engine features, test
3512 whether the functions exported by the wanted features exist. For example:
3513 `if minetest.check_for_falling then ... end`.
3514 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3515 * `data`: string of data to hash
3516 * `raw`: return raw bytes instead of hex digits, default: false
3521 * `minetest.debug(...)`
3522 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3523 * `minetest.log([level,] text)`
3524 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3525 `"info"`, or `"verbose"`. Default is `"none"`.
3527 Registration functions
3528 ----------------------
3530 Call these functions only at load time!
3532 * `minetest.register_entity(name, entity definition)`
3533 * `minetest.register_abm(abm definition)`
3534 * `minetest.register_lbm(lbm definition)`
3535 * `minetest.register_node(name, node definition)`
3536 * `minetest.register_tool(name, item definition)`
3537 * `minetest.register_craftitem(name, item definition)`
3538 * `minetest.unregister_item(name)`
3539 * `minetest.register_alias(name, convert_to)`
3540 * Also use this to set the 'mapgen aliases' needed in a game for the core
3541 * mapgens. See [Mapgen aliases] section above.
3542 * `minetest.register_alias_force(name, convert_to)`
3543 * `minetest.register_craft(recipe)`
3544 * Check recipe table syntax for different types below.
3545 * `minetest.clear_craft(recipe)`
3546 * Will erase existing craft based either on output item or on input recipe.
3547 * Specify either output or input only. If you specify both, input will be
3548 ignored. For input use the same recipe table syntax as for
3549 `minetest.register_craft(recipe)`. For output specify only the item,
3551 * If no erase candidate could be found, Lua exception will be thrown.
3552 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3553 ignored if the recipe contains output. Erasing is then done independently
3554 from the crafting method.
3555 * `minetest.register_ore(ore definition)`
3556 * `minetest.register_biome(biome definition)`
3557 * `minetest.register_decoration(decoration definition)`
3558 * `minetest.override_item(name, redefinition)`
3559 * Overrides fields of an item registered with register_node/tool/craftitem.
3560 * Note: Item must already be defined, (opt)depend on the mod defining it.
3561 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
3562 * `minetest.clear_registered_ores()`
3563 * `minetest.clear_registered_biomes()`
3564 * `minetest.clear_registered_decorations()`
3566 Global callback registration functions
3567 --------------------------------------
3569 Call these functions only at load time!
3571 * `minetest.register_globalstep(func(dtime))`
3572 * Called every server step, usually interval of 0.1s
3573 * `minetest.register_on_mods_loaded(func())`
3574 * Called after mods have finished loading and before the media is cached or the
3576 * `minetest.register_on_shutdown(func())`
3577 * Called before server shutdown
3578 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3579 registered callbacks **will likely not be run**. Data should be saved at
3580 semi-frequent intervals as well as on server shutdown.
3581 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3582 * Called when a node has been placed
3583 * If return `true` no item is taken from `itemstack`
3584 * `placer` may be any valid ObjectRef or nil.
3585 * **Not recommended**; use `on_construct` or `after_place_node` in node
3586 definition whenever possible.
3587 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
3588 * Called when a node has been dug.
3589 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3590 definition whenever possible.
3591 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
3592 * Called when a node is punched
3593 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
3594 * Called after generating a piece of world. Modifying nodes inside the area
3595 is a bit faster than usually.
3596 * `minetest.register_on_newplayer(func(ObjectRef))`
3597 * Called after a new player has been created
3598 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3599 * Called when a player is punched
3600 * `player`: ObjectRef - Player that was punched
3601 * `hitter`: ObjectRef - Player that hit
3602 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3604 * `tool_capabilities`: Capability table of used tool (can be nil)
3605 * `dir`: Unit vector of direction of punch. Always defined. Points from
3606 the puncher to the punched.
3607 * `damage`: Number that represents the damage calculated by the engine
3608 * should return `true` to prevent the default damage mechanism
3609 * `minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)`
3610 * Called when the player gets damaged or healed
3611 * `player`: ObjectRef of the player
3612 * `hp_change`: the amount of change. Negative when it is damage.
3613 * `reason`: a PlayerHPChangeReason table.
3614 * The `type` field will have one of the following values:
3615 * `set_hp`: A mod or the engine called `set_hp` without
3616 giving a type - use this for custom damage types.
3617 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3619 * `node_damage`: damage_per_second from a neighbouring node.
3622 * Any of the above types may have additional fields from mods.
3623 * `reason.from` will be `mod` or `engine`.
3624 * `modifier`: when true, the function should return the actual `hp_change`.
3625 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3626 modifiers can return true as a second argument to stop the execution of further functions.
3627 Non-modifiers receive the final hp change calculated by the modifiers.
3628 * `minetest.register_on_dieplayer(func(ObjectRef, reason))`
3629 * Called when a player dies
3630 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3631 * `minetest.register_on_respawnplayer(func(ObjectRef))`
3632 * Called when player is to be respawned
3633 * Called _before_ repositioning of player occurs
3634 * return true in func to disable regular player placement
3635 * `minetest.register_on_prejoinplayer(func(name, ip))`
3636 * Called before a player joins the game
3637 * If it returns a string, the player is disconnected with that string as
3639 * `minetest.register_on_joinplayer(func(ObjectRef))`
3640 * Called when a player joins the game
3641 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
3642 * Called when a player leaves the game
3643 * `timed_out`: True for timeout, false for other reasons.
3644 * `minetest.register_on_auth_fail(func(name, ip))`
3645 * Called when a client attempts to log into an account but supplies the
3647 * `ip`: The IP address of the client.
3648 * `name`: The account the client attempted to log into.
3649 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
3650 * Called when a player cheats
3651 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3653 * `interacted_too_far`
3654 * `interacted_while_dead`
3655 * `finished_unknown_dig`
3658 * `minetest.register_on_chat_message(func(name, message))`
3659 * Called always when a player says something
3660 * Return `true` to mark the message as handled, which means that it will
3661 not be sent to other players.
3662 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
3663 * Called when a button is pressed in player's inventory form
3664 * Newest functions are called first
3665 * If function returns `true`, remaining functions are not called
3666 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
3667 * Called when `player` crafts something
3668 * `itemstack` is the output
3669 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3671 * `craft_inv` is the inventory with the crafting grid
3672 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3674 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
3675 * The same as before, except that it is called before the player crafts, to
3676 make craft prediction, and it should not change anything.
3677 * `minetest.register_allow_player_inventory_action(func(player, inventory, action, inventory_info))`
3678 * Determinates how much of a stack may be taken, put or moved to a
3680 * `player` (type `ObjectRef`) is the player who modified the inventory
3681 `inventory` (type `InvRef`).
3682 * List of possible `action` (string) values and their
3683 `inventory_info` (table) contents:
3684 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3685 * `put`: `{listname=string, index=number, stack=ItemStack}`
3686 * `take`: Same as `put`
3687 * Return a numeric value to limit the amount of items to be taken, put or
3688 moved. A value of `-1` for `take` will make the source stack infinite.
3689 * `minetest.register_on_player_inventory_action(func(player, inventory, action, inventory_info))`
3690 * Called after a take, put or move event from/to/in a player inventory
3691 * Function arguments: see `minetest.register_allow_player_inventory_action`
3692 * Does not accept or handle any return value.
3693 * `minetest.register_on_protection_violation(func(pos, name))`
3694 * Called by `builtin` and mods when a player violates protection at a
3695 position (eg, digs a node or punches a protected entity).
3696 * The registered functions can be called using
3697 `minetest.record_protection_violation`.
3698 * The provided function should check that the position is protected by the
3699 mod calling this function before it prints a message, if it does, to
3700 allow for multiple protection mods.
3701 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3702 * Called when an item is eaten, by `minetest.item_eat`
3703 * Return `true` or `itemstack` to cancel the default item eat response
3704 (i.e.: hp increase).
3705 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3706 * Called when `granter` grants the priv `priv` to `name`.
3707 * Note that the callback will be called twice if it's done by a player,
3708 once with granter being the player name, and again with granter being nil.
3709 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3710 * Called when `revoker` revokes the priv `priv` from `name`.
3711 * Note that the callback will be called twice if it's done by a player,
3712 once with revoker being the player name, and again with revoker being nil.
3713 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3714 * Called when `name` user connects with `ip`.
3715 * Return `true` to by pass the player limit
3716 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
3717 * Called when an incoming mod channel message is received
3718 * You should have joined some channels to receive events.
3719 * If message comes from a server mod, `sender` field is an empty string.
3721 Other registration functions
3722 ----------------------------
3724 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3725 * Adds definition to `minetest.registered_chatcommands`
3726 * `minetest.override_chatcommand(name, redefinition)`
3727 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3728 * `minetest.unregister_chatcommand(name)`
3729 * Unregisters a chatcommands registered with `register_chatcommand`.
3730 * `minetest.register_privilege(name, definition)`
3731 * `definition`: `"description text"`
3733 `{description = "description text", give_to_singleplayer = boolean}`
3734 the default of `give_to_singleplayer` is true.
3735 * To allow players with `basic_privs` to grant, see `basic_privs`
3736 minetest.conf setting.
3737 * `on_grant(name, granter_name)`: Called when given to player `name` by
3739 `granter_name` will be nil if the priv was granted by a mod.
3740 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
3742 `revoker_name` will be nil if the priv was revoked by a mod
3743 * Note that the above two callbacks will be called twice if a player is
3744 responsible, once with the player name, and then with a nil player name.
3745 * Return true in the above callbacks to stop register_on_priv_grant or
3746 revoke being called.
3747 * `minetest.register_authentication_handler(authentication handler definition)`
3748 * Registers an auth handler that overrides the builtin one
3749 * This function can be called by a single mod once only.
3754 * `minetest.settings`: Settings object containing all of the settings from the
3755 main config file (`minetest.conf`).
3756 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3757 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3762 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3763 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3764 * Convert between two privilege representations
3765 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3766 * `minetest.check_player_privs(player_or_name, ...)`:
3767 returns `bool, missing_privs`
3768 * A quickhand for checking privileges.
3769 * `player_or_name`: Either a Player object or the name of a player.
3770 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3771 a table, e.g. `{ priva = true, privb = true }`.
3773 * `minetest.check_password_entry(name, entry, password)`
3774 * Returns true if the "password entry" for a player with name matches given
3775 password, false otherwise.
3776 * The "password entry" is the password representation generated by the
3777 engine as returned as part of a `get_auth()` call on the auth handler.
3778 * Only use this function for making it possible to log in via password from
3779 external protocols such as IRC, other uses are frowned upon.
3780 * `minetest.get_password_hash(name, raw_password)`
3781 * Convert a name-password pair to a password hash that Minetest can use.
3782 * The returned value alone is not a good basis for password checks based
3783 on comparing the password hash in the database with the password hash
3784 from the function, with an externally provided password, as the hash
3785 in the db might use the new SRP verifier format.
3786 * For this purpose, use `minetest.check_password_entry` instead.
3787 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3789 * The player needs to be online for this to be successful.
3791 * `minetest.get_auth_handler()`: Return the currently active auth handler
3792 * See the [Authentication handler definition]
3793 * Use this to e.g. get the authentication data for a player:
3794 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3795 * `minetest.notify_authentication_modified(name)`
3796 * Must be called by the authentication handler for privilege changes.
3797 * `name`: string; if omitted, all auth data should be considered modified
3798 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3800 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3802 * `minetest.auth_reload()`
3803 * See `reload()` in authentication handler definition
3805 `minetest.set_player_password`, `minetest_set_player_privs`,
3806 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3812 * `minetest.chat_send_all(text)`
3813 * `minetest.chat_send_player(name, text)`
3818 * `minetest.set_node(pos, node)`
3819 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3820 * Set node at position `pos`
3821 * `node`: table `{name=string, param1=number, param2=number}`
3822 * If param1 or param2 is omitted, it's set to `0`.
3823 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3824 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3825 * Set node on all positions set in the first argument.
3826 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3827 * For node specification or position syntax see `minetest.set_node` call
3828 * Faster than set_node due to single call, but still considerably slower
3829 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3830 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3831 in spread out positions which would cause LVMs to waste memory.
3832 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3834 * `minetest.swap_node(pos, node)`
3835 * Set node at position, but don't remove metadata
3836 * `minetest.remove_node(pos)`
3837 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3838 * `minetest.get_node(pos)`
3839 * Returns the node at the given position as table in the format
3840 `{name="node_name", param1=0, param2=0}`,
3841 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3842 * `minetest.get_node_or_nil(pos)`
3843 * Same as `get_node` but returns `nil` for unloaded areas.
