1 Minetest Lua Modding API Reference
2 ==================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest using Lua scripting
9 in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things, which is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API, and to document it here.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
50 * `$path_share/games/gameid/`
51 * `$path_user/games/gameid/`
52 Where `gameid` is unique to each game.
54 The game directory can contain the following files:
57 * name = <Human-readable full name of the game>
60 * Optionally, game.conf can also contain:
61 disallowed_mapgens = <comma-separated mapgens>
63 disallowed_mapgens = v5,v6,flat
64 These mapgens are removed from the list of mapgens for the game.
66 Used to set default settings when running this game.
68 In the same format as the one in builtin.
69 This settingtypes.txt will be parsed by the menu and the settings will be
70 displayed in the "Games" category in the advanced settings tab.
71 * If the subgame contains a folder called `textures` the server will load it
72 as a texturepack, overriding mod textures.
73 Any server texturepack will override mod textures and the game texturepack.
77 Games can provide custom main menu images. They are put inside a `menu`
78 directory inside the game directory.
80 The images are named `$identifier.png`, where `$identifier` is one of
81 `overlay`, `background`, `footer`, `header`.
82 If you want to specify multiple images for one identifier, add additional
83 images named like `$identifier.$n.png`, with an ascending number $n starting
84 with 1, and a random image will be chosen from the provided ones.
90 * `$path_share/games/gameid/mods/`
92 * `$path_user/games/gameid/mods/`
93 * `$path_user/mods/` (User-installed mods)
94 * `$worldpath/worldmods/`
96 In a run-in-place version (e.g. the distributed windows version):
98 * `minetest-0.4.x/games/gameid/mods/`
99 * `minetest-0.4.x/mods/` (User-installed mods)
100 * `minetest-0.4.x/worlds/worldname/worldmods/`
102 On an installed version on Linux:
104 * `/usr/share/minetest/games/gameid/mods/`
105 * `$HOME/.minetest/mods/` (User-installed mods)
106 * `$HOME/.minetest/worlds/worldname/worldmods`
108 Mod load path for world-specific games
109 --------------------------------------
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds.
115 This happens if the following directory exists:
119 Mods should be then be placed in:
125 Mods can be put in a subdirectory, if the parent directory, which otherwise
126 should be a mod, contains a file named `modpack.txt`. This file shall be
127 empty, except for lines starting with `#`, which are comments.
129 Mod directory structure
130 ------------------------
136 | |-- description.txt
137 | |-- settingtypes.txt
141 | | |-- modname_stuff.png
142 | | `-- modname_something_else.png
151 The location of this directory can be fetched by using
152 `minetest.get_modpath(modname)`.
155 List of mods that have to be loaded before loading this mod.
157 A single line contains a single modname.
159 Optional dependencies can be defined by appending a question mark
160 to a single modname. This means that if the specified mod
161 is missing, it does not prevent this mod from being loaded.
164 A screenshot shown in the mod manager within the main menu. It should
165 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
167 ### `description.txt`
168 A file containing a description to be shown in the Mods tab of the mainmenu.
170 ### `settingtypes.txt`
171 A file in the same format as the one in builtin. It will be parsed by the
172 settings menu and the settings will be displayed in the "Mods" category.
175 The main Lua script. Running this script should register everything it
176 wants to register. Subsequent execution depends on minetest calling the
177 registered callbacks.
179 `minetest.settings` can be used to read custom or existing settings at load
180 time, if necessary. (See `Settings`)
183 Models for entities or meshnodes.
185 ### `textures`, `sounds`, `media`
186 Media files (textures, sounds, whatever) that will be transferred to the
187 client and will be available for use by the mod.
190 Translation files for the clients. (See `Translations`)
192 Naming convention for registered textual names
193 ----------------------------------------------
194 Registered names should generally be in this format:
198 `<whatever>` can have these characters:
202 This is to prevent conflicting names from corrupting maps and is
203 enforced by the mod loader.
206 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
207 So the name should be `experimental:tnt`.
209 Enforcement can be overridden by prefixing the name with `:`. This can
210 be used for overriding the registrations of some other mod.
212 Example: Any mod can redefine `experimental:tnt` by using the name
217 (also that mod is required to have `experimental` as a dependency)
219 The `:` prefix can also be used for maintaining backwards compatibility.
223 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
224 `minetest.register_alias_force(name, convert_to)`.
226 This converts anything called `name` to `convert_to`.
228 The only difference between `minetest.register_alias` and
229 `minetest.register_alias_force` is that if an item called `name` exists,
230 `minetest.register_alias` will do nothing while
231 `minetest.register_alias_force` will unregister it.
233 This can be used for maintaining backwards compatibility.
235 This can also set quick access names for things, e.g. if
236 you have an item called `epiclylongmodname:stuff`, you could do
238 minetest.register_alias("stuff", "epiclylongmodname:stuff")
240 and be able to use `/giveme stuff`.
244 In a game, a certain number of these must be set to tell core mapgens which
245 of the game's nodes are to be used by the core mapgens. For example:
247 minetest.register_alias("mapgen_stone", "default:stone")
249 ### Aliases needed for all mapgens except Mapgen v6
254 "mapgen_water_source"
255 "mapgen_river_water_source"
263 Only needed for registered biomes where 'node_stone' is stone:
265 "mapgen_stair_cobble"
267 Only needed for registered biomes where 'node_stone' is desert stone:
268 "mapgen_desert_stone"
269 "mapgen_stair_desert_stone"
270 Only needed for registered biomes where 'node_stone' is sandstone:
272 "mapgen_sandstonebrick"
273 "mapgen_stair_sandstone_block"
275 ### Aliases needed for Mapgen v6
280 "mapgen_water_source"
283 "mapgen_dirt_with_grass"
286 "mapgen_desert_stone"
288 "mapgen_dirt_with_snow"
299 "mapgen_jungleleaves"
302 "mapgen_pine_needles"
307 "mapgen_stair_cobble"
309 "mapgen_stair_desert_stone"
313 Mods should generally prefix their textures with `modname_`, e.g. given
314 the mod name `foomod`, a texture could be called:
318 Textures are referred to by their complete name, or alternatively by
319 stripping out the file extension:
321 * e.g. `foomod_foothing.png`
322 * e.g. `foomod_foothing`
326 There are various texture modifiers that can be used
327 to generate textures on-the-fly.
329 ### Texture overlaying
330 Textures can be overlaid by putting a `^` between them.
334 default_dirt.png^default_grass_side.png
336 `default_grass_side.png` is overlaid over `default_dirt.png`.
337 The texture with the lower resolution will be automatically upscaled to
338 the higher resolution texture.
341 Textures can be grouped together by enclosing them in `(` and `)`.
343 Example: `cobble.png^(thing1.png^thing2.png)`
345 A texture for `thing1.png^thing2.png` is created and the resulting
346 texture is overlaid on top of `cobble.png`.
349 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
350 passing complex texture names as arguments. Escaping is done with backslash and
351 is required for `^` and `:`.
353 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
355 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
356 on top of `cobble.png`.
358 ### Advanced texture modifiers
363 * `[crack:<t>:<n>:<p>`
364 * `[cracko:<t>:<n>:<p>`
367 * `<t>` = tile count (in each direction)
368 * `<n>` = animation frame count
369 * `<p>` = current animation frame
371 Draw a step of the crack animation on the texture.
372 `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
376 default_cobble.png^[crack:10:1
378 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
383 * `<file>` = texture to combine
385 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
386 specified coordinates.
390 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
392 #### `[resize:<w>x<h>`
393 Resizes the texture to the given dimensions.
397 default_sandstone.png^[resize:16x16
400 Makes the base image transparent according to the given ratio.
402 `r` must be between 0 and 255.
403 0 means totally transparent. 255 means totally opaque.
407 default_sandstone.png^[opacity:127
409 #### `[invert:<mode>`
410 Inverts the given channels of the base image.
411 Mode may contain the characters "r", "g", "b", "a".
412 Only the channels that are mentioned in the mode string will be inverted.
416 default_apple.png^[invert:rgb
419 Brightens the texture.
423 tnt_tnt_side.png^[brighten
426 Makes the texture completely opaque.
430 default_leaves.png^[noalpha
432 #### `[makealpha:<r>,<g>,<b>`
433 Convert one color to transparency.
437 default_cobble.png^[makealpha:128,128,128
440 * `<t>` = transformation(s) to apply
442 Rotates and/or flips the image.
444 `<t>` can be a number (between 0 and 7) or a transform name.
445 Rotations are counter-clockwise.
448 1 R90 rotate by 90 degrees
449 2 R180 rotate by 180 degrees
450 3 R270 rotate by 270 degrees
452 5 FXR90 flip X then rotate by 90 degrees
454 7 FYR90 flip Y then rotate by 90 degrees
458 default_stone.png^[transformFXR90
460 #### `[inventorycube{<top>{<left>{<right>`
461 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
463 Create an inventory cube texture using the side textures.
467 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
469 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
470 `dirt.png^grass_side.png` textures
472 #### `[lowpart:<percent>:<file>`
473 Blit the lower `<percent>`% part of `<file>` on the texture.
477 base.png^[lowpart:25:overlay.png
479 #### `[verticalframe:<t>:<n>`
480 * `<t>` = animation frame count
481 * `<n>` = current animation frame
483 Crops the texture to a frame of a vertical animation.
487 default_torch_animated.png^[verticalframe:16:8
490 Apply a mask to the base image.
492 The mask is applied using binary AND.
494 #### `[sheet:<w>x<h>:<x>,<y>`
495 Retrieves a tile at position x,y from the base image
496 which it assumes to be a tilesheet with dimensions w,h.
499 #### `[colorize:<color>:<ratio>`
500 Colorize the textures with the given color.
501 `<color>` is specified as a `ColorString`.
502 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
503 it is an int, then it specifies how far to interpolate between the
504 colors where 0 is only the texture color and 255 is only `<color>`. If
505 omitted, the alpha of `<color>` will be used as the ratio. If it is
506 the word "`alpha`", then each texture pixel will contain the RGB of
507 `<color>` and the alpha of `<color>` multiplied by the alpha of the
510 #### `[multiply:<color>`
511 Multiplies texture colors with the given color.
512 `<color>` is specified as a `ColorString`.
513 Result is more like what you'd expect if you put a color on top of another
514 color. Meaning white surfaces get a lot of your new color while black parts don't
519 The goal of hardware coloring is to simplify the creation of
520 colorful nodes. If your textures use the same pattern, and they only
521 differ in their color (like colored wool blocks), you can use hardware
522 coloring instead of creating and managing many texture files.
523 All of these methods use color multiplication (so a white-black texture
524 with red coloring will result in red-black color).
527 This method is useful if you wish to create nodes/items with
528 the same texture, in different colors, each in a new node/item definition.
531 When you register an item or node, set its `color` field (which accepts a
532 `ColorSpec`) to the desired color.
534 An `ItemStack`s static color can be overwritten by the `color` metadata
535 field. If you set that field to a `ColorString`, that color will be used.
538 Each tile may have an individual static color, which overwrites every
539 other coloring methods. To disable the coloring of a face,
540 set its color to white (because multiplying with white does nothing).
541 You can set the `color` property of the tiles in the node's definition
542 if the tile is in table format.
545 For nodes and items which can have many colors, a palette is more
546 suitable. A palette is a texture, which can contain up to 256 pixels.
547 Each pixel is one possible color for the node/item.
548 You can register one node/item, which can have up to 256 colors.
550 #### Palette indexing
551 When using palettes, you always provide a pixel index for the given
552 node or `ItemStack`. The palette is read from left to right and from
553 top to bottom. If the palette has less than 256 pixels, then it is
554 stretched to contain exactly 256 pixels (after arranging the pixels
555 to one line). The indexing starts from 0.
558 * 16x16 palette, index = 0: the top left corner
559 * 16x16 palette, index = 4: the fifth pixel in the first row
560 * 16x16 palette, index = 16: the pixel below the top left corner
561 * 16x16 palette, index = 255: the bottom right corner
562 * 2 (width)x4 (height) palette, index=31: the top left corner.
563 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
564 to ensure the total 256 pixels.
565 * 2x4 palette, index=32: the top right corner
566 * 2x4 palette, index=63: the top right corner
567 * 2x4 palette, index=64: the pixel below the top left corner
569 #### Using palettes with items
570 When registering an item, set the item definition's `palette` field to
571 a texture. You can also use texture modifiers.
573 The `ItemStack`'s color depends on the `palette_index` field of the
574 stack's metadata. `palette_index` is an integer, which specifies the
575 index of the pixel to use.
577 #### Linking palettes with nodes
578 When registering a node, set the item definition's `palette` field to
579 a texture. You can also use texture modifiers.
580 The node's color depends on its `param2`, so you also must set an
581 appropriate `drawtype`:
582 * `drawtype = "color"` for nodes which use their full `param2` for
583 palette indexing. These nodes can have 256 different colors.
584 The palette should contain 256 pixels.
585 * `drawtype = "colorwallmounted"` for nodes which use the first
586 five bits (most significant) of `param2` for palette indexing.
587 The remaining three bits are describing rotation, as in `wallmounted`
588 draw type. Division by 8 yields the palette index (without stretching the
589 palette). These nodes can have 32 different colors, and the palette
590 should contain 32 pixels.
592 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
593 pixel will be picked from the palette.
594 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
595 pixel will be picked from the palette.
596 * `drawtype = "colorfacedir"` for nodes which use the first
597 three bits of `param2` for palette indexing. The remaining
598 five bits are describing rotation, as in `facedir` draw type.
599 Division by 32 yields the palette index (without stretching the
600 palette). These nodes can have 8 different colors, and the
601 palette should contain 8 pixels.
603 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
604 first (= 0 + 1) pixel will be picked from the palette.
605 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
606 second (= 1 + 1) pixel will be picked from the palette.
608 To colorize a node on the map, set its `param2` value (according
609 to the node's draw type).
611 ### Conversion between nodes in the inventory and the on the map
612 Static coloring is the same for both cases, there is no need
615 If the `ItemStack`'s metadata contains the `color` field, it will be
616 lost on placement, because nodes on the map can only use palettes.
618 If the `ItemStack`'s metadata contains the `palette_index` field, it is
619 automatically transferred between node and item forms by the engine,
620 when a player digs or places a colored node.
621 You can disable this feature by setting the `drop` field of the node
622 to itself (without metadata).
