1 Minetest Lua Modding API Reference 0.4.13
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
70 Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
72 The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
73 If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
74 and a random image will be chosen from the provided ones.
81 * `$path_share/games/gameid/mods/`
83 * `$path_user/games/gameid/mods/`
84 * `$path_user/mods/` (User-installed mods)
85 * `$worldpath/worldmods/`
87 In a run-in-place version (e.g. the distributed windows version):
89 * `minetest-0.4.x/games/gameid/mods/`
90 * `minetest-0.4.x/mods/` (User-installed mods)
91 * `minetest-0.4.x/worlds/worldname/worldmods/`
93 On an installed version on Linux:
95 * `/usr/share/minetest/games/gameid/mods/`
96 * `$HOME/.minetest/mods/` (User-installed mods)
97 * `$HOME/.minetest/worlds/worldname/worldmods`
99 Mod load path for world-specific games
100 --------------------------------------
101 It is possible to include a game in a world; in this case, no mods or
102 games are loaded or checked from anywhere else.
104 This is useful for e.g. adventure worlds.
106 This happens if the following directory exists:
110 Mods should be then be placed in:
116 Mods can be put in a subdirectory, if the parent directory, which otherwise
117 should be a mod, contains a file named `modpack.txt`. This file shall be
118 empty, except for lines starting with `#`, which are comments.
120 Mod directory structure
121 ------------------------
127 | |-- description.txt
131 | | |-- modname_stuff.png
132 | | `-- modname_something_else.png
140 The location of this directory can be fetched by using
141 `minetest.get_modpath(modname)`.
144 List of mods that have to be loaded before loading this mod.
146 A single line contains a single modname.
148 Optional dependencies can be defined by appending a question mark
149 to a single modname. Their meaning is that if the specified mod
150 is missing, that does not prevent this mod from being loaded.
153 A screenshot shown in modmanager within mainmenu.
155 ### `description.txt`
156 A File containing description to be shown within mainmenu.
159 The main Lua script. Running this script should register everything it
160 wants to register. Subsequent execution depends on minetest calling the
161 registered callbacks.
163 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
164 to read custom or existing settings at load time, if necessary.
167 Models for entities or meshnodes.
169 ### `textures`, `sounds`, `media`
170 Media files (textures, sounds, whatever) that will be transferred to the
171 client and will be available for use by the mod.
173 Naming convention for registered textual names
174 ----------------------------------------------
175 Registered names should generally be in this format:
177 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
179 This is to prevent conflicting names from corrupting maps and is
180 enforced by the mod loader.
183 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
184 So the name should be `experimental:tnt`.
186 Enforcement can be overridden by prefixing the name with `:`. This can
187 be used for overriding the registrations of some other mod.
189 Example: Any mod can redefine `experimental:tnt` by using the name
194 (also that mod is required to have `experimental` as a dependency)
196 The `:` prefix can also be used for maintaining backwards compatibility.
199 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
201 This will make Minetest to convert things called name to things called
204 This can be used for maintaining backwards compatibility.
206 This can be also used for setting quick access names for things, e.g. if
207 you have an item called `epiclylongmodname:stuff`, you could do
209 minetest.register_alias("stuff", "epiclylongmodname:stuff")
211 and be able to use `/giveme stuff`.
215 Mods should generally prefix their textures with `modname_`, e.g. given
216 the mod name `foomod`, a texture could be called:
220 Textures are referred to by their complete name, or alternatively by
221 stripping out the file extension:
223 * e.g. `foomod_foothing.png`
224 * e.g. `foomod_foothing`
228 There are various texture modifiers that can be used
229 to generate textures on-the-fly.
231 ### Texture overlaying
232 Textures can be overlaid by putting a `^` between them.
236 default_dirt.png^default_grass_side.png
238 `default_grass_side.png` is overlayed over `default_dirt.png`.
241 Textures can be grouped together by enclosing them in `(` and `)`.
243 Example: `cobble.png^(thing1.png^thing2.png)`
245 A texture for `thing1.png^thing2.png` is created and the resulting
246 texture is overlaid over `cobble.png`.
248 ### Advanced texture modifiers
250 #### `[crack:<n>:<p>`
251 * `<n>` = animation frame count
252 * `<p>` = current animation frame
254 Draw a step of the crack animation on the texture.
258 default_cobble.png^[crack:10:1
260 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>`
263 * `<x1>`/`<x2>` = x positions
264 * `<y1>`/`<y1>` = y positions
265 * `<file1>`/`<file2>` = textures to combine
267 Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
268 and blit `<file2>` to (`<x2>`,`<y2>`).
272 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
275 Brightens the texture.
279 tnt_tnt_side.png^[brighten
282 Makes the texture completely opaque.
286 default_leaves.png^[noalpha
288 #### `[makealpha:<r>,<g>,<b>`
289 Convert one color to transparency.
293 default_cobble.png^[makealpha:128,128,128
296 * `<t>` = transformation(s) to apply
298 Rotates and/or flips the image.
300 `<t>` can be a number (between 0 and 7) or a transform name.
301 Rotations are counter-clockwise.
304 1 R90 rotate by 90 degrees
305 2 R180 rotate by 180 degrees
306 3 R270 rotate by 270 degrees
308 5 FXR90 flip X then rotate by 90 degrees
310 7 FYR90 flip Y then rotate by 90 degrees
314 default_stone.png^[transformFXR90
316 #### `[inventorycube{<top>{<left>{<right>`
317 `^` is replaced by `&` in texture names.
319 Create an inventory cube texture using the side textures.
323 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
325 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
326 `dirt.png^grass_side.png` textures
328 #### `[lowpart:<percent>:<file>`
329 Blit the lower `<percent>`% part of `<file>` on the texture.
333 base.png^[lowpart:25:overlay.png
335 #### `[verticalframe:<t>:<n>`
336 * `<t>` = animation frame count
337 * `<n>` = current animation frame
339 Crops the texture to a frame of a vertical animation.
343 default_torch_animated.png^[verticalframe:16:8
346 Apply a mask to the base image.
348 The mask is applied using binary AND.
350 #### `[colorize:<color>:<ratio>`
351 Colorize the textures with the given color.
352 `<color>` is specified as a `ColorString`.
353 `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
354 color to apply. If ommitted, the alpha will be used.
358 Only Ogg Vorbis files are supported.
360 For positional playing of sounds, only single-channel (mono) files are
361 supported. Otherwise OpenAL will play them non-positionally.
363 Mods should generally prefix their sounds with `modname_`, e.g. given
364 the mod name "`foomod`", a sound could be called:
368 Sounds are referred to by their name with a dot, a single digit and the
369 file extension stripped out. When a sound is played, the actual sound file
370 is chosen randomly from the matching sounds.
372 When playing the sound `foomod_foosound`, the sound is chosen randomly
373 from the available ones of the following files:
375 * `foomod_foosound.ogg`
376 * `foomod_foosound.0.ogg`
377 * `foomod_foosound.1.ogg`
379 * `foomod_foosound.9.ogg`
381 Examples of sound parameter tables:
383 -- Play location-less on all clients
385 gain = 1.0, -- default
387 -- Play location-less to a player
390 gain = 1.0, -- default
392 -- Play in a location
395 gain = 1.0, -- default
396 max_hear_distance = 32, -- default, uses an euclidean metric
398 -- Play connected to an object, looped
400 object = <an ObjectRef>,
401 gain = 1.0, -- default
402 max_hear_distance = 32, -- default, uses an euclidean metric
403 loop = true, -- only sounds connected to objects can be looped
406 ### `SimpleSoundSpec`
408 * e.g. `"default_place_node"`
410 * e.g. `{name="default_place_node"}`
411 * e.g. `{name="default_place_node", gain=1.0}`
413 Registered definitions of stuff
414 -------------------------------
415 Anything added using certain `minetest.register_*` functions get added to
416 the global `minetest.registered_*` tables.
418 * `minetest.register_entity(name, prototype table)`
419 * added to `minetest.registered_entities[name]`
421 * `minetest.register_node(name, node definition)`
422 * added to `minetest.registered_items[name]`
423 * added to `minetest.registered_nodes[name]`
425 * `minetest.register_tool(name, item definition)`
426 * added to `minetest.registered_items[name]`
428 * `minetest.register_craftitem(name, item definition)`
429 * added to `minetest.registered_items[name]`
431 * `minetest.register_biome(biome definition)`
432 * returns an integer uniquely identifying the registered biome
433 * added to `minetest.registered_biome` with the key of `biome.name`
434 * if `biome.name` is nil, the key is the returned ID
436 * `minetest.register_ore(ore definition)`
437 * returns an integer uniquely identifying the registered ore
438 * added to `minetest.registered_ores` with the key of `ore.name`
439 * if `ore.name` is nil, the key is the returned ID
441 * `minetest.register_decoration(decoration definition)`
442 * returns an integer uniquely identifying the registered decoration
443 * added to `minetest.registered_decorations` with the key of `decoration.name`
444 * if `decoration.name` is nil, the key is the returned ID
446 * `minetest.register_schematic(schematic definition)`
447 * returns an integer uniquely identifying the registered schematic
448 * added to `minetest.registered_schematic` with the key of `schematic.name`
449 * if `schematic.name` is nil, the key is the returned ID
450 * if the schematic is loaded from a file, schematic.name is set to the filename
451 * if the function is called when loading the mod, and schematic.name is a relative path,
452 * then the current mod path will be prepended to the schematic filename
454 * `minetest.clear_registered_biomes()`
455 * clears all biomes currently registered
457 * `minetest.clear_registered_ores()`
458 * clears all ores currently registered
460 * `minetest.clear_registered_decorations()`
461 * clears all decorations currently registered
463 * `minetest.clear_registered_schematics()`
464 * clears all schematics currently registered
466 Note that in some cases you will stumble upon things that are not contained
467 in these tables (e.g. when a mod has been removed). Always check for
468 existence before trying to access the fields.
470 Example: If you want to check the drawtype of a node, you could do:
472 local function get_nodedef_field(nodename, fieldname)
473 if not minetest.registered_nodes[nodename] then
476 return minetest.registered_nodes[nodename][fieldname]
478 local drawtype = get_nodedef_field(nodename, "drawtype")
480 Example: `minetest.get_item_group(name, group)` has been implemented as:
482 function minetest.get_item_group(name, group)
483 if not minetest.registered_items[name] or not
484 minetest.registered_items[name].groups[group] then
487 return minetest.registered_items[name].groups[group]
492 Nodes are the bulk data of the world: cubes and other things that take the
493 space of a cube. Huge amounts of them are handled efficiently, but they
496 The definition of a node is stored and can be accessed by name in
498 minetest.registered_nodes[node.name]
500 See "Registered definitions of stuff".
502 Nodes are passed by value between Lua and the engine.
503 They are represented by a table:
505 {name="name", param1=num, param2=num}
507 `param1` and `param2` are 8-bit integers. The engine uses them for certain
508 automated functions. If you don't use these functions, you can use them to
509 store arbitrary values.
511 The functions of `param1` and `param2` are determined by certain fields in the
514 `param1` is reserved for the engine when `paramtype != "none"`:
517 ^ The value stores light with and without sun in its upper and lower 4 bits
518 respectively. Allows light to propagate from or through the node with
519 light value falling by 1 per node. This is essential for a light source
520 node to spread its light.
522 `param2` is reserved for the engine when any of these are used:
524 liquidtype == "flowing"
525 ^ The level and some flags of the liquid is stored in param2
526 drawtype == "flowingliquid"
527 ^ The drawn liquid level is read from param2
528 drawtype == "torchlike"
529 drawtype == "signlike"
530 paramtype2 == "wallmounted"
531 ^ The rotation of the node is stored in param2. You can make this value
532 by using minetest.dir_to_wallmounted().
533 paramtype2 == "facedir"
534 ^ The rotation of the node is stored in param2. Furnaces and chests are
535 rotated this way. Can be made by using minetest.dir_to_facedir().
537 facedir modulo 4 = axisdir
538 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
539 facedir's two less significant bits are rotation around the axis
540 paramtype2 == "leveled"
541 paramtype2 == "degrotate"
542 ^ The rotation of this node is stored in param2. Plants are rotated this way.
543 Values range 0 - 179. The value stored in param2 is multiplied by two to
544 get the actual rotation of the node.
548 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
551 ^ defines list of collision boxes for the node. If empty, collision boxes
552 will be the same as nodeboxes, in case of any other nodes will be full cube
553 as in the example above.
555 Nodes can also contain extra data. See "Node Metadata".
559 There are a bunch of different looking node types.
561 Look for examples in `games/minimal` or `games/minetest_game`.
569 * `glasslike_framed_optional`
571 * `allfaces_optional`
578 * `nodebox` -- See below. (**Experimental!**)
579 * `mesh` -- use models for nodes
581 `*_optional` drawtypes need less rendering time if deactivated (always client side).
585 Node selection boxes are defined using "node boxes"
587 The `nodebox` node drawtype allows defining visual of nodes consisting of
588 arbitrary number of boxes. It allows defining stuff like stairs. Only the
589 `fixed` and `leveled` box type is supported for these.
591 Please note that this is still experimental, and may be incompatibly
592 changed in the future.