3844 * `minetest.get_node_light(pos, timeofday)`
3845 * Gets the light value at the given position. Note that the light value
3846 "inside" the node at the given position is returned, so you usually want
3847 to get the light value of a neighbor.
3848 * `pos`: The position where to measure the light.
3849 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3850 * Returns a number between `0` and `15` or `nil`
3851 * `minetest.place_node(pos, node)`
3852 * Place node with the same effects that a player would cause
3853 * `minetest.dig_node(pos)`
3854 * Dig node with the same effects that a player would cause
3855 * Returns `true` if successful, `false` on failure (e.g. protected location)
3856 * `minetest.punch_node(pos)`
3857 * Punch node with the same effects that a player would cause
3858 * `minetest.spawn_falling_node(pos)`
3859 * Change node into falling node
3860 * Returns `true` if successful, `false` on failure
3862 * `minetest.find_nodes_with_meta(pos1, pos2)`
3863 * Get a table of positions of nodes that have metadata within a region
3865 * `minetest.get_meta(pos)`
3866 * Get a `NodeMetaRef` at that position
3867 * `minetest.get_node_timer(pos)`
3868 * Get `NodeTimerRef`
3870 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3872 * Returns `ObjectRef`, or `nil` if failed
3873 * `minetest.add_item(pos, item)`: Spawn item
3874 * Returns `ObjectRef`, or `nil` if failed
3875 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3876 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3878 * `radius`: using an euclidean metric
3879 * `minetest.set_timeofday(val)`
3880 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3881 * `minetest.get_timeofday()`
3882 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3884 * `minetest.get_day_count()`: returns number days elapsed since world was
3886 * accounts for time changes.
3887 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3889 * `radius`: using a maximum metric
3890 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3891 * `search_center` is an optional boolean (default: `false`)
3892 If true `pos` is also checked for the nodes
3893 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3895 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3896 * First return value: Table with all node positions
3897 * Second return value: Table with the count of each node with the node name
3899 * Area volume is limited to 4,096,000 nodes
3900 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3902 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3903 * Return value: Table with all node positions with a node air above
3904 * Area volume is limited to 4,096,000 nodes
3905 * `minetest.get_perlin(noiseparams)`
3906 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3907 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3908 * `minetest.get_voxel_manip([pos1, pos2])`
3909 * Return voxel manipulator object.
3910 * Loads the manipulator from the map if positions are passed.
3911 * `minetest.set_gen_notify(flags, {deco_ids})`
3912 * Set the types of on-generate notifications that should be collected.
3913 * `flags` is a flag field with the available flags:
3921 * The second parameter is a list of IDs of decorations which notification
3923 * `minetest.get_gen_notify()`
3924 * Returns a flagstring and a table with the `deco_id`s.
3925 * `minetest.get_decoration_id(decoration_name)`
3926 * Returns the decoration ID number for the provided decoration name string,
3927 or `nil` on failure.
3928 * `minetest.get_mapgen_object(objectname)`
3929 * Return requested mapgen object if available (see [Mapgen objects])
3930 * `minetest.get_heat(pos)`
3931 * Returns the heat at the position, or `nil` on failure.
3932 * `minetest.get_humidity(pos)`
3933 * Returns the humidity at the position, or `nil` on failure.
3934 * `minetest.get_biome_data(pos)`
3935 * Returns a table containing:
3936 * `biome` the biome id of the biome at that position
3937 * `heat` the heat at the position
3938 * `humidity` the humidity at the position
3939 * Or returns `nil` on failure.
3940 * `minetest.get_biome_id(biome_name)`
3941 * Returns the biome id, as used in the biomemap Mapgen object and returned
3942 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3943 * `minetest.get_biome_name(biome_id)`
3944 * Returns the biome name string for the provided biome id, or `nil` on
3946 * If no biomes have been registered, such as in mgv6, returns `default`.
3947 * `minetest.get_mapgen_params()`
3948 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3949 * Returns a table containing:
3955 * `minetest.set_mapgen_params(MapgenParams)`
3956 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3958 * Set map generation parameters.
3959 * Function cannot be called after the registration period; only
3960 initialization and `on_mapgen_init`.
3961 * Takes a table as an argument with the fields:
3967 * Leave field unset to leave that parameter unchanged.
3968 * `flags` contains a comma-delimited string of flags to set, or if the
3969 prefix `"no"` is attached, clears instead.
3970 * `flags` is in the same format and has the same options as `mg_flags` in
3972 * `minetest.get_mapgen_setting(name)`
3973 * Gets the *active* mapgen setting (or nil if none exists) in string
3974 format with the following order of precedence:
3975 1) Settings loaded from map_meta.txt or overrides set during mod
3977 2) Settings set by mods without a metafile override
3978 3) Settings explicitly set in the user config file, minetest.conf
3979 4) Settings set as the user config default
3980 * `minetest.get_mapgen_setting_noiseparams(name)`
3981 * Same as above, but returns the value as a NoiseParams table if the
3982 setting `name` exists and is a valid NoiseParams.
3983 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3984 * Sets a mapgen param to `value`, and will take effect if the corresponding
3985 mapgen setting is not already present in map_meta.txt.
3986 * `override_meta` is an optional boolean (default: `false`). If this is set
3987 to true, the setting will become the active setting regardless of the map
3989 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3990 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3991 * Same as above, except value is a NoiseParams table.
3992 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3993 * Sets the noiseparams setting of `name` to the noiseparams table specified
3995 * `set_default` is an optional boolean (default: `true`) that specifies
3996 whether the setting should be applied to the default config or current
3998 * `minetest.get_noiseparams(name)`
3999 * Returns a table of the noiseparams for name.
4000 * `minetest.generate_ores(vm, pos1, pos2)`
4001 * Generate all registered ores within the VoxelManip `vm` and in the area
4002 from `pos1` to `pos2`.
4003 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4004 * `minetest.generate_decorations(vm, pos1, pos2)`
4005 * Generate all registered decorations within the VoxelManip `vm` and in the
4006 area from `pos1` to `pos2`.
4007 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4008 * `minetest.clear_objects([options])`
4009 * Clear all objects in the environment
4010 * Takes an optional table as an argument with the field `mode`.
4011 * mode = `"full"` : Load and go through every mapblock, clearing
4013 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4014 clear objects in unloaded mapblocks only when the
4015 mapblocks are next activated.
4016 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4017 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4018 asynchronously fetched from memory, loaded from disk, or if inexistent,
4020 * If `callback` is a valid Lua function, this will be called for each block
4022 * The function signature of callback is:
4023 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4024 * `blockpos` is the *block* coordinates of the block that had been
4026 * `action` could be one of the following constant values:
4027 * `minetest.EMERGE_CANCELLED`
4028 * `minetest.EMERGE_ERRORED`
4029 * `minetest.EMERGE_FROM_MEMORY`
4030 * `minetest.EMERGE_FROM_DISK`
4031 * `minetest.EMERGE_GENERATED`
4032 * `calls_remaining` is the number of callbacks to be expected after
4034 * `param` is the user-defined parameter passed to emerge_area (or
4035 nil if the parameter was absent).
4036 * `minetest.delete_area(pos1, pos2)`
4037 * delete all mapblocks in the area from pos1 to pos2, inclusive
4038 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4039 * Checks if there is anything other than air between pos1 and pos2.
4040 * Returns false if something is blocking the sight.
4041 * Returns the position of the blocking node when `false`
4042 * `pos1`: First position
4043 * `pos2`: Second position
4044 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4045 * Creates a `Raycast` object.
4046 * `pos1`: start of the ray
4047 * `pos2`: end of the ray
4048 * `objects`: if false, only nodes will be returned. Default is `true`.
4049 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4050 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4051 * returns table containing path
4052 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4054 * `pos1`: start position
4055 * `pos2`: end position
4056 * `searchdistance`: number of blocks to search in each direction using a
4058 * `max_jump`: maximum height difference to consider walkable
4059 * `max_drop`: maximum height difference to consider droppable
4060 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4061 * `minetest.spawn_tree (pos, {treedef})`
4062 * spawns L-system tree at given `pos` with definition in `treedef` table
4063 * `minetest.transforming_liquid_add(pos)`
4064 * add node to liquid update queue
4065 * `minetest.get_node_max_level(pos)`
4066 * get max available level for leveled node
4067 * `minetest.get_node_level(pos)`
4068 * get level of leveled node (water, snow)
4069 * `minetest.set_node_level(pos, level)`
4070 * set level of leveled node, default `level` equals `1`
4071 * if `totallevel > maxlevel`, returns rest (`total-max`).
4072 * `minetest.add_node_level(pos, level)`
4073 * increase level of leveled node by level, default `level` equals `1`
4074 * if `totallevel > maxlevel`, returns rest (`total-max`)
4075 * can be negative for decreasing
4076 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4077 * resets the light in a cuboid-shaped part of
4078 the map and removes lighting bugs.
4079 * Loads the area if it is not loaded.
4080 * `pos1` is the corner of the cuboid with the least coordinates
4081 (in node coordinates), inclusive.
4082 * `pos2` is the opposite corner of the cuboid, inclusive.
4083 * The actual updated cuboid might be larger than the specified one,
4084 because only whole map blocks can be updated.
4085 The actual updated area consists of those map blocks that intersect
4086 with the given cuboid.
4087 * However, the neighborhood of the updated area might change
4088 as well, as light can spread out of the cuboid, also light
4090 * returns `false` if the area is not fully generated,
4092 * `minetest.check_single_for_falling(pos)`
4093 * causes an unsupported `group:falling_node` node to fall and causes an
4094 unattached `group:attached_node` node to fall.
4095 * does not spread these updates to neighbours.
4096 * `minetest.check_for_falling(pos)`
4097 * causes an unsupported `group:falling_node` node to fall and causes an
4098 unattached `group:attached_node` node to fall.
4099 * spread these updates to neighbours and can cause a cascade
4101 * `minetest.get_spawn_level(x, z)`
4102 * Returns a player spawn y co-ordinate for the provided (x, z)
4103 co-ordinates, or `nil` for an unsuitable spawn point.
4104 * For most mapgens a 'suitable spawn point' is one with y between
4105 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4106 so `nil` will be returned for many (x, z) co-ordinates.
4107 * The spawn level returned is for a player spawn in unmodified terrain.
4108 * The spawn level is intentionally above terrain level to cope with
4109 full-node biome 'dust' nodes.
4114 You can find mod channels communication scheme in `doc/mod_channels.png`.
4116 * `minetest.mod_channel_join(channel_name)`
4117 * Server joins channel `channel_name`, and creates it if necessary. You
4118 should listen for incoming messages with
4119 `minetest.register_on_modchannel_message`
4124 `minetest.get_inventory(location)`: returns an `InvRef`
4127 * `{type="player", name="celeron55"}`
4128 * `{type="node", pos={x=, y=, z=}}`
4129 * `{type="detached", name="creative"}`
4130 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4132 * `callbacks`: See [Detached inventory callbacks]
4133 * `player_name`: Make detached inventory available to one player
4134 exclusively, by default they will be sent to every player (even if not
4136 Note that this parameter is mostly just a workaround and will be removed
4138 * Creates a detached inventory. If it already exists, it is cleared.
4139 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4140 returns left over ItemStack.
4141 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4146 * `minetest.show_formspec(playername, formname, formspec)`
4147 * `playername`: name of player to show formspec
4148 * `formname`: name passed to `on_player_receive_fields` callbacks.
4149 It should follow the `"modname:<whatever>"` naming convention
4150 * `formspec`: formspec to display
4151 * `minetest.close_formspec(playername, formname)`
4152 * `playername`: name of player to close formspec
4153 * `formname`: has to exactly match the one given in `show_formspec`, or the
4154 formspec will not close.
4155 * calling `show_formspec(playername, formname, "")` is equal to this
4157 * to close a formspec regardless of the formname, call
4158 `minetest.close_formspec(playername, "")`.
4159 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4160 * `minetest.formspec_escape(string)`: returns a string
4161 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4163 * `minetest.explode_table_event(string)`: returns a table
4164 * returns e.g. `{type="CHG", row=1, column=2}`
4166 * `"INV"`: no row selected
4168 * `"DCL"`: double-click
4169 * `minetest.explode_textlist_event(string)`: returns a table
4170 * returns e.g. `{type="CHG", index=1}`
4172 * `"INV"`: no row selected
4174 * `"DCL"`: double-click
4175 * `minetest.explode_scrollbar_event(string)`: returns a table
4176 * returns e.g. `{type="CHG", value=500}`
4178 * `"INV"`: something failed
4179 * `"CHG"`: has been changed
4180 * `"VAL"`: not changed
4185 * `minetest.inventorycube(img1, img2, img3)`
4186 * Returns a string for making an image of a cube (useful as an item image)
4187 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4188 * Get position of a `pointed_thing` (that you can get from somewhere)
4189 * `minetest.dir_to_facedir(dir, is6d)`
4190 * Convert a vector to a facedir value, used in `param2` for
4191 `paramtype2="facedir"`.