623 To transfer the color to a special drop, you need a drop table.
626 minetest.register_node("mod:stone", {
627 description = "Stone",
628 tiles = {"default_stone.png"},
629 paramtype2 = "color",
630 palette = "palette.png",
633 -- assume that mod:cobblestone also has the same palette
634 {items = {"mod:cobblestone"}, inherit_color = true },
639 ### Colored items in craft recipes
640 Craft recipes only support item strings, but fortunately item strings
641 can also contain metadata. Example craft recipe registration:
643 minetest.register_craft({
644 output = minetest.itemstring_with_palette("wool:block", 3),
652 To set the `color` field, you can use `minetest.itemstring_with_color`.
654 Metadata field filtering in the `recipe` field are not supported yet,
655 so the craft output is independent of the color of the ingredients.
659 Sometimes hardware coloring is not enough, because it affects the
660 whole tile. Soft texture overlays were added to Minetest to allow
661 the dynamic coloring of only specific parts of the node's texture.
662 For example a grass block may have colored grass, while keeping the
665 These overlays are 'soft', because unlike texture modifiers, the layers
666 are not merged in the memory, but they are simply drawn on top of each
667 other. This allows different hardware coloring, but also means that
668 tiles with overlays are drawn slower. Using too much overlays might
671 For inventory and wield images you can specify overlays which
672 hardware coloring does not modify. You have to set `inventory_overlay`
673 and `wield_overlay` fields to an image name.
675 To define a node overlay, simply set the `overlay_tiles` field of the node
676 definition. These tiles are defined in the same way as plain tiles:
677 they can have a texture name, color etc.
678 To skip one face, set that overlay tile to an empty string.
680 Example (colored grass block):
682 minetest.register_node("default:dirt_with_grass", {
683 description = "Dirt with Grass",
684 -- Regular tiles, as usual
685 -- The dirt tile disables palette coloring
686 tiles = {{name = "default_grass.png"},
687 {name = "default_dirt.png", color = "white"}},
688 -- Overlay tiles: define them in the same style
689 -- The top and bottom tile does not have overlay
690 overlay_tiles = {"", "",
691 {name = "default_grass_side.png", tileable_vertical = false}},
692 -- Global color, used in inventory
694 -- Palette in the world
695 paramtype2 = "color",
696 palette = "default_foilage.png",
701 Only Ogg Vorbis files are supported.
703 For positional playing of sounds, only single-channel (mono) files are
704 supported. Otherwise OpenAL will play them non-positionally.
706 Mods should generally prefix their sounds with `modname_`, e.g. given
707 the mod name "`foomod`", a sound could be called:
711 Sounds are referred to by their name with a dot, a single digit and the
712 file extension stripped out. When a sound is played, the actual sound file
713 is chosen randomly from the matching sounds.
715 When playing the sound `foomod_foosound`, the sound is chosen randomly
716 from the available ones of the following files:
718 * `foomod_foosound.ogg`
719 * `foomod_foosound.0.ogg`
720 * `foomod_foosound.1.ogg`
722 * `foomod_foosound.9.ogg`
724 Examples of sound parameter tables:
726 -- Play locationless on all clients
728 gain = 1.0, -- default
729 fade = 0.0, -- default, change to a value > 0 to fade the sound in
730 pitch = 1.0, -- default
732 -- Play locationless to one player
735 gain = 1.0, -- default
736 fade = 0.0, -- default, change to a value > 0 to fade the sound in
737 pitch = 1.0, -- default
739 -- Play locationless to one player, looped
742 gain = 1.0, -- default
745 -- Play in a location
747 pos = {x = 1, y = 2, z = 3},
748 gain = 1.0, -- default
749 max_hear_distance = 32, -- default, uses an euclidean metric
751 -- Play connected to an object, looped
753 object = <an ObjectRef>,
754 gain = 1.0, -- default
755 max_hear_distance = 32, -- default, uses an euclidean metric
759 Looped sounds must either be connected to an object or played locationless to
760 one player using `to_player = name,`
762 ### `SimpleSoundSpec`
764 * e.g. `"default_place_node"`
766 * e.g. `{name = "default_place_node"}`
767 * e.g. `{name = "default_place_node", gain = 1.0}`
768 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
770 Registered definitions of stuff
771 -------------------------------
772 Anything added using certain `minetest.register_*` functions get added to
773 the global `minetest.registered_*` tables.
775 * `minetest.register_entity(name, prototype table)`
776 * added to `minetest.registered_entities[name]`
778 * `minetest.register_node(name, node definition)`
779 * added to `minetest.registered_items[name]`
780 * added to `minetest.registered_nodes[name]`
782 * `minetest.register_tool(name, item definition)`
783 * added to `minetest.registered_items[name]`
785 * `minetest.register_craftitem(name, item definition)`
786 * added to `minetest.registered_items[name]`
788 * `minetest.unregister_item(name)`
789 * Unregisters the item name from engine, and deletes the entry with key
790 * `name` from `minetest.registered_items` and from the associated item
791 * table according to its nature: `minetest.registered_nodes[]` etc
793 * `minetest.register_biome(biome definition)`
794 * returns an integer uniquely identifying the registered biome
795 * added to `minetest.registered_biome` with the key of `biome.name`
796 * if `biome.name` is nil, the key is the returned ID
798 * `minetest.unregister_biome(name)`
799 * Unregisters the biome name from engine, and deletes the entry with key
800 * `name` from `minetest.registered_biome`
802 * `minetest.register_ore(ore definition)`
803 * returns an integer uniquely identifying the registered ore
804 * added to `minetest.registered_ores` with the key of `ore.name`
805 * if `ore.name` is nil, the key is the returned ID
807 * `minetest.register_decoration(decoration definition)`
808 * returns an integer uniquely identifying the registered decoration
809 * added to `minetest.registered_decorations` with the key of `decoration.name`
810 * if `decoration.name` is nil, the key is the returned ID
812 * `minetest.register_schematic(schematic definition)`
813 * returns an integer uniquely identifying the registered schematic
814 * added to `minetest.registered_schematic` with the key of `schematic.name`
815 * if `schematic.name` is nil, the key is the returned ID
816 * if the schematic is loaded from a file, schematic.name is set to the filename
817 * if the function is called when loading the mod, and schematic.name is a relative
818 path, then the current mod path will be prepended to the schematic filename
820 * `minetest.clear_registered_biomes()`
821 * clears all biomes currently registered
823 * `minetest.clear_registered_ores()`
824 * clears all ores currently registered
826 * `minetest.clear_registered_decorations()`
827 * clears all decorations currently registered
829 * `minetest.clear_registered_schematics()`
830 * clears all schematics currently registered
832 Note that in some cases you will stumble upon things that are not contained
833 in these tables (e.g. when a mod has been removed). Always check for
834 existence before trying to access the fields.
836 Example: If you want to check the drawtype of a node, you could do:
838 local function get_nodedef_field(nodename, fieldname)
839 if not minetest.registered_nodes[nodename] then
842 return minetest.registered_nodes[nodename][fieldname]
844 local drawtype = get_nodedef_field(nodename, "drawtype")
846 Example: `minetest.get_item_group(name, group)` has been implemented as:
848 function minetest.get_item_group(name, group)
849 if not minetest.registered_items[name] or not
850 minetest.registered_items[name].groups[group] then
853 return minetest.registered_items[name].groups[group]
858 Nodes are the bulk data of the world: cubes and other things that take the
859 space of a cube. Huge amounts of them are handled efficiently, but they
862 The definition of a node is stored and can be accessed by name in
864 minetest.registered_nodes[node.name]
866 See "Registered definitions of stuff".
868 Nodes are passed by value between Lua and the engine.
869 They are represented by a table:
871 {name="name", param1=num, param2=num}
873 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
874 them for certain automated functions. If you don't use these functions, you can
875 use them to store arbitrary values.
877 The functions of `param1` and `param2` are determined by certain fields in the
880 `param1` is reserved for the engine when `paramtype != "none"`:
883 ^ The value stores light with and without sun in its upper and lower 4 bits
884 respectively. Allows light to propagate from or through the node with
885 light value falling by 1 per node. This is essential for a light source
886 node to spread its light.
888 `param2` is reserved for the engine when any of these are used:
890 liquidtype == "flowing"
891 ^ The level and some flags of the liquid is stored in param2
892 drawtype == "flowingliquid"
893 ^ The drawn liquid level is read from param2
894 drawtype == "torchlike"
895 drawtype == "signlike"
896 paramtype2 == "wallmounted"
897 ^ The rotation of the node is stored in param2. You can make this value
898 by using minetest.dir_to_wallmounted().
899 paramtype2 == "facedir"
900 ^ The rotation of the node is stored in param2. Furnaces and chests are
901 rotated this way. Can be made by using minetest.dir_to_facedir().
903 facedir / 4 = axis direction:
904 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
905 facedir modulo 4 = rotation around that axis
906 paramtype2 == "leveled"
907 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
909 The level of the top face of the nodebox is stored in param2.
910 The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
911 The nodebox height is (param2 / 64) nodes.
912 The maximum accepted value of param2 is 127.
914 The height of the 'plantlike' section is stored in param2.
915 The height is (param2 / 16) nodes.
916 paramtype2 == "degrotate"
917 ^ The rotation of this node is stored in param2. Plants are rotated this way.
918 Values range 0 - 179. The value stored in param2 is multiplied by two to
919 get the actual rotation of the node.
920 paramtype2 == "meshoptions"
921 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
922 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
923 a mesh selector. Currently the following meshes are choosable:
924 0 = a "x" shaped plant (ordinary plant)
925 1 = a "+" shaped plant (just rotated 45 degrees)
926 2 = a "*" shaped plant with 3 faces instead of 2
927 3 = a "#" shaped plant with 4 faces instead of 2
928 4 = a "#" shaped plant with 4 faces that lean outwards
929 5-7 are unused and reserved for future meshes.
930 Bits 3 through 7 are optional flags that can be combined and give these
932 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
933 bit 4 (0x10) - Makes the plant mesh 1.4x larger
934 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
935 bits 6-7 are reserved for future use.
936 paramtype2 == "color"
937 ^ `param2` tells which color is picked from the palette.
938 The palette should have 256 pixels.
939 paramtype2 == "colorfacedir"
940 ^ Same as `facedir`, but with colors.
941 The first three bits of `param2` tells which color
942 is picked from the palette.
943 The palette should have 8 pixels.
944 paramtype2 == "colorwallmounted"
945 ^ Same as `wallmounted`, but with colors.
946 The first five bits of `param2` tells which color
947 is picked from the palette.
948 The palette should have 32 pixels.
949 paramtype2 == "glasslikeliquidlevel"
950 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
951 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
953 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
955 Nodes can also contain extra data. See "Node Metadata".
959 There are a bunch of different looking node types.
961 Look for examples in `games/minimal` or `games/minetest_game`.
969 * `glasslike_framed_optional`
971 * `allfaces_optional`
978 * `nodebox` -- See below
979 * `mesh` -- Use models for nodes, see below
980 * `plantlike_rooted` -- See below
982 `*_optional` drawtypes need less rendering time if deactivated (always client side).
986 Node selection boxes are defined using "node boxes"
988 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
989 number of boxes. It allows defining stuff like stairs and slabs.
991 A nodebox is defined as any of:
994 -- A normal cube; the default in most things
998 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1000 fixed = box OR {box1, box2, ...}
1003 -- A variable height box (or boxes) with the top face position defined by
1004 -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
1006 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1008 fixed = box OR {box1, box2, ...}
1011 -- A box like the selection box for torches
1012 -- (wallmounted param2 is used, if applicable)
1013 type = "wallmounted",
1019 -- A node that has optional boxes depending on neighbouring nodes'
1020 -- presence and type. See also `connects_to`.
1022 fixed = box OR {box1, box2, ...}
1023 connect_top = box OR {box1, box2, ...}
1024 connect_bottom = box OR {box1, box2, ...}
1025 connect_front = box OR {box1, box2, ...}
1026 connect_left = box OR {box1, box2, ...}
1027 connect_back = box OR {box1, box2, ...}
1028 connect_right = box OR {box1, box2, ...}
1029 -- The following `disconnected_*` boxes are the opposites of the
1030 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1031 -- on the respective side, the corresponding disconnected box is drawn.
1032 disconnected_top = box OR {box1, box2, ...}
1033 disconnected_bottom = box OR {box1, box2, ...}
1034 disconnected_front = box OR {box1, box2, ...}
1035 disconnected_left = box OR {box1, box2, ...}
1036 disconnected_back = box OR {box1, box2, ...}
1037 disconnected_right = box OR {box1, box2, ...}
1038 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1039 disconnected_sides = box OR {box1, box2, ...} -- when there are *no* neighbours to the sides
1042 A `box` is defined as:
1044 {x1, y1, z1, x2, y2, z2}
1046 A box of a regular node would look like:
1048 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1052 If drawtype `mesh` is used, tiles should hold model materials textures.
1053 Only static meshes are implemented.
1054 For supported model formats see Irrlicht engine documentation.
1056 Rooted plantlike drawtype
1057 -------------------------
1058 The `plantlike_rooted` drawtype was developed to enable underwater plants
1059 without air bubbles around the plants.
1060 It consists of a base cube at the co-ordinates of the node (the seabed /
1061 lakebed / riverbed node) plus a 'plantlike' extension above with a height
1062 defined by param2 (maximum height 16 nodes). This extension visually passes
1063 through any nodes above the base cube without affecting them.
1064 The node is dug by digging the base cube.
1065 The base cube texture tiles are defined as normal, the plantlike extension
1066 uses the defined 'special tile', for example:
1067 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1071 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
1075 Offset that the noise is translated by (i.e. added) after calculation.
1078 Factor that the noise is scaled by (i.e. multiplied) after calculation.
1081 Vector containing values by which each coordinate is divided by before calculation.
1082 Higher spread values result in larger noise features.
1084 A value of `{x=250, y=250, z=250}` is common.
1087 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
1088 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
1091 Number of times the noise gradient is accumulated into the noise.
1093 Increase this number to increase the amount of detail in the resulting noise.
1095 A value of `6` is common.
1098 Factor by which the effect of the noise gradient function changes with each successive octave.
1100 Values less than `1` make the details of successive octaves' noise diminish, while values
1101 greater than `1` make successive octaves stronger.
1103 A value of `0.6` is common.
1106 Factor by which the noise feature sizes change with each successive octave.
1108 A value of `2.0` is common.
1111 Leave this field unset for no special handling.
1113 Currently supported are `defaults`, `eased` and `absvalue`.
1116 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1120 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1121 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1122 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1125 Accumulates the absolute value of each noise gradient result.