594 A nodebox is defined as any of:
597 -- A normal cube; the default in most things
601 -- A fixed box (facedir param2 is used, if applicable)
603 fixed = box OR {box1, box2, ...}
606 -- A box like the selection box for torches
607 -- (wallmounted param2 is used, if applicable)
608 type = "wallmounted",
614 A `box` is defined as:
616 {x1, y1, z1, x2, y2, z2}
618 A box of a regular node would look like:
620 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
622 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
623 set to level from `param2`.
628 If drawtype `mesh` is used, tiles should hold model materials textures.
629 Only static meshes are implemented.
630 For supported model formats see Irrlicht engine documentation.
635 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
639 Offset that the noise is translated by (i.e. added) after calculation.
642 Factor that the noise is scaled by (i.e. multiplied) after calculation.
645 Vector containing values by which each coordinate is divided by before calculation.
646 Higher spread values result in larger noise features.
648 A value of `{x=250, y=250, z=250}` is common.
651 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
652 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
655 Number of times the noise gradient is accumulated into the noise.
657 Increase this number to increase the amount of detail in the resulting noise.
659 A value of `6` is common.
662 Factor by which the effect of the noise gradient function changes with each successive octave.
664 Values less than `1` make the details of successive octaves' noise diminish, while values
665 greater than `1` make successive octaves stronger.
667 A value of `0.6` is common.
670 Factor by which the noise feature sizes change with each successive octave.
672 A value of `2.0` is common.
675 Leave this field unset for no special handling.
677 Currently supported are `defaults`, `eased` and `absvalue`.
680 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
684 Maps noise gradient values onto a quintic S-curve before performing interpolation.
685 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
686 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
689 Accumulates the absolute value of each noise gradient result.
691 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
695 spread = {x=500, y=500, z=500},
700 flags = "defaults, absvalue"
702 ^ A single noise parameter table can be used to get 2D or 3D noise,
703 when getting 2D noise spread.z is ignored.
708 These tell in what manner the ore is generated.
710 All default ores are of the uniformly-distributed scatter type.
713 Randomly chooses a location and generates a cluster of ore.
715 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
716 that point is greater than the `noise_threshold`, giving the ability to create
717 a non-equal distribution of ore.
720 Creates a sheet of ore in a blob shape according to the 2D perlin noise
721 described by `noise_params` and `noise_threshold`. This is essentially an
722 improved version of the so-called "stratus" ore seen in some unofficial mods.
724 This sheet consists of vertical columns of uniform randomly distributed height,
725 varying between the inclusive range `column_height_min` and `column_height_max`.
726 If `column_height_min` is not specified, this parameter defaults to 1.
727 If `column_height_max` is not specified, this parameter defaults to `clust_size`
728 for reverse compatibility. New code should prefer `column_height_max`.
730 The `column_midpoint_factor` parameter controls the position of the column at which
731 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
732 columns grow equally starting from each direction. `column_midpoint_factor` is a
733 decimal number ranging in value from 0 to 1. If this parameter is not specified,
736 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
739 Creates a sheet of ore in a cloud-like puff shape.
741 As with the `sheet` ore type, the size and shape of puffs are described by
742 `noise_params` and `noise_threshold` and are placed at random vertical positions
743 within the currently generated chunk.
745 The vertical top and bottom displacement of each puff are determined by the noise
746 parameters `np_puff_top` and `np_puff_bottom`, respectively.
750 Creates a deformed sphere of ore according to 3d perlin noise described by
751 `noise_params`. The maximum size of the blob is `clust_size`, and
752 `clust_scarcity` has the same meaning as with the `scatter` type.
755 Creates veins of ore varying in density by according to the intersection of two
756 instances of 3d perlin noise with diffferent seeds, both described by
757 `noise_params`. `random_factor` varies the influence random chance has on
758 placement of an ore inside the vein, which is `1` by default. Note that
759 modifying this parameter may require adjusting `noise_threshhold`.
760 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
761 by this ore type. This ore type is difficult to control since it is sensitive
762 to small changes. The following is a decent set of parameters to work from:
767 spread = {x=200, y=200, z=200},
773 noise_threshhold = 1.6
775 WARNING: Use this ore type *very* sparingly since it is ~200x more
776 computationally expensive than any other ore.
780 See section "Flag Specifier Format".
782 Currently supported flags: `absheight`
785 Also produce this same ore between the height range of `-y_max` and `-y_min`.
787 Useful for having ore in sky realms without having to duplicate ore entries.
790 If set, puff ore generation will not taper down large differences in displacement
791 when approaching the edge of a puff. This flag has no effect for ore types other
794 ### `puff_additive_composition`
795 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
796 negative displacement, the sub-column at that point is not generated. With this
797 attribute set, puff ore generation will instead generate the absolute difference in
798 noise displacement values. This flag has no effect for ore types other than `puff`.
802 The varying types of decorations that can be placed.
804 The default value is `simple`, and is currently the only type supported.
807 Creates a 1 times `H` times 1 column of a specified node (or a random node from
808 a list, if a decoration list is specified). Can specify a certain node it must
809 spawn next to, such as water or lava, for example. Can also generate a
810 decoration of random height between a specified lower and upper bound.
811 This type of decoration is intended for placement of grass, flowers, cacti,
815 Copies a box of `MapNodes` from a specified schematic file (or raw description).
816 Can specify a probability of a node randomly appearing when placed.
817 This decoration type is intended to be used for multi-node sized discrete
818 structures, such as trees, cave spikes, rocks, and so on.
823 A schematic specifier identifies a schematic by either a filename to a
824 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
825 in the form of a table. This table specifies the following fields:
827 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
828 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
829 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
830 * The `data` field is a flat table of MapNode tables making up the schematic,
831 in the order of `[z [y [x]]]`. (required)
832 Each MapNode table contains:
833 * `name`: the name of the map node to place (required)
834 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
835 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
836 * `force_place`: boolean representing if the node should forcibly overwrite any
837 previous contents (default: false)
839 About probability values:
840 * A probability value of `0` or `1` means that node will never appear (0% chance).
841 * A probability value of `254` or `255` means the node will always appear (100% chance).
842 * If the probability value `p` is greater than `1`, then there is a
843 `(p / 256 * 100)` percent chance that node will appear when the schematic is
849 See section "Flag Specifier Format".
851 Currently supported flags: `place_center_x`, `place_center_y`,
852 `place_center_z`, `force_placement`.
854 * `place_center_x`: Placement of this decoration is centered along the X axis.
855 * `place_center_y`: Placement of this decoration is centered along the Y axis.
856 * `place_center_z`: Placement of this decoration is centered along the Z axis.
857 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
862 The position field is used for all element types.
864 To account for differing resolutions, the position coordinates are the percentage
865 of the screen, ranging in value from `0` to `1`.
867 The name field is not yet used, but should contain a description of what the
868 HUD element represents. The direction field is the direction in which something
871 `0` draws from left to right, `1` draws from right to left, `2` draws from
872 top to bottom, and `3` draws from bottom to top.
874 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
875 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
876 Fractional values can be used.
878 The `offset` field specifies a pixel offset from the position. Contrary to position,
879 the offset is not scaled to screen size. This allows for some precisely-positioned
882 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
884 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
886 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
887 in the experimental stages.
890 Displays an image on the HUD.
892 * `scale`: The scale of the image, with 1 being the original texture size.
893 Only the X coordinate scale is used (positive values).
894 Negative values represent that percentage of the screen it
895 should take; e.g. `x=-100` means 100% (width).
896 * `text`: The name of the texture that is displayed.
897 * `alignment`: The alignment of the image.
898 * `offset`: offset in pixels from position.
901 Displays text on the HUD.
903 * `scale`: Defines the bounding rectangle of the text.
904 A value such as `{x=100, y=100}` should work.
905 * `text`: The text to be displayed in the HUD element.
906 * `number`: An integer containing the RGB value of the color used to draw the text.
907 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
908 * `alignment`: The alignment of the text.
909 * `offset`: offset in pixels from position.
912 Displays a horizontal bar made up of half-images.
914 * `text`: The name of the texture that is used.
915 * `number`: The number of half-textures that are displayed.
916 If odd, will end with a vertically center-split texture.
918 * `offset`: offset in pixels from position.
919 * `size`: If used, will force full-image size to this value (override texture pack image size)
922 * `text`: The name of the inventory list to be displayed.
923 * `number`: Number of items in the inventory to be displayed.
924 * `item`: Position of item that is selected.
928 Displays distance to selected world position.
930 * `name`: The name of the waypoint.
931 * `text`: Distance suffix. Can be blank.
932 * `number:` An integer containing the RGB value of the color used to draw the text.
933 * `world_pos`: World position of the waypoint.
935 Representations of simple things
936 --------------------------------
940 {x=num, y=num, z=num}
942 For helper functions see "Vector helpers".
946 * `{type="node", under=pos, above=pos}`
947 * `{type="object", ref=ObjectRef}`
949 Flag Specifier Format
950 ---------------------
951 Flags using the standardized flag specifier format can be specified in either of
952 two ways, by string or table.
954 The string format is a comma-delimited set of flag names; whitespace and
955 unrecognized flag fields are ignored. Specifying a flag in the string sets the
956 flag, and specifying a flag prefixed by the string `"no"` explicitly
957 clears the flag from whatever the default may be.
959 In addition to the standard string flag format, the schematic flags field can
960 also be a table of flag names to boolean values representing whether or not the
961 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
962 is present, mapped to a boolean of any value, the specified flag is unset.
964 E.g. A flag field of value
966 {place_center_x = true, place_center_y=false, place_center_z=true}
970 {place_center_x = true, noplace_center_y=true, place_center_z=true}
972 which is equivalent to
974 "place_center_x, noplace_center_y, place_center_z"
978 "place_center_x, place_center_z"
980 since, by default, no schematic attributes are set.
986 There are three kinds of items: nodes, tools and craftitems.
988 * Node (`register_node`): A node from the world.
989 * Tool (`register_tool`): A tool/weapon that can dig and damage
990 things according to `tool_capabilities`.
991 * Craftitem (`register_craftitem`): A miscellaneous item.
994 Items and item stacks can exist in three formats: Serializes, table format
998 This is called "stackstring" or "itemstring":
1000 * e.g. `'default:dirt 5'`
1001 * e.g. `'default:pick_wood 21323'`
1002 * e.g. `'default:apple'`
1009 {name="default:dirt", count=5, wear=0, metadata=""}
1011 A wooden pick about 1/3 worn out:
1013 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1017 {name="default:apple", count=1, wear=0, metadata=""}
1020 A native C++ format with many helper methods. Useful for converting
1021 between formats. See the Class reference section for details.
1023 When an item must be passed to a function, it can usually be in any of
1029 In a number of places, there is a group table. Groups define the
1030 properties of a thing (item, node, armor of entity, capabilities of
1031 tool) in such a way that the engine and other mods can can interact with
1032 the thing without actually knowing what the thing is.
1035 Groups are stored in a table, having the group names with keys and the
1036 group ratings as values. For example:
1038 groups = {crumbly=3, soil=1}
1041 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1042 -- ^ A more special dirt-kind of thing
1044 Groups always have a rating associated with them. If there is no
1045 useful meaning for a rating for an enabled group, it shall be `1`.
1047 When not defined, the rating of a group defaults to `0`. Thus when you
1048 read groups, you must interpret `nil` and `0` as the same value, `0`.
1050 You can read the rating of a group for an item or a node by using
1052 minetest.get_item_group(itemname, groupname)
1055 Groups of items can define what kind of an item it is (e.g. wool).
1058 In addition to the general item things, groups are used to define whether
1059 a node is destroyable and how long it takes to destroy by a tool.
1061 ### Groups of entities
1062 For entities, groups are, as of now, used only for calculating damage.
1063 The rating is the percentage of damage caused by tools with this damage group.
1064 See "Entity damage mechanism".
1066 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1067 object.set_armor_groups({fleshy=30, cracky=80})
1070 Groups in tools define which groups of nodes and entities they are
1073 ### Groups in crafting recipes
1074 An example: Make meat soup from any meat, any water and any bowl:
1077 output = 'food:meat_soup_raw',
1083 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1086 Another example: Make red wool from white wool and red dye:
1090 output = 'wool:red',
1091 recipe = {'wool:white', 'group:dye,basecolor_red'},
1095 * `immortal`: Disables the group damage system for an entity
1096 * `level`: Can be used to give an additional sense of progression in the game.
1097 * A larger level will cause e.g. a weapon of a lower level make much less
1098 damage, and get worn out much faster, or not be able to get drops
1099 from destroyed nodes.
1100 * `0` is something that is directly accessible at the start of gameplay
1101 * There is no upper limit
1102 * `dig_immediate`: (player can always pick up node without tool wear)
1103 * `2`: node is removed without tool wear after 0.5 seconds or so
1105 * `3`: node is removed without tool wear immediately (torch)
1106 * `disable_jump`: Player (and possibly other things) cannot jump from node
1107 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1108 * `bouncy`: value is bounce speed in percent
1109 * `falling_node`: if there is no walkable block under the node it will fall
1110 * `attached_node`: if the node under it is not a walkable block the node will be
1111 dropped as an item. If the node is wallmounted the wallmounted direction is
1113 * `soil`: saplings will grow on nodes in this group
1114 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1115 connect to each other
1117 ### Known damage and digging time defining groups
1118 * `crumbly`: dirt, sand
1119 * `cracky`: tough but crackable stuff like stone.