4192 * passing something non-`nil`/`false` for the optional second parameter
4193 causes it to take the y component into account.
4194 * `minetest.facedir_to_dir(facedir)`
4195 * Convert a facedir back into a vector aimed directly out the "back" of a
4197 * `minetest.dir_to_wallmounted(dir)`
4198 * Convert a vector to a wallmounted value, used for
4199 `paramtype2="wallmounted"`.
4200 * `minetest.wallmounted_to_dir(wallmounted)`
4201 * Convert a wallmounted value back into a vector aimed directly out the
4203 * `minetest.dir_to_yaw(dir)`
4204 * Convert a vector into a yaw (angle)
4205 * `minetest.yaw_to_dir(yaw)`
4206 * Convert yaw (angle) to a vector
4207 * `minetest.is_colored_paramtype(ptype)`
4208 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4209 color information (`color`, `colorwallmounted` or `colorfacedir`).
4210 * `minetest.strip_param2_color(param2, paramtype2)`
4211 * Removes everything but the color information from the
4212 given `param2` value.
4213 * Returns `nil` if the given `paramtype2` does not contain color
4215 * `minetest.get_node_drops(nodename, toolname)`
4216 * Returns list of item names.
4217 * **Note**: This will be removed or modified in a future version.
4218 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4219 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4220 * `input.width` = for example `3`
4221 * `input.items` = for example
4222 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4223 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4224 * `output.time` = a number, if unsuccessful: `0`
4225 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4226 `decremented_input.items`
4227 * `decremented_input` = like `input`
4228 * `minetest.get_craft_recipe(output)`: returns input
4229 * returns last registered recipe for output item (node)
4230 * `output` is a node or item type such as `"default:torch"`
4231 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4232 * `input.width` = for example `3`
4233 * `input.items` = for example
4234 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4235 * `input.items` = `nil` if no recipe found
4236 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4237 * returns indexed table with all registered recipes for query item (node)
4238 or `nil` if no recipe was found.
4239 * recipe entry table:
4240 * `method`: 'normal' or 'cooking' or 'fuel'
4241 * `width`: 0-3, 0 means shapeless recipe
4242 * `items`: indexed [1-9] table with recipe items
4243 * `output`: string with item name and quantity
4244 * Example query for `"default:gold_ingot"` will return table:
4247 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4248 items = {1 = "default:gold_lump"}},
4249 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4250 items = {1 = "default:goldblock"}}
4252 * `minetest.handle_node_drops(pos, drops, digger)`
4253 * `drops`: list of itemstrings
4254 * Handles drops from nodes after digging: Default action is to put them
4255 into digger's inventory.
4256 * Can be overridden to get different functionality (e.g. dropping items on
4258 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4260 * Creates an item string which contains palette index information
4261 for hardware colorization. You can use the returned string
4262 as an output in a craft recipe.
4263 * `item`: the item stack which becomes colored. Can be in string,
4264 table and native form.
4265 * `palette_index`: this index is added to the item stack
4266 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4267 * Creates an item string which contains static color information
4268 for hardware colorization. Use this method if you wish to colorize
4269 an item that does not own a palette. You can use the returned string
4270 as an output in a craft recipe.
4271 * `item`: the item stack which becomes colored. Can be in string,
4272 table and native form.
4273 * `colorstring`: the new color of the item stack
4278 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4279 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4280 * Find who has done something to a node, or near a node
4281 * `actor`: `"player:<name>"`, also `"liquid"`.
4282 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4283 `boolean, log_messages`.
4284 * Revert latest actions of someone
4285 * `actor`: `"player:<name>"`, also `"liquid"`.
4287 Defaults for the `on_*` item definition functions
4288 -------------------------------------------------
4290 These functions return the leftover itemstack.
4292 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4293 * Place item as a node
4294 * `param2` overrides `facedir` and wallmounted `param2`
4295 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4296 for the newly placed node to prevent a callback and placement loop
4297 * returns `itemstack, success`
4298 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4300 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4301 * Use one of the above based on what the item is.
4302 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4303 * **Note**: is not called when wielded item overrides `on_place`
4304 * `param2` overrides `facedir` and wallmounted `param2`
4305 * returns `itemstack, success`
4306 * `minetest.item_drop(itemstack, dropper, pos)`
4308 * `minetest.item_eat(hp_change, replace_with_item)`
4310 * `replace_with_item` is the itemstring which is added to the inventory.
4311 If the player is eating a stack, then replace_with_item goes to a
4312 different spot. Can be `nil`
4313 * See `minetest.do_item_eat`
4315 Defaults for the `on_punch` and `on_dig` node definition callbacks
4316 ------------------------------------------------------------------
4318 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4319 * Calls functions registered by `minetest.register_on_punchnode()`
4320 * `minetest.node_dig(pos, node, digger)`
4321 * Checks if node can be dug, puts item into inventory, removes node
4322 * Calls functions registered by `minetest.registered_on_dignodes()`
4327 * `minetest.sound_play(spec, parameters)`: returns a handle
4328 * `spec` is a `SimpleSoundSpec`
4329 * `parameters` is a sound parameter table
4330 * `minetest.sound_stop(handle)`
4331 * `minetest.sound_fade(handle, step, gain)`
4332 * `handle` is a handle returned by `minetest.sound_play`
4333 * `step` determines how fast a sound will fade.
4334 Negative step will lower the sound volume, positive step will increase
4336 * `gain` the target gain for the fade.
4341 * `minetest.after(time, func, ...)`
4342 * Call the function `func` after `time` seconds, may be fractional
4343 * Optional: Variable number of arguments that are passed to `func`
4348 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4349 server shutdown. Will display `message` to clients.
4350 * `reconnect` == true displays a reconnect button
4351 * `delay` adds an optional delay (in seconds) before shutdown.
4352 Negative delay cancels the current active shutdown.
4353 Zero delay triggers an immediate shutdown.
4354 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4355 * `minetest.get_server_status(name, joined)`
4356 * Returns the server status string when a player joins or when the command
4357 `/status` is called. Returns `nil` or an empty string when the message is
4359 * `joined`: Boolean value, indicates whether the function was called when
4361 * This function may be overwritten by mods to customize the status message.
4362 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4363 * `minetest.remove_player(name)`: remove player from database (if they are not
4365 * As auth data is not removed, minetest.player_exists will continue to
4366 return true. Call the below method as well if you want to remove auth
4368 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4369 * `minetest.remove_player_auth(name)`: remove player authentication data
4370 * Returns boolean indicating success (false if player nonexistant)
4375 * `minetest.get_ban_list()`: returns the ban list
4376 (same as `minetest.get_ban_description("")`).
4377 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4378 * `minetest.ban_player(name)`: ban a player
4379 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4380 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4386 * `minetest.add_particle(particle definition)`
4387 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4388 expirationtime, size, collisiondetection, texture, playername)`
4390 * `minetest.add_particlespawner(particlespawner definition)`
4391 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4392 over `time` seconds.
4393 * Returns an `id`, and -1 if adding didn't succeed
4394 * Deprecated: `minetest.add_particlespawner(amount, time,
4398 minexptime, maxexptime,
4400 collisiondetection, texture, playername)`
4402 * `minetest.delete_particlespawner(id, player)`
4403 * Delete `ParticleSpawner` with `id` (return value from
4404 `minetest.add_particlespawner`).
4405 * If playername is specified, only deletes on the player's client,
4406 otherwise on all clients.
4411 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4412 * Create a schematic from the volume of map specified by the box formed by
4414 * Apply the specified probability and per-node force-place to the specified
4415 nodes according to the `probability_list`.
4416 * `probability_list` is an array of tables containing two fields, `pos`
4418 * `pos` is the 3D vector specifying the absolute coordinates of the
4419 node being modified,
4420 * `prob` is an integer value from `0` to `255` that encodes
4421 probability and per-node force-place. Probability has levels
4422 0-127, then 128 may be added to encode per-node force-place.
4423 For probability stated as 0-255, divide by 2 and round down to
4424 get values 0-127, then add 128 to apply per-node force-place.
4425 * If there are two or more entries with the same pos value, the
4427 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4429 * If `probability_list` equals `nil`, no probabilities are applied.
4430 * Apply the specified probability to the specified horizontal slices
4431 according to the `slice_prob_list`.
4432 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4434 * `ypos` indicates the y position of the slice with a probability
4435 applied, the lowest slice being `ypos = 0`.
4436 * If slice probability list equals `nil`, no slice probabilities
4438 * Saves schematic in the Minetest Schematic format to filename.
4440 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4441 * Place the schematic specified by schematic (see [Schematic specifier]) at
4443 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4444 * If the `rotation` parameter is omitted, the schematic is not rotated.
4445 * `replacements` = `{["old_name"] = "convert_to", ...}`
4446 * `force_placement` is a boolean indicating whether nodes other than `air`
4447 and `ignore` are replaced by the schematic.
4448 * Returns nil if the schematic could not be loaded.
4449 * **Warning**: Once you have loaded a schematic from a file, it will be
4450 cached. Future calls will always use the cached version and the
4451 replacement list defined for it, regardless of whether the file or the
4452 replacement list parameter have changed. The only way to load the file
4453 anew is to restart the server.
4454 * `flags` is a flag field with the available flags:
4459 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4460 * This function is analogous to minetest.place_schematic, but places a
4461 schematic onto the specified VoxelManip object `vmanip` instead of the
4463 * Returns false if any part of the schematic was cut-off due to the
4464 VoxelManip not containing the full area required, and true if the whole
4465 schematic was able to fit.
4466 * Returns nil if the schematic could not be loaded.
4467 * After execution, any external copies of the VoxelManip contents are
4469 * `flags` is a flag field with the available flags:
4474 * `minetest.serialize_schematic(schematic, format, options)`
4475 * Return the serialized schematic specified by schematic
4476 (see [Schematic specifier])
4477 * in the `format` of either "mts" or "lua".
4478 * "mts" - a string containing the binary MTS data used in the MTS file
4480 * "lua" - a string containing Lua code representing the schematic in table
4482 * `options` is a table containing the following optional parameters:
4483 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4484 generated will have (X, Z) position comments for every X row
4485 generated in the schematic data for easier reading.
4486 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4487 the Lua code generated will use that number of spaces as indentation
4488 instead of a tab character.
4493 * `minetest.request_http_api()`:
4494 * returns `HTTPApiTable` containing http functions if the calling mod has
4495 been granted access by being listed in the `secure.http_mods` or
4496 `secure.trusted_mods` setting, otherwise returns `nil`.
4497 * The returned table contains the functions `fetch`, `fetch_async` and
4498 `fetch_async_get` described below.
4499 * Only works at init time and must be called from the mod's main scope
4500 (not from a function).
4501 * Function only exists if minetest server was built with cURL support.
4502 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4504 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4505 * Performs given request asynchronously and calls callback upon completion
4506 * callback: `function(HTTPRequestResult res)`
4507 * Use this HTTP function if you are unsure, the others are for advanced use
4508 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4509 * Performs given request asynchronously and returns handle for
4510 `HTTPApiTable.fetch_async_get`
4511 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4512 * Return response data for given asynchronous HTTP request
4517 * `minetest.get_mod_storage()`:
4518 * returns reference to mod private `StorageRef`
4519 * must be called during mod load time
4524 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4525 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4526 * `minetest.player_exists(name)`: boolean, whether player exists
4527 (regardless of online status)
4528 * `minetest.hud_replace_builtin(name, hud_definition)`
4529 * Replaces definition of a builtin hud element
4530 * `name`: `"breath"` or `"health"`
4531 * `hud_definition`: definition to replace builtin definition
4532 * `minetest.send_join_message(player_name)`
4533 * This function can be overridden by mods to change the join message.
4534 * `minetest.send_leave_message(player_name, timed_out)`
4535 * This function can be overridden by mods to change the leave message.
4536 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4537 * `pos`: table {x=number, y=number, z=number},
4538 * Gives a unique hash number for a node position (16+16+16=48bit)
4539 * `minetest.get_position_from_hash(hash)`: returns a position
4540 * Inverse transform of `minetest.hash_node_position`
4541 * `minetest.get_item_group(name, group)`: returns a rating
4542 * Get rating of a group of an item. (`0` means: not in group)
4543 * `minetest.get_node_group(name, group)`: returns a rating
4544 * Deprecated: An alias for the former.