1127 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1132 spread = {x=500, y=500, z=500},
1137 flags = "defaults, absvalue"
1139 ^ A single noise parameter table can be used to get 2D or 3D noise,
1140 when getting 2D noise spread.z is ignored.
1145 These tell in what manner the ore is generated.
1147 All default ores are of the uniformly-distributed scatter type.
1150 Randomly chooses a location and generates a cluster of ore.
1152 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1153 that point is greater than the `noise_threshold`, giving the ability to create
1154 a non-equal distribution of ore.
1157 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1158 described by `noise_params` and `noise_threshold`. This is essentially an
1159 improved version of the so-called "stratus" ore seen in some unofficial mods.
1161 This sheet consists of vertical columns of uniform randomly distributed height,
1162 varying between the inclusive range `column_height_min` and `column_height_max`.
1163 If `column_height_min` is not specified, this parameter defaults to 1.
1164 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1165 for reverse compatibility. New code should prefer `column_height_max`.
1167 The `column_midpoint_factor` parameter controls the position of the column at which
1168 ore emanates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1169 columns grow equally starting from each direction. `column_midpoint_factor` is a
1170 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1173 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1176 Creates a sheet of ore in a cloud-like puff shape.
1178 As with the `sheet` ore type, the size and shape of puffs are described by
1179 `noise_params` and `noise_threshold` and are placed at random vertical positions
1180 within the currently generated chunk.
1182 The vertical top and bottom displacement of each puff are determined by the noise
1183 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1186 Creates a deformed sphere of ore according to 3d perlin noise described by
1187 `noise_params`. The maximum size of the blob is `clust_size`, and
1188 `clust_scarcity` has the same meaning as with the `scatter` type.
1191 Creates veins of ore varying in density by according to the intersection of two
1192 instances of 3d perlin noise with different seeds, both described by
1195 `random_factor` varies the influence random chance has on placement of an ore
1196 inside the vein, which is `1` by default. Note that modifying this parameter may
1197 require adjusting `noise_threshold`.
1199 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1202 This ore type is difficult to control since it is sensitive to small changes.
1203 The following is a decent set of parameters to work from:
1208 spread = {x=200, y=200, z=200},
1214 noise_threshold = 1.6
1216 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1217 computationally expensive than any other ore.
1220 Creates a single undulating ore stratum that is continuous across mapchunk
1221 borders and horizontally spans the world.
1223 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the
1224 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1225 defines the stratum's vertical thickness (in units of nodes). Due to being
1226 continuous across mapchunk borders the stratum's vertical thickness is
1229 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1230 to y_max in a simple horizontal stratum.
1232 A parameter `stratum_thickness` can be provided instead of the noise parameter
1233 `np_stratum_thickness`, to create a constant thickness.
1235 Leaving out one or both noise parameters makes the ore generation less intensive,
1236 useful when adding multiple strata.
1238 `y_min` and `y_max` define the limits of the ore generation and for performance
1239 reasons should be set as close together as possible but without clipping the
1240 stratum's Y variation.
1242 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1243 solid-ore stratum would require a `clust_scarcity` of 1.
1245 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1246 `random_factor` are ignored by this ore type.
1250 See section "Flag Specifier Format".
1252 Currently supported flags:
1253 `puff_cliffs`, `puff_additive_composition`.
1256 If set, puff ore generation will not taper down large differences in displacement
1257 when approaching the edge of a puff. This flag has no effect for ore types other
1260 ### `puff_additive_composition`
1261 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1262 negative displacement, the sub-column at that point is not generated. With this
1263 attribute set, puff ore generation will instead generate the absolute difference in
1264 noise displacement values. This flag has no effect for ore types other than `puff`.
1268 The varying types of decorations that can be placed.
1271 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1272 a list, if a decoration list is specified). Can specify a certain node it must
1273 spawn next to, such as water or lava, for example. Can also generate a
1274 decoration of random height between a specified lower and upper bound.
1275 This type of decoration is intended for placement of grass, flowers, cacti,
1276 papyri, waterlilies and so on.
1279 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1280 Can specify a probability of a node randomly appearing when placed.
1281 This decoration type is intended to be used for multi-node sized discrete
1282 structures, such as trees, cave spikes, rocks, and so on.
1286 --------------------
1287 A schematic specifier identifies a schematic by either a filename to a
1288 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1289 in the form of a table. This table specifies the following fields:
1291 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1292 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1293 of the schematic to have a `prob / 256 * 100` chance of occurring. (default: 255)
1294 * The `data` field is a flat table of MapNode tables making up the schematic,
1295 in the order of `[z [y [x]]]`. (required)
1296 Each MapNode table contains:
1297 * `name`: the name of the map node to place (required)
1298 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1299 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1300 * `force_place`: boolean representing if the node should forcibly overwrite any
1301 previous contents (default: false)
1303 About probability values:
1305 * A probability value of `0` or `1` means that node will never appear (0% chance).
1306 * A probability value of `254` or `255` means the node will always appear (100% chance).
1307 * If the probability value `p` is greater than `1`, then there is a
1308 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1312 Schematic attributes
1313 --------------------
1314 See section "Flag Specifier Format".
1316 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1319 * `place_center_x`: Placement of this decoration is centered along the X axis.
1320 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1321 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1322 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1327 The position field is used for all element types.
1329 To account for differing resolutions, the position coordinates are the percentage
1330 of the screen, ranging in value from `0` to `1`.
1332 The name field is not yet used, but should contain a description of what the
1333 HUD element represents. The direction field is the direction in which something
1336 `0` draws from left to right, `1` draws from right to left, `2` draws from
1337 top to bottom, and `3` draws from bottom to top.
1339 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1340 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1341 Fractional values can be used.
1343 The `offset` field specifies a pixel offset from the position. Contrary to position,
1344 the offset is not scaled to screen size. This allows for some precisely-positioned
1347 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1349 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1351 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1352 in the experimental stages.
1355 Displays an image on the HUD.
1357 * `scale`: The scale of the image, with 1 being the original texture size.
1358 Only the X coordinate scale is used (positive values).
1359 Negative values represent that percentage of the screen it
1360 should take; e.g. `x=-100` means 100% (width).
1361 * `text`: The name of the texture that is displayed.
1362 * `alignment`: The alignment of the image.
1363 * `offset`: offset in pixels from position.
1366 Displays text on the HUD.
1368 * `scale`: Defines the bounding rectangle of the text.
1369 A value such as `{x=100, y=100}` should work.
1370 * `text`: The text to be displayed in the HUD element.
1371 * `number`: An integer containing the RGB value of the color used to draw the text.
1372 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1373 * `alignment`: The alignment of the text.
1374 * `offset`: offset in pixels from position.
1377 Displays a horizontal bar made up of half-images.
1379 * `text`: The name of the texture that is used.
1380 * `number`: The number of half-textures that are displayed.
1381 If odd, will end with a vertically center-split texture.
1383 * `offset`: offset in pixels from position.
1384 * `size`: If used, will force full-image size to this value (override texture pack image size)
1387 * `text`: The name of the inventory list to be displayed.
1388 * `number`: Number of items in the inventory to be displayed.
1389 * `item`: Position of item that is selected.
1391 * `offset`: offset in pixels from position.
1394 Displays distance to selected world position.
1396 * `name`: The name of the waypoint.
1397 * `text`: Distance suffix. Can be blank.
1398 * `number:` An integer containing the RGB value of the color used to draw the text.
1399 * `world_pos`: World position of the waypoint.
1401 Representations of simple things
1402 --------------------------------
1406 {x=num, y=num, z=num}
1408 For helper functions see "Vector helpers".
1411 * `{type="nothing"}`
1412 * `{type="node", under=pos, above=pos}`
1413 * `{type="object", ref=ObjectRef}`
1415 Flag Specifier Format
1416 ---------------------
1417 Flags using the standardized flag specifier format can be specified in either of
1418 two ways, by string or table.
1420 The string format is a comma-delimited set of flag names; whitespace and
1421 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1422 flag, and specifying a flag prefixed by the string `"no"` explicitly
1423 clears the flag from whatever the default may be.
1425 In addition to the standard string flag format, the schematic flags field can
1426 also be a table of flag names to boolean values representing whether or not the
1427 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1428 is present, mapped to a boolean of any value, the specified flag is unset.
1430 E.g. A flag field of value
1432 {place_center_x = true, place_center_y=false, place_center_z=true}
1436 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1438 which is equivalent to
1440 "place_center_x, noplace_center_y, place_center_z"
1444 "place_center_x, place_center_z"
1446 since, by default, no schematic attributes are set.
1452 There are three kinds of items: nodes, tools and craftitems.
1454 * Node (`register_node`): A node from the world.
1455 * Tool (`register_tool`): A tool/weapon that can dig and damage
1456 things according to `tool_capabilities`.
1457 * Craftitem (`register_craftitem`): A miscellaneous item.
1460 All item stacks have an amount between 0 to 65535. It is 1 by
1461 default. Tool item stacks can not have an amount greater than 1.
1463 Tools use a wear (=damage) value ranging from 0 to 65535. The
1464 value 0 is the default and used is for unworn tools. The values
1465 1 to 65535 are used for worn tools, where a higher value stands for
1466 a higher wear. Non-tools always have a wear value of 0.
1469 Items and item stacks can exist in three formats: Serializes, table format
1473 This is called "stackstring" or "itemstring". It is a simple string with
1474 1-3 components: the full item identifier, an optional amount and an optional
1477 <identifier> [<amount>[ <wear>]]
1481 * `'default:apple'`: 1 apple
1482 * `'default:dirt 5'`: 5 dirt
1483 * `'default:pick_stone'`: a new stone pickaxe
1484 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1491 {name="default:dirt", count=5, wear=0, metadata=""}
1493 A wooden pick about 1/3 worn out:
1495 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1499 {name="default:apple", count=1, wear=0, metadata=""}
1502 A native C++ format with many helper methods. Useful for converting
1503 between formats. See the Class reference section for details.
1505 When an item must be passed to a function, it can usually be in any of
1511 In a number of places, there is a group table. Groups define the
1512 properties of a thing (item, node, armor of entity, capabilities of
1513 tool) in such a way that the engine and other mods can can interact with
1514 the thing without actually knowing what the thing is.
1517 Groups are stored in a table, having the group names with keys and the
1518 group ratings as values. For example:
1520 groups = {crumbly=3, soil=1}
1523 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1524 -- ^ A more special dirt-kind of thing
1526 Groups always have a rating associated with them. If there is no
1527 useful meaning for a rating for an enabled group, it shall be `1`.
1529 When not defined, the rating of a group defaults to `0`. Thus when you
1530 read groups, you must interpret `nil` and `0` as the same value, `0`.
1532 You can read the rating of a group for an item or a node by using
1534 minetest.get_item_group(itemname, groupname)
1537 Groups of items can define what kind of an item it is (e.g. wool).
1540 In addition to the general item things, groups are used to define whether
1541 a node is destroyable and how long it takes to destroy by a tool.
1543 ### Groups of entities
1544 For entities, groups are, as of now, used only for calculating damage.
1545 The rating is the percentage of damage caused by tools with this damage group.
1546 See "Entity damage mechanism".
1548 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1549 object.set_armor_groups({fleshy=30, cracky=80})
1552 Groups in tools define which groups of nodes and entities they are
1555 ### Groups in crafting recipes
1556 An example: Make meat soup from any meat, any water and any bowl:
1559 output = 'food:meat_soup_raw',
1565 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1568 Another example: Make red wool from white wool and red dye:
1572 output = 'wool:red',
1573 recipe = {'wool:white', 'group:dye,basecolor_red'},
1577 * `immortal`: Disables the group damage system for an entity
1578 * `punch_operable`: For entities; disables the regular damage mechanism for
1579 players punching it by hand or a non-tool item, so that it can do something
1580 else than take damage.
1581 * `level`: Can be used to give an additional sense of progression in the game.
1582 * A larger level will cause e.g. a weapon of a lower level make much less
1583 damage, and get worn out much faster, or not be able to get drops
1584 from destroyed nodes.
1585 * `0` is something that is directly accessible at the start of gameplay
1586 * There is no upper limit
1587 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1588 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1589 * `3`: the node always gets the digging time 0 seconds (torch)
1590 * `disable_jump`: Player (and possibly other things) cannot jump from node
1591 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1592 * `bouncy`: value is bounce speed in percent
1593 * `falling_node`: if there is no walkable block under the node it will fall
1594 * `attached_node`: if the node under it is not a walkable block the node will be
1595 dropped as an item. If the node is wallmounted the wallmounted direction is
1597 * `soil`: saplings will grow on nodes in this group
1598 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1599 connect to each other
1600 * `slippery`: Players and items will slide on the node.
1601 Slipperiness rises steadily with `slippery` value, starting at 1.
1604 ### Known damage and digging time defining groups
1605 * `crumbly`: dirt, sand
1606 * `cracky`: tough but crackable stuff like stone.
1607 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1608 plants, wire, sheets of metal
1609 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1610 * `fleshy`: Living things like animals and the player. This could imply
1611 some blood effects when hitting.
1612 * `explody`: Especially prone to explosions
1613 * `oddly_breakable_by_hand`:
1614 Can be added to nodes that shouldn't logically be breakable by the
1615 hand but are. Somewhat similar to `dig_immediate`, but times are more
1616 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1617 speed of a tool if the tool can dig at a faster speed than this
1618 suggests for the hand.
1620 ### Examples of custom groups
1621 Item groups are often used for defining, well, _groups of items_.
1623 * `meat`: any meat-kind of a thing (rating might define the size or healing
1624 ability or be irrelevant -- it is not defined as of yet)
1625 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1627 * `flammable`: can be set on fire. Rating might define the intensity of the
1628 fire, affecting e.g. the speed of the spreading of an open fire.
1629 * `wool`: any wool (any origin, any color)
1630 * `metal`: any metal
1631 * `weapon`: any weapon
1632 * `heavy`: anything considerably heavy
1634 ### Digging time calculation specifics
1635 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1636 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1637 faster digging time.
1639 The `level` group is used to limit the toughness of nodes a tool can dig
1640 and to scale the digging times / damage to a greater extent.
1642 **Please do understand this**, otherwise you cannot use the system to it's
1645 Tools define their properties by a list of parameters for groups. They
1646 cannot dig other groups; thus it is important to use a standard bunch of
1647 groups to enable interaction with tools.