1120 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1121 plants, wire, sheets of metal
1122 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1123 * `fleshy`: Living things like animals and the player. This could imply
1124 some blood effects when hitting.
1125 * `explody`: Especially prone to explosions
1126 * `oddly_breakable_by_hand`:
1127 Can be added to nodes that shouldn't logically be breakable by the
1128 hand but are. Somewhat similar to `dig_immediate`, but times are more
1129 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1130 speed of a tool if the tool can dig at a faster speed than this
1131 suggests for the hand.
1133 ### Examples of custom groups
1134 Item groups are often used for defining, well, _groups of items_.
1135 * `meat`: any meat-kind of a thing (rating might define the size or healing
1136 ability or be irrelevant -- it is not defined as of yet)
1137 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1139 * `flammable`: can be set on fire. Rating might define the intensity of the
1140 fire, affecting e.g. the speed of the spreading of an open fire.
1141 * `wool`: any wool (any origin, any color)
1142 * `metal`: any metal
1143 * `weapon`: any weapon
1144 * `heavy`: anything considerably heavy
1146 ### Digging time calculation specifics
1147 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1148 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1149 faster digging time.
1151 The `level` group is used to limit the toughness of nodes a tool can dig
1152 and to scale the digging times / damage to a greater extent.
1154 **Please do understand this**, otherwise you cannot use the system to it's
1157 Tools define their properties by a list of parameters for groups. They
1158 cannot dig other groups; thus it is important to use a standard bunch of
1159 groups to enable interaction with tools.
1161 #### Tools definition
1164 * Full punch interval
1165 * Maximum drop level
1166 * For an arbitrary list of groups:
1167 * Uses (until the tool breaks)
1168 * Maximum level (usually `0`, `1`, `2` or `3`)
1172 #### Full punch interval
1173 When used as a weapon, the tool will do full damage if this time is spent
1174 between punches. If e.g. half the time is spent, the tool will do half
1177 #### Maximum drop level
1178 Suggests the maximum level of node, when dug with the tool, that will drop
1179 it's useful item. (e.g. iron ore to drop a lump of iron).
1181 This is not automated; it is the responsibility of the node definition
1185 Determines how many uses the tool has when it is used for digging a node,
1186 of this group, of the maximum level. For lower leveled nodes, the use count
1187 is multiplied by `3^leveldiff`.
1189 * `uses=10, leveldiff=0`: actual uses: 10
1190 * `uses=10, leveldiff=1`: actual uses: 30
1191 * `uses=10, leveldiff=2`: actual uses: 90
1194 Tells what is the maximum level of a node of this group that the tool will
1198 List of digging times for different ratings of the group, for nodes of the
1201 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1202 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1203 for this group, and unable to dig the rating `1`, which is the toughest.
1204 Unless there is a matching group that enables digging otherwise.
1207 List of damage for groups of entities. See "Entity damage mechanism".
1209 #### Example definition of the capabilities of a tool
1211 tool_capabilities = {
1212 full_punch_interval=1.5,
1215 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1217 damage_groups = {fleshy=2},
1220 This makes the tool be able to dig nodes that fulfil both of these:
1222 * Have the `crumbly` group
1223 * Have a `level` group less or equal to `2`
1225 Table of resulting digging times:
1227 crumbly 0 1 2 3 4 <- level
1229 1 0.80 1.60 1.60 - -
1230 2 0.60 1.20 1.20 - -
1231 3 0.40 0.80 0.80 - -
1233 level diff: 2 1 0 -1 -2
1235 Table of resulting tool uses:
1244 * At `crumbly==0`, the node is not diggable.
1245 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1246 easy nodes to be quickly breakable.
1247 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1249 Entity damage mechanism
1250 -----------------------
1254 foreach group in cap.damage_groups:
1255 damage += cap.damage_groups[group] * limit(actual_interval /
1256 cap.full_punch_interval, 0.0, 1.0)
1257 * (object.armor_groups[group] / 100.0)
1258 -- Where object.armor_groups[group] is 0 for inexistent values
1261 Client predicts damage based on damage groups. Because of this, it is able to
1262 give an immediate response when an entity is damaged or dies; the response is
1263 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1265 Currently a smoke puff will appear when an entity dies.
1267 The group `immortal` completely disables normal damage.
1269 Entities can define a special armor group, which is `punch_operable`. This
1270 group disables the regular damage mechanism for players punching it by hand or
1271 a non-tool item, so that it can do something else than take damage.
1273 On the Lua side, every punch calls:
1275 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1277 This should never be called directly, because damage is usually not handled by
1280 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1281 accessed unless absolutely required, to encourage interoperability.
1282 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1283 * `tool_capabilities` can be `nil`.
1284 * `direction` is a unit vector, pointing from the source of the punch to
1287 To punch an entity/object in Lua, call:
1289 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1291 * Return value is tool wear.
1292 * Parameters are equal to the above callback.
1293 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1294 `direction` will be automatically filled in based on the location of `puncher`.
1298 The instance of a node in the world normally only contains the three values
1299 mentioned in "Nodes". However, it is possible to insert extra data into a
1300 node. It is called "node metadata"; See "`NodeMetaRef`".
1302 Metadata contains two things:
1306 Some of the values in the key-value store are handled specially:
1307 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1308 * `infotext`: Text shown on the screen when the node is pointed at
1312 local meta = minetest.get_meta(pos)
1313 meta:set_string("formspec",
1315 "list[context;main;0,0;8,4;]"..
1316 "list[current_player;main;0,5;8,4;]")
1317 meta:set_string("infotext", "Chest");
1318 local inv = meta:get_inventory()
1319 inv:set_size("main", 8*4)
1320 print(dump(meta:to_table()))
1323 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1324 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1325 [10] = "", [11] = "", [12] = "", [13] = "",
1326 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1327 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1328 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1329 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1333 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1340 Formspec defines a menu. Currently not much else than inventories are
1341 supported. It is a string, with a somewhat strange format.
1343 Spaces and newlines can be inserted between the blocks, as is used in the
1351 list[context;main;0,0;8,4;]
1352 list[current_player;main;0,5;8,4;]
1357 list[context;fuel;2,3;1,1;]
1358 list[context;src;2,1;1,1;]
1359 list[context;dst;5,1;2,2;]
1360 list[current_player;main;0,5;8,4;]
1362 #### Minecraft-like player inventory
1365 image[1,0.6;1,2;player.png]
1366 list[current_player;main;0,3.5;8,4;]
1367 list[current_player;craft;3,0;3,3;]
1368 list[current_player;craftpreview;7,1;1,1;]
1372 #### `size[<W>,<H>,<fixed_size>]`
1373 * Define the size of the menu in inventory slots
1374 * `fixed_size`: `true`/`false` (optional)
1375 * deprecated: `invsize[<W>,<H>;]`
1377 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1378 * Show an inventory list
1380 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1381 * Show an inventory list
1383 #### `listring[<inventory location>;<list name>]`
1384 * Allows to create a ring of inventory lists
1385 * Shift-clicking on items in one element of the ring
1386 * will send them to the next inventory list inside the ring
1387 * The first occurrence of an element inside the ring will
1388 * determine the inventory where items will be sent to
1391 * Shorthand for doing `listring[<inventory location>;<list name>]`
1392 * for the last two inventory lists added by list[...]
1394 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1395 * Sets background color of slots as `ColorString`
1396 * Sets background color of slots on mouse hovering
1398 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1399 * Sets background color of slots as `ColorString`
1400 * Sets background color of slots on mouse hovering
1401 * Sets color of slots border
1403 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1404 * Sets background color of slots as `ColorString`
1405 * Sets background color of slots on mouse hovering
1406 * Sets color of slots border
1407 * Sets default background color of tooltips
1408 * Sets default font color of tooltips
1410 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1411 * Adds tooltip for an element
1412 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1413 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1415 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1417 * Position and size units are inventory slots
1419 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1420 * Show an inventory image of registered item/node
1421 * Position and size units are inventory slots
1423 #### `bgcolor[<color>;<fullscreen>]`
1424 * Sets background color of formspec as `ColorString`
1425 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1427 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1428 * Use a background. Inventory rectangles are not drawn then.
1429 * Position and size units are inventory slots
1430 * Example for formspec 8x4 in 16x resolution: image shall be sized
1431 8 times 16px times 4 times 16px.
1433 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1434 * Use a background. Inventory rectangles are not drawn then.
1435 * Position and size units are inventory slots
1436 * Example for formspec 8x4 in 16x resolution:
1437 image shall be sized 8 times 16px times 4 times 16px
1438 * If `true` the background is clipped to formspec size
1439 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1441 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1442 * Textual password style field; will be sent to server when a button is clicked
1443 * `x` and `y` position the field relative to the top left of the menu
1444 * `w` and `h` are the size of the field
1445 * fields are a set height, but will be vertically centred on `h`
1446 * Position and size units are inventory slots
1447 * `name` is the name of the field as returned in fields to `on_receive_fields`
1448 * `label`, if not blank, will be text printed on the top left above the field
1450 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1451 * Textual field; will be sent to server when a button is clicked
1452 * `x` and `y` position the field relative to the top left of the menu
1453 * `w` and `h` are the size of the field
1454 * fields are a set height, but will be vertically centred on `h`
1455 * Position and size units are inventory slots
1456 * `name` is the name of the field as returned in fields to `on_receive_fields`
1457 * `label`, if not blank, will be text printed on the top left above the field
1458 * `default` is the default value of the field
1459 * `default` may contain variable references such as `${text}'` which
1460 will fill the value from the metadata value `text`
1461 * **Note**: no extra text or more than a single variable is supported ATM.
1463 #### `field[<name>;<label>;<default>]`
1464 * as above, but without position/size units
1465 * special field for creating simple forms, such as sign text input
1466 * must be used without a `size[]` element
1467 * a "Proceed" button will be added automatically
1469 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1470 * same as fields above, but with multi-line input
1472 #### `label[<X>,<Y>;<label>]`
1473 * `x` and `y` work as per field
1474 * `label` is the text on the label
1475 * Position and size units are inventory slots
1477 #### `vertlabel[<X>,<Y>;<label>]`
1478 * Textual label drawn vertically
1479 * `x` and `y` work as per field
1480 * `label` is the text on the label
1481 * Position and size units are inventory slots
1483 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1484 * Clickable button. When clicked, fields will be sent.
1485 * `x`, `y` and `name` work as per field
1486 * `w` and `h` are the size of the button
1487 * `label` is the text on the button
1488 * Position and size units are inventory slots
1490 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1491 * `x`, `y`, `w`, `h`, and `name` work as per button
1492 * `texture name` is the filename of an image
1493 * Position and size units are inventory slots
1495 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1496 * `x`, `y`, `w`, `h`, and `name` work as per button
1497 * `texture name` is the filename of an image
1498 * Position and size units are inventory slots
1499 * `noclip=true` means the image button doesn't need to be within specified formsize
1500 * `drawborder`: draw button border or not
1501 * `pressed texture name` is the filename of an image on pressed state
1503 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1504 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1505 * `item name` is the registered name of an item/node,
1506 tooltip will be made out of its description
1507 to override it use tooltip element
1508 * Position and size units are inventory slots
1510 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1511 * When clicked, fields will be sent and the form will quit.
1513 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1514 * When clicked, fields will be sent and the form will quit.
1516 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1517 * Scrollable item list showing arbitrary text elements
1518 * `x` and `y` position the itemlist relative to the top left of the menu
1519 * `w` and `h` are the size of the itemlist
1520 * `name` fieldname sent to server on doubleclick value is current selected element
1521 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1522 * if you want a listelement to start with "#" write "##".
1524 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1525 * Scrollable itemlist showing arbitrary text elements
1526 * `x` and `y` position the item list relative to the top left of the menu
1527 * `w` and `h` are the size of the item list
1528 * `name` fieldname sent to server on doubleclick value is current selected element
1529 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1530 * if you want a listelement to start with "#" write "##"
1531 * index to be selected within textlist
1532 * `true`/`false`: draw transparent background
1533 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1535 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1536 * show a tab**header** at specific position (ignores formsize)
1537 * `x` and `y` position the itemlist relative to the top left of the menu
1538 * `name` fieldname data is transferred to Lua
1539 * `caption 1`...: name shown on top of tab
1540 * `current_tab`: index of selected tab 1...