4545 * `minetest.raillike_group(name)`: returns a rating
4546 * Returns rating of the connect_to_raillike group corresponding to name
4547 * If name is not yet the name of a connect_to_raillike group, a new group
4548 id is created, with that name.
4549 * `minetest.get_content_id(name)`: returns an integer
4550 * Gets the internal content ID of `name`
4551 * `minetest.get_name_from_content_id(content_id)`: returns a string
4552 * Gets the name of the content with that content ID
4553 * `minetest.parse_json(string[, nullvalue])`: returns something
4554 * Convert a string containing JSON data into the Lua equivalent
4555 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4556 * On success returns a table, a string, a number, a boolean or `nullvalue`
4557 * On failure outputs an error message and returns `nil`
4558 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4559 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4561 * Convert a Lua table into a JSON string
4562 * styled: Outputs in a human-readable format if this is set, defaults to
4564 * Unserializable things like functions and userdata will cause an error.
4565 * **Warning**: JSON is more strict than the Lua table format.
4566 1. You can only use strings and positive integers of at least one as
4568 2. You can not mix string and integer keys.
4569 This is due to the fact that JSON has two distinct array and object
4571 * Example: `write_json({10, {a = false}})`,
4572 returns `"[10, {\"a\": false}]"`
4573 * `minetest.serialize(table)`: returns a string
4574 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4575 into string form readable by `minetest.deserialize`
4576 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4577 * `minetest.deserialize(string)`: returns a table
4578 * Convert a string returned by `minetest.deserialize` into a table
4579 * `string` is loaded in an empty sandbox environment.
4580 * Will load functions, but they cannot access the global environment.
4581 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4582 returns `{foo='bar'}`
4583 * Example: `deserialize('print("foo")')`, returns `nil`
4584 (function call fails), returns
4585 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4586 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4587 * Compress a string of data.
4588 * `method` is a string identifying the compression method to be used.
4589 * Supported compression methods:
4590 * Deflate (zlib): `"deflate"`
4591 * `...` indicates method-specific arguments. Currently defined arguments
4593 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4594 * `minetest.decompress(compressed_data, method, ...)`: returns data
4595 * Decompress a string of data (using ZLib).
4596 * See documentation on `minetest.compress()` for supported compression
4598 * `...` indicates method-specific arguments. Currently, no methods use this
4599 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4600 * Each argument is a 8 Bit unsigned integer
4601 * Returns the ColorString from rgb or rgba values
4602 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4603 * `minetest.encode_base64(string)`: returns string encoded in base64
4604 * Encodes a string in base64.
4605 * `minetest.decode_base64(string)`: returns string
4606 * Decodes a string encoded in base64.
4607 * `minetest.is_protected(pos, name)`: returns boolean
4608 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4609 other actions, definable by mods, due to some mod-defined ownership-like
4611 * Returns false or nil, if the player is allowed to do such actions.
4612 * `name` will be "" for non-players or unknown players.
4613 * This function should be overridden by protection mods and should be used
4614 to check if a player can interact at a position.
4615 * This function should call the old version of itself if the position is
4616 not protected by the mod.
4619 local old_is_protected = minetest.is_protected
4620 function minetest.is_protected(pos, name)
4621 if mymod:position_protected_from(pos, name) then
4624 return old_is_protected(pos, name)
4626 * `minetest.record_protection_violation(pos, name)`
4627 * This function calls functions registered with
4628 `minetest.register_on_protection_violation`.
4629 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4630 * Returns the position of the first node that `player_name` may not modify
4631 in the specified cuboid between `pos1` and `pos2`.
4632 * Returns `false` if no protections were found.
4633 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4634 The points are spaced evenly throughout the volume and have a spacing
4635 similar to, but no larger than, `interval`.
4636 * All corners and edges of the defined volume are checked.
4637 * `interval` defaults to 4.
4638 * `interval` should be carefully chosen and maximised to avoid an excessive
4639 number of points being checked.
4640 * Like `minetest.is_protected`, this function may be extended or
4641 overwritten by mods to provide a faster implementation to check the
4642 cuboid for intersections.
4643 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4644 orient_flags, prevent_after_place])`
4645 * Attempt to predict the desired orientation of the facedir-capable node
4646 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4647 or hanging from the ceiling).
4648 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4649 stacks are handled normally.
4650 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4651 * `invert_wall`: if `true`, place wall-orientation on the ground and
4652 ground-orientation on the wall.
4653 * `force_wall` : if `true`, always place the node in wall orientation.
4654 * `force_ceiling`: if `true`, always place on the ceiling.
4655 * `force_floor`: if `true`, always place the node on the floor.
4656 * `force_facedir`: if `true`, forcefully reset the facedir to north
4657 when placing on the floor or ceiling.
4658 * The first four options are mutually-exclusive; the last in the list
4659 takes precedence over the first.
4660 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4661 * Returns the new itemstack after placement
4662 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4663 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4664 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4665 parameter and `prevent_after_place` set to `true`.
4667 * `minetest.forceload_block(pos[, transient])`
4668 * forceloads the position `pos`.
4669 * returns `true` if area could be forceloaded
4670 * If `transient` is `false` or absent, the forceload will be persistent
4671 (saved between server runs). If `true`, the forceload will be transient
4672 (not saved between server runs).
4674 * `minetest.forceload_free_block(pos[, transient])`
4675 * stops forceloading the position `pos`
4676 * If `transient` is `false` or absent, frees a persistent forceload.
4677 If `true`, frees a transient forceload.
4679 * `minetest.request_insecure_environment()`: returns an environment containing
4680 insecure functions if the calling mod has been listed as trusted in the
4681 `secure.trusted_mods` setting or security is disabled, otherwise returns
4683 * Only works at init time and must be called from the mod's main scope (not
4685 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4686 IT IN A LOCAL VARIABLE!**
4688 * `minetest.global_exists(name)`
4689 * Checks if a global variable has been set, without triggering a warning.
4694 * `minetest.env`: `EnvRef` of the server environment and world.
4695 * Any function in the minetest namespace can be called using the syntax
4696 `minetest.env:somefunction(somearguments)`
4697 instead of `minetest.somefunction(somearguments)`
4698 * Deprecated, but support is not to be dropped soon
4703 * `minetest.registered_items`
4704 * Map of registered items, indexed by name
4705 * `minetest.registered_nodes`
4706 * Map of registered node definitions, indexed by name
4707 * `minetest.registered_craftitems`
4708 * Map of registered craft item definitions, indexed by name
4709 * `minetest.registered_tools`
4710 * Map of registered tool definitions, indexed by name
4711 * `minetest.registered_entities`
4712 * Map of registered entity prototypes, indexed by name
4713 * `minetest.object_refs`
4714 * Map of object references, indexed by active object id
4715 * `minetest.luaentities`
4716 * Map of Lua entities, indexed by active object id
4717 * `minetest.registered_chatcommands`
4718 * Map of registered chat command definitions, indexed by name
4719 * `minetest.registered_ores`
4720 * List of registered ore definitions.
4721 * `minetest.registered_biomes`
4722 * List of registered biome definitions.
4723 * `minetest.registered_decorations`
4724 * List of registered decoration definitions.
4732 Sorted alphabetically.
4737 A fast access data structure to store areas, and find areas near a given
4739 Every area has a `data` string attribute to store additional information.
4740 You can create an empty `AreaStore` by calling `AreaStore()`, or
4741 `AreaStore(type_name)`.
4742 If you chose the parameter-less constructor, a fast implementation will be
4743 automatically chosen for you.
4747 * `get_area(id, include_borders, include_data)`: returns the area with the id
4749 (optional) Boolean values `include_borders` and `include_data` control what's
4751 Returns nil if specified area id does not exist.
4752 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4753 that contain the position `pos`.
4754 (optional) Boolean values `include_borders` and `include_data` control what's
4756 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4757 returns all areas that contain all nodes inside the area specified by `edge1`
4758 and `edge2` (inclusive).
4759 If `accept_overlap` is true, also areas are returned that have nodes in
4760 common with the specified area.
4761 (optional) Boolean values `include_borders` and `include_data` control what's
4763 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4764 Returns the new area's ID, or nil if the insertion failed.
4765 The (inclusive) positions `edge1` and `edge2` describe the area.
4766 `data` is a string stored with the area. If passed, `id` will be used as the
4767 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4768 the `id` parameter you must always use it, or insertions are likely to fail
4770 * `reserve(count)`: reserves resources for at most `count` many contained
4772 Only needed for efficiency, and only some implementations profit.
4773 * `remove_area(id)`: removes the area with the given id from the store, returns
4775 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4776 Calling invalidates the cache, so that its elements have to be newly
4778 * `params` is a table with the following fields:
4780 enabled = boolean, -- Whether to enable, default true
4781 block_radius = int, -- The radius (in nodes) of the areas the cache
4782 -- generates prefiltered lists for, minimum 16,
4784 limit = int, -- The cache size, minimum 20, default 1000
4785 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4787 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4789 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4791 Returns success and, optionally, an error message.
4792 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4798 An `InvRef` is a reference to an inventory.
4802 * `is_empty(listname)`: return `true` if list is empty
4803 * `get_size(listname)`: get size of a list
4804 * `set_size(listname, size)`: set size of a list
4805 * returns `false` on error (e.g. invalid `listname` or `size`)
4806 * `get_width(listname)`: get width of a list
4807 * `set_width(listname, width)`: set width of list; currently used for crafting
4808 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4809 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4810 * `get_list(listname)`: return full list
4811 * `set_list(listname, list)`: set full list (size will not change)
4812 * `get_lists()`: returns list of inventory lists
4813 * `set_lists(lists)`: sets inventory lists (size will not change)
4814 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4816 * `room_for_item(listname, stack):` returns `true` if the stack of items
4817 can be fully added to the list
4818 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4819 the stack of items can be fully taken from the list.
4820 If `match_meta` is false, only the items' names are compared
4822 * `remove_item(listname, stack)`: take as many items as specified from the
4823 list, returns the items that were actually removed (as an `ItemStack`)
4824 -- note that any item metadata is ignored, so attempting to remove a specific
4825 unique item this way will likely remove the wrong one -- to do that use
4826 `set_stack` with an empty `ItemStack`.
4827 * `get_location()`: returns a location compatible to
4828 `minetest.get_inventory(location)`.
4829 * returns `{type="undefined"}` in case location is not known
4834 An `ItemStack` is a stack of items.
4836 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4837 an itemstring, a table or `nil`.
4841 * `is_empty()`: returns `true` if stack is empty.
4842 * `get_name()`: returns item name (e.g. `"default:stone"`).
4843 * `set_name(item_name)`: returns a boolean indicating whether the item was
4845 * `get_count()`: Returns number of items on the stack.
4846 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4847 * `count`: number, unsigned 16 bit integer
4848 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4849 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4850 * `wear`: number, unsigned 16 bit integer
4851 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4852 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4854 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4855 * `clear()`: removes all items from the stack, making it empty.
4856 * `replace(item)`: replace the contents of this stack.
4857 * `item` can also be an itemstring or table.
4858 * `to_string()`: returns the stack in itemstring form.
4859 * `to_table()`: returns the stack in Lua table form.
4860 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4862 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4863 * `is_known()`: returns `true` if the item name refers to a defined item type.
4864 * `get_definition()`: returns the item definition table.
4865 * `get_tool_capabilities()`: returns the digging properties of the item,
4866 or those of the hand if none are defined for this item type
4867 * `add_wear(amount)`
4868 * Increases wear by `amount` if the item is a tool
4869 * `amount`: number, integer
4870 * `add_item(item)`: returns leftover `ItemStack`
4871 * Put some item or stack onto this stack
4872 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4874 * `take_item(n)`: returns taken `ItemStack`
4875 * Take (and remove) up to `n` items from this stack
4876 * `n`: number, default: `1`
4877 * `peek_item(n)`: returns taken `ItemStack`
4878 * Copy (don't remove) up to `n` items from this stack
4879 * `n`: number, default: `1`
4884 ItemStack metadata: reference extra data and functionality stored in a stack.
4885 Can be obtained via `item:get_meta()`.
4889 * All methods in MetaDataRef
4890 * `set_tool_capabilities([tool_capabilities])`
4891 * Overrides the item's tool capabilities
4892 * A nil value will clear the override data and restore the original
4898 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
4902 * `contains(key)`: Returns true if key present, otherwise false.
4903 * Returns `nil` when the MetaData is inexistent.
4904 * `get(key)`: Returns `nil` if key not present, else the stored string.
4905 * `set_string(key, value)`: Value of `""` will delete the key.
4906 * `get_string(key)`: Returns `""` if key not present.
4907 * `set_int(key, value)`
4908 * `get_int(key)`: Returns `0` if key not present.