1649 #### Tools definition
1652 * Full punch interval
1653 * Maximum drop level
1654 * For an arbitrary list of groups:
1655 * Uses (until the tool breaks)
1656 * Maximum level (usually `0`, `1`, `2` or `3`)
1660 #### Full punch interval
1661 When used as a weapon, the tool will do full damage if this time is spent
1662 between punches. If e.g. half the time is spent, the tool will do half
1665 #### Maximum drop level
1666 Suggests the maximum level of node, when dug with the tool, that will drop
1667 it's useful item. (e.g. iron ore to drop a lump of iron).
1669 This is not automated; it is the responsibility of the node definition
1673 Determines how many uses the tool has when it is used for digging a node,
1674 of this group, of the maximum level. For lower leveled nodes, the use count
1675 is multiplied by `3^leveldiff`.
1677 * `uses=10, leveldiff=0`: actual uses: 10
1678 * `uses=10, leveldiff=1`: actual uses: 30
1679 * `uses=10, leveldiff=2`: actual uses: 90
1682 Tells what is the maximum level of a node of this group that the tool will
1686 List of digging times for different ratings of the group, for nodes of the
1689 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1690 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1691 for this group, and unable to dig the rating `1`, which is the toughest.
1692 Unless there is a matching group that enables digging otherwise.
1694 If the result digging time is 0, a delay of 0.15 seconds is added between
1695 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1696 i.e. players can more quickly click the nodes away instead of holding LMB.
1699 List of damage for groups of entities. See "Entity damage mechanism".
1701 #### Example definition of the capabilities of a tool
1703 tool_capabilities = {
1704 full_punch_interval=1.5,
1707 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1709 damage_groups = {fleshy=2},
1712 This makes the tool be able to dig nodes that fulfil both of these:
1714 * Have the `crumbly` group
1715 * Have a `level` group less or equal to `2`
1717 Table of resulting digging times:
1719 crumbly 0 1 2 3 4 <- level
1721 1 0.80 1.60 1.60 - -
1722 2 0.60 1.20 1.20 - -
1723 3 0.40 0.80 0.80 - -
1725 level diff: 2 1 0 -1 -2
1727 Table of resulting tool uses:
1736 * At `crumbly==0`, the node is not diggable.
1737 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1738 easy nodes to be quickly breakable.
1739 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1741 Entity damage mechanism
1742 -----------------------
1746 foreach group in cap.damage_groups:
1747 damage += cap.damage_groups[group] * limit(actual_interval /
1748 cap.full_punch_interval, 0.0, 1.0)
1749 * (object.armor_groups[group] / 100.0)
1750 -- Where object.armor_groups[group] is 0 for inexistent values
1753 Client predicts damage based on damage groups. Because of this, it is able to
1754 give an immediate response when an entity is damaged or dies; the response is
1755 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1757 Currently a smoke puff will appear when an entity dies.
1759 The group `immortal` completely disables normal damage.
1761 Entities can define a special armor group, which is `punch_operable`. This
1762 group disables the regular damage mechanism for players punching it by hand or
1763 a non-tool item, so that it can do something else than take damage.
1765 On the Lua side, every punch calls:
1767 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1769 This should never be called directly, because damage is usually not handled by
1772 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1773 accessed unless absolutely required, to encourage interoperability.
1774 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1775 * `tool_capabilities` can be `nil`.
1776 * `direction` is a unit vector, pointing from the source of the punch to
1778 * `damage` damage that will be done to entity
1779 Return value of this function will determine if damage is done by this function
1780 (retval true) or shall be done by engine (retval false)
1782 To punch an entity/object in Lua, call:
1784 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1786 * Return value is tool wear.
1787 * Parameters are equal to the above callback.
1788 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1789 `direction` will be automatically filled in based on the location of `puncher`.
1793 The instance of a node in the world normally only contains the three values
1794 mentioned in "Nodes". However, it is possible to insert extra data into a
1795 node. It is called "node metadata"; See `NodeMetaRef`.
1797 Node metadata contains two things:
1802 Some of the values in the key-value store are handled specially:
1804 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1805 * `infotext`: Text shown on the screen when the node is pointed at
1809 local meta = minetest.get_meta(pos)
1810 meta:set_string("formspec",
1812 "list[context;main;0,0;8,4;]"..
1813 "list[current_player;main;0,5;8,4;]")
1814 meta:set_string("infotext", "Chest");
1815 local inv = meta:get_inventory()
1816 inv:set_size("main", 8*4)
1817 print(dump(meta:to_table()))
1820 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1821 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1822 [10] = "", [11] = "", [12] = "", [13] = "",
1823 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1824 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1825 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1826 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1830 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1837 Item stacks can store metadata too. See `ItemStackMetaRef`.
1839 Item metadata only contains a key-value store.
1841 Some of the values in the key-value store are handled specially:
1843 * `description`: Set the item stack's description. Defaults to `idef.description`
1844 * `color`: A `ColorString`, which sets the stack's color.
1845 * `palette_index`: If the item has a palette, this is used to get the
1846 current color from the palette.
1850 local meta = stack:get_meta()
1851 meta:set_string("key", "value")
1852 print(dump(meta:to_table()))
1856 Formspec defines a menu. Currently not much else than inventories are
1857 supported. It is a string, with a somewhat strange format.
1859 Spaces and newlines can be inserted between the blocks, as is used in the
1867 list[context;main;0,0;8,4;]
1868 list[current_player;main;0,5;8,4;]
1873 list[context;fuel;2,3;1,1;]
1874 list[context;src;2,1;1,1;]
1875 list[context;dst;5,1;2,2;]
1876 list[current_player;main;0,5;8,4;]
1878 #### Minecraft-like player inventory
1881 image[1,0.6;1,2;player.png]
1882 list[current_player;main;0,3.5;8,4;]
1883 list[current_player;craft;3,0;3,3;]
1884 list[current_player;craftpreview;7,1;1,1;]
1888 #### `size[<W>,<H>,<fixed_size>]`
1889 * Define the size of the menu in inventory slots
1890 * `fixed_size`: `true`/`false` (optional)
1891 * deprecated: `invsize[<W>,<H>;]`
1893 #### `position[<X>,<Y>]`
1894 * Must be used after `size` element.
1895 * Defines the position on the game window of the formspec's `anchor` point.
1896 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window, for example:
1897 * [0.0, 0.0] sets the position to the top left corner of the game window.
1898 * [1.0, 1.0] sets the position to the bottom right of the game window.
1899 * Defaults to the center of the game window [0.5, 0.5].
1901 #### `anchor[<X>,<Y>]`
1902 * Must be used after both `size` and `position` (if present) elements.
1903 * Defines the location of the anchor point within the formspec.
1904 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec, for example:
1905 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1906 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1907 * Defaults to the center of the formspec [0.5, 0.5].
1909 * `position` and `anchor` elements need suitable values to avoid a formspec
1910 extending off the game window due to particular game window sizes.
1912 #### `container[<X>,<Y>]`
1913 * Start of a container block, moves all physical elements in the container by (X, Y)
1914 * Must have matching `container_end`
1915 * Containers can be nested, in which case the offsets are added
1916 (child containers are relative to parent containers)
1918 #### `container_end[]`
1919 * End of a container, following elements are no longer relative to this container
1921 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1922 * Show an inventory list
1924 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1925 * Show an inventory list
1927 #### `listring[<inventory location>;<list name>]`
1928 * Allows to create a ring of inventory lists
1929 * Shift-clicking on items in one element of the ring
1930 will send them to the next inventory list inside the ring
1931 * The first occurrence of an element inside the ring will
1932 determine the inventory where items will be sent to
1935 * Shorthand for doing `listring[<inventory location>;<list name>]`
1936 for the last two inventory lists added by list[...]
1938 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1939 * Sets background color of slots as `ColorString`
1940 * Sets background color of slots on mouse hovering
1942 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1943 * Sets background color of slots as `ColorString`
1944 * Sets background color of slots on mouse hovering
1945 * Sets color of slots border
1947 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1948 * Sets background color of slots as `ColorString`
1949 * Sets background color of slots on mouse hovering
1950 * Sets color of slots border
1951 * Sets default background color of tooltips
1952 * Sets default font color of tooltips
1954 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1955 * Adds tooltip for an element
1956 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1957 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1959 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1961 * Position and size units are inventory slots
1963 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1964 * Show an inventory image of registered item/node
1965 * Position and size units are inventory slots
1967 #### `bgcolor[<color>;<fullscreen>]`
1968 * Sets background color of formspec as `ColorString`
1969 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1971 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1972 * Use a background. Inventory rectangles are not drawn then.
1973 * Position and size units are inventory slots
1974 * Example for formspec 8x4 in 16x resolution: image shall be sized
1975 8 times 16px times 4 times 16px.
1977 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1978 * Use a background. Inventory rectangles are not drawn then.
1979 * Position and size units are inventory slots
1980 * Example for formspec 8x4 in 16x resolution:
1981 image shall be sized 8 times 16px times 4 times 16px
1982 * If `true` the background is clipped to formspec size
1983 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1985 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1986 * Textual password style field; will be sent to server when a button is clicked
1987 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1989 * `x` and `y` position the field relative to the top left of the menu
1990 * `w` and `h` are the size of the field
1991 * Fields are a set height, but will be vertically centred on `h`
1992 * Position and size units are inventory slots
1993 * `name` is the name of the field as returned in fields to `on_receive_fields`
1994 * `label`, if not blank, will be text printed on the top left above the field
1995 * See field_close_on_enter to stop enter closing the formspec
1997 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1998 * Textual field; will be sent to server when a button is clicked
1999 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
2001 * `x` and `y` position the field relative to the top left of the menu
2002 * `w` and `h` are the size of the field
2003 * Fields are a set height, but will be vertically centred on `h`
2004 * Position and size units are inventory slots
2005 * `name` is the name of the field as returned in fields to `on_receive_fields`
2006 * `label`, if not blank, will be text printed on the top left above the field
2007 * `default` is the default value of the field
2008 * `default` may contain variable references such as `${text}'` which
2009 will fill the value from the metadata value `text`
2010 * **Note**: no extra text or more than a single variable is supported ATM.
2011 * See `field_close_on_enter` to stop enter closing the formspec
2013 #### `field[<name>;<label>;<default>]`
2014 * As above, but without position/size units
2015 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
2017 * Special field for creating simple forms, such as sign text input
2018 * Must be used without a `size[]` element
2019 * A "Proceed" button will be added automatically
2020 * See `field_close_on_enter` to stop enter closing the formspec
2022 #### `field_close_on_enter[<name>;<close_on_enter>]`
2023 * <name> is the name of the field
2024 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
2025 * defaults to true when not specified (ie: no tag for a field)
2027 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2028 * Same as fields above, but with multi-line input
2029 * if the text overflows a vertical scrollbar is added
2030 * if the name is empty the textarea is readonly. The label is not displayed then
2032 #### `label[<X>,<Y>;<label>]`
2033 * `x` and `y` work as per field
2034 * `label` is the text on the label
2035 * Position and size units are inventory slots
2037 #### `vertlabel[<X>,<Y>;<label>]`
2038 * Textual label drawn vertically
2039 * `x` and `y` work as per field
2040 * `label` is the text on the label
2041 * Position and size units are inventory slots
2043 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2044 * Clickable button. When clicked, fields will be sent.
2045 * `x`, `y` and `name` work as per field
2046 * `w` and `h` are the size of the button
2047 * Fixed button height. It will be vertically centred on `h`
2048 * `label` is the text on the button
2049 * Position and size units are inventory slots
2051 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2052 * `x`, `y`, `w`, `h`, and `name` work as per button
2053 * `texture name` is the filename of an image
2054 * Position and size units are inventory slots
2056 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2057 * `x`, `y`, `w`, `h`, and `name` work as per button
2058 * `texture name` is the filename of an image
2059 * Position and size units are inventory slots
2060 * `noclip=true` means the image button doesn't need to be within specified formsize
2061 * `drawborder`: draw button border or not
2062 * `pressed texture name` is the filename of an image on pressed state
2064 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2065 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2066 * `item name` is the registered name of an item/node,
2067 tooltip will be made out of its description
2068 to override it use tooltip element
2069 * Position and size units are inventory slots
2071 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2072 * When clicked, fields will be sent and the form will quit.
2074 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2075 * When clicked, fields will be sent and the form will quit.
2077 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2078 * Scrollable item list showing arbitrary text elements
2079 * `x` and `y` position the itemlist relative to the top left of the menu
2080 * `w` and `h` are the size of the itemlist
2081 * `name` fieldname sent to server on doubleclick value is current selected element
2082 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
2083 * if you want a listelement to start with "#" write "##".
2085 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2086 * Scrollable itemlist showing arbitrary text elements
2087 * `x` and `y` position the item list relative to the top left of the menu
2088 * `w` and `h` are the size of the item list
2089 * `name` fieldname sent to server on doubleclick value is current selected element
2090 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2091 * if you want a listelement to start with "#" write "##"
2092 * Index to be selected within textlist
2093 * `true`/`false`: draw transparent background
2094 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
2096 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2097 * Show a tab**header** at specific position (ignores formsize)
2098 * `x` and `y` position the itemlist relative to the top left of the menu
2099 * `name` fieldname data is transferred to Lua
2100 * `caption 1`...: name shown on top of tab
2101 * `current_tab`: index of selected tab 1...