1541 * `transparent` (optional): show transparent
1542 * `draw_border` (optional): draw border
1544 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1545 * simple colored semitransparent box
1546 * `x` and `y` position the box relative to the top left of the menu
1547 * `w` and `h` are the size of box
1548 * `color` is color specified as a `ColorString`
1550 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1551 * show a dropdown field
1552 * **Important note**: There are two different operation modes:
1553 1. handle directly on change (only changed dropdown is submitted)
1554 2. read the value on pressing a button (all dropdown values are available)
1555 * `x` and `y` position of dropdown
1557 * fieldname data is transferred to Lua
1558 * items to be shown in dropdown
1559 * index of currently selected dropdown item
1561 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1563 * `x` and `y`: position of checkbox
1564 * `name` fieldname data is transferred to Lua
1565 * `label` to be shown left of checkbox
1566 * `selected` (optional): `true`/`false`
1567 * `tooltip` (optional)
1569 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1571 * there are two ways to use it:
1572 1. handle the changed event (only changed scrollbar is available)
1573 2. read the value on pressing a button (all scrollbars are available)
1574 * `x` and `y`: position of trackbar
1575 * `w` and `h`: width and height
1576 * `orientation`: `vertical`/`horizontal`
1577 * fieldname data is transferred to Lua
1578 * value this trackbar is set to (`0`-`1000`)
1579 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1581 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1582 * show scrollable table using options defined by the previous `tableoptions[]`
1583 * displays cells as defined by the previous `tablecolumns[]`
1584 * `x` and `y`: position the itemlist relative to the top left of the menu
1585 * `w` and `h` are the size of the itemlist
1586 * `name`: fieldname sent to server on row select or doubleclick
1587 * `cell 1`...`cell n`: cell contents given in row-major order
1588 * `selected idx`: index of row to be selected within table (first row = `1`)
1589 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1591 #### `tableoptions[<opt 1>;<opt 2>;...]`
1592 * sets options for `table[]`
1594 * default text color (`ColorString`), defaults to `#FFFFFF`
1595 * `background=#RRGGBB`
1596 * table background color (`ColorString`), defaults to `#000000`
1597 * `border=<true/false>`
1598 * should the table be drawn with a border? (default: `true`)
1599 * `highlight=#RRGGBB`
1600 * highlight background color (`ColorString`), defaults to `#466432`
1601 * `highlight_text=#RRGGBB`
1602 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1603 * `opendepth=<value>`
1604 * all subtrees up to `depth < value` are open (default value = `0`)
1605 * only useful when there is a column of type "tree"
1607 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1608 * sets columns for `table[]`
1609 * types: `text`, `image`, `color`, `indent`, `tree`
1610 * `text`: show cell contents as text
1611 * `image`: cell contents are an image index, use column options to define images
1612 * `colo`: cell contents are a ColorString and define color of following cell
1613 * `indent`: cell contents are a number and define indentation of following cell
1614 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1617 * for `text` and `image`: content alignment within cells.
1618 Available values: `left` (default), `center`, `right`, `inline`
1620 * for `text` and `image`: minimum width in em (default: `0`)
1621 * for `indent` and `tree`: indent width in em (default: `1.5`)
1622 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1623 Exception: defaults to 0 for indent columns
1624 * `tooltip=<value>`: tooltip text (default: empty)
1625 * `image` column options:
1626 * `0=<value>` sets image for image index 0
1627 * `1=<value>` sets image for image index 1
1628 * `2=<value>` sets image for image index 2
1629 * and so on; defined indices need not be contiguous empty or
1630 non-numeric cells are treated as `0`.
1631 * `color` column options:
1632 * `span=<value>`: number of following columns to affect (default: infinite)
1634 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1635 pass key press events to formspec!
1639 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1640 * `"current_player"`: Player to whom the menu is shown
1641 * `"player:<name>"`: Any player
1642 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1643 * `"detached:<name>"`: A detached inventory
1647 `#RGB` defines a color in hexadecimal format.
1649 `#RGBA` defines a color in hexadecimal format and alpha channel.
1651 `#RRGGBB` defines a color in hexadecimal format.
1653 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1655 Named colors are also supported and are equivalent to
1656 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1657 To specify the value of the alpha channel, append `#AA` to the end of the color name
1658 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1659 value must (always) be two hexadecimal digits.
1663 A ColorSpec specifies a 32-bit color. It can be written in either:
1664 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1665 `colorspec = {a=255, r=0, g=255, b=0}`
1666 numerical form, the raw integer value of an ARGB8 quad:
1667 `colorspec = 0xFF00FF00`
1668 or string form, a ColorString (defined above):
1669 `colorspec = "green"`
1674 * `vector.new([x[, y, z]])`: returns a vector.
1675 * `x` is a table or the `x` position.
1677 * `vector.direction(p1, p2)`: returns a vector
1678 * `vector.distance(p1, p2)`: returns a number
1679 * `vector.length(v)`: returns a number
1680 * `vector.normalize(v)`: returns a vector
1681 * `vector.round(v)`: returns a vector
1682 * `vector.apply(v, func)`: returns a vector
1683 * `vector.equals(v1, v2)`: returns a boolean
1685 For the following functions `x` can be either a vector or a number:
1687 * `vector.add(v, x)`: returns a vector
1688 * `vector.subtract(v, x)`: returns a vector
1689 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1690 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1694 * `dump2(obj, name="_", dumped={})`
1695 * Return object serialized as a string, handles reference loops
1696 * `dump(obj, dumped={})`
1697 * Return object serialized as a string
1698 * `math.hypot(x, y)`
1699 * Get the hypotenuse of a triangle with legs x and y.
1700 Useful for distance calculation.
1701 * `math.sign(x, tolerance)`
1702 * Get the sign of a number.
1703 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1704 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1705 * sep_is_pattern=false)`
1706 * If `max_splits` is negative, do not limit splits.
1707 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1708 * e.g. `string:split("a,b", ",") == {"a","b"}`
1710 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1711 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1712 * Convert position to a printable string
1713 * `minetest.string_to_pos(string)`: returns a position
1714 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1715 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1716 * Converts a string representing an area box into two positions
1717 * `minetest.formspec_escape(string)`: returns a string
1718 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1719 * `minetest.is_yes(arg)`
1720 * returns whether `arg` can be interpreted as yes
1721 * `minetest.get_us_time()`
1722 * returns time with microsecond precision
1723 * `table.copy(table)`: returns a table
1724 * returns a deep copy of `table`
1726 `minetest` namespace reference
1727 ------------------------------
1731 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1732 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1733 * Useful for loading additional `.lua` modules or static data from mod
1734 * `minetest.get_modnames()`: returns a list of installed mods
1735 * Return a list of installed mods, sorted alphabetically
1736 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1737 * Useful for storing custom data
1738 * `minetest.is_singleplayer()`
1739 * `minetest.features`
1740 * Table containing API feature flags: `{foo=true, bar=true}`
1741 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1742 * `arg`: string or table in format `{foo=true, bar=true}`
1743 * `missing_features`: `{foo=true, bar=true}`
1744 * `minetest.get_player_information(player_name)`: returns a table containing
1745 information about player. Example return value:
1747 address = "127.0.0.1", -- IP address of client
1748 ip_version = 4, -- IPv4 / IPv6
1749 min_rtt = 0.01, -- minimum round trip time
1750 max_rtt = 0.2, -- maximum round trip time
1751 avg_rtt = 0.02, -- average round trip time
1752 min_jitter = 0.01, -- minimum packet time jitter
1753 max_jitter = 0.5, -- maximum packet time jitter
1754 avg_jitter = 0.03, -- average packet time jitter
1755 connection_uptime = 200, -- seconds since client connected
1757 -- following information is available on debug build only!!!
1758 -- DO NOT USE IN MODS
1759 --ser_vers = 26, -- serialization version used by client
1760 --prot_vers = 23, -- protocol version used by client
1761 --major = 0, -- major version number
1762 --minor = 4, -- minor version number
1763 --patch = 10, -- patch version number
1764 --vers_string = "0.4.9-git", -- full version string
1765 --state = "Active" -- current client state
1767 * `minetest.mkdir(path)`: returns success.
1768 * Creates a directory specified by `path`, creating parent directories
1769 if they don't exist.
1770 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1772 * nil: return all entries,
1773 * true: return only subdirectory names, or
1774 * false: return only file names.
1777 * `minetest.debug(...)`
1778 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1779 * `minetest.log([level,] text)`
1780 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1781 `"info"`, or `"verbose"`. Default is `"none"`.
1783 ### Registration functions
1784 Call these functions only at load time!
1786 * `minetest.register_entity(name, prototype table)`
1787 * `minetest.register_abm(abm definition)`
1788 * `minetest.register_node(name, node definition)`
1789 * `minetest.register_tool(name, item definition)`
1790 * `minetest.register_craftitem(name, item definition)`
1791 * `minetest.register_alias(name, convert_to)`
1792 * `minetest.register_craft(recipe)`
1793 * `minetest.register_ore(ore definition)`
1794 * `minetest.register_decoration(decoration definition)`
1795 * `minetest.override_item(name, redefinition)`
1796 * Overrides fields of an item registered with register_node/tool/craftitem.
1797 * Note: Item must already be defined, (opt)depend on the mod defining it.
1798 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1800 * `minetest.clear_registered_ores()`
1801 * `minetest.clear_registered_decorations()`
1803 ### Global callback registration functions
1804 Call these functions only at load time!
1806 * `minetest.register_globalstep(func(dtime))`
1807 * Called every server step, usually interval of 0.1s
1808 * `minetest.register_on_shutdown(func())`
1809 * Called before server shutdown
1810 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1811 callbacks **will likely not be run**. Data should be saved at
1812 semi-frequent intervals as well as on server shutdown.
1813 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1814 * Called when a node has been placed
1815 * If return `true` no item is taken from `itemstack`
1816 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1818 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1819 * Called when a node has been dug.
1820 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1822 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1823 * Called when a node is punched
1824 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1825 * Called after generating a piece of world. Modifying nodes inside the area
1826 is a bit faster than usually.
1827 * `minetest.register_on_newplayer(func(ObjectRef))`
1828 * Called after a new player has been created
1829 * `minetest.register_on_dieplayer(func(ObjectRef))`
1830 * Called when a player dies
1831 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1832 * Called when a player is punched
1833 * `player` - ObjectRef - Player that was punched
1834 * `hitter` - ObjectRef - Player that hit
1835 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1836 * `tool_capabilities`: capability table of used tool (can be nil)
1837 * `dir`: unit vector of direction of punch. Always defined. Points from
1838 the puncher to the punched.
1839 * `damage` - number that represents the damage calculated by the engine
1840 * should return `true` to prevent the default damage mechanism
1841 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1842 * Called when the player gets damaged or healed
1843 * `player`: ObjectRef of the player
1844 * `hp_change`: the amount of change. Negative when it is damage.
1845 * `modifier`: when true, the function should return the actual hp_change.
1846 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1847 modifiers can return true as a second argument to stop the execution of further functions.
1848 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1849 * Called when player is to be respawned
1850 * Called _before_ repositioning of player occurs
1851 * return true in func to disable regular player placement
1852 * `minetest.register_on_prejoinplayer(func(name, ip))`
1853 * Called before a player joins the game
1854 * If it returns a string, the player is disconnected with that string as reason
1855 * `minetest.register_on_joinplayer(func(ObjectRef))`
1856 * Called when a player joins the game
1857 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1858 * Called when a player leaves the game
1859 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1860 * Called when a player cheats
1861 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1862 * `"moved_too_fast"`
1863 * `"interacted_too_far"`
1864 * `"finished_unknown_dig"`
1867 * `minetest.register_on_chat_message(func(name, message))`
1868 * Called always when a player says something
1869 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1870 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1871 * Called when a button is pressed in player's inventory form
1872 * Newest functions are called first
1873 * If function returns `true`, remaining functions are not called
1874 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1875 * Called when `player` crafts something
1876 * `itemstack` is the output
1877 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1878 * `craft_inv` is the inventory with the crafting grid
1879 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1880 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1881 * The same as before, except that it is called before the player crafts, to make
1882 craft prediction, and it should not change anything.
1883 * `minetest.register_on_protection_violation(func(pos, name))`
1884 * Called by `builtin` and mods when a player violates protection at a position
1885 (eg, digs a node or punches a protected entity).
1886 * The registered functions can be called using `minetest.record_protection_violation`
1887 * The provided function should check that the position is protected by the mod
1888 calling this function before it prints a message, if it does, to allow for
1889 multiple protection mods.
1890 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1891 * Called when an item is eaten, by `minetest.item_eat`
1892 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1894 ### Other registration functions
1895 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1896 * `minetest.register_privilege(name, definition)`
1897 * `definition`: `"description text"`
1898 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1899 * `minetest.register_authentication_handler(handler)`
1900 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1903 * `minetest.setting_set(name, value)`
1904 * Setting names can't contain whitespace or any of `="{}#`.
1905 * Setting values can't contain the sequence `\n"""`.
1906 * Setting names starting with "secure." can't be set.
1907 * `minetest.setting_get(name)`: returns string or `nil`
1908 * `minetest.setting_setbool(name, value)`
1909 * See documentation on `setting_set` for restrictions.
1910 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1911 * `minetest.setting_get_pos(name)`: returns position or nil
1912 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1915 * `minetest.notify_authentication_modified(name)`
1916 * Should be called by the authentication handler if privileges changes.
1917 * To report everybody, set `name=nil`.
1918 * `minetest.get_password_hash(name, raw_password)`
1919 * Convert a name-password pair to a password hash that Minetest can use
1920 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1921 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1922 * Convert between two privilege representations
1923 * `minetest.set_player_password(name, password_hash)`
1924 * `minetest.set_player_privs(name, {priv1=true,...})`
1925 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1926 * `minetest.auth_reload()`
1927 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1928 * A quickhand for checking privileges
1929 * `minetest.get_player_ip(name)`: returns an IP address string
1931 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1932 and `minetest.auth_reload` call the authetification handler.