4909 * `set_float(key, value)`
4910 * `get_float(key)`: Returns `0` if key not present.
4911 * `to_table()`: returns `nil` or a table with keys:
4912 * `fields`: key-value storage
4913 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
4914 * `from_table(nil or {})`
4915 * Any non-table value will clear the metadata
4916 * See [Node Metadata] for an example
4917 * returns `true` on success
4919 * returns `true` if this metadata has the same key-value pairs as `other`
4924 An interface to use mod channels on client and server
4928 * `leave()`: leave the mod channel.
4929 * Server leaves channel `channel_name`.
4930 * No more incoming or outgoing messages can be sent to this channel from
4932 * This invalidate all future object usage.
4933 * Ensure you set mod_channel to nil after that to free Lua resources.
4934 * `is_writeable()`: returns true if channel is writeable and mod can send over
4936 * `send_all(message)`: Send `message` though the mod channel.
4937 * If mod channel is not writeable or invalid, message will be dropped.
4938 * Message size is limited to 65535 characters by protocol.
4943 Node metadata: reference extra data and functionality stored in a node.
4944 Can be obtained via `minetest.get_meta(pos)`.
4948 * All methods in MetaDataRef
4949 * `get_inventory()`: returns `InvRef`
4950 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
4951 This will prevent them from being sent to the client. Note that the "private"
4952 status will only be remembered if an associated key-value pair exists,
4953 meaning it's best to call this when initializing all other meta (e.g.
4959 Node Timers: a high resolution persistent per-node timer.
4960 Can be gotten via `minetest.get_node_timer(pos)`.
4964 * `set(timeout,elapsed)`
4965 * set a timer's state
4966 * `timeout` is in seconds, and supports fractional values (0.1 etc)
4967 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
4968 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
4972 * equivalent to `set(timeout,0)`
4975 * `get_timeout()`: returns current timeout in seconds
4976 * if `timeout` equals `0`, timer is inactive
4977 * `get_elapsed()`: returns current elapsed time in seconds
4978 * the node's `on_timer` function will be called after `(timeout - elapsed)`
4980 * `is_started()`: returns boolean state of timer
4981 * returns `true` if timer is started, otherwise `false`
4986 Moving things in the game are generally these.
4988 This is basically a reference to a C++ `ServerActiveObject`
4992 * `remove()`: remove object (after returning from Lua)
4993 * Note: Doesn't work on players, use `minetest.kick_player` instead
4994 * `get_pos()`: returns `{x=num, y=num, z=num}`
4995 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
4996 * `move_to(pos, continuous=false)`: interpolated move
4997 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
4998 * `puncher` = another `ObjectRef`,
4999 * `time_from_last_punch` = time since last punch action of the puncher
5000 * `direction`: can be `nil`
5001 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5002 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5003 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5004 * See reason in register_on_player_hpchange
5005 * `get_inventory()`: returns an `InvRef`
5006 * `get_wield_list()`: returns the name of the inventory list the wielded item
5008 * `get_wield_index()`: returns the index of the wielded item
5009 * `get_wielded_item()`: returns an `ItemStack`
5010 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5012 * `set_armor_groups({group1=rating, group2=rating, ...})`
5013 * `get_armor_groups()`: returns a table with the armor group ratings
5014 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5015 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5016 * `frame_speed`: number, default: `15.0`
5017 * `frame_blend`: number, default: `0.0`
5018 * `frame_loop`: boolean, default: `true`
5019 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5021 * `set_animation_frame_speed(frame_speed)`
5022 * `frame_speed`: number, default: `15.0`
5023 * `set_attach(parent, bone, position, rotation)`
5025 * `position`: `{x=num, y=num, z=num}` (relative)
5026 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5027 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5030 * `set_bone_position(bone, position, rotation)`
5032 * `position`: `{x=num, y=num, z=num}` (relative)
5033 * `rotation`: `{x=num, y=num, z=num}`
5034 * `get_bone_position(bone)`: returns position and rotation of the bone
5035 * `set_properties(object property table)`
5036 * `get_properties()`: returns object property table
5037 * `is_player()`: returns true for players, false otherwise
5038 * `get_nametag_attributes()`
5039 * returns a table with the attributes of the nametag of an object
5041 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5044 * `set_nametag_attributes(attributes)`
5045 * sets the attributes of the nametag of an object
5049 text = "My Nametag",
5052 #### LuaEntitySAO-only (no-op for other objects)
5054 * `set_velocity(vel)`
5055 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5056 * `add_velocity(vel)`
5057 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5058 * In comparison to using get_velocity, adding the velocity and then using
5059 set_velocity, add_velocity is supposed to avoid synchronization problems.
5060 * `get_velocity()`: returns the velocity, a vector
5061 * `set_acceleration(acc)`
5063 * `get_acceleration()`: returns the acceleration, a vector
5064 * `set_yaw(radians)`
5065 * `get_yaw()`: returns number in radians
5066 * `set_texture_mod(mod)`
5067 * `get_texture_mod()` returns current texture modifier
5068 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5069 * Select sprite from spritesheet with optional animation and Dungeon Master
5070 style texture selection based on yaw relative to camera
5071 * `p`: {x=number, y=number}, the coordinate of the first frame
5072 (x: column, y: row), default: `{x=0, y=0}`
5073 * `num_frames`: number, default: `1`
5074 * `framelength`: number, default: `0.2`
5075 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5076 Master mob, default: `false`
5077 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5080 #### Player-only (no-op for other objects)
5082 * `get_player_name()`: returns `""` if is not a player
5083 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5084 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5085 * `get_look_dir()`: get camera direction as a unit vector
5086 * `get_look_vertical()`: pitch in radians
5087 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5089 * `get_look_horizontal()`: yaw in radians
5090 * Angle is counter-clockwise from the +z direction.
5091 * `set_look_vertical(radians)`: sets look pitch
5092 * radians: Angle from looking forward, where positive is downwards.
5093 * `set_look_horizontal(radians)`: sets look yaw
5094 * radians: Angle from the +z direction, where positive is counter-clockwise.
5095 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5096 `get_look_vertical`.
5097 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5099 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5100 `get_look_horizontal`.
5101 * Angle is counter-clockwise from the +x direction.
5102 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5103 `set_look_vertical`.
5104 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5105 `set_look_horizontal`.
5106 * `get_breath()`: returns players breath
5107 * `set_breath(value)`: sets players breath
5109 * `0`: player is drowning
5110 * max: bubbles bar is not shown
5111 * See [Object properties] for more information
5112 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5113 * Sets an extra attribute with value on player.
5114 * `value` must be a string, or a number which will be converted to a
5116 * If `value` is `nil`, remove attribute from player.
5117 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5118 * Returns value (a string) for extra attribute.
5119 * Returns `nil` if no attribute found.
5120 * `get_meta()`: Returns a PlayerMetaRef.
5121 * `set_inventory_formspec(formspec)`
5122 * Redefine player's inventory form
5123 * Should usually be called in `on_joinplayer`
5124 * `get_inventory_formspec()`: returns a formspec string
5125 * `set_formspec_prepend(formspec)`:
5126 * the formspec string will be added to every formspec shown to the user,
5127 except for those with a no_prepend[] tag.
5128 * This should be used to set style elements such as background[] and
5129 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5130 * Only affects formspecs shown after this is called.
5131 * `get_formspec_prepend(formspec)`: returns a formspec string.
5132 * `get_player_control()`: returns table with player pressed keys
5133 * The table consists of fields with boolean value representing the pressed
5134 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5135 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5136 sneak=true, aux1=false, down=false, up=false}`
5137 * `get_player_control_bits()`: returns integer with bit packed player pressed
5139 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5141 * `set_physics_override(override_table)`
5142 * `override_table` is a table with the following fields:
5143 * `speed`: multiplier to default walking speed value (default: `1`)
5144 * `jump`: multiplier to default jump value (default: `1`)
5145 * `gravity`: multiplier to default gravity value (default: `1`)
5146 * `sneak`: whether player can sneak (default: `true`)
5147 * `sneak_glitch`: whether player can use the new move code replications
5148 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5150 * `new_move`: use new move/sneak code. When `false` the exact old code
5151 is used for the specific old sneak behaviour (default: `true`)
5152 * `get_physics_override()`: returns the table given to `set_physics_override`
5153 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5155 * `hud_remove(id)`: remove the HUD element of the specified id
5156 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5158 * element `stat` values:
5159 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5160 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5161 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5162 * `flags`: A table with the following fields set to boolean values
5170 * If a flag equals `nil`, the flag is not modified
5171 * `minimap`: Modifies the client's permission to view the minimap.
5172 The client may locally elect to not view the minimap.
5173 * `minimap_radar` is only usable when `minimap` is true
5174 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5175 * See `hud_set_flags` for a list of flags that can be toggled.
5176 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5177 * `count`: number of items, must be between `1` and `23`
5178 * `hud_get_hotbar_itemcount`: returns number of visible items
5179 * `hud_set_hotbar_image(texturename)`
5180 * sets background image for hotbar
5181 * `hud_get_hotbar_image`: returns texturename
5182 * `hud_set_hotbar_selected_image(texturename)`
5183 * sets image for selected item of hotbar
5184 * `hud_get_hotbar_selected_image`: returns texturename
5185 * `set_sky(bgcolor, type, {texture names}, clouds)`
5186 * `bgcolor`: ColorSpec, defaults to white
5187 * `type`: Available types:
5188 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5189 * `"skybox"`: Uses 6 textures, `bgcolor` used
5190 * `"plain"`: Uses 0 textures, `bgcolor` used
5191 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5192 `"plain"` custom skyboxes (default: `true`)
5193 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5194 * `set_clouds(parameters)`: set cloud parameters
5195 * `parameters` is a table with the following optional fields:
5196 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5197 * `color`: basic cloud color with alpha channel, ColorSpec
5198 (default `#fff0f0e5`).
5199 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5200 ColorSpec (alpha ignored, default `#000000`)
5201 * `height`: cloud height, i.e. y of cloud base (default per conf,
5203 * `thickness`: cloud thickness in nodes (default `16`)
5204 * `speed`: 2D cloud speed + direction in nodes per second
5205 (default `{x=0, z=-2}`).
5206 * `get_clouds()`: returns a table with the current cloud parameters as in
5208 * `override_day_night_ratio(ratio or nil)`
5209 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5211 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5212 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5213 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5214 set animation for player model in third person view
5216 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5217 {x=168, y=187}, -- walk animation key frames
5218 {x=189, y=198}, -- dig animation key frames
5219 {x=200, y=219}, -- walk+dig animation key frames
5220 frame_speed=30) -- animation frame speed
5221 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5223 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5225 * in first person view
5226 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5227 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5232 A 32-bit pseudorandom number generator.
5233 Uses PCG32, an algorithm of the permuted congruential generator family,
5234 offering very strong randomness.
5236 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5240 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5241 * `next(min, max)`: return next integer random number [`min`...`max`]
5242 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5243 random number [`min`...`max`].
5244 * This is only a rough approximation of a normal distribution with:
5245 * `mean = (max - min) / 2`, and
5246 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5247 * Increasing `num_trials` improves accuracy of the approximation
5252 A perlin noise generator.
5253 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5254 or `PerlinNoise(noiseparams)`.
5255 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5256 or `minetest.get_perlin(noiseparams)`.
5260 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5261 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5266 A fast, bulk perlin noise generator.
5268 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5269 `minetest.get_perlin_map(noiseparams, size)`.
5271 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5272 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5275 For each of the functions with an optional `buffer` parameter: If `buffer` is
5276 not nil, this table will be used to store the result instead of creating a new
5281 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5282 with values starting at `pos={x=,y=}`
5283 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5284 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5285 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5286 array of 2D noise with values starting at `pos={x=,y=}`
5287 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5288 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5289 is stored internally.
5290 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5291 is stored internally.
5292 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5293 returns a slice of the most recently computed noise results. The result slice
5294 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5295 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5297 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5298 It is important to note that `slice_offset` offset coordinates begin at 1,
5299 and are relative to the starting position of the most recently calculated
5301 To grab a single vertical column of noise starting at map coordinates
5302 x = 1023, y=1000, z = 1000:
5303 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5304 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5310 Uses the same method of storage as the deprecated player attribute API, so
5311 data there will also be in player meta.
5312 Can be obtained using `player:get_meta()`.
5316 * All methods in MetaDataRef
5321 A 16-bit pseudorandom number generator.
5322 Uses a well-known LCG algorithm introduced by K&R.
5324 It can be created via `PseudoRandom(seed)`.
5328 * `next()`: return next integer random number [`0`...`32767`]
5329 * `next(min, max)`: return next integer random number [`min`...`max`]
5330 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5331 due to the simple implementation making bad distribution otherwise.