2102 * `transparent` (optional): show transparent
2103 * `draw_border` (optional): draw border
2105 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2106 * Simple colored semitransparent box
2107 * `x` and `y` position the box relative to the top left of the menu
2108 * `w` and `h` are the size of box
2109 * `color` is color specified as a `ColorString`
2111 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2112 * Show a dropdown field
2113 * **Important note**: There are two different operation modes:
2114 1. handle directly on change (only changed dropdown is submitted)
2115 2. read the value on pressing a button (all dropdown values are available)
2116 * `x` and `y` position of dropdown
2118 * Fieldname data is transferred to Lua
2119 * Items to be shown in dropdown
2120 * Index of currently selected dropdown item
2122 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2124 * `x` and `y`: position of checkbox
2125 * `name` fieldname data is transferred to Lua
2126 * `label` to be shown left of checkbox
2127 * `selected` (optional): `true`/`false`
2129 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2131 * There are two ways to use it:
2132 1. handle the changed event (only changed scrollbar is available)
2133 2. read the value on pressing a button (all scrollbars are available)
2134 * `x` and `y`: position of trackbar
2135 * `w` and `h`: width and height
2136 * `orientation`: `vertical`/`horizontal`
2137 * Fieldname data is transferred to Lua
2138 * Value this trackbar is set to (`0`-`1000`)
2139 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
2141 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2142 * Show scrollable table using options defined by the previous `tableoptions[]`
2143 * Displays cells as defined by the previous `tablecolumns[]`
2144 * `x` and `y`: position the itemlist relative to the top left of the menu
2145 * `w` and `h` are the size of the itemlist
2146 * `name`: fieldname sent to server on row select or doubleclick
2147 * `cell 1`...`cell n`: cell contents given in row-major order
2148 * `selected idx`: index of row to be selected within table (first row = `1`)
2149 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2151 #### `tableoptions[<opt 1>;<opt 2>;...]`
2152 * Sets options for `table[]`
2154 * default text color (`ColorString`), defaults to `#FFFFFF`
2155 * `background=#RRGGBB`
2156 * table background color (`ColorString`), defaults to `#000000`
2157 * `border=<true/false>`
2158 * should the table be drawn with a border? (default: `true`)
2159 * `highlight=#RRGGBB`
2160 * highlight background color (`ColorString`), defaults to `#466432`
2161 * `highlight_text=#RRGGBB`
2162 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2163 * `opendepth=<value>`
2164 * all subtrees up to `depth < value` are open (default value = `0`)
2165 * only useful when there is a column of type "tree"
2167 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2168 * Sets columns for `table[]`
2169 * Types: `text`, `image`, `color`, `indent`, `tree`
2170 * `text`: show cell contents as text
2171 * `image`: cell contents are an image index, use column options to define images
2172 * `color`: cell contents are a ColorString and define color of following cell
2173 * `indent`: cell contents are a number and define indentation of following cell
2174 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2177 * for `text` and `image`: content alignment within cells.
2178 Available values: `left` (default), `center`, `right`, `inline`
2180 * for `text` and `image`: minimum width in em (default: `0`)
2181 * for `indent` and `tree`: indent width in em (default: `1.5`)
2182 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2183 Exception: defaults to 0 for indent columns
2184 * `tooltip=<value>`: tooltip text (default: empty)
2185 * `image` column options:
2186 * `0=<value>` sets image for image index 0
2187 * `1=<value>` sets image for image index 1
2188 * `2=<value>` sets image for image index 2
2189 * and so on; defined indices need not be contiguous empty or
2190 non-numeric cells are treated as `0`.
2191 * `color` column options:
2192 * `span=<value>`: number of following columns to affect (default: infinite)
2194 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2195 pass key press events to formspec!
2199 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2200 * `"current_player"`: Player to whom the menu is shown
2201 * `"player:<name>"`: Any player
2202 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2203 * `"detached:<name>"`: A detached inventory
2205 Player Inventory lists
2206 ----------------------
2207 * `main`: list containing the default inventory
2208 * `craft`: list containing the craft input
2209 * `craftpreview`: list containing the craft output
2210 * `hand`: list containing an override for the empty hand
2214 `#RGB` defines a color in hexadecimal format.
2216 `#RGBA` defines a color in hexadecimal format and alpha channel.
2218 `#RRGGBB` defines a color in hexadecimal format.
2220 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2222 Named colors are also supported and are equivalent to
2223 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2224 To specify the value of the alpha channel, append `#AA` to the end of the color name
2225 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2226 value must (always) be two hexadecimal digits.
2230 A ColorSpec specifies a 32-bit color. It can be written in either:
2231 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2232 `colorspec = {a=255, r=0, g=255, b=0}`
2233 numerical form, the raw integer value of an ARGB8 quad:
2234 `colorspec = 0xFF00FF00`
2235 or string form, a ColorString (defined above):
2236 `colorspec = "green"`
2240 Most text can contain escape sequences, that can for example color the text.
2241 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2242 The following functions provide escape sequences:
2244 * `minetest.get_color_escape_sequence(color)`:
2245 * `color` is a ColorString
2246 * The escape sequence sets the text color to `color`
2247 * `minetest.colorize(color, message)`:
2249 `minetest.get_color_escape_sequence(color) ..
2251 minetest.get_color_escape_sequence("#ffffff")`
2252 * `minetest.get_background_escape_sequence(color)`
2253 * `color` is a ColorString
2254 * The escape sequence sets the background of the whole text element to
2255 `color`. Only defined for item descriptions and tooltips.
2256 * `minetest.strip_foreground_colors(str)`
2257 * Removes foreground colors added by `get_color_escape_sequence`.
2258 * `minetest.strip_background_colors(str)`
2259 * Removes background colors added by `get_background_escape_sequence`.
2260 * `minetest.strip_colors(str)`
2261 * Removes all color escape sequences.
2265 For the following functions, `v`, `v1`, `v2` are vectors, `p1`, `p2` are positions:
2267 * `vector.new(a[, b, c])`:
2269 * A copy of `a` if `a` is a vector.
2270 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2271 * `vector.direction(p1, p2)`:
2272 * Returns a vector of length 1 with direction `p1` to `p2`.
2273 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2274 * `vector.distance(p1, p2)`:
2275 * Returns zero or a positive number, the distance between `p1` and `p2`.
2276 * `vector.length(v)`:
2277 * Returns zero or a positive number, the length of vector `v`.
2278 * `vector.normalize(v)`:
2279 * Returns a vector of length 1 with direction of vector `v`.
2280 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2281 * `vector.floor(v)`:
2282 * Returns a vector, each dimension rounded down.
2283 * `vector.round(v)`:
2284 * Returns a vector, each dimension rounded to nearest integer.
2285 * `vector.apply(v, func)`:
2286 * Returns a vector where the function `func` has been applied to each component.
2287 * `vector.equals(v1, v2)`:
2288 * Returns a boolean, `true` if the vectors are identical.
2289 * `vector.sort(v1, v2)`:
2290 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2292 For the following functions `x` can be either a vector or a number:
2294 * `vector.add(v, x)`:
2296 * `vector.subtract(v, x)`:
2298 * `vector.multiply(v, x)`:
2299 * Returns a scaled vector or Schur product.
2300 * `vector.divide(v, x)`:
2301 * Returns a scaled vector or Schur quotient.
2305 * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
2306 handles reference loops
2307 * `obj`: arbitrary variable
2308 * `name`: string, default: `"_"`
2309 * `dumped`: table, default: `{}`
2310 * `dump(obj, dumped)`: returns a string which makes `obj` human readable
2311 * `obj`: arbitrary variable
2312 * `dumped`: table, default: `{}`
2313 * `math.hypot(x, y)`
2314 * Get the hypotenuse of a triangle with legs x and y.
2315 Useful for distance calculation.
2316 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2317 * Get the sign of a number.
2318 * tolerance: number, default: `0.0`
2319 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2321 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2322 * `separator`: string, default: `","`
2323 * `include_empty`: boolean, default: `false`
2324 * `max_splits`: number, if it's positive, splits aren't limited,
2326 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2327 string or a pattern (regex), default: `false`
2328 * e.g. `"a,b":split","` returns `{"a","b"}`
2329 * `string:trim()`: returns the string without whitespace pre- and suffixes
2330 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2331 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2332 * Adds newlines to the string to keep it within the specified character
2334 * Note that the returned lines may be longer than the limit since it only
2335 splits at word borders.
2336 * `limit`: number, maximal amount of characters in one line
2337 * `as_table`: boolean, if set to true, a table of lines instead of a string
2338 is returned, default: `false`
2339 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2340 * `pos`: table {x=X, y=Y, z=Z}
2341 * Converts the position `pos` to a human-readable, printable string
2342 * `decimal_places`: number, if specified, the x, y and z values of
2343 the position are rounded to the given decimal place.
2344 * `minetest.string_to_pos(string)`: returns a position or `nil`
2345 * Same but in reverse.
2346 * If the string can't be parsed to a position, nothing is returned.
2347 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2348 * Converts a string representing an area box into two positions
2349 * `minetest.formspec_escape(string)`: returns a string
2350 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2351 * `minetest.is_yes(arg)`
2352 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2353 * `minetest.get_us_time()`
2354 * returns time with microsecond precision. May not return wall time.
2355 * `table.copy(table)`: returns a table
2356 * returns a deep copy of `table`
2357 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2358 * returns the exact position on the surface of a pointed node
2363 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2365 ### Translating a string
2366 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2368 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2369 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2370 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2372 local S = minetest.get_translator(textdomain)
2375 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2377 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2378 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2379 to get the string translated. This can be used so that a string is translated differently in different contexts.
2380 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2381 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2382 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2383 outputs of `minetest.translate` as well.
2385 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2386 We can do the following:
2388 local S = minetest.get_translator()
2389 S("@1 Wool", S("Red"))
2391 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2392 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2397 this will be displayed as "Laine Rouge" on clients with a French locale.
2399 ### Operations on translated strings
2401 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2402 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2403 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2404 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2405 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2406 `minetest.colorize` which are only concatenation under the hood as well.
2408 ### Translation file format
2409 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2410 The file should be a text file, with the following format:
2412 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2413 domain of all following translations in the file.
2414 * All other empty lines or lines beginning with `#` are ignored.
2415 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2416 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2417 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2418 or the end of the line.
2421 Strings that need to be translated can contain several escapes, preceded by `@`.
2422 * `@@` acts as a literal `@`.
2423 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2424 when translation. Due to how translations are implemented, the original translation string **must** have
2425 its arguments in increasing order, without gaps or repetitions, starting from 1.
2426 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2427 files to avoid being confused with the `=` separating the original from the translation.
2428 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2429 in strings given to `minetest.translate`, but is in translation files.
2430 * `@n` acts as a literal newline as well.
2432 `minetest` namespace reference
2433 ------------------------------
2437 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2438 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2439 * Useful for loading additional `.lua` modules or static data from mod
2440 * `minetest.get_modnames()`: returns a list of installed mods
2441 * Return a list of installed mods, sorted alphabetically
2442 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2443 * Useful for storing custom data
2444 * `minetest.is_singleplayer()`
2445 * `minetest.features`: Table containing API feature flags
2448 glasslike_framed = true,
2449 nodebox_as_selectionbox = true,
2450 chat_send_player_param3 = true,
2451 get_all_craft_recipes_works = true,
2452 use_texture_alpha = true,
2453 -- ^ The transparency channel of textures can be used optionally
2454 no_legacy_abms = true,
2455 -- ^ Tree and grass ABMs are no longer done from C++
2456 texture_names_parens = true,
2457 -- ^ Texture grouping is possible using parentheses
2458 area_store_custom_ids = true,
2459 -- ^ Unique Area ID for AreaStore:insert_area
2460 add_entity_with_staticdata = true,
2461 -- ^ add_entity supports passing initial staticdata to on_activate
2462 no_chat_message_prediction = true,
2463 -- ^ Chat messages are no longer predicted
2465 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2466 * `arg`: string or table in format `{foo=true, bar=true}`
2467 * `missing_features`: `{foo=true, bar=true}`
2468 * `minetest.get_player_information(player_name)`:
2469 * Returns a table containing information about a player. Example return value:
2472 address = "127.0.0.1", -- IP address of client
2473 ip_version = 4, -- IPv4 / IPv6
2474 min_rtt = 0.01, -- minimum round trip time
2475 max_rtt = 0.2, -- maximum round trip time
2476 avg_rtt = 0.02, -- average round trip time
2477 min_jitter = 0.01, -- minimum packet time jitter
2478 max_jitter = 0.5, -- maximum packet time jitter
2479 avg_jitter = 0.03, -- average packet time jitter
2480 connection_uptime = 200, -- seconds since client connected
2481 protocol_version = 32, -- protocol version used by client
2482 -- following information is available on debug build only!!!
2483 -- DO NOT USE IN MODS
2484 --ser_vers = 26, -- serialization version used by client
2485 --major = 0, -- major version number
2486 --minor = 4, -- minor version number
2487 --patch = 10, -- patch version number
2488 --vers_string = "0.4.9-git", -- full version string
2489 --state = "Active" -- current client state
2491 * `minetest.mkdir(path)`: returns success.
2492 * Creates a directory specified by `path`, creating parent directories
2493 if they don't exist.
2494 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2496 * nil: return all entries,
2497 * true: return only subdirectory names, or
2498 * false: return only file names.
2499 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2500 * Replaces contents of file at path with new contents in a safe (atomic) way.
2501 Use this instead of below code when writing e.g. database files:
2502 `local f = io.open(path, "wb"); f:write(content); f:close()`
2503 * `minetest.get_version()`: returns a table containing components of the
2504 engine version. Components:
2505 * `project`: Name of the project, eg, "Minetest"
2506 * `string`: Simple version, eg, "1.2.3-dev"
2507 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2508 Use this for informational purposes only. The information in the returned
2509 table does not represent the capabilities of the engine, nor is it
2510 reliable or verifiable. Compatible forks will have a different name and
2511 version entirely. To check for the presence of engine features, test
2512 whether the functions exported by the wanted features exist. For example:
2513 `if minetest.check_for_falling then ... end`.
2514 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2515 * `data`: string of data to hash
2516 * `raw`: return raw bytes instead of hex digits, default: false
2519 * `minetest.debug(...)`
2520 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2521 * `minetest.log([level,] text)`
2522 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2523 `"info"`, or `"verbose"`. Default is `"none"`.
2525 ### Registration functions
2526 Call these functions only at load time!
2528 * `minetest.register_entity(name, prototype table)`
2529 * `minetest.register_abm(abm definition)`
2530 * `minetest.register_lbm(lbm definition)`
2531 * `minetest.register_node(name, node definition)`
2532 * `minetest.register_tool(name, item definition)`
2533 * `minetest.register_craftitem(name, item definition)`
2534 * `minetest.unregister_item(name)`
2535 * `minetest.register_alias(name, convert_to)`
2536 * Also use this to set the 'mapgen aliases' needed in a game for the core
2537 * mapgens. See 'Mapgen aliases' section above.
2538 * `minetest.register_alias_force(name, convert_to)`
2539 * `minetest.register_craft(recipe)`
2540 * Check recipe table syntax for different types below.
2541 * `minetest.clear_craft(recipe)`
2542 * Will erase existing craft based either on output item or on input recipe.
2543 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2544 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2545 * If no erase candidate could be found, Lua exception will be thrown.
2546 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2547 contains output. Erasing is then done independently from the crafting method.