1935 * `minetest.chat_send_all(text)`
1936 * `minetest.chat_send_player(name, text)`
1938 ### Environment access
1939 * `minetest.set_node(pos, node)`
1940 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1941 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1942 * `minetest.swap_node(pos, node`
1943 * Set node at position, but don't remove metadata
1944 * `minetest.remove_node(pos)`
1945 * Equivalent to `set_node(pos, "air")`
1946 * `minetest.get_node(pos)`
1947 * Returns `{name="ignore", ...}` for unloaded area
1948 * `minetest.get_node_or_nil(pos)`
1949 * Returns `nil` for unloaded area
1950 * `minetest.get_node_light(pos, timeofday)`
1951 * Gets the light value at the given position. Note that the light value
1952 "inside" the node at the given position is returned, so you usually want
1953 to get the light value of a neighbor.
1954 * `pos`: The position where to measure the light.
1955 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1956 * Returns a number between `0` and `15` or `nil`
1957 * `minetest.place_node(pos, node)`
1958 * Place node with the same effects that a player would cause
1959 * `minetest.dig_node(pos)`
1960 * Dig node with the same effects that a player would cause
1961 * Returns `true` if successful, `false` on failure (e.g. protected location)
1962 * `minetest.punch_node(pos)`
1963 * Punch node with the same effects that a player would cause
1965 * `minetest.find_nodes_with_meta(pos1, pos2)`
1966 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
1967 * `minetest.get_meta(pos)`
1968 * Get a `NodeMetaRef` at that position
1969 * `minetest.get_node_timer(pos)`
1970 * Get `NodeTimerRef`
1972 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1973 * Returns `ObjectRef`, or `nil` if failed
1974 * `minetest.add_item(pos, item)`: Spawn item
1975 * Returns `ObjectRef`, or `nil` if failed
1976 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1977 * `minetest.get_objects_inside_radius(pos, radius)`
1978 * `radius`: using an euclidean metric
1979 * `minetest.set_timeofday(val)`
1980 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1981 * `minetest.get_timeofday()`
1982 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1983 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1984 * `radius`: using a maximum metric
1985 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1986 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1987 * returns as second value a table with the count of the individual nodes found
1988 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1989 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
1990 * returned positions are nodes with a node air above
1991 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1992 * `minetest.get_perlin(noiseparams)`
1993 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1994 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1995 * `minetest.get_voxel_manip([pos1, pos2])`
1996 * Return voxel manipulator object.
1997 * Loads the manipulator from the map if positions are passed.
1998 * `minetest.set_gen_notify(flags, {deco_ids})`
1999 * Set the types of on-generate notifications that should be collected
2000 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2001 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2002 * The second parameter is a list of IDS of decorations which notification is requested for
2003 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2004 * `minetest.get_mapgen_object(objectname)`
2005 * Return requested mapgen object if available (see "Mapgen objects")
2006 * `minetest.get_biome_id(biome_name)`
2007 * Returns the biome id, as used in the biomemap Mapgen object, for a
2008 given biome_name string.
2009 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2010 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2011 * `minetest.set_mapgen_params(MapgenParams)`
2012 * Set map generation parameters
2013 * Function cannot be called after the registration period; only initialization
2014 and `on_mapgen_init`
2015 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2017 * Leave field unset to leave that parameter unchanged
2018 * `flags` contains a comma-delimited string of flags to set,
2019 or if the prefix `"no"` is attached, clears instead.
2020 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2021 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2022 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2023 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2024 should be applied to the default config or current active config
2025 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2026 * `minetest.generate_ores(vm, pos1, pos2)`
2027 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2028 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2029 * `minetest.generate_decorations(vm, pos1, pos2)`
2030 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2031 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2032 * `minetest.clear_objects()`
2033 * clear all objects in the environments
2034 * `minetest.emerge_area(pos1, pos2)`
2035 * queues all mapblocks in the area from pos1 to pos2, inclusive, for emerge
2036 * i.e. asynchronously loads blocks from disk, or if inexistent, generates them
2037 * `minetest.delete_area(pos1, pos2)`
2038 * delete all mapblocks in the area from pos1 to pos2, inclusive
2039 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2040 * Check if there is a direct line of sight between `pos1` and `pos2`
2041 * Returns the position of the blocking node when `false`
2042 * `pos1`: First position
2043 * `pos2`: Second position
2044 * `stepsize`: smaller gives more accurate results but requires more computing
2045 time. Default is `1`.
2046 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2047 * returns table containing path
2048 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2049 * `pos1`: start position
2050 * `pos2`: end position
2051 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2052 * `max_jump`: maximum height difference to consider walkable
2053 * `max_drop`: maximum height difference to consider droppable
2054 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2055 * `minetest.spawn_tree (pos, {treedef})`
2056 * spawns L-System tree at given `pos` with definition in `treedef` table
2057 * `minetest.transforming_liquid_add(pos)`
2058 * add node to liquid update queue
2059 * `minetest.get_node_max_level(pos)`
2060 * get max available level for leveled node
2061 * `minetest.get_node_level(pos)`
2062 * get level of leveled node (water, snow)
2063 * `minetest.set_node_level(pos, level)`
2064 * set level of leveled node, default `level` equals `1`
2065 * if `totallevel > maxlevel`, returns rest (`total-max`).
2066 * `minetest.add_node_level(pos, level)`
2067 * increase level of leveled node by level, default `level` equals `1`
2068 * if `totallevel > maxlevel`, returns rest (`total-max`)
2069 * can be negative for decreasing
2072 `minetest.get_inventory(location)`: returns an `InvRef`
2075 * `{type="player", name="celeron55"}`
2076 * `{type="node", pos={x=, y=, z=}}`
2077 * `{type="detached", name="creative"}`
2078 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2079 * callbacks: See "Detached inventory callbacks"
2080 * Creates a detached inventory. If it already exists, it is cleared.
2081 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2082 returns left over ItemStack
2083 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2086 * `minetest.show_formspec(playername, formname, formspec)`
2087 * `playername`: name of player to show formspec
2088 * `formname`: name passed to `on_player_receive_fields` callbacks.
2089 It should follow the `"modname:<whatever>"` naming convention
2090 * `formspec`: formspec to display
2091 * `minetest.formspec_escape(string)`: returns a string
2092 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2093 * `minetest.explode_table_event(string)`: returns a table
2094 * returns e.g. `{type="CHG", row=1, column=2}`
2096 * `"INV"`: no row selected)
2097 * `"CHG"`: selected)
2098 * `"DCL"`: double-click
2099 * `minetest.explode_textlist_event(string)`: returns a table
2100 * returns e.g. `{type="CHG", index=1}`
2102 * `"INV"`: no row selected)
2103 * `"CHG"`: selected)
2104 * `"DCL"`: double-click
2105 * `minetest.explode_scrollbar_event(string)`: returns a table
2106 * returns e.g. `{type="CHG", value=500}`
2108 * `"INV"`: something failed
2109 * `"CHG"`: has been changed
2110 * `"VAL"`: not changed
2113 * `minetest.inventorycube(img1, img2, img3)`
2114 * Returns a string for making an image of a cube (useful as an item image)
2115 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2116 * Get position of a `pointed_thing` (that you can get from somewhere)
2117 * `minetest.dir_to_facedir(dir, is6d)`
2118 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2119 * passing something non-`nil`/`false` for the optional second parameter causes it to
2120 take the y component into account
2121 * `minetest.facedir_to_dir(facedir)`
2122 * Convert a facedir back into a vector aimed directly out the "back" of a node
2123 * `minetest.dir_to_wallmounted(dir)`
2124 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2125 * `minetest.get_node_drops(nodename, toolname)`
2126 * Returns list of item names.
2127 * **Note**: This will be removed or modified in a future version.
2128 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2129 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2130 * `input.width` = for example `3`
2131 * `input.items` = for example
2132 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2133 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2134 * `output.time` = a number, if unsuccessful: `0`
2135 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2136 `decremented_input.items`
2137 * `decremented_input` = like `input`
2138 * `minetest.get_craft_recipe(output)`: returns input
2139 * returns last registered recipe for output item (node)
2140 * `output` is a node or item type such as `"default:torch"`
2141 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2142 * `input.width` = for example `3`
2143 * `input.items` = for example
2144 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2145 * `input.items` = `nil` if no recipe found
2146 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2147 * returns indexed table with all registered recipes for query item (node)
2148 or `nil` if no recipe was found
2149 * recipe entry table:
2151 method = 'normal' or 'cooking' or 'fuel'
2152 width = 0-3, 0 means shapeless recipe
2153 items = indexed [1-9] table with recipe items
2154 output = string with item name and quantity
2156 * Example query for `"default:gold_ingot"` will return table:
2158 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2159 items = {1 = "default:gold_lump"}},
2160 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2161 items = {1 = "default:goldblock"}}
2163 * `minetest.handle_node_drops(pos, drops, digger)`
2164 * `drops`: list of itemstrings
2165 * Handles drops from nodes after digging: Default action is to put them into
2167 * Can be overridden to get different functionality (e.g. dropping items on
2171 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2172 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2173 * Find who has done something to a node, or near a node
2174 * `actor`: `"player:<name>"`, also `"liquid"`.
2175 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2176 * Revert latest actions of someone
2177 * `actor`: `"player:<name>"`, also `"liquid"`.
2179 ### Defaults for the `on_*` item definition functions
2180 These functions return the leftover itemstack.
2182 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2183 * Place item as a node
2184 * `param2` overrides `facedir` and wallmounted `param2`
2185 * returns `itemstack, success`
2186 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2188 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2189 * Use one of the above based on what the item is.
2190 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2191 * **Note**: is not called when wielded item overrides `on_place`
2192 * `param2` overrides `facedir` and wallmounted `param2`
2193 * returns `itemstack, success`
2194 * `minetest.item_drop(itemstack, dropper, pos)`
2196 * `minetest.item_eat(hp_change, replace_with_item)`
2198 * `replace_with_item` is the itemstring which is added to the inventory.
2199 If the player is eating a stack, then replace_with_item goes to a
2200 different spot. Can be `nil`
2201 * See `minetest.do_item_eat`
2203 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2204 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2205 * Calls functions registered by `minetest.register_on_punchnode()`
2206 * `minetest.node_dig(pos, node, digger)`
2207 * Checks if node can be dug, puts item into inventory, removes node
2208 * Calls functions registered by `minetest.registered_on_dignodes()`
2211 * `minetest.sound_play(spec, parameters)`: returns a handle
2212 * `spec` is a `SimpleSoundSpec`
2213 * `parameters` is a sound parameter table
2214 * `minetest.sound_stop(handle)`
2217 * `minetest.after(time, func, ...)`
2218 * Call the function `func` after `time` seconds
2219 * Optional: Variable number of arguments that are passed to `func`
2222 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2223 and `reconnect` == true displays a reconnect button.
2224 * `minetest.get_server_status()`: returns server status string
2227 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2228 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2229 * `minetest.ban_player(name)`: ban a player
2230 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2231 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2234 * `minetest.add_particle(particle definition)`
2235 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2236 size, collisiondetection, texture, playername)`
2238 * `minetest.add_particlespawner(particlespawner definition)`
2239 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2240 * Returns an `id`, and -1 if adding didn't succeed
2241 * `Deprecated: minetest.add_particlespawner(amount, time,
2245 minexptime, maxexptime,
2247 collisiondetection, texture, playername)`
2249 * `minetest.delete_particlespawner(id, player)``
2250 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2251 * If playername is specified, only deletes on the player's client,
2252 * otherwise on all clients
2255 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2256 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2257 * Apply the specified probability values to the specified nodes in `probability_list`.
2258 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2259 * `pos` is the 3D vector specifying the absolute coordinates of the
2260 node being modified,
2261 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2262 * If there are two or more entries with the same pos value, the
2264 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2265 * If `probability_list` equals `nil`, no probabilities are applied.
2266 * Slice probability works in the same manner, except takes a field
2267 called `ypos` instead which
2268 indicates the y position of the slice with a probability applied.
2269 * If slice probability list equals `nil`, no slice probabilities are applied.
2270 * Saves schematic in the Minetest Schematic format to filename.
2272 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2273 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2274 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2275 * If the `rotation` parameter is omitted, the schematic is not rotated.
2276 * `replacements` = `{["old_name"] = "convert_to", ...}`
2277 * `force_placement` is a boolean indicating whether nodes other than `air` and
2278 `ignore` are replaced by the schematic
2280 * `minetest.serialize_schematic(schematic, format, options)`
2281 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2282 * in the `format` of either "mts" or "lua".
2283 * "mts" - a string containing the binary MTS data used in the MTS file format
2284 * "lua" - a string containing Lua code representing the schematic in table format
2285 * `options` is a table containing the following optional parameters:
2286 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2287 * position comments for every X row generated in the schematic data for easier reading.
2288 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2289 * will use that number of spaces as indentation instead of a tab character.