5336 A raycast on the map. It works with selection boxes.
5337 Can be used as an iterator in a for loop as:
5339 local ray = Raycast(...)
5340 for pointed_thing in ray do
5344 The map is loaded as the ray advances. If the map is modified after the
5345 `Raycast` is created, the changes may or may not have an effect on the object.
5347 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5348 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5350 * `pos1`: start of the ray
5351 * `pos2`: end of the ray
5352 * `objects`: if false, only nodes will be returned. Default is true.
5353 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5357 * `next()`: returns a `pointed_thing` with exact pointing location
5358 * Returns the next thing pointed by the ray or nil.
5363 Interface for the operating system's crypto-secure PRNG.
5365 It can be created via `SecureRandom()`. The constructor returns nil if a
5366 secure random device cannot be found on the system.
5370 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5371 random bytes, as a string.
5376 An interface to read config files in the format of `minetest.conf`.
5378 It can be created via `Settings(filename)`.
5382 * `get(key)`: returns a value
5383 * `get_bool(key, [default])`: returns a boolean
5384 * `default` is the value returned if `key` is not found.
5385 * Returns `nil` if `key` is not found and `default` not specified.
5386 * `get_np_group(key)`: returns a NoiseParams table
5388 * Setting names can't contain whitespace or any of `="{}#`.
5389 * Setting values can't contain the sequence `\n"""`.
5390 * Setting names starting with "secure." can't be set on the main settings
5391 object (`minetest.settings`).
5392 * `set_bool(key, value)`
5393 * See documentation for set() above.
5394 * `set_np_group(key, value)`
5395 * `value` is a NoiseParams table.
5396 * Also, see documentation for set() above.
5397 * `remove(key)`: returns a boolean (`true` for success)
5398 * `get_names()`: returns `{key1,...}`
5399 * `write()`: returns a boolean (`true` for success)
5400 * Writes changes to file.
5401 * `to_table()`: returns `{[key1]=value1,...}`
5406 Mod metadata: per mod metadata, saved automatically.
5407 Can be obtained via `minetest.get_mod_storage()` during load time.
5411 * All methods in MetaDataRef
5422 Used by `ObjectRef` methods. Part of an Entity definition.
5426 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5429 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5432 -- For players only. Zoom FOV in degrees.
5433 -- Note that zoom loads and/or generates world beyond the server's
5434 -- maximum send and generate distances, so acts like a telescope.
5435 -- Smaller zoom_fov values increase the distance loaded/generated.
5436 -- Defaults to 15 in creative mode, 0 in survival mode.
5437 -- zoom_fov = 0 disables zooming for the player.
5440 -- For players only. Camera height above feet position in nodes.
5441 -- Defaults to 1.625.
5445 collide_with_objects = true,
5446 -- Collide with other objects if physical = true
5450 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5451 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5452 -- Selection box uses collision box dimensions when not set.
5453 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5457 -- Overrides selection box when false
5459 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
5460 -- "cube" is a node-sized cube.
5461 -- "sprite" is a flat texture always facing the player.
5462 -- "upright_sprite" is a vertical flat texture.
5463 -- "mesh" uses the defined mesh model.
5464 -- "wielditem" is used for dropped items.
5465 -- (see builtin/game/item_entity.lua).
5466 -- For this use 'textures = {itemname}'.
5467 -- If the item has a 'wield_image' the object will be an extrusion of
5469 -- If 'itemname' is a cubic node or nodebox the object will appear
5470 -- identical to 'itemname'.
5471 -- If 'itemname' is a plantlike node the object will be an extrusion
5473 -- Otherwise for non-node items, the object will be an extrusion of
5474 -- 'inventory_image'.
5476 visual_size = {x = 1, y = 1},
5477 -- `x` multiplies horizontal (X and Z) visual size.
5478 -- `y` multiplies vertical (Y) visual size.
5483 -- Number of required textures depends on visual.
5484 -- "cube" uses 6 textures in the way a node does.
5485 -- "sprite" uses 1 texture.
5486 -- "upright_sprite" uses 2 textures: {front, back}.
5487 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5490 -- Number of required colors depends on visual
5492 use_texture_alpha = false,
5493 -- Use texture's alpha channel.
5494 -- Excludes "upright_sprite" and "wielditem".
5495 -- Note: currently causes visual issues when viewed through other
5496 -- semi-transparent materials such as water.
5498 spritediv = {x = 1, y = 1},
5499 -- Used with spritesheet textures for animation and/or frame selection
5500 -- according to position relative to player.
5501 -- Defines the number of columns and rows in the spritesheet:
5504 initial_sprite_basepos = {x = 0, y = 0},
5505 -- Used with spritesheet textures.
5506 -- Defines the {column, row} position of the initially used frame in the
5511 makes_footstep_sound = false,
5513 automatic_rotate = 0,
5514 -- Set constant rotation in radians per second, positive or negative.
5515 -- Set to 0 to disable constant rotation.
5519 automatic_face_movement_dir = 0.0,
5520 -- Automatically set yaw to movement direction, offset in degrees.
5521 -- 'false' to disable.
5523 automatic_face_movement_max_rotation_per_sec = -1,
5524 -- Limit automatic rotation to this value in degrees per second.
5525 -- No limit if value < 0.
5527 backface_culling = true,
5528 -- Set to false to disable backface_culling for model
5531 -- Add this much extra lighting when calculating texture color.
5532 -- Value < 0 disables light's effect on texture color.
5533 -- For faking self-lighting, UI style entities, or programmatic coloring
5537 -- By default empty, for players their name is shown if empty
5539 nametag_color = <ColorSpec>,
5540 -- Sets color of nametag
5543 -- By default empty, text to be shown when pointed at object
5546 -- If false, never save this object statically. It will simply be
5547 -- deleted when the block gets unloaded.
5548 -- The get_staticdata() callback is never called then.
5549 -- Defaults to 'true'.
5555 Used by `minetest.register_entity`.
5558 initial_properties = {
5560 mesh = "boats_boat.obj",
5563 -- A table of object properties, see the `Object properties` section.
5564 -- Object properties being read directly from the entity definition
5565 -- table is deprecated. Define object properties in this
5566 -- `initial_properties` table instead.
5568 on_activate = function(self, staticdata, dtime_s),
5570 on_step = function(self, dtime),
5572 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5574 on_rightclick = function(self, clicker),
5576 get_staticdata = function(self),
5577 -- Called sometimes; the string returned is passed to on_activate when
5578 -- the entity is re-activated from static state
5580 _custom_field = whatever,
5581 -- You can define arbitrary member variables here (see Item definition
5582 -- for more info) by using a '_' prefix
5585 ABM (ActiveBlockModifier) definition
5586 ------------------------------------
5588 Used by `minetest.register_abm`.
5591 label = "Lava cooling",
5592 -- Descriptive label for profiling purposes (optional).
5593 -- Definitions with identical labels will be listed as one.
5595 nodenames = {"default:lava_source"},
5596 -- Apply `action` function to these nodes.
5597 -- `group:groupname` can also be used here.
5599 neighbors = {"default:water_source", "default:water_flowing"},
5600 -- Only apply `action` to nodes that have one of, or any
5601 -- combination of, these neighbors.
5602 -- If left out or empty, any neighbor will do.
5603 -- `group:groupname` can also be used here.
5606 -- Operation interval in seconds
5609 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5613 -- If true, catch-up behaviour is enabled: The `chance` value is
5614 -- temporarily reduced when returning to an area to simulate time lost
5615 -- by the area being unattended. Note that the `chance` value can often
5618 action = function(pos, node, active_object_count, active_object_count_wider),
5619 -- Function triggered for each qualifying node.
5620 -- `active_object_count` is number of active objects in the node's
5622 -- `active_object_count_wider` is number of active objects in the node's
5623 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5624 -- mapblocks are unloaded an estmate is calculated for them based on
5625 -- loaded mapblocks.
5628 LBM (LoadingBlockModifier) definition
5629 -------------------------------------
5631 Used by `minetest.register_lbm`.
5634 label = "Upgrade legacy doors",
5635 -- Descriptive label for profiling purposes (optional).
5636 -- Definitions with identical labels will be listed as one.
5638 name = "modname:replace_legacy_door",
5640 nodenames = {"default:lava_source"},
5641 -- List of node names to trigger the LBM on.
5642 -- Also non-registered nodes will work.
5643 -- Groups (as of group:groupname) will work as well.
5645 run_at_every_load = false,
5646 -- Whether to run the LBM's action every time a block gets loaded,
5647 -- and not just for blocks that were saved last time before LBMs were
5648 -- introduced to the world.
5650 action = func(pos, node),
5657 * `{name="image.png", animation={Tile Animation definition}}`
5658 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5659 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5660 * backface culling enabled by default for most nodes
5661 * tileable flags are info for shaders, how they should treat texture
5662 when displacement mapping is used.
5663 Directions are from the point of view of the tile texture,
5664 not the node it's on.
5665 * align style determines whether the texture will be rotated with the node
5666 or kept aligned with its surroundings. "user" means that client
5667 setting will be used, similar to `glasslike_framed_optional`.
5668 Note: supported by solid nodes and nodeboxes only.
5669 * scale is used to make texture span several (exactly `scale`) nodes,
5670 instead of just one, in each direction. Works for world-aligned
5672 Note that as the effect is applied on per-mapblock basis, `16` should
5673 be equally divisible by `scale` or you may get wrong results.
5674 * `{name="image.png", color=ColorSpec}`
5675 * the texture's color will be multiplied with this color.
5676 * the tile's color overrides the owning node's color in all cases.
5677 * deprecated, yet still supported field names:
5680 Tile animation definition
5681 -------------------------
5684 type = "vertical_frames",
5687 -- Width of a frame in pixels
5690 -- Height of a frame in pixels
5700 -- Width in number of frames
5703 -- Height in number of frames
5706 -- Length of a single frame
5712 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5713 `minetest.register_tool`.
5716 description = "Steel Axe",
5719 -- key = name, value = rating; rating = 1..3.
5720 -- If rating not applicable, use 1.
5721 -- e.g. {wool = 1, fluffy = 3}
5722 -- {soil = 2, outerspace = 1, crumbly = 1}
5723 -- {bendy = 2, snappy = 1},
5724 -- {hard = 1, metal = 1, spikes = 1}
5726 inventory_image = "default_tool_steelaxe.png",
5728 inventory_overlay = "overlay.png",
5729 -- An overlay which does not get colorized
5736 -- An image file containing the palette of a node.
5737 -- You can set the currently used color as the "palette_index" field of
5738 -- the item stack metadata.
5739 -- The palette is always stretched to fit indices between 0 and 255, to
5740 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5742 color = "0xFFFFFFFF",
5743 -- The color of the item. The palette overrides this.
5745 wield_scale = {x = 1, y = 1, z = 1},
5751 liquids_pointable = false,
5753 -- See "Tools" section
5754 tool_capabilities = {
5755 full_punch_interval = 1.0,
5759 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5760 uses = 20, maxlevel = 2},
5762 damage_groups = {groupname = damage},
5765 node_placement_prediction = nil,
5766 -- If nil and item is node, prediction is made automatically.
5767 -- If nil and item is not a node, no prediction is made.
5768 -- If "" and item is anything, no prediction is made.
5769 -- Otherwise should be name of node which the client immediately places
5770 -- on ground when the player places the item. Server will always update
5771 -- actual result to client in a short moment.
5773 node_dig_prediction = "air",
5774 -- if "", no prediction is made.
5775 -- if "air", node is removed.
5776 -- Otherwise should be name of node which the client immediately places
5777 -- upon digging. Server will always update actual result shortly.
5780 breaks = "default_tool_break", -- tools only
5781 place = <SimpleSoundSpec>,
5784 on_place = func(itemstack, placer, pointed_thing),
5785 -- Shall place item and return the leftover itemstack.
5786 -- The placer may be any ObjectRef or nil.
5787 -- default: minetest.item_place
5789 on_secondary_use = func(itemstack, user, pointed_thing),
5790 -- Same as on_place but called when pointing at nothing.
5791 -- The user may be any ObjectRef or nil.
5792 -- pointed_thing: always { type = "nothing" }
5794 on_drop = func(itemstack, dropper, pos),
5795 -- Shall drop item and return the leftover itemstack.
5796 -- The dropper may be any ObjectRef or nil.
5797 -- default: minetest.item_drop
5799 on_use = func(itemstack, user, pointed_thing),
5801 -- Function must return either nil if no item shall be removed from
5802 -- inventory, or an itemstack to replace the original itemstack.
5803 -- e.g. itemstack:take_item(); return itemstack
5804 -- Otherwise, the function is free to do what it wants.