2548 * `minetest.register_ore(ore definition)`
2549 * `minetest.register_biome(biome definition)`
2550 * `minetest.register_decoration(decoration definition)`
2551 * `minetest.override_item(name, redefinition)`
2552 * Overrides fields of an item registered with register_node/tool/craftitem.
2553 * Note: Item must already be defined, (opt)depend on the mod defining it.
2554 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2555 * `minetest.clear_registered_ores()`
2556 * `minetest.clear_registered_biomes()`
2557 * `minetest.clear_registered_decorations()`
2559 ### Global callback registration functions
2560 Call these functions only at load time!
2562 * `minetest.register_globalstep(func(dtime))`
2563 * Called every server step, usually interval of 0.1s
2564 * `minetest.register_on_shutdown(func())`
2565 * Called before server shutdown
2566 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2567 callbacks **will likely not be run**. Data should be saved at
2568 semi-frequent intervals as well as on server shutdown.
2569 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2570 * Called when a node has been placed
2571 * If return `true` no item is taken from `itemstack`
2572 * `placer` may be any valid ObjectRef or nil.
2573 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2575 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2576 * Called when a node has been dug.
2577 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2579 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2580 * Called when a node is punched
2581 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2582 * Called after generating a piece of world. Modifying nodes inside the area
2583 is a bit faster than usually.
2584 * `minetest.register_on_newplayer(func(ObjectRef))`
2585 * Called after a new player has been created
2586 * `minetest.register_on_dieplayer(func(ObjectRef))`
2587 * Called when a player dies
2588 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2589 * Called when a player is punched
2590 * `player` - ObjectRef - Player that was punched
2591 * `hitter` - ObjectRef - Player that hit
2592 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2593 * `tool_capabilities`: capability table of used tool (can be nil)
2594 * `dir`: unit vector of direction of punch. Always defined. Points from
2595 the puncher to the punched.
2596 * `damage` - number that represents the damage calculated by the engine
2597 * should return `true` to prevent the default damage mechanism
2598 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2599 * Called when the player gets damaged or healed
2600 * `player`: ObjectRef of the player
2601 * `hp_change`: the amount of change. Negative when it is damage.
2602 * `modifier`: when true, the function should return the actual `hp_change`.
2603 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2604 modifiers can return true as a second argument to stop the execution of further functions.
2605 Non-modifiers receive the final hp change calculated by the modifiers.
2606 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2607 * Called when player is to be respawned
2608 * Called _before_ repositioning of player occurs
2609 * return true in func to disable regular player placement
2610 * `minetest.register_on_prejoinplayer(func(name, ip))`
2611 * Called before a player joins the game
2612 * If it returns a string, the player is disconnected with that string as reason
2613 * `minetest.register_on_joinplayer(func(ObjectRef))`
2614 * Called when a player joins the game
2615 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2616 * Called when a player leaves the game
2617 * `timed_out`: True for timeout, false for other reasons.
2618 * `minetest.register_on_auth_fail(func(name, ip))`
2619 * Called when a client attempts to log into an account but supplies the wrong password.
2620 * `ip`: The IP address of the client.
2621 * `name`: The account the client attempted to log into.
2622 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2623 * Called when a player cheats
2624 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2626 * `interacted_too_far`
2627 * `interacted_while_dead`
2628 * `finished_unknown_dig`
2631 * `minetest.register_on_chat_message(func(name, message))`
2632 * Called always when a player says something
2633 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2634 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2635 * Called when a button is pressed in player's inventory form
2636 * Newest functions are called first
2637 * If function returns `true`, remaining functions are not called
2638 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2639 * Called when `player` crafts something
2640 * `itemstack` is the output
2641 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2642 * `craft_inv` is the inventory with the crafting grid
2643 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2644 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2645 * The same as before, except that it is called before the player crafts, to make
2646 craft prediction, and it should not change anything.
2647 * `minetest.register_on_protection_violation(func(pos, name))`
2648 * Called by `builtin` and mods when a player violates protection at a position
2649 (eg, digs a node or punches a protected entity).
2650 * The registered functions can be called using `minetest.record_protection_violation`
2651 * The provided function should check that the position is protected by the mod
2652 calling this function before it prints a message, if it does, to allow for
2653 multiple protection mods.
2654 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2655 * Called when an item is eaten, by `minetest.item_eat`
2656 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2657 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2658 * Called when `granter` grants the priv `priv` to `name`.
2659 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2660 and again with granter being nil.
2661 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2662 * Called when `revoker` revokes the priv `priv` from `name`.
2663 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2664 and again with revoker being nil.
2665 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2666 * Called when `name` user connects with `ip`.
2667 * Return `true` to by pass the player limit
2668 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2669 * Called when an incoming mod channel message is received
2670 * You should have joined some channels to receive events.
2671 * If message comes from a server mod, `sender` field is an empty string.
2673 ### Other registration functions
2674 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2675 * Adds definition to `minetest.registered_chatcommands`
2676 * `minetest.override_chatcommand(name, redefinition)`
2677 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2678 * `minetest.unregister_chatcommand(name)`
2679 * Unregisters a chatcommands registered with `register_chatcommand`.
2680 * `minetest.register_privilege(name, definition)`
2681 * `definition`: `"description text"`
2682 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2683 the default of `give_to_singleplayer` is true
2684 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2685 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2686 `granter_name` will be nil if the priv was granted by a mod.
2687 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2688 `revoker_name` will be nil if the priv was revoked by a mod
2689 * Note that the above two callbacks will be called twice if a player is responsible -
2690 once with the player name, and then with a nil player name.
2691 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2692 * `minetest.register_authentication_handler(authentication handler definition)`
2693 * Registers an auth handler that overrides the builtin one
2694 * This function can be called by a single mod once only.
2697 * `minetest.settings`: Settings object containing all of the settings from the
2698 main config file (`minetest.conf`).
2699 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2700 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2703 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2704 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2705 * Convert between two privilege representations
2706 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2707 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2708 * A quickhand for checking privileges.
2709 * `player_or_name`: Either a Player object or the name of a player.
2710 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2711 a table, e.g. `{ priva = true, privb = true }`.
2713 * `minetest.check_password_entry(name, entry, password)`
2714 * Returns true if the "password entry" for a player with name matches given
2715 password, false otherwise.
2716 * The "password entry" is the password representation generated by the engine
2717 as returned as part of a `get_auth()` call on the auth handler.
2718 * Only use this function for making it possible to log in via password from
2719 external protocols such as IRC, other uses are frowned upon.
2720 * `minetest.get_password_hash(name, raw_password)`
2721 * Convert a name-password pair to a password hash that Minetest can use.
2722 * The returned value alone is not a good basis for password checks based
2723 on comparing the password hash in the database with the password hash
2724 from the function, with an externally provided password, as the hash
2725 in the db might use the new SRP verifier format.
2726 * For this purpose, use `minetest.check_password_entry` instead.
2727 * `minetest.get_player_ip(name)`: returns an IP address string for the player `name`
2728 * The player needs to be online for this to be successful.
2730 * `minetest.get_auth_handler()`: Return the currently active auth handler
2731 * See the `Authentication handler definition`
2732 * Use this to e.g. get the authentication data for a player:
2733 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2734 * `minetest.notify_authentication_modified(name)`
2735 * Must be called by the authentication handler for privilege changes.
2736 * `name`: string; if omitted, all auth data should be considered modified
2737 * `minetest.set_player_password(name, password_hash)`: Set password hash of player `name`
2738 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player `name`
2739 * `minetest.auth_reload()`
2740 * See `reload()` in authentication handler definition
2742 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2743 and `minetest.auth_reload` call the authentication handler.
2746 * `minetest.chat_send_all(text)`
2747 * `minetest.chat_send_player(name, text)`
2749 ### Environment access
2750 * `minetest.set_node(pos, node)`
2751 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2752 * Set node at position `pos`
2753 * `node`: table `{name=string, param1=number, param2=number}`
2754 * If param1 or param2 is omitted, it's set to `0`.
2755 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2756 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
2757 * Set node on all positions set in the first argument.
2758 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
2759 * For node specification or position syntax see `minetest.set_node` call
2760 * Faster than set_node due to single call, but still considerably slower than
2761 Voxel Manipulators (LVM) for large numbers of nodes.
2762 Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out
2763 positions which would cause LVMs to waste memory.
2764 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20x faster.
2765 * `minetest.swap_node(pos, node)`
2766 * Set node at position, but don't remove metadata
2767 * `minetest.remove_node(pos)`
2768 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2769 * `minetest.get_node(pos)`
2770 * Returns the node at the given position as table in the format
2771 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2773 * `minetest.get_node_or_nil(pos)`
2774 * Same as `get_node` but returns `nil` for unloaded areas.
2775 * `minetest.get_node_light(pos, timeofday)`
2776 * Gets the light value at the given position. Note that the light value
2777 "inside" the node at the given position is returned, so you usually want
2778 to get the light value of a neighbor.
2779 * `pos`: The position where to measure the light.
2780 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2781 * Returns a number between `0` and `15` or `nil`
2782 * `minetest.place_node(pos, node)`
2783 * Place node with the same effects that a player would cause
2784 * `minetest.dig_node(pos)`
2785 * Dig node with the same effects that a player would cause
2786 * Returns `true` if successful, `false` on failure (e.g. protected location)
2787 * `minetest.punch_node(pos)`
2788 * Punch node with the same effects that a player would cause
2789 * `minetest.spawn_falling_node(pos)`
2790 * Change node into falling node
2791 * Returns `true` if successful, `false` on failure
2793 * `minetest.find_nodes_with_meta(pos1, pos2)`
2794 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2795 * `minetest.get_meta(pos)`
2796 * Get a `NodeMetaRef` at that position
2797 * `minetest.get_node_timer(pos)`
2798 * Get `NodeTimerRef`
2800 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2801 * Returns `ObjectRef`, or `nil` if failed
2802 * `minetest.add_item(pos, item)`: Spawn item
2803 * Returns `ObjectRef`, or `nil` if failed
2804 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2805 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2806 * `radius`: using an euclidean metric
2807 * `minetest.set_timeofday(val)`
2808 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2809 * `minetest.get_timeofday()`
2810 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2811 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2812 * accounting for time changes.
2813 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2814 * `radius`: using a maximum metric
2815 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2816 * `search_center` is an optional boolean (default: `false`)
2817 If true `pos` is also checked for the nodes
2818 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2819 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2820 * First return value: Table with all node positions
2821 * Second return value: Table with the count of each node with the node name as index
2822 * Area volume is limited to 4,096,000 nodes
2823 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2824 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2825 * Return value: Table with all node positions with a node air above
2826 * Area volume is limited to 4,096,000 nodes
2827 * `minetest.get_perlin(noiseparams)`
2828 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2829 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2830 * `minetest.get_voxel_manip([pos1, pos2])`
2831 * Return voxel manipulator object.
2832 * Loads the manipulator from the map if positions are passed.
2833 * `minetest.set_gen_notify(flags, {deco_ids})`
2834 * Set the types of on-generate notifications that should be collected.
2835 * `flags` is a flag field with the available flags:
2843 * The second parameter is a list of IDS of decorations which notification
2845 * `minetest.get_gen_notify()`
2846 * Returns a flagstring and a table with the `deco_id`s.
2847 * `minetest.get_decoration_id(decoration_name)
2848 * Returns the decoration ID number for the provided decoration name string,
2849 or `nil` on failure.
2850 * `minetest.get_mapgen_object(objectname)`
2851 * Return requested mapgen object if available (see "Mapgen objects")
2852 * `minetest.get_heat(pos)`
2853 * Returns the heat at the position, or `nil` on failure.
2854 * `minetest.get_humidity(pos)`
2855 * Returns the humidity at the position, or `nil` on failure.
2856 * `minetest.get_biome_data(pos)`
2857 * Returns a table containing:
2858 * `biome` the biome id of the biome at that position
2859 * `heat` the heat at the position
2860 * `humidity` the humidity at the position
2861 * Or returns `nil` on failure.
2862 * `minetest.get_biome_id(biome_name)`
2863 * Returns the biome id, as used in the biomemap Mapgen object and returned
2864 by `minetest.get_biome_data(pos)`, for a given biome_name string.
2865 * `minetest.get_mapgen_params()`
2866 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
2867 * Returns a table containing:
2873 * `minetest.set_mapgen_params(MapgenParams)`
2874 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
2876 * Set map generation parameters.
2877 * Function cannot be called after the registration period; only
2878 initialization and `on_mapgen_init`.
2879 * Takes a table as an argument with the fields:
2885 * Leave field unset to leave that parameter unchanged.
2886 * `flags` contains a comma-delimited string of flags to set, or if the
2887 prefix `"no"` is attached, clears instead.
2888 * `flags` is in the same format and has the same options as `mg_flags` in
2890 * `minetest.get_mapgen_setting(name)`
2891 * Gets the *active* mapgen setting (or nil if none exists) in string
2892 format with the following order of precedence:
2893 1) Settings loaded from map_meta.txt or overrides set during mod execution
2894 2) Settings set by mods without a metafile override
2895 3) Settings explicitly set in the user config file, minetest.conf
2896 4) Settings set as the user config default
2897 * `minetest.get_mapgen_setting_noiseparams(name)`
2898 * Same as above, but returns the value as a NoiseParams table if the
2899 setting `name` exists and is a valid NoiseParams.
2900 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2901 * Sets a mapgen param to `value`, and will take effect if the corresponding
2902 mapgen setting is not already present in map_meta.txt.
2903 * `override_meta` is an optional boolean (default: `false`). If this is set
2904 to true, the setting will become the active setting regardless of the map
2906 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
2907 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2908 * Same as above, except value is a NoiseParams table.
2909 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2910 * Sets the noiseparams setting of `name` to the noiseparams table specified
2912 * `set_default` is an optional boolean (default: `true`) that specifies
2913 whether the setting should be applied to the default config or current
2915 * `minetest.get_noiseparams(name)`
2916 * Returns a table of the noiseparams for name.
2917 * `minetest.generate_ores(vm, pos1, pos2)`
2918 * Generate all registered ores within the VoxelManip `vm` and in the area
2919 from `pos1` to `pos2`.
2920 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2921 * `minetest.generate_decorations(vm, pos1, pos2)`
2922 * Generate all registered decorations within the VoxelManip `vm` and in the
2923 area from `pos1` to `pos2`.