2292 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2293 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2294 * Gives a unique hash number for a node position (16+16+16=48bit)
2295 * `minetest.get_position_from_hash(hash)`: returns a position
2296 * Inverse transform of `minetest.hash_node_position`
2297 * `minetest.get_item_group(name, group)`: returns a rating
2298 * Get rating of a group of an item. (`0` means: not in group)
2299 * `minetest.get_node_group(name, group)`: returns a rating
2300 * Deprecated: An alias for the former.
2301 * `minetest.raillike_group(name)`: returns a rating
2302 * Returns rating of the connect_to_raillike group corresponding to name
2303 * If name is not yet the name of a connect_to_raillike group, a new group id
2304 * is created, with that name
2305 * `minetest.get_content_id(name)`: returns an integer
2306 * Gets the internal content ID of `name`
2307 * `minetest.get_name_from_content_id(content_id)`: returns a string
2308 * Gets the name of the content with that content ID
2309 * `minetest.parse_json(string[, nullvalue])`: returns something
2310 * Convert a string containing JSON data into the Lua equivalent
2311 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2312 * On success returns a table, a string, a number, a boolean or `nullvalue`
2313 * On failure outputs an error message and returns `nil`
2314 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2315 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2316 * Convert a Lua table into a JSON string
2317 * styled: Outputs in a human-readable format if this is set, defaults to false
2318 * Unserializable things like functions and userdata are saved as null.
2319 * **Warning**: JSON is more strict than the Lua table format.
2320 1. You can only use strings and positive integers of at least one as keys.
2321 2. You can not mix string and integer keys.
2322 This is due to the fact that JSON has two distinct array and object values.
2323 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2324 * `minetest.serialize(table)`: returns a string
2325 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2326 into string form readable by `minetest.deserialize`
2327 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2328 * `minetest.deserialize(string)`: returns a table
2329 * Convert a string returned by `minetest.deserialize` into a table
2330 * `string` is loaded in an empty sandbox environment.
2331 * Will load functions, but they cannot access the global environment.
2332 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2333 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2334 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2335 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2336 * Compress a string of data.
2337 * `method` is a string identifying the compression method to be used.
2338 * Supported compression methods:
2339 * Deflate (zlib): `"deflate"`
2340 * `...` indicates method-specific arguments. Currently defined arguments are:
2341 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2342 * `minetest.decompress(compressed_data, method, ...)`: returns data
2343 * Decompress a string of data (using ZLib).
2344 * See documentation on `minetest.compress()` for supported compression methods.
2345 * currently supported.
2346 * `...` indicates method-specific arguments. Currently, no methods use this.
2347 * `minetest.is_protected(pos, name)`: returns boolean
2348 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2349 actions, defineable by mods, due to some mod-defined ownership-like concept.
2350 Returns false or nil, if the player is allowed to do such actions.
2351 * This function should be overridden by protection mods and should be used to
2352 check if a player can interact at a position.
2353 * This function should call the old version of itself if the position is not
2354 protected by the mod.
2357 local old_is_protected = minetest.is_protected
2358 function minetest.is_protected(pos, name)
2359 if mymod:position_protected_from(pos, name) then
2362 return old_is_protected(pos, name)
2364 * `minetest.record_protection_violation(pos, name)`
2365 * This function calls functions registered with
2366 `minetest.register_on_protection_violation`.
2367 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2368 * Attempt to predict the desired orientation of the facedir-capable node
2369 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2370 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2371 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2372 is an optional table containing extra tweaks to the placement code:
2373 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2374 orientation on the wall.
2375 * `force_wall` : if `true`, always place the node in wall orientation.
2376 * `force_ceiling`: if `true`, always place on the ceiling.
2377 * `force_floor`: if `true`, always place the node on the floor.
2378 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2379 the floor or ceiling
2380 * The first four options are mutually-exclusive; the last in the list takes
2381 precedence over the first.
2382 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2383 * calls `rotate_and_place()` with infinitestacks set according to the state of
2384 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2387 * `minetest.forceload_block(pos)`
2388 * forceloads the position `pos`.
2389 * returns `true` if area could be forceloaded
2390 * Please note that forceloaded areas are saved when the server restarts.
2392 * `minetest.forceload_free_block(pos)`
2393 * stops forceloading the position `pos`
2395 * `minetest.request_insecure_environment()`: returns an environment containing
2396 insecure functions if the calling mod has been listed as trusted in the
2397 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2398 * Only works at init time.
2399 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2402 * `minetest.global_exists(name)`
2403 * Checks if a global variable has been set, without triggering a warning.
2406 * `minetest.env`: `EnvRef` of the server environment and world.
2407 * Any function in the minetest namespace can be called using the syntax
2408 `minetest.env:somefunction(somearguments)`
2409 instead of `minetest.somefunction(somearguments)`
2410 * Deprecated, but support is not to be dropped soon
2413 * `minetest.registered_items`
2414 * Map of registered items, indexed by name
2415 * `minetest.registered_nodes`
2416 * Map of registered node definitions, indexed by name
2417 * `minetest.registered_craftitems`
2418 * Map of registered craft item definitions, indexed by name
2419 * `minetest.registered_tools`
2420 * Map of registered tool definitions, indexed by name
2421 * `minetest.registered_entities`
2422 * Map of registered entity prototypes, indexed by name
2423 * `minetest.object_refs`
2424 * Map of object references, indexed by active object id
2425 * `minetest.luaentities`
2426 * Map of Lua entities, indexed by active object id
2427 * `minetest.registered_ores`
2428 * List of registered ore definitions.
2429 * `minetest.registered_decorations`
2430 * List of registered decoration definitions.
2436 Node metadata: reference extra data and functionality stored in a node.
2437 Can be gotten via `minetest.get_meta(pos)`.
2440 * `set_string(name, value)`
2441 * `get_string(name)`
2442 * `set_int(name, value)`
2444 * `set_float(name, value)`
2446 * `get_inventory()`: returns `InvRef`
2447 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2448 * `from_table(nil or {})`
2449 * See "Node Metadata"
2452 Node Timers: a high resolution persistent per-node timer.
2453 Can be gotten via `minetest.get_node_timer(pos)`.
2456 * `set(timeout,elapsed)`
2457 * set a timer's state
2458 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2459 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2460 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2463 * equivalent to `set(timeout,0)`
2466 * `get_timeout()`: returns current timeout in seconds
2467 * if `timeout` equals `0`, timer is inactive
2468 * `get_elapsed()`: returns current elapsed time in seconds
2469 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2470 * `is_started()`: returns boolean state of timer
2471 * returns `true` if timer is started, otherwise `false`
2474 Moving things in the game are generally these.
2476 This is basically a reference to a C++ `ServerActiveObject`
2479 * `remove()`: remove object (after returning from Lua)
2480 * Note: Doesn't work on players, use minetest.kick_player instead
2481 * `getpos()`: returns `{x=num, y=num, z=num}`
2482 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2483 * `moveto(pos, continuous=false)`: interpolated move
2484 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2485 * `puncher` = another `ObjectRef`,
2486 * `time_from_last_punch` = time since last punch action of the puncher
2487 * `direction`: can be `nil`
2488 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2489 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2490 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2491 * `get_inventory()`: returns an `InvRef`
2492 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2493 * `get_wield_index()`: returns the index of the wielded item
2494 * `get_wielded_item()`: returns an `ItemStack`
2495 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2496 * `set_armor_groups({group1=rating, group2=rating, ...})`
2497 * `get_armor_groups()`: returns a table with the armor group ratings
2498 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2499 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2500 * `set_attach(parent, bone, position, rotation)`
2502 * `position`: `{x=num, y=num, z=num}` (relative)
2503 * `rotation`: `{x=num, y=num, z=num}`
2504 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2506 * `set_bone_position(bone, position, rotation)`
2508 * `position`: `{x=num, y=num, z=num}` (relative)
2509 * `rotation`: `{x=num, y=num, z=num}`
2510 * `get_bone_position(bone)`: returns position and rotation of the bone
2511 * `set_properties(object property table)`
2512 * `get_properties()`: returns object property table
2513 * `is_player()`: returns true for players, false otherwise
2515 ##### LuaEntitySAO-only (no-op for other objects)
2516 * `setvelocity({x=num, y=num, z=num})`
2517 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2518 * `setacceleration({x=num, y=num, z=num})`
2519 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2521 * `getyaw()`: returns number in radians
2522 * `settexturemod(mod)`
2523 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2524 select_horiz_by_yawpitch=false)`
2525 * Select sprite from spritesheet with optional animation and DM-style
2526 texture selection based on yaw relative to camera
2527 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2530 ##### Player-only (no-op for other objects)
2531 * `get_player_name()`: returns `""` if is not a player
2532 * `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
2533 * `get_look_dir()`: get camera direction as a unit vector
2534 * `get_look_pitch()`: pitch in radians
2535 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2536 * `set_look_pitch(radians)`: sets look pitch
2537 * `set_look_yaw(radians)`: sets look yaw
2538 * `get_breath()`: returns players breath
2539 * `set_breath(value)`: sets players breath
2541 * `0`: player is drowning,
2542 * `1`-`10`: remaining number of bubbles
2543 * `11`: bubbles bar is not shown
2544 * `set_inventory_formspec(formspec)`
2545 * Redefine player's inventory form
2546 * Should usually be called in on_joinplayer
2547 * `get_inventory_formspec()`: returns a formspec string
2548 * `get_player_control()`: returns table with player pressed keys
2549 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2550 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2551 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2552 * `set_physics_override(override_table)`
2553 * `override_table` is a table with the following fields:
2554 * `speed`: multiplier to default walking speed value (default: `1`)
2555 * `jump`: multiplier to default jump value (default: `1`)
2556 * `gravity`: multiplier to default gravity value (default: `1`)
2557 * `sneak`: whether player can sneak (default: `true`)
2558 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2559 * `get_physics_override()`: returns the table given to set_physics_override
2560 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2562 * `hud_remove(id)`: remove the HUD element of the specified id
2563 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2564 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2565 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2566 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2567 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2568 * pass a table containing a `true`/`false` value of each flag to be set or unset
2569 * if a flag equals `nil`, the flag is not modified
2570 * note that setting `minimap` modifies the client's permission to view the minimap -
2571 * the client may locally elect to not view the minimap
2572 * `hud_get_flags()`: returns a table containing status of hud flags
2573 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2574 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2575 * `count`: number of items, must be between `1` and `23`
2576 * `hud_get_hotbar_itemcount`: returns number of visible items
2577 * `hud_set_hotbar_image(texturename)`
2578 * sets background image for hotbar
2579 * `hud_get_hotbar_image`: returns texturename
2580 * `hud_set_hotbar_selected_image(texturename)`
2581 * sets image for selected item of hotbar
2582 * `hud_get_hotbar_selected_image`: returns texturename
2583 * `hud_replace_builtin(name, hud_definition)`
2584 * replace definition of a builtin hud element
2585 * `name`: `"breath"` or `"health"`
2586 * `hud_definition`: definition to replace builtin definition
2587 * `set_sky(bgcolor, type, {texture names})`
2588 * `bgcolor`: ColorSpec, defaults to white
2590 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2591 * `"skybox"`: Uses 6 textures, `bgcolor` used
2592 * `"plain"`: Uses 0 textures, `bgcolor` used
2593 * **Note**: currently does not work directly in `on_joinplayer`; use
2594 `minetest.after(0)` in there.
2595 * `get_sky()`: returns bgcolor, type and a table with the textures
2596 * `override_day_night_ratio(ratio or nil)`
2597 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2598 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2599 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2600 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2602 set animation for player model in third person view
2604 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2605 {x=168, y=187}, -- < walk animation key frames
2606 {x=189, y=198}, -- < dig animation key frames
2607 {x=200, y=219}, -- < walk+dig animation key frames
2608 frame_speed=30): -- < animation frame speed
2609 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2610 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2611 * in first person view
2612 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2613 * `get_eye_offset()`: returns offset_first and offset_third
2614 * `get_nametag_attributes()`
2615 * returns a table with the attributes of the nametag of the player
2617 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2619 * `set_nametag_attributes(attributes)`
2620 * sets the attributes of the nametag of the player
2627 An `InvRef` is a reference to an inventory.
2630 * `is_empty(listname)`: return `true` if list is empty
2631 * `get_size(listname)`: get size of a list
2632 * `set_size(listname, size)`: set size of a list
2633 * returns `false` on error (e.g. invalid `listname` or `size`)
2634 * `get_width(listname)`: get width of a list
2635 * `set_width(listname, width)`: set width of list; currently used for crafting
2636 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2637 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2638 * `get_list(listname)`: return full list
2639 * `set_list(listname, list)`: set full list (size will not change)
2640 * `get_lists()`: returns list of inventory lists
2641 * `set_lists(lists)`: sets inventory lists (size will not change)
2642 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2643 * `room_for_item(listname, stack):` returns `true` if the stack of items
2644 can be fully added to the list
2645 * `contains_item(listname, stack)`: returns `true` if the stack of items
2646 can be fully taken from the list
2647 * `remove_item(listname, stack)`: take as many items as specified from the list,
2648 returns the items that were actually removed (as an `ItemStack`) -- note that
2649 any item metadata is ignored, so attempting to remove a specific unique
2650 item this way will likely remove the wrong one -- to do that use `set_stack`
2651 with an empty `ItemStack`
2652 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2653 * returns `{type="undefined"}` in case location is not known
2656 A fast access data structure to store areas, and find areas near a given position or area.
2657 Every area has a `data` string attribute to store additional information.
2658 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2659 If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
2662 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2663 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2664 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2665 * `insert_area(edge1, edge2, data)`: inserts an area into the store. Returns the id if successful, nil otherwise. The (inclusive) positions `edge1` and `edge2` describe the area, `data`
2666 is a string stored with the area.