5805 -- The user may be any ObjectRef or nil.
5806 -- The default functions handle regular use cases.
5808 after_use = func(itemstack, user, node, digparams),
5810 -- If defined, should return an itemstack and will be called instead of
5811 -- wearing out the tool. If returns nil, does nothing.
5812 -- If after_use doesn't exist, it is the same as:
5813 -- function(itemstack, user, node, digparams)
5814 -- itemstack:add_wear(digparams.wear)
5817 -- The user may be any ObjectRef or nil.
5819 _custom_field = whatever,
5820 -- Add your own custom fields. By convention, all custom field names
5821 -- should start with `_` to avoid naming collisions with future engine
5828 Used by `minetest.register_node`.
5831 -- <all fields allowed in item definitions>,
5833 drawtype = "normal", -- See "Node drawtypes"
5836 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5837 -- "firelike", "mesh".
5838 -- For plantlike and firelike, the image will start at the bottom of the
5839 -- node, for the other drawtypes the image will be centered on the node.
5840 -- Note that positioning for "torchlike" may still change.
5842 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5843 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5844 -- Old field name was 'tile_images'.
5845 -- List can be shortened to needed length.
5847 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5848 -- Same as `tiles`, but these textures are drawn on top of the base
5849 -- tiles. You can use this to colorize only specific parts of your
5850 -- texture. If the texture name is an empty string, that overlay is not
5851 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5852 -- overlays on very common nodes.
5854 special_tiles = {tile definition 1, Tile definition 2},
5855 -- Special textures of node; used rarely.
5856 -- Old field name was 'special_materials'.
5857 -- List can be shortened to needed length.
5860 -- The node's original color will be multiplied with this color.
5861 -- If the node has a palette, then this setting only has an effect in
5862 -- the inventory and on the wield item.
5864 use_texture_alpha = false,
5865 -- Use texture's alpha channel
5867 palette = "palette.png",
5868 -- The node's `param2` is used to select a pixel from the image.
5869 -- Pixels are arranged from left to right and from top to bottom.
5870 -- The node's color will be multiplied with the selected pixel's color.
5871 -- Tiles can override this behavior.
5872 -- Only when `paramtype2` supports palettes.
5874 post_effect_color = "green#0F",
5875 -- Screen tint if player is inside node, see "ColorSpec"
5877 paramtype = "none", -- See "Nodes"
5879 paramtype2 = "none", -- See "Nodes"
5881 place_param2 = nil, -- Force value for param2 when player places node
5883 is_ground_content = true,
5884 -- If false, the cave generator will not carve through this node
5886 sunlight_propagates = false,
5887 -- If true, sunlight will go infinitely through this node
5889 walkable = true, -- If true, objects collide with node
5891 pointable = true, -- If true, can be pointed at
5893 diggable = true, -- If false, can never be dug
5895 climbable = false, -- If true, can be climbed on (ladder)
5897 buildable_to = false, -- If true, placed nodes can replace this node
5900 -- If true, liquids flow into and replace this node.
5901 -- Warning: making a liquid node 'floodable' will cause problems.
5903 liquidtype = "none", -- "none" / "source" / "flowing"
5905 liquid_alternative_flowing = "", -- Flowing version of source liquid
5907 liquid_alternative_source = "", -- Source version of flowing liquid
5909 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5911 liquid_renewable = true,
5912 -- If true, a new liquid source can be created by placing two or more
5916 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
5917 -- Allows defining the nodebox height without using param2.
5918 -- The nodebox height is 'leveled' / 64 nodes.
5919 -- The maximum value of 'leveled' is 127.
5921 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
5924 -- Player will take this amount of damage if no bubbles are left
5927 -- Amount of light emitted by node.
5928 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
5929 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5932 damage_per_second = 0,
5933 -- If player is inside node, this damage is caused
5935 node_box = {type="regular"}, -- See "Node boxes"
5937 connects_to = nodenames,
5938 -- Used for nodebox nodes with the type == "connected".
5939 -- Specifies to what neighboring nodes connections will be drawn.
5940 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
5942 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5943 -- Tells connected nodebox nodes to connect only to these sides of this
5951 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5954 -- Custom selection box definition. Multiple boxes can be defined.
5955 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
5956 -- definition is used for the selection box.
5961 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5964 -- Custom collision box definition. Multiple boxes can be defined.
5965 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
5966 -- definition is used for the collision box.
5967 -- Both of the boxes above are defined as:
5968 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
5970 -- Support maps made in and before January 2012
5971 legacy_facedir_simple = false,
5972 legacy_wallmounted = false,
5975 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5976 -- 1 - wave node like plants (top of node moves, bottom is fixed)
5977 -- 2 - wave node like leaves (whole node moves side-to-side)
5978 -- caveats: not all models will properly wave.
5979 -- plantlike drawtype nodes can only wave like plants.
5980 -- allfaces_optional drawtype nodes can only wave like leaves.
5983 footstep = <SimpleSoundSpec>,
5984 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5985 dug = <SimpleSoundSpec>,
5986 place = <SimpleSoundSpec>,
5987 place_failed = <SimpleSoundSpec>,
5991 -- Name of dropped node when dug. Default is the node itself.
5994 -- Maximum number of items to drop
5996 -- Choose max_items randomly from this list
5999 items = {"foo:bar", "baz:frob"}, -- Items to drop
6000 rarity = 1, -- Probability of dropping is 1 / rarity
6001 inherit_color = true, -- Inherit palette color from the node
6006 on_construct = func(pos),
6007 -- Node constructor; called after adding node.
6008 -- Can set up metadata and stuff like that.
6009 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6012 on_destruct = func(pos),
6013 -- Node destructor; called before removing node.
6014 -- Not called for bulk node placement.
6017 after_destruct = func(pos, oldnode),
6018 -- Node destructor; called after removing node.
6019 -- Not called for bulk node placement.
6022 on_flood = func(pos, oldnode, newnode),
6023 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6024 -- `floodable = true` in the nodedef. Not called for bulk node placement
6025 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6026 -- node is not flooded, but on_flood callback will most likely be called
6027 -- over and over again every liquid update interval.
6029 -- Warning: making a liquid node 'floodable' will cause problems.
6031 preserve_metadata = func(pos, oldnode, oldmeta, drops),
6032 -- Called when oldnode is about be converted to an item, but before the
6033 -- node is deleted from the world or the drops are added. This is
6034 -- generally the result of either the node being dug or an attached node
6035 -- becoming detached.
6036 -- drops is a table of ItemStacks, so any metadata to be preserved can
6037 -- be added directly to one or more of the dropped items. See
6038 -- "ItemStackMetaRef".
6041 after_place_node = func(pos, placer, itemstack, pointed_thing),
6042 -- Called after constructing node when node was placed using
6043 -- minetest.item_place_node / minetest.place_node.
6044 -- If return true no item is taken from itemstack.
6045 -- `placer` may be any valid ObjectRef or nil.
6048 after_dig_node = func(pos, oldnode, oldmetadata, digger),
6049 -- oldmetadata is in table format.
6050 -- Called after destructing node when node was dug using
6051 -- minetest.node_dig / minetest.dig_node.
6054 can_dig = function(pos, [player]),
6056 on_punch = func(pos, node, puncher, pointed_thing),
6057 -- Returns true if node can be dug, or false if not.
6059 -- default: minetest.node_punch
6060 -- By default calls minetest.register_on_punchnode callbacks.
6062 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
6064 -- itemstack will hold clicker's wielded item.
6065 -- Shall return the leftover itemstack.
6066 -- Note: pointed_thing can be nil, if a mod calls this function.
6067 -- This function does not get triggered by clients <=0.4.16 if the
6068 -- "formspec" node metadata field is set.
6070 on_dig = func(pos, node, digger),
6071 -- default: minetest.node_dig
6072 -- By default checks privileges, wears out tool and removes node.
6074 on_timer = function(pos, elapsed),
6076 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6077 -- elapsed is the total time passed since the timer was started.
6078 -- return true to run the timer for another cycle with the same timeout
6081 on_receive_fields = func(pos, formname, fields, sender),
6082 -- fields = {name1 = value1, name2 = value2, ...}
6083 -- Called when an UI form (e.g. sign text input) returns data.
6086 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
6087 -- Called when a player wants to move items inside the inventory.
6088 -- Return value: number of items allowed to move.
6090 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
6091 -- Called when a player wants to put something into the inventory.
6092 -- Return value: number of items allowed to put.
6093 -- Return value -1: Allow and don't modify item count in inventory.
6095 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
6096 -- Called when a player wants to take something out of the inventory.
6097 -- Return value: number of items allowed to take.
6098 -- Return value -1: Allow and don't modify item count in inventory.
6100 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
6101 on_metadata_inventory_put = func(pos, listname, index, stack, player),
6102 on_metadata_inventory_take = func(pos, listname, index, stack, player),
6103 -- Called after the actual action has happened, according to what was
6107 on_blast = func(pos, intensity),
6108 -- intensity: 1.0 = mid range of regular TNT.
6109 -- If defined, called when an explosion touches the node, instead of
6110 -- removing the node.
6116 Used by `minetest.register_craft`.
6121 output = 'default:pick_stone',
6123 {'default:cobble', 'default:cobble', 'default:cobble'},
6124 {'', 'default:stick', ''},
6125 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6127 replacements = <list of item pairs>,
6128 -- replacements: replace one input item with another item on crafting
6136 output = 'mushrooms:mushroom_stew',
6139 "mushrooms:mushroom_brown",
6140 "mushrooms:mushroom_red",
6142 replacements = <list of item pairs>,
6148 type = "toolrepair",
6149 additional_wear = -0.02,
6156 output = "default:glass",
6157 recipe = "default:sand",
6165 recipe = "bucket:bucket_lava",
6167 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6173 Used by `minetest.register_ore`.
6175 See [Ores] section above for essential information.
6178 ore_type = "scatter",
6180 ore = "default:stone_with_coal",
6183 -- Facedir rotation. Default is 0 (unchanged rotation)
6185 wherein = "default:stone",
6186 -- A list of nodenames is supported too
6188 clust_scarcity = 8 * 8 * 8,
6189 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6190 -- If the desired average distance between ores is 'd', set this to
6194 -- Number of ores in a cluster
6197 -- Size of the bounding box of the cluster.
6198 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6199 -- nodes are coal ore.
6203 -- Lower and upper limits for ore
6206 -- Attributes for the ore generation, see 'Ore attributes' section above
6208 noise_threshold = 0.5,
6209 -- If noise is above this threshold, ore is placed. Not needed for a
6210 -- uniform distribution.
6215 spread = {x = 100, y = 100, z = 100},
6220 -- NoiseParams structure describing one of the perlin noises used for
6221 -- ore distribution.
6222 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6223 -- Omit from "scatter" ore for a uniform ore distribution.
6224 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6227 biomes = {"desert", "rainforest"},
6228 -- List of biomes in which this ore occurs.
6229 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6230 -- being used does not support biomes.
6231 -- Can be a list of (or a single) biome names, IDs, or definitions.
6233 -- Type-specific parameters
6236 column_height_min = 1,
6237 column_height_max = 16,
6238 column_midpoint_factor = 0.5,
6244 spread = {x = 100, y = 100, z = 100},
6252 spread = {x = 100, y = 100, z = 100},
6259 random_factor = 1.0,
6262 np_stratum_thickness = {
6265 spread = {x = 100, y = 100, z = 100},
6270 stratum_thickness = 8,
6276 Used by `minetest.register_biome`.
6281 node_dust = "default:snow",
6282 -- Node dropped onto upper surface after all else is generated
6284 node_top = "default:dirt_with_snow",
6286 -- Node forming surface layer of biome and thickness of this layer
6288 node_filler = "default:permafrost",
6290 -- Node forming lower layer of biome and thickness of this layer
6292 node_stone = "default:bluestone",
6293 -- Node that replaces all stone nodes between roughly y_min and y_max.
6295 node_water_top = "default:ice",
6296 depth_water_top = 10,
6297 -- Node forming a surface layer in seawater with the defined thickness
6300 -- Node that replaces all seawater nodes not in the surface layer
6302 node_river_water = "default:ice",
6303 -- Node that replaces river water in mapgens that use
6304 -- default:river_water
6306 node_riverbed = "default:gravel",
6308 -- Node placed under river water and thickness of this layer
6310 node_cave_liquid = "default:water_source",
6311 -- Nodes placed as a blob of liquid in 50% of large caves.
6312 -- If absent, cave liquids fall back to classic behaviour of lava or
6313 -- water distributed according to a hardcoded 3D noise.
6315 node_dungeon = "default:cobble",
6316 -- Node used for primary dungeon structure.