2924 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2925 * `minetest.clear_objects([options])`
2926 * Clear all objects in the environment
2927 * Takes an optional table as an argument with the field `mode`.
2928 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2929 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2930 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2931 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2932 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2933 fetched from memory, loaded from disk, or if inexistent, generates them.
2934 * If `callback` is a valid Lua function, this will be called for each block emerged.
2935 * The function signature of callback is:
2936 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2937 * `blockpos` is the *block* coordinates of the block that had been emerged
2938 * `action` could be one of the following constant values:
2939 * `minetest.EMERGE_CANCELLED`
2940 * `minetest.EMERGE_ERRORED`
2941 * `minetest.EMERGE_FROM_MEMORY`
2942 * `minetest.EMERGE_FROM_DISK`
2943 * `minetest.EMERGE_GENERATED`
2944 * `calls_remaining` is the number of callbacks to be expected after this one
2945 * `param` is the user-defined parameter passed to emerge_area (or nil if the
2946 parameter was absent)
2947 * `minetest.delete_area(pos1, pos2)`
2948 * delete all mapblocks in the area from pos1 to pos2, inclusive
2949 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
2950 * Checks if there is anything other than air between pos1 and pos2.
2951 * Returns false if something is blocking the sight.
2952 * Returns the position of the blocking node when `false`
2953 * `pos1`: First position
2954 * `pos2`: Second position
2955 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2956 * Creates a `Raycast` object.
2957 * `pos1`: start of the ray
2958 * `pos2`: end of the ray
2959 * `objects` : if false, only nodes will be returned. Default is `true`.
2960 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2961 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2962 * returns table containing path
2963 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2964 * `pos1`: start position
2965 * `pos2`: end position
2966 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2967 * `max_jump`: maximum height difference to consider walkable
2968 * `max_drop`: maximum height difference to consider droppable
2969 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2970 * `minetest.spawn_tree (pos, {treedef})`
2971 * spawns L-system tree at given `pos` with definition in `treedef` table
2972 * `minetest.transforming_liquid_add(pos)`
2973 * add node to liquid update queue
2974 * `minetest.get_node_max_level(pos)`
2975 * get max available level for leveled node
2976 * `minetest.get_node_level(pos)`
2977 * get level of leveled node (water, snow)
2978 * `minetest.set_node_level(pos, level)`
2979 * set level of leveled node, default `level` equals `1`
2980 * if `totallevel > maxlevel`, returns rest (`total-max`).
2981 * `minetest.add_node_level(pos, level)`
2982 * increase level of leveled node by level, default `level` equals `1`
2983 * if `totallevel > maxlevel`, returns rest (`total-max`)
2984 * can be negative for decreasing
2985 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2986 * resets the light in a cuboid-shaped part of
2987 the map and removes lighting bugs.
2988 * Loads the area if it is not loaded.
2989 * `pos1` is the corner of the cuboid with the least coordinates
2990 (in node coordinates), inclusive.
2991 * `pos2` is the opposite corner of the cuboid, inclusive.
2992 * The actual updated cuboid might be larger than the specified one,
2993 because only whole map blocks can be updated.
2994 The actual updated area consists of those map blocks that intersect
2995 with the given cuboid.
2996 * However, the neighborhood of the updated area might change
2997 as well, as light can spread out of the cuboid, also light
2999 * returns `false` if the area is not fully generated,
3001 * `minetest.check_single_for_falling(pos)`
3002 * causes an unsupported `group:falling_node` node to fall and causes an
3003 unattached `group:attached_node` node to fall.
3004 * does not spread these updates to neighbours.
3005 * `minetest.check_for_falling(pos)`
3006 * causes an unsupported `group:falling_node` node to fall and causes an
3007 unattached `group:attached_node` node to fall.
3008 * spread these updates to neighbours and can cause a cascade
3012 You can find mod channels communication scheme in `docs/mod_channels.png`.
3014 * `minetest.mod_channel_join(channel_name)`
3015 * Server joins channel `channel_name`, and creates it if necessary. You
3016 should listen from incoming messages with `minetest.register_on_modchannel_message`
3017 call to receive incoming messages
3020 `minetest.get_inventory(location)`: returns an `InvRef`
3023 * `{type="player", name="celeron55"}`
3024 * `{type="node", pos={x=, y=, z=}}`
3025 * `{type="detached", name="creative"}`
3026 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
3027 * callbacks: See "Detached inventory callbacks"
3028 * `player_name`: Make detached inventory available to one player exclusively,
3029 by default they will be sent to every player (even if not used).
3030 Note that this parameter is mostly just a workaround and will be removed in future releases.
3031 * Creates a detached inventory. If it already exists, it is cleared.
3032 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3033 returns left over ItemStack
3034 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3037 * `minetest.show_formspec(playername, formname, formspec)`
3038 * `playername`: name of player to show formspec
3039 * `formname`: name passed to `on_player_receive_fields` callbacks.
3040 It should follow the `"modname:<whatever>"` naming convention
3041 * `formspec`: formspec to display
3042 * `minetest.close_formspec(playername, formname)`
3043 * `playername`: name of player to close formspec
3044 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
3046 * calling `show_formspec(playername, formname, "")` is equal to this expression
3047 * to close a formspec regardless of the formname, call
3048 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3049 * `minetest.formspec_escape(string)`: returns a string
3050 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
3051 * `minetest.explode_table_event(string)`: returns a table
3052 * returns e.g. `{type="CHG", row=1, column=2}`
3054 * `"INV"`: no row selected)
3055 * `"CHG"`: selected)
3056 * `"DCL"`: double-click
3057 * `minetest.explode_textlist_event(string)`: returns a table
3058 * returns e.g. `{type="CHG", index=1}`
3060 * `"INV"`: no row selected)
3061 * `"CHG"`: selected)
3062 * `"DCL"`: double-click
3063 * `minetest.explode_scrollbar_event(string)`: returns a table
3064 * returns e.g. `{type="CHG", value=500}`
3066 * `"INV"`: something failed
3067 * `"CHG"`: has been changed
3068 * `"VAL"`: not changed
3071 * `minetest.inventorycube(img1, img2, img3)`
3072 * Returns a string for making an image of a cube (useful as an item image)
3073 * `minetest.get_pointed_thing_position(pointed_thing, above)`
3074 * Get position of a `pointed_thing` (that you can get from somewhere)
3075 * `minetest.dir_to_facedir(dir, is6d)`
3076 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
3077 * passing something non-`nil`/`false` for the optional second parameter causes it to
3078 take the y component into account
3079 * `minetest.facedir_to_dir(facedir)`
3080 * Convert a facedir back into a vector aimed directly out the "back" of a node
3081 * `minetest.dir_to_wallmounted(dir)`
3082 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
3083 * `minetest.wallmounted_to_dir(wallmounted)`
3084 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
3085 * `minetest.dir_to_yaw(dir)`
3086 * Convert a vector into a yaw (angle)
3087 * `minetest.yaw_to_dir(yaw)`
3088 * Convert yaw (angle) to a vector
3089 * `minetest.is_colored_paramtype(ptype)`
3090 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
3091 information (`color`, `colorwallmounted` or `colorfacedir`).
3092 * `minetest.strip_param2_color(param2, paramtype2)`
3093 * Removes everything but the color information from the
3094 given `param2` value.
3095 * Returns `nil` if the given `paramtype2` does not contain color information
3096 * `minetest.get_node_drops(nodename, toolname)`
3097 * Returns list of item names.
3098 * **Note**: This will be removed or modified in a future version.
3099 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
3100 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3101 * `input.width` = for example `3`
3102 * `input.items` = for example
3103 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3104 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3105 * `output.time` = a number, if unsuccessful: `0`
3106 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3107 `decremented_input.items`
3108 * `decremented_input` = like `input`
3109 * `minetest.get_craft_recipe(output)`: returns input
3110 * returns last registered recipe for output item (node)
3111 * `output` is a node or item type such as `"default:torch"`
3112 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3113 * `input.width` = for example `3`
3114 * `input.items` = for example
3115 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3116 * `input.items` = `nil` if no recipe found
3117 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3118 * returns indexed table with all registered recipes for query item (node)
3119 or `nil` if no recipe was found
3120 * recipe entry table:
3123 method = 'normal' or 'cooking' or 'fuel'
3124 width = 0-3, 0 means shapeless recipe
3125 items = indexed [1-9] table with recipe items
3126 output = string with item name and quantity
3128 * Example query for `"default:gold_ingot"` will return table:
3131 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3132 items = {1 = "default:gold_lump"}},
3133 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3134 items = {1 = "default:goldblock"}}
3136 * `minetest.handle_node_drops(pos, drops, digger)`
3137 * `drops`: list of itemstrings
3138 * Handles drops from nodes after digging: Default action is to put them into
3140 * Can be overridden to get different functionality (e.g. dropping items on
3142 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
3143 * Creates an item string which contains palette index information
3144 for hardware colorization. You can use the returned string
3145 as an output in a craft recipe.
3146 * `item`: the item stack which becomes colored. Can be in string,
3147 table and native form.
3148 * `palette_index`: this index is added to the item stack
3149 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3150 * Creates an item string which contains static color information
3151 for hardware colorization. Use this method if you wish to colorize
3152 an item that does not own a palette. You can use the returned string
3153 as an output in a craft recipe.
3154 * `item`: the item stack which becomes colored. Can be in string,
3155 table and native form.
3156 * `colorstring`: the new color of the item stack
3159 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3160 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3161 * Find who has done something to a node, or near a node
3162 * `actor`: `"player:<name>"`, also `"liquid"`.
3163 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
3164 * Revert latest actions of someone
3165 * `actor`: `"player:<name>"`, also `"liquid"`.
3167 ### Defaults for the `on_*` item definition functions
3168 These functions return the leftover itemstack.
3170 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3171 * Place item as a node
3172 * `param2` overrides `facedir` and wallmounted `param2`
3173 * returns `itemstack, success`
3174 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3176 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3177 * Use one of the above based on what the item is.
3178 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3179 * **Note**: is not called when wielded item overrides `on_place`
3180 * `param2` overrides `facedir` and wallmounted `param2`
3181 * returns `itemstack, success`
3182 * `minetest.item_drop(itemstack, dropper, pos)`
3184 * `minetest.item_eat(hp_change, replace_with_item)`
3186 * `replace_with_item` is the itemstring which is added to the inventory.
3187 If the player is eating a stack, then replace_with_item goes to a
3188 different spot. Can be `nil`
3189 * See `minetest.do_item_eat`
3191 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3192 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3193 * Calls functions registered by `minetest.register_on_punchnode()`
3194 * `minetest.node_dig(pos, node, digger)`
3195 * Checks if node can be dug, puts item into inventory, removes node
3196 * Calls functions registered by `minetest.registered_on_dignodes()`
3199 * `minetest.sound_play(spec, parameters)`: returns a handle
3200 * `spec` is a `SimpleSoundSpec`
3201 * `parameters` is a sound parameter table
3202 * `minetest.sound_stop(handle)`
3203 * `minetest.sound_fade(handle, step, gain)`
3204 * `handle` is a handle returned by `minetest.sound_play`
3205 * `step` determines how fast a sound will fade.
3206 Negative step will lower the sound volume, positive step will increase the sound volume
3207 * `gain` the target gain for the fade.
3210 * `minetest.after(time, func, ...)`
3211 * Call the function `func` after `time` seconds, may be fractional
3212 * Optional: Variable number of arguments that are passed to `func`
3215 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients.
3216 * `reconnect` == true displays a reconnect button
3217 * `delay` adds an optional delay (in seconds) before shutdown.
3218 Negative delay cancels the current active shutdown.
3219 Zero delay triggers an immediate shutdown.
3220 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3221 * `minetest.get_server_status()`: returns server status string
3222 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3223 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3224 * As auth data is not removed, minetest.player_exists will continue to return true.
3225 Call the below method as well if you want to remove auth data too.
3226 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3227 * `minetest.remove_player_auth(name)`: remove player authentication data
3228 * Returns boolean indicating success (false if player nonexistant)
3231 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3232 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3233 * `minetest.ban_player(name)`: ban a player
3234 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3235 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3238 * `minetest.add_particle(particle definition)`
3239 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3240 size, collisiondetection, texture, playername)`
3242 * `minetest.add_particlespawner(particlespawner definition)`
3243 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3244 * Returns an `id`, and -1 if adding didn't succeed
3245 * `Deprecated: minetest.add_particlespawner(amount, time,
3249 minexptime, maxexptime,
3251 collisiondetection, texture, playername)`
3253 * `minetest.delete_particlespawner(id, player)`
3254 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3255 * If playername is specified, only deletes on the player's client, otherwise on all clients
3258 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3259 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3260 * Apply the specified probability and per-node force-place to the specified nodes
3261 according to the `probability_list`.
3262 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3263 * `pos` is the 3D vector specifying the absolute coordinates of the
3264 node being modified,
3265 * `prob` is an integer value from `0` to `255` that encodes probability and
3266 per-node force-place. Probability has levels 0-127, then 128 is added to
3267 encode per-node force-place.
3268 For probability stated as 0-255, divide by 2 and round down to get values
3269 0-127, then add 128 to apply per-node force-place.
3270 * If there are two or more entries with the same pos value, the
3272 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3273 * If `probability_list` equals `nil`, no probabilities are applied.
3274 * Apply the specified probability to the specified horizontal slices according to the
3276 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3277 * `ypos` indicates the y position of the slice with a probability applied,
3278 the lowest slice being `ypos = 0`.
3279 * If slice probability list equals `nil`, no slice probabilities are applied.
3280 * Saves schematic in the Minetest Schematic format to filename.
3282 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
3283 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3284 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3285 * If the `rotation` parameter is omitted, the schematic is not rotated.
3286 * `replacements` = `{["old_name"] = "convert_to", ...}`
3287 * `force_placement` is a boolean indicating whether nodes other than `air` and
3288 `ignore` are replaced by the schematic
3289 * Returns nil if the schematic could not be loaded.
3290 * **Warning**: Once you have loaded a schematic from a file, it will be cached. Future calls
3291 will always use the cached version and the replacement list defined for it,
3292 regardless of whether the file or the replacement list parameter have changed.
3293 The only way to load the file anew is to restart the server.
3294 * `flags` is a flag field with the available flags:
3299 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
3300 * This function is analogous to minetest.place_schematic, but places a schematic onto the
3301 specified VoxelManip object `vmanip` instead of the whole map.
3302 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3303 containing the full area required, and true if the whole schematic was able to fit.