2667 * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
2668 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2669 * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
2672 enabled = boolean, -- whether to enable, default true
2673 block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
2674 limit = number, -- the cache's size, minimum 20, default 1000
2678 An `ItemStack` is a stack of items.
2680 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2681 an itemstring, a table or `nil`.
2684 * `is_empty()`: Returns `true` if stack is empty.
2685 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2686 * `set_name(item_name)`: Returns boolean success.
2687 Clears item on failure.
2688 * `get_count()`: Returns number of items on the stack.
2689 * `set_count(count)`
2690 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2691 * `set_wear(wear)`: Returns boolean success.
2692 Clears item on failure.
2693 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2694 * `set_metadata(metadata)`: Returns true.
2695 * `clear()`: removes all items from the stack, making it empty.
2696 * `replace(item)`: replace the contents of this stack.
2697 * `item` can also be an itemstring or table.
2698 * `to_string()`: Returns the stack in itemstring form.
2699 * `to_table()`: Returns the stack in Lua table form.
2700 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2701 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2702 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2703 * `get_definition()`: Returns the item definition table.
2704 * `get_tool_capabilities()`: Returns the digging properties of the item,
2705 or those of the hand if none are defined for this item type
2706 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2707 * `add_item(item)`: Put some item or stack onto this stack.
2708 Returns leftover `ItemStack`.
2709 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2711 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2712 Returns taken `ItemStack`.
2713 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2714 Returns taken `ItemStack`.
2717 A 16-bit pseudorandom number generator.
2718 Uses a well-known LCG algorithm introduced by K&R.
2720 It can be created via `PseudoRandom(seed)`.
2723 * `next()`: return next integer random number [`0`...`32767`]
2724 * `next(min, max)`: return next integer random number [`min`...`max`]
2725 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2726 due to the simple implementation making bad distribution otherwise.
2729 A 32-bit pseudorandom number generator.
2730 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2732 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2735 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2736 * `next(min, max)`: return next integer random number [`min`...`max`]
2737 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2738 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2739 * Increasing num_trials improves accuracy of the approximation
2742 A perlin noise generator.
2743 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2744 or `PerlinNoise(noiseparams)`.
2745 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2746 or `minetest.get_perlin(noiseparams)`.
2749 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2750 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2752 ### `PerlinNoiseMap`
2753 A fast, bulk perlin noise generator.
2755 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2756 `minetest.get_perlin_map(noiseparams, size)`.
2758 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2759 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2762 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2763 nil, this table will be used to store the result instead of creating a new table.
2767 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2768 with values starting at `pos={x=,y=}`
2769 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2770 of 3D noise with values starting at `pos={x=,y=,z=}`
2771 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2772 with values starting at `pos={x=,y=}`
2773 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2774 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2775 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2776 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2777 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2778 takes a chunk of `slice_size`.
2779 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2780 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2781 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2782 the starting position of the most recently calculated noise.
2783 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2784 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2785 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2788 An interface to the `MapVoxelManipulator` for Lua.
2790 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2791 The map will be pre-loaded if two positions are passed to either.
2794 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
2795 region formed by `p1` and `p2`.
2796 * returns actual emerged `pmin`, actual emerged `pmax`
2797 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2798 * **important**: data must be set using `VoxelManip:set_data` before calling this
2799 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2800 the `VoxelManip` at that position
2801 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2803 * `get_data(buffer)`: Gets the data read into the `VoxelManip` object
2804 * returns raw node data in the form of an array of node content IDs
2805 * if the param `buffer` is present, this table will be used to store the result instead
2806 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2807 * `update_map()`: Update map after writing chunk back to map.
2808 * To be used only by `VoxelManip` objects created by the mod itself;
2809 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
2810 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2811 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2812 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2813 * (`p1`, `p2`) is the area in which lighting is set;
2814 defaults to the whole area if left out
2815 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2816 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2817 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2818 * `light = day + (night * 16)`
2819 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
2821 * expects lighting data in the same format that `get_light_data()` returns
2822 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2823 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2824 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2825 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2826 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
2828 * `update_liquids()`: Update liquid flow
2829 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
2830 had been modified since the last read from map, due to a call to
2831 `minetest.set_data()` on the loaded area elsewhere
2832 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2835 A helper class for voxel areas.
2836 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2837 The coordinates are *inclusive*, like most other things in Minetest.
2840 * `getExtent()`: returns a 3D vector containing the size of the area formed by
2841 `MinEdge` and `MaxEdge`
2842 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2843 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2844 * useful for things like `VoxelManip`, raw Schematic specifiers,
2845 `PerlinNoiseMap:get2d`/`3dMap`, and so on
2846 * `indexp(p)`: same as above, except takes a vector
2847 * `position(i)`: returns the absolute position vector corresponding to index `i`
2848 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2849 * `containsp(p)`: same as above, except takes a vector
2850 * `containsi(i)`: same as above, except takes an index `i`
2851 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2852 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2853 * `iterp(minp, maxp)`: same as above, except takes a vector
2856 An interface to read config files in the format of `minetest.conf`.
2858 It can be created via `Settings(filename)`.
2861 * `get(key)`: returns a value
2862 * `get_bool(key)`: returns a boolean
2864 * `remove(key)`: returns a boolean (`true` for success)
2865 * `get_names()`: returns `{key1,...}`
2866 * `write()`: returns a boolean (`true` for success)
2867 * write changes to file
2868 * `to_table()`: returns `{[key1]=value1,...}`
2872 A mapgen object is a construct used in map generation. Mapgen objects can be used
2873 by an `on_generate` callback to speed up operations by avoiding unnecessary
2874 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
2875 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
2876 was called outside of an `on_generate()` callback, `nil` is returned.
2878 The following Mapgen objects are currently available:
2881 This returns three values; the `VoxelManip` object to be used, minimum and maximum
2882 emerged position, in that order. All mapgens support this object.
2885 Returns an array containing the y coordinates of the ground levels of nodes in
2886 the most recently generated chunk by the current mapgen.
2889 Returns an array containing the biome IDs of nodes in the most recently
2890 generated chunk by the current mapgen.
2893 Returns an array containing the temperature values of nodes in the most
2894 recently generated chunk by the current mapgen.
2897 Returns an array containing the humidity values of nodes in the most recently
2898 generated chunk by the current mapgen.
2901 Returns a table mapping requested generation notification types to arrays of
2902 positions at which the corresponding generated structures are located at within
2903 the current chunk. To set the capture of positions of interest to be recorded
2904 on generate, use `minetest.set_gen_notify()`.
2906 Possible fields of the table returned are:
2912 * `large_cave_begin`
2916 Decorations have a key in the format of `"decoration#id"`, where `id` is the
2917 numeric unique decoration ID.
2921 * Functions receive a "luaentity" as `self`:
2922 * It has the member `.name`, which is the registered name `("mod:thing")`
2923 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2924 * The original prototype stuff is visible directly via a metatable
2926 * `on_activate(self, staticdata)`
2927 * Called when the object is instantiated.
2928 * `on_step(self, dtime)`
2929 * Called on every server tick, after movement and collision processing.
2930 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2932 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2933 * Called when somebody punches the object.
2934 * Note that you probably want to handle most punches using the
2935 automatic armor group system.
2936 * `puncher`: an `ObjectRef` (can be `nil`)
2937 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2938 * `tool_capabilities`: capability table of used tool (can be `nil`)
2939 * `dir`: unit vector of direction of punch. Always defined. Points from
2940 the puncher to the punched.
2941 * `on_rightclick(self, clicker)`
2942 * `get_staticdata(self)`
2943 * Should return a string that will be passed to `on_activate` when
2944 the object is instantiated the next time.
2952 axiom, --string initial tree axiom
2953 rules_a, --string rules set A
2954 rules_b, --string rules set B
2955 rules_c, --string rules set C
2956 rules_d, --string rules set D
2957 trunk, --string trunk node name
2958 leaves, --string leaves node name
2959 leaves2, --string secondary leaves node name
2960 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2961 angle, --num angle in deg
2962 iterations, --num max # of iterations, usually 2 -5
2963 random_level, --num factor to lower nr of iterations, usually 0 - 3
2964 trunk_type, --string single/double/crossed) type of trunk: 1 node,
2965 -- 2x2 nodes or 3x3 in cross shape
2966 thin_branches, --boolean true -> use thin (1 node) branches
2967 fruit, --string fruit node name
2968 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2969 seed, --num random seed; if no seed is provided, the engine will create one
2972 ### Key for Special L-System Symbols used in Axioms
2974 * `G`: move forward one unit with the pen up
2975 * `F`: move forward one unit with the pen down drawing trunks and branches
2976 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2977 * `T`: move forward one unit with the pen down drawing trunks only
2978 * `R`: move forward one unit with the pen down placing fruit
2979 * `A`: replace with rules set A
2980 * `B`: replace with rules set B
2981 * `C`: replace with rules set C
2982 * `D`: replace with rules set D
2983 * `a`: replace with rules set A, chance 90%
2984 * `b`: replace with rules set B, chance 80%
2985 * `c`: replace with rules set C, chance 70%
2986 * `d`: replace with rules set D, chance 60%
2987 * `+`: yaw the turtle right by `angle` parameter
2988 * `-`: yaw the turtle left by `angle` parameter
2989 * `&`: pitch the turtle down by `angle` parameter
2990 * `^`: pitch the turtle up by `angle` parameter
2991 * `/`: roll the turtle to the right by `angle` parameter
2992 * `*`: roll the turtle to the left by `angle` parameter
2993 * `[`: save in stack current state info
2994 * `]`: recover from stack state info
2997 Spawn a small apple tree:
2999 pos = {x=230,y=20,z=4}
3002 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3003 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3004 trunk="default:tree",
3005 leaves="default:leaves",
3009 trunk_type="single",
3012 fruit="default:apple"
3014 minetest.spawn_tree(pos,apple_tree)
3019 ### Object Properties
3024 collide_with_objects = true, -- collide with other objects if physical=true
3026 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3027 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3028 visual_size = {x=1, y=1},
3030 textures = {}, -- number of required textures depends on visual
3031 colors = {}, -- number of required colors depends on visual
3032 spritediv = {x=1, y=1},
3033 initial_sprite_basepos = {x=0, y=0},
3035 makes_footstep_sound = false,
3036 automatic_rotate = false,
3038 automatic_face_movement_dir = 0.0,
3039 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3042 ### Entity definition (`register_entity`)
3045 -- Deprecated: Everything in object properties is read directly from here
3047 initial_properties = --[[<initial object properties>]],
3049 on_activate = function(self, staticdata, dtime_s),
3050 on_step = function(self, dtime),
3051 on_punch = function(self, hitter),
3052 on_rightclick = function(self, clicker),
3053 get_staticdata = function(self),
3054 -- ^ Called sometimes; the string returned is passed to on_activate when
3055 -- the entity is re-activated from static state
3057 -- Also you can define arbitrary member variables here
3058 myvariable = whatever,
3061 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3064 -- In the following two fields, also group:groupname will work.
3065 nodenames = {"default:lava_source"},
3066 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3067 ^ If left out or empty, any neighbor will do ]]
3068 interval = 1.0, -- Operation interval in seconds
3069 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3070 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3071 ^ The chance value is temporarily reduced when returning to
3072 an area to simulate time lost by the area being unattended.
3073 ^ Note chance value can often be reduced to 1 ]]
3074 action = func(pos, node, active_object_count, active_object_count_wider),
3077 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3080 description = "Steel Axe",
3081 groups = {}, -- key=name, value=rating; rating=1..3.
3082 if rating not applicable, use 1.
3083 e.g. {wool=1, fluffy=3}
3084 {soil=2, outerspace=1, crumbly=1}
3085 {bendy=2, snappy=1},
3086 {hard=1, metal=1, spikes=1}
3087 inventory_image = "default_tool_steelaxe.png",
3089 wield_scale = {x=1,y=1,z=1},
3092 liquids_pointable = false,
3093 tool_capabilities = {
3094 full_punch_interval = 1.0,
3098 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3099 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3101 damage_groups = {groupname=damage},
3103 node_placement_prediction = nil,
3105 ^ If nil and item is node, prediction is made automatically
3106 ^ If nil and item is not a node, no prediction is made
3107 ^ If "" and item is anything, no prediction is made
3108 ^ Otherwise should be name of node which the client immediately places
3109 on ground when the player places the item. Server will always update
3110 actual result to client in a short moment.
3113 place = --[[<SimpleSoundSpec>]],
3116 on_place = func(itemstack, placer, pointed_thing),
3118 ^ Shall place item and return the leftover itemstack
3119 ^ default: minetest.item_place ]]
3120 on_drop = func(itemstack, dropper, pos),
3122 ^ Shall drop item and return the leftover itemstack
3123 ^ default: minetest.item_drop ]]
3124 on_use = func(itemstack, user, pointed_thing),
3127 ^ Function must return either nil if no item shall be removed from
3128 inventory, or an itemstack to replace the original itemstack.