6317 -- If absent, dungeon materials fall back to classic behaviour.
6318 -- If present, the following two nodes are also used.
6320 node_dungeon_alt = "default:mossycobble",
6321 -- Node used for randomly-distributed alternative structure nodes.
6322 -- If alternative structure nodes are not wanted leave this absent for
6323 -- performance reasons.
6325 node_dungeon_stair = "stairs:stair_cobble",
6326 -- Node used for dungeon stairs.
6327 -- If absent, stairs fall back to 'node_dungeon'.
6331 -- Upper and lower limits for biome.
6332 -- Alternatively you can use xyz limits as shown below.
6334 max_pos = {x = 31000, y = 128, z = 31000},
6335 min_pos = {x = -31000, y = 9, z = -31000},
6336 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6337 -- Biome is limited to a cuboid defined by these positions.
6338 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6339 -- 31000 in 'max_pos'.
6342 -- Vertical distance in nodes above 'y_max' over which the biome will
6343 -- blend with the biome above.
6344 -- Set to 0 for no vertical blend. Defaults to 0.
6347 humidity_point = 50,
6348 -- Characteristic temperature and humidity for the biome.
6349 -- These values create 'biome points' on a voronoi diagram with heat and
6350 -- humidity as axes. The resulting voronoi cells determine the
6351 -- distribution of the biomes.
6352 -- Heat and humidity have average values of 50, vary mostly between
6353 -- 0 and 100 but can exceed these values.
6356 Decoration definition
6357 ---------------------
6359 See [Decoration types]. Used by `minetest.register_decoration`.
6362 deco_type = "simple",
6364 place_on = "default:dirt_with_grass",
6365 -- Node (or list of nodes) that the decoration can be placed on
6368 -- Size of the square divisions of the mapchunk being generated.
6369 -- Determines the resolution of noise variation if used.
6370 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6371 -- equal to the chunk size.
6374 -- The value determines 'decorations per surface node'.
6375 -- Used only if noise_params is not specified.
6376 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6377 -- a different and much faster method.
6382 spread = {x = 100, y = 100, z = 100},
6389 -- NoiseParams structure describing the perlin noise used for decoration
6391 -- A noise value is calculated for each square division and determines
6392 -- 'decorations per surface node' within each division.
6393 -- If the noise value >= 10.0 complete coverage is enabled and
6394 -- decoration placement uses a different and much faster method.
6396 biomes = {"Oceanside", "Hills", "Plains"},
6397 -- List of biomes in which this decoration occurs. Occurs in all biomes
6398 -- if this is omitted, and ignored if the Mapgen being used does not
6400 -- Can be a list of (or a single) biome names, IDs, or definitions.
6404 -- Lower and upper limits for decoration.
6405 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6407 spawn_by = "default:water",
6408 -- Node (or list of nodes) that the decoration only spawns next to.
6409 -- Checks two horizontal planes of 8 neighbouring nodes (including
6410 -- diagonal neighbours), one plane level with the 'place_on' node and a
6411 -- plane one node above that.
6414 -- Number of spawn_by nodes that must be surrounding the decoration
6415 -- position to occur.
6416 -- If absent or -1, decorations occur next to any nodes.
6418 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6419 -- Flags for all decoration types.
6420 -- "liquid_surface": Instead of placement on the highest solid surface
6421 -- in a mapchunk column, placement is on the highest liquid surface.
6422 -- Placement is disabled if solid nodes are found above the liquid
6424 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6425 -- by the decoration.
6426 -- "all_floors", "all_ceilings": Instead of placement on the highest
6427 -- surface in a mapchunk the decoration is placed on all floor and/or
6428 -- ceiling surfaces, for example in caves and dungeons.
6429 -- Ceiling decorations act as an inversion of floor decorations so the
6430 -- effect of 'place_offset_y' is inverted.
6431 -- Y-slice probabilities do not function correctly for ceiling
6432 -- schematic decorations as the behaviour is unchanged.
6433 -- If a single decoration registration has both flags the floor and
6434 -- ceiling decorations will be aligned vertically.
6436 ----- Simple-type parameters
6438 decoration = "default:grass",
6439 -- The node name used as the decoration.
6440 -- If instead a list of strings, a randomly selected node from the list
6441 -- is placed as the decoration.
6444 -- Decoration height in nodes.
6445 -- If height_max is not 0, this is the lower limit of a randomly
6449 -- Upper limit of the randomly selected height.
6450 -- If absent, the parameter 'height' is used as a constant.
6453 -- Param2 value of decoration nodes.
6454 -- If param2_max is not 0, this is the lower limit of a randomly
6458 -- Upper limit of the randomly selected param2.
6459 -- If absent, the parameter 'param2' is used as a constant.
6462 -- Y offset of the decoration base node relative to the standard base
6464 -- Can be positive or negative. Default is 0.
6465 -- Effect is inverted for "all_ceilings" decorations.
6466 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6467 -- to the 'place_on' node.
6469 ----- Schematic-type parameters
6471 schematic = "foobar.mts",
6472 -- If schematic is a string, it is the filepath relative to the current
6473 -- working directory of the specified Minetest schematic file.
6474 -- Could also be the ID of a previously registered schematic.
6477 size = {x = 4, y = 6, z = 4},
6479 {name = "default:cobble", param1 = 255, param2 = 0},
6480 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6481 {name = "air", param1 = 255, param2 = 0},
6485 {ypos = 2, prob = 128},
6486 {ypos = 5, prob = 64},
6490 -- Alternative schematic specification by supplying a table. The fields
6491 -- size and data are mandatory whereas yslice_prob is optional.
6492 -- See 'Schematic specifier' for details.
6494 replacements = {["oldname"] = "convert_to", ...},
6496 flags = "place_center_x, place_center_y, place_center_z",
6497 -- Flags for schematic decorations. See 'Schematic attributes'.
6500 -- Rotation can be "0", "90", "180", "270", or "random"
6503 -- If the flag 'place_center_y' is set this parameter is ignored.
6504 -- Y offset of the schematic base node layer relative to the 'place_on'
6506 -- Can be positive or negative. Default is 0.
6507 -- Effect is inverted for "all_ceilings" decorations.
6508 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6509 -- to the 'place_on' node.
6512 Chat command definition
6513 -----------------------
6515 Used by `minetest.register_chatcommand`.
6518 params = "<name> <privilege>", -- Short parameter description
6520 description = "Remove privilege from player", -- Full description
6522 privs = {privs=true}, -- Require the "privs" privilege to run
6524 func = function(name, param),
6525 -- Called when command is run. Returns boolean success and text output.
6528 Note that in params, use of symbols is as follows:
6530 * `<>` signifies a placeholder to be replaced when the command is used. For
6531 example, when a player name is needed: `<name>`
6532 * `[]` signifies param is optional and not required when the command is used.
6533 For example, if you require param1 but param2 is optional:
6534 `<param1> [<param2>]`
6535 * `|` signifies exclusive or. The command requires one param from the options
6536 provided. For example: `<param1> | <param2>`
6537 * `()` signifies grouping. For example, when param1 and param2 are both
6538 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6540 Detached inventory callbacks
6541 ----------------------------
6543 Used by `minetest.create_detached_inventory`.
6546 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6547 -- Called when a player wants to move items inside the inventory.
6548 -- Return value: number of items allowed to move.
6550 allow_put = func(inv, listname, index, stack, player),
6551 -- Called when a player wants to put something into the inventory.
6552 -- Return value: number of items allowed to put.
6553 -- Return value -1: Allow and don't modify item count in inventory.
6555 allow_take = func(inv, listname, index, stack, player),
6556 -- Called when a player wants to take something out of the inventory.
6557 -- Return value: number of items allowed to take.
6558 -- Return value -1: Allow and don't modify item count in inventory.
6560 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6561 on_put = func(inv, listname, index, stack, player),
6562 on_take = func(inv, listname, index, stack, player),
6563 -- Called after the actual action has happened, according to what was
6573 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6576 hud_elem_type = "image", -- See HUD element types
6577 -- Type of element, can be "image", "text", "statbar", or "inventory"
6579 position = {x=0.5, y=0.5},
6580 -- Left corner position of element
6584 scale = {x = 2, y = 2},
6591 -- Selected item in inventory. 0 for no item selected.
6594 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6596 alignment = {x=0, y=0},
6598 offset = {x=0, y=0},
6600 size = { x=100, y=100 },
6601 -- Size of element in pixels
6607 Used by `minetest.add_particle`.
6610 pos = {x=0, y=0, z=0},
6611 velocity = {x=0, y=0, z=0},
6612 acceleration = {x=0, y=0, z=0},
6613 -- Spawn particle at pos with velocity and acceleration
6616 -- Disappears after expirationtime seconds
6620 collisiondetection = false,
6621 -- If true collides with physical objects
6623 collision_removal = false,
6624 -- If true particle is removed when it collides.
6625 -- Requires collisiondetection = true to have any effect.
6628 -- If true faces player using y axis only
6630 texture = "image.png",
6632 playername = "singleplayer",
6633 -- Optional, if specified spawns particle only on the player's client
6635 animation = {Tile Animation definition},
6636 -- Optional, specifies how to animate the particle texture
6639 -- Optional, specify particle self-luminescence in darkness.
6644 `ParticleSpawner` definition
6645 ----------------------------
6647 Used by `minetest.add_particlespawner`.
6653 -- If time is 0 has infinite lifespan and spawns the amount on a
6654 -- per-second basis.
6656 minpos = {x=0, y=0, z=0},
6657 maxpos = {x=0, y=0, z=0},
6658 minvel = {x=0, y=0, z=0},
6659 maxvel = {x=0, y=0, z=0},
6660 minacc = {x=0, y=0, z=0},
6661 maxacc = {x=0, y=0, z=0},
6666 -- The particle's properties are random values in between the bounds
6667 -- pos, velocity, acceleration, expirationtime, size
6669 collisiondetection = false,
6670 -- If true collides with physical objects
6672 collision_removal = false,
6673 -- If true particle is removed when it collides.
6674 -- Requires collisiondetection = true to have any effect.
6676 attached = ObjectRef,
6677 -- If defined, particle positions, velocities and accelerations are
6678 -- relative to this object's position and yaw
6681 -- If true faces player using y axis only
6683 texture = "image.png",
6685 playername = "singleplayer",
6686 -- Optional, if specified spawns particle only on the player's client
6688 animation = {Tile Animation definition},
6689 -- Optional, specifies how to animate the particle texture
6692 -- Optional, specify particle self-luminescence in darkness.
6696 `HTTPRequest` definition
6697 ------------------------
6699 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6702 url = "http://example.org",
6705 -- Timeout for connection in seconds. Default is 3 seconds.
6707 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6708 -- Optional, if specified a POST request with post_data is performed.
6709 -- Accepts both a string and a table. If a table is specified, encodes
6710 -- table as x-www-form-urlencoded key-value pairs.
6711 -- If post_data is not specified, a GET request is performed instead.
6713 user_agent = "ExampleUserAgent",
6714 -- Optional, if specified replaces the default minetest user agent with
6717 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6718 -- Optional, if specified adds additional headers to the HTTP request.
6719 -- You must make sure that the header strings follow HTTP specification
6723 -- Optional, if true performs a multipart HTTP request.
6724 -- Default is false.
6727 `HTTPRequestResult` definition
6728 ------------------------------
6730 Passed to `HTTPApiTable.fetch` callback. Returned by
6731 `HTTPApiTable.fetch_async_get`.
6735 -- If true, the request has finished (either succeeded, failed or timed
6739 -- If true, the request was successful
6742 -- If true, the request timed out
6750 Authentication handler definition
6751 ---------------------------------
6753 Used by `minetest.register_authentication_handler`.
6756 get_auth = func(name),
6757 -- Get authentication data for existing player `name` (`nil` if player
6759 -- Returns following structure:
6760 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6762 create_auth = func(name, password),
6763 -- Create new auth data for player `name`.
6764 -- Note that `password` is not plain-text but an arbitrary
6765 -- representation decided by the engine.
6767 delete_auth = func(name),
6768 -- Delete auth data of player `name`.
6769 -- Returns boolean indicating success (false if player is nonexistent).
6771 set_password = func(name, password),
6772 -- Set password of player `name` to `password`.
6773 -- Auth data should be created if not present.
6775 set_privileges = func(name, privileges),
6776 -- Set privileges of player `name`.
6777 -- `privileges` is in table form, auth data should be created if not
6781 -- Reload authentication data from the storage location.
6782 -- Returns boolean indicating success.
6784 record_login = func(name),
6785 -- Called when player joins, used for keeping track of last_login
6788 -- Returns an iterator (use with `for` loops) for all player names
6789 -- currently in the auth database