3129 e.g. itemstack:take_item(); return itemstack
3130 ^ Otherwise, the function is free to do what it wants.
3131 ^ The default functions handle regular use cases.
3133 after_use = func(itemstack, user, node, digparams),
3136 ^ If defined, should return an itemstack and will be called instead of
3137 wearing out the tool. If returns nil, does nothing.
3138 If after_use doesn't exist, it is the same as:
3139 function(itemstack, user, node, digparams)
3140 itemstack:add_wear(digparams.wear)
3148 * `{name="image.png", animation={Tile Animation definition}}`
3149 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3150 tileable_horizontal=bool}`
3151 * backface culling only supported in special tiles.
3152 * tileable flags are info for shaders, how they should treat texture
3153 when displacement mapping is used
3154 Directions are from the point of view of the tile texture,
3155 not the node it's on
3156 * deprecated, yet still supported field names:
3159 ### Tile animation definition
3160 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3162 ### Node definition (`register_node`)
3165 -- <all fields allowed in item definitions>,
3167 drawtype = "normal", -- See "Node drawtypes"
3168 visual_scale = 1.0, --[[
3169 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3170 ^ For plantlike, the image will start at the bottom of the node; for the
3171 ^ other drawtypes, the image will be centered on the node.
3172 ^ Note that positioning for "torchlike" may still change. ]]
3173 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3174 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3175 ^ List can be shortened to needed length ]]
3176 special_tiles = {tile definition 1, Tile definition 2}, --[[
3177 ^ Special textures of node; used rarely (old field name: special_materials)
3178 ^ List can be shortened to needed length ]]
3180 use_texture_alpha = false, -- Use texture's alpha channel
3181 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3182 paramtype = "none", -- See "Nodes" --[[
3183 ^ paramtype = "light" allows light to propagate from or through the node with light value
3184 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3185 paramtype2 = "none", -- See "Nodes"
3186 is_ground_content = true, -- If false, the cave generator will not carve through this
3187 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3188 walkable = true, -- If true, objects collide with node
3189 pointable = true, -- If true, can be pointed at
3190 diggable = true, -- If false, can never be dug
3191 climbable = false, -- If true, can be climbed on (ladder)
3192 buildable_to = false, -- If true, placed nodes can replace this node
3193 liquidtype = "none", -- "none"/"source"/"flowing"
3194 liquid_alternative_flowing = "", -- Flowing version of source liquid
3195 liquid_alternative_source = "", -- Source version of flowing liquid
3196 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3197 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
3199 ^ Block contains level in param2. Value is default level, used for snow.
3200 ^ Don't forget to use "leveled" type nodebox. ]]
3201 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3202 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3203 light_source = 0, -- Amount of light emitted by node
3204 damage_per_second = 0, -- If player is inside node, this damage is caused
3205 node_box = {type="regular"}, -- See "Node boxes"
3207 selection_box = {type="regular"}, -- See "Node boxes" --[[
3208 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3209 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3210 legacy_wallmounted = false, -- Support maps made in and before January 2012
3212 footstep = <SimpleSoundSpec>,
3213 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3214 dug = <SimpleSoundSpec>,
3215 place = <SimpleSoundSpec>,
3217 drop = "", -- Name of dropped node when dug. Default is the node itself.
3220 max_items = 1, -- Maximum number of items to drop.
3221 items = { -- Choose max_items randomly from this list.
3223 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3224 rarity = 1, -- Probability of getting is 1 / rarity.
3229 on_construct = func(pos), --[[
3230 ^ Node constructor; called after adding node
3231 ^ Can set up metadata and stuff like that
3232 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3234 on_destruct = func(pos), --[[
3235 ^ Node destructor; called before removing node
3236 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3238 after_destruct = func(pos, oldnode), --[[
3239 ^ Node destructor; called after removing node
3240 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3243 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3244 ^ Called after constructing node when node was placed using
3245 minetest.item_place_node / minetest.place_node
3246 ^ If return true no item is taken from itemstack
3248 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3249 ^ oldmetadata is in table format
3250 ^ Called after destructing node when node was dug using
3251 minetest.node_dig / minetest.dig_node
3253 can_dig = function(pos, [player]) --[[
3254 ^ returns true if node can be dug, or false if not
3257 on_punch = func(pos, node, puncher, pointed_thing), --[[
3258 ^ default: minetest.node_punch
3259 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3260 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3262 ^ if defined, itemstack will hold clicker's wielded item
3263 ^ Shall return the leftover itemstack
3264 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3266 on_dig = func(pos, node, digger), --[[
3267 ^ default: minetest.node_dig
3268 ^ By default: checks privileges, wears out tool and removes node ]]
3270 on_timer = function(pos,elapsed), --[[
3272 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3273 ^ elapsed is the total time passed since the timer was started
3274 ^ return true to run the timer for another cycle with the same timeout value ]]
3276 on_receive_fields = func(pos, formname, fields, sender), --[[
3277 ^ fields = {name1 = value1, name2 = value2, ...}
3278 ^ Called when an UI form (e.g. sign text input) returns data
3281 allow_metadata_inventory_move = func(pos, from_list, from_index,
3282 to_list, to_index, count, player), --[[
3283 ^ Called when a player wants to move items inside the inventory
3284 ^ Return value: number of items allowed to move ]]
3286 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3287 ^ Called when a player wants to put something into the inventory
3288 ^ Return value: number of items allowed to put
3289 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3291 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3292 ^ Called when a player wants to take something out of the inventory
3293 ^ Return value: number of items allowed to take
3294 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3296 on_metadata_inventory_move = func(pos, from_list, from_index,
3297 to_list, to_index, count, player),
3298 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3299 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3300 ^ Called after the actual action has happened, according to what was allowed.
3301 ^ No return value ]]
3303 on_blast = func(pos, intensity), --[[
3304 ^ intensity: 1.0 = mid range of regular TNT
3305 ^ If defined, called when an explosion touches the node, instead of
3306 removing the node ]]
3309 ### Recipe for `register_craft` (shaped)
3312 output = 'default:pick_stone',
3314 {'default:cobble', 'default:cobble', 'default:cobble'},
3315 {'', 'default:stick', ''},
3316 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3318 replacements = --[[<optional list of item pairs,
3319 replace one input item with another item on crafting>]]
3322 ### Recipe for `register_craft` (shapeless)
3326 output = 'mushrooms:mushroom_stew',
3329 "mushrooms:mushroom_brown",
3330 "mushrooms:mushroom_red",
3332 replacements = --[[<optional list of item pairs,
3333 replace one input item with another item on crafting>]]
3336 ### Recipe for `register_craft` (tool repair)
3339 type = "toolrepair",
3340 additional_wear = -0.02,
3343 ### Recipe for `register_craft` (cooking)
3347 output = "default:glass",
3348 recipe = "default:sand",
3352 ### Recipe for `register_craft` (furnace fuel)
3356 recipe = "default:leaves",
3360 ### Ore definition (`register_ore`)
3363 ore_type = "scatter", -- See "Ore types"
3364 ore = "default:stone_with_coal",
3365 wherein = "default:stone",
3366 -- ^ a list of nodenames is supported too
3367 clust_scarcity = 8*8*8,
3368 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3369 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3371 -- ^ Number of ores in a cluster
3373 -- ^ Size of the bounding box of the cluster
3374 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3378 -- ^ Attributes for this ore generation
3379 noise_threshhold = 0.5,
3380 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3381 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3382 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3383 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3384 random_factor = 1.0,
3385 -- ^ Multiplier of the randomness contribution to the noise value at any
3386 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3387 -- ^ This parameter is only valid for ore_type == "vein".
3388 biomes = {"desert", "rainforest"}
3389 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3390 -- ^ and ignored if the Mapgen being used does not support biomes.
3391 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3394 ### Decoration definition (`register_decoration`)
3397 deco_type = "simple", -- See "Decoration types"
3398 place_on = "default:dirt_with_grass",
3399 -- ^ Node that decoration can be placed on
3401 -- ^ Size of divisions made in the chunk being generated.
3402 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3404 -- ^ Ratio of the area to be uniformly filled by the decoration.
3405 -- ^ Used only if noise_params is not specified.
3406 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3407 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3408 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3409 biomes = {"Oceanside", "Hills", "Plains"},
3410 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3411 -- ^ and ignored if the Mapgen being used does not support biomes.
3412 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3415 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3416 -- ^ This parameter refers to the `y` position of the decoration base, so
3417 -- the actual maximum height would be `height_max + size.Y`.
3419 ----- Simple-type parameters
3420 decoration = "default:grass",
3421 -- ^ The node name used as the decoration.
3422 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3424 -- ^ Number of nodes high the decoration is made.
3425 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3427 -- ^ Number of nodes the decoration can be at maximum.
3428 -- ^ If absent, the parameter 'height' is used as a constant.
3429 spawn_by = "default:water",
3430 -- ^ Node that the decoration only spawns next to.
3431 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3432 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3434 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3435 -- ^ If absent or -1, decorations occur next to any nodes.
3437 ----- Schematic-type parameters
3438 schematic = "foobar.mts",
3439 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3440 -- ^ specified Minetest schematic file.
3441 -- ^ - OR -, could be the ID of a previously registered schematic
3442 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3443 -- ^ and an optional table yslice_prob:
3445 size = {x=4, y=6, z=4},
3447 {name="default:cobble", param1=255, param2=0},
3448 {name="default:dirt_with_grass", param1=255, param2=0},
3449 {name="ignore", param1=255, param2=0},
3450 {name="air", param1=255, param2=0},
3459 -- ^ See 'Schematic specifier' for details.
3460 replacements = {["oldname"] = "convert_to", ...},
3461 flags = "place_center_x, place_center_y, place_center_z, force_placement",
3462 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3463 rotation = "90" -- rotate schematic 90 degrees on placement
3464 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3467 ### Chat command definition (`register_chatcommand`)
3470 params = "<name> <privilege>", -- Short parameter description
3471 description = "Remove privilege from player", -- Full description
3472 privs = {privs=true}, -- Require the "privs" privilege to run
3473 func = function(name, param), -- Called when command is run.
3474 -- Returns boolean success and text output.
3477 ### Detached inventory callbacks
3480 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3481 -- ^ Called when a player wants to move items inside the inventory
3482 -- ^ Return value: number of items allowed to move
3484 allow_put = func(inv, listname, index, stack, player),
3485 -- ^ Called when a player wants to put something into the inventory
3486 -- ^ Return value: number of items allowed to put
3487 -- ^ Return value: -1: Allow and don't modify item count in inventory
3489 allow_take = func(inv, listname, index, stack, player),
3490 -- ^ Called when a player wants to take something out of the inventory
3491 -- ^ Return value: number of items allowed to take
3492 -- ^ Return value: -1: Allow and don't modify item count in inventory
3494 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3495 on_put = func(inv, listname, index, stack, player),
3496 on_take = func(inv, listname, index, stack, player),
3497 -- ^ Called after the actual action has happened, according to what was allowed.
3498 -- ^ No return value
3501 ### HUD Definition (`hud_add`, `hud_get`)
3504 hud_elem_type = "image", -- see HUD element types
3505 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3506 position = {x=0.5, y=0.5},
3507 -- ^ Left corner position of element
3513 -- ^ Selected item in inventory. 0 for no item selected.
3515 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3516 alignment = {x=0, y=0},
3517 -- ^ See "HUD Element Types"
3518 offset = {x=0, y=0},
3519 -- ^ See "HUD Element Types"
3520 size = { x=100, y=100 },
3521 -- ^ Size of element in pixels
3524 ### Particle definition (`add_particle`)
3527 pos = {x=0, y=0, z=0},
3528 velocity = {x=0, y=0, z=0},
3529 acceleration = {x=0, y=0, z=0},
3530 -- ^ Spawn particle at pos with velocity and acceleration
3532 -- ^ Disappears after expirationtime seconds
3534 collisiondetection = false,
3535 -- ^ collisiondetection: if true collides with physical objects
3537 -- ^ vertical: if true faces player using y axis only
3538 texture = "image.png",
3539 -- ^ Uses texture (string)
3540 playername = "singleplayer"
3541 -- ^ optional, if specified spawns particle only on the player's client
3544 ### `ParticleSpawner` definition (`add_particlespawner`)
3549 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3550 minpos = {x=0, y=0, z=0},
3551 maxpos = {x=0, y=0, z=0},
3552 minvel = {x=0, y=0, z=0},
3553 maxvel = {x=0, y=0, z=0},
3554 minacc = {x=0, y=0, z=0},
3555 maxacc = {x=0, y=0, z=0},
3560 -- ^ The particle's properties are random values in between the bounds:
3561 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3562 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3563 collisiondetection = false,
3564 -- ^ collisiondetection: if true uses collision detection
3566 -- ^ vertical: if true faces player using y axis only
3567 texture = "image.png",
3568 -- ^ Uses texture (string)
3569 playername = "singleplayer"
3570 -- ^ Playername is optional, if specified spawns particle only on the player's client