3304 * Returns nil if the schematic could not be loaded.
3305 * After execution, any external copies of the VoxelManip contents are invalidated.
3306 * `flags` is a flag field with the available flags:
3311 * `minetest.serialize_schematic(schematic, format, options)`
3312 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3313 * in the `format` of either "mts" or "lua".
3314 * "mts" - a string containing the binary MTS data used in the MTS file format
3315 * "lua" - a string containing Lua code representing the schematic in table format
3316 * `options` is a table containing the following optional parameters:
3317 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3318 * position comments for every X row generated in the schematic data for easier reading.
3319 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3320 * will use that number of spaces as indentation instead of a tab character.
3323 * `minetest.request_http_api()`:
3324 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3325 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3326 otherwise returns `nil`.
3327 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3329 * Only works at init time and must be called from the mod's main scope (not from a function).
3330 * Function only exists if minetest server was built with cURL support.
3331 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3333 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3334 * Performs given request asynchronously and calls callback upon completion
3335 * callback: `function(HTTPRequestResult res)`
3336 * Use this HTTP function if you are unsure, the others are for advanced use.
3337 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3338 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3339 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3340 * Return response data for given asynchronous HTTP request
3343 * `minetest.get_mod_storage()`:
3344 * returns reference to mod private `StorageRef`
3345 * must be called during mod load time
3348 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3349 * `minetest.is_player(o)`: boolean, whether `o` is a player
3350 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3351 * `minetest.hud_replace_builtin(name, hud_definition)`
3352 * Replaces definition of a builtin hud element
3353 * `name`: `"breath"` or `"health"`
3354 * `hud_definition`: definition to replace builtin definition
3355 * `minetest.send_join_message(player_name)`
3356 * This function can be overridden by mods to change the join message.
3357 * `minetest.send_leave_message(player_name, timed_out)`
3358 * This function can be overridden by mods to change the leave message.
3359 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3360 * `pos`: table {x=number, y=number, z=number},
3361 * Gives a unique hash number for a node position (16+16+16=48bit)
3362 * `minetest.get_position_from_hash(hash)`: returns a position
3363 * Inverse transform of `minetest.hash_node_position`
3364 * `minetest.get_item_group(name, group)`: returns a rating
3365 * Get rating of a group of an item. (`0` means: not in group)
3366 * `minetest.get_node_group(name, group)`: returns a rating
3367 * Deprecated: An alias for the former.
3368 * `minetest.raillike_group(name)`: returns a rating
3369 * Returns rating of the connect_to_raillike group corresponding to name
3370 * If name is not yet the name of a connect_to_raillike group, a new group id
3371 * is created, with that name
3372 * `minetest.get_content_id(name)`: returns an integer
3373 * Gets the internal content ID of `name`
3374 * `minetest.get_name_from_content_id(content_id)`: returns a string
3375 * Gets the name of the content with that content ID
3376 * `minetest.parse_json(string[, nullvalue])`: returns something
3377 * Convert a string containing JSON data into the Lua equivalent
3378 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3379 * On success returns a table, a string, a number, a boolean or `nullvalue`
3380 * On failure outputs an error message and returns `nil`
3381 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3382 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3383 * Convert a Lua table into a JSON string
3384 * styled: Outputs in a human-readable format if this is set, defaults to false
3385 * Unserializable things like functions and userdata will cause an error.
3386 * **Warning**: JSON is more strict than the Lua table format.
3387 1. You can only use strings and positive integers of at least one as keys.
3388 2. You can not mix string and integer keys.
3389 This is due to the fact that JSON has two distinct array and object values.
3390 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3391 * `minetest.serialize(table)`: returns a string
3392 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3393 into string form readable by `minetest.deserialize`
3394 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3395 * `minetest.deserialize(string)`: returns a table
3396 * Convert a string returned by `minetest.deserialize` into a table
3397 * `string` is loaded in an empty sandbox environment.
3398 * Will load functions, but they cannot access the global environment.
3399 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3400 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3401 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3402 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3403 * Compress a string of data.
3404 * `method` is a string identifying the compression method to be used.
3405 * Supported compression methods:
3406 * Deflate (zlib): `"deflate"`
3407 * `...` indicates method-specific arguments. Currently defined arguments are:
3408 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3409 * `minetest.decompress(compressed_data, method, ...)`: returns data
3410 * Decompress a string of data (using ZLib).
3411 * See documentation on `minetest.compress()` for supported compression methods.
3412 * currently supported.
3413 * `...` indicates method-specific arguments. Currently, no methods use this.
3414 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3415 * Each argument is a 8 Bit unsigned integer
3416 * Returns the ColorString from rgb or rgba values
3417 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3418 * `minetest.encode_base64(string)`: returns string encoded in base64
3419 * Encodes a string in base64.
3420 * `minetest.decode_base64(string)`: returns string
3421 * Decodes a string encoded in base64.
3422 * `minetest.is_protected(pos, name)`: returns boolean
3423 * Returns true, if player `name` shouldn't be able to dig at `pos` or do other
3424 actions, definable by mods, due to some mod-defined ownership-like concept.
3425 Returns false or nil, if the player is allowed to do such actions.
3426 * `name` will be "" for non-players or unknown players.
3427 * This function should be overridden by protection mods and should be used to
3428 check if a player can interact at a position.
3429 * This function should call the old version of itself if the position is not
3430 protected by the mod.
3433 local old_is_protected = minetest.is_protected
3434 function minetest.is_protected(pos, name)
3435 if mymod:position_protected_from(pos, name) then
3438 return old_is_protected(pos, name)
3440 * `minetest.record_protection_violation(pos, name)`
3441 * This function calls functions registered with
3442 `minetest.register_on_protection_violation`.
3443 * `minetest.is_area_protected(pos1, pos2, player_name, interval)
3444 * Returns the position of the first node that `player_name` may not modify in
3445 the specified cuboid between `pos1` and `pos2`.
3446 * Returns `false` if no protections were found.
3447 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
3448 The points are spaced evenly throughout the volume and have a spacing
3449 similar to, but no larger than, `interval`.
3450 * All corners and edges of the defined volume are checked.
3451 * `interval` defaults to 4.
3452 * `interval` should be carefully chosen and maximised to avoid an excessive
3453 number of points being checked.
3454 * Like `minetest.is_protected`, this function may be extended or overwritten by
3455 mods to provide a faster implementation to check the cuboid for intersections.
3456 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3457 * Attempt to predict the desired orientation of the facedir-capable node
3458 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3459 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3460 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3461 is an optional table containing extra tweaks to the placement code:
3462 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3463 orientation on the wall.
3464 * `force_wall` : if `true`, always place the node in wall orientation.
3465 * `force_ceiling`: if `true`, always place on the ceiling.
3466 * `force_floor`: if `true`, always place the node on the floor.
3467 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3468 the floor or ceiling
3469 * The first four options are mutually-exclusive; the last in the list takes
3470 precedence over the first.
3471 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3472 * calls `rotate_and_place()` with infinitestacks set according to the state of
3473 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3476 * `minetest.forceload_block(pos[, transient])`
3477 * forceloads the position `pos`.
3478 * returns `true` if area could be forceloaded
3479 * If `transient` is `false` or absent, the forceload will be persistent
3480 (saved between server runs). If `true`, the forceload will be transient
3481 (not saved between server runs).
3483 * `minetest.forceload_free_block(pos[, transient])`
3484 * stops forceloading the position `pos`
3485 * If `transient` is `false` or absent, frees a persistent forceload.
3486 If `true`, frees a transient forceload.
3488 * `minetest.request_insecure_environment()`: returns an environment containing
3489 insecure functions if the calling mod has been listed as trusted in the
3490 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3491 * Only works at init time and must be called from the mod's main scope (not from a function).
3492 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3495 * `minetest.global_exists(name)`
3496 * Checks if a global variable has been set, without triggering a warning.
3499 * `minetest.env`: `EnvRef` of the server environment and world.
3500 * Any function in the minetest namespace can be called using the syntax
3501 `minetest.env:somefunction(somearguments)`
3502 instead of `minetest.somefunction(somearguments)`
3503 * Deprecated, but support is not to be dropped soon
3506 * `minetest.registered_items`
3507 * Map of registered items, indexed by name
3508 * `minetest.registered_nodes`
3509 * Map of registered node definitions, indexed by name
3510 * `minetest.registered_craftitems`
3511 * Map of registered craft item definitions, indexed by name
3512 * `minetest.registered_tools`
3513 * Map of registered tool definitions, indexed by name
3514 * `minetest.registered_entities`
3515 * Map of registered entity prototypes, indexed by name
3516 * `minetest.object_refs`
3517 * Map of object references, indexed by active object id
3518 * `minetest.luaentities`
3519 * Map of Lua entities, indexed by active object id
3520 * `minetest.registered_chatcommands`
3521 * Map of registered chat command definitions, indexed by name
3522 * `minetest.registered_ores`
3523 * List of registered ore definitions.
3524 * `minetest.registered_biomes`
3525 * List of registered biome definitions.
3526 * `minetest.registered_decorations`
3527 * List of registered decoration definitions.
3534 An interface to use mod channels on client and server
3537 * `leave()`: leave the mod channel.
3538 * Server leaves channel `channel_name`.
3539 * No more incoming or outgoing messages can be sent to this channel from server mods.
3540 * This invalidate all future object usage
3541 * Ensure your set mod_channel to nil after that to free Lua resources
3542 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3543 * `send_all(message)`: Send `message` though the mod channel.
3544 * If mod channel is not writeable or invalid, message will be dropped.
3545 * Message size is limited to 65535 characters by protocol.
3548 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3551 * `set_string(name, value)`
3552 * `get_string(name)`
3553 * `set_int(name, value)`
3555 * `set_float(name, value)`
3557 * `to_table()`: returns `nil` or a table with keys:
3558 * `fields`: key-value storage
3559 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3560 * `from_table(nil or {})`
3561 * Any non-table value will clear the metadata
3562 * See "Node Metadata" for an example
3563 * returns `true` on success
3565 * returns `true` if this metadata has the same key-value pairs as `other`
3568 Node metadata: reference extra data and functionality stored in a node.
3569 Can be obtained via `minetest.get_meta(pos)`.
3572 * All methods in MetaDataRef
3573 * `get_inventory()`: returns `InvRef`
3574 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3575 This will prevent them from being sent to the client. Note that the "private"
3576 status will only be remembered if an associated key-value pair exists, meaning
3577 it's best to call this when initializing all other meta (e.g. `on_construct`).
3579 ### `ItemStackMetaRef`
3580 ItemStack metadata: reference extra data and functionality stored in a stack.
3581 Can be obtained via `item:get_meta()`.
3584 * All methods in MetaDataRef
3585 * `set_tool_capabilities([tool_capabilities])`
3586 * overrides the item's tool capabilities
3587 * a nil value will clear the override data and restore the original behavior
3590 Mod metadata: per mod metadata, saved automatically.
3591 Can be obtained via `minetest.get_mod_storage()` during load time.
3594 * All methods in MetaDataRef
3597 Node Timers: a high resolution persistent per-node timer.
3598 Can be gotten via `minetest.get_node_timer(pos)`.
3601 * `set(timeout,elapsed)`
3602 * set a timer's state
3603 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3604 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3605 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3608 * equivalent to `set(timeout,0)`
3611 * `get_timeout()`: returns current timeout in seconds
3612 * if `timeout` equals `0`, timer is inactive
3613 * `get_elapsed()`: returns current elapsed time in seconds
3614 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3615 * `is_started()`: returns boolean state of timer
3616 * returns `true` if timer is started, otherwise `false`
3619 Moving things in the game are generally these.
3621 This is basically a reference to a C++ `ServerActiveObject`
3624 * `remove()`: remove object (after returning from Lua)
3625 * Note: Doesn't work on players, use `minetest.kick_player` instead
3626 * `get_pos()`: returns `{x=num, y=num, z=num}`
3627 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3628 * `move_to(pos, continuous=false)`: interpolated move
3629 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3630 * `puncher` = another `ObjectRef`,
3631 * `time_from_last_punch` = time since last punch action of the puncher
3632 * `direction`: can be `nil`
3633 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3634 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3635 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3636 * `get_inventory()`: returns an `InvRef`
3637 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3638 * `get_wield_index()`: returns the index of the wielded item
3639 * `get_wielded_item()`: returns an `ItemStack`
3640 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3641 * `set_armor_groups({group1=rating, group2=rating, ...})`
3642 * `get_armor_groups()`: returns a table with the armor group ratings
3643 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3644 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3645 * `frame_speed`: number, default: `15.0`
3646 * `frame_blend`: number, default: `0.0`
3647 * `frame_loop`: boolean, default: `true`
3648 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3649 * `set_animation_frame_speed(frame_speed)`
3650 * `frame_speed`: number, default: `15.0`
3651 * `set_attach(parent, bone, position, rotation)`
3653 * `position`: `{x=num, y=num, z=num}` (relative)
3654 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3655 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3657 * `set_bone_position(bone, position, rotation)`
3659 * `position`: `{x=num, y=num, z=num}` (relative)
3660 * `rotation`: `{x=num, y=num, z=num}`
3661 * `get_bone_position(bone)`: returns position and rotation of the bone
3662 * `set_properties(object property table)`
3663 * `get_properties()`: returns object property table
3664 * `is_player()`: returns true for players, false otherwise
3665 * `get_nametag_attributes()`
3666 * returns a table with the attributes of the nametag of an object
3668 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3671 * `set_nametag_attributes(attributes)`
3672 * sets the attributes of the nametag of an object
3676 text = "My Nametag",
3679 ##### LuaEntitySAO-only (no-op for other objects)
3680 * `set_velocity(vel)`
3681 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3682 * `get_velocity()`: returns the velocity, a vector
3683 * `set_acceleration(acc)`
3685 * `get_acceleration()`: returns the acceleration, a vector
3686 * `set_yaw(radians)`
3687 * `get_yaw()`: returns number in radians
3688 * `set_texture_mod(mod)`
3689 * `get_texture_mod()` returns current texture modifier
3690 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3691 * Select sprite from spritesheet with optional animation and Dungeon Master
3692 style texture selection based on yaw relative to camera
3693 * `p`: {x=number, y=number}, the coordinate of the first frame
3694 (x: column, y: row), default: `{x=0, y=0}`
3695 * `num_frames`: number, default: `1`
3696 * `framelength`: number, default: `0.2`
3697 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3698 Master mob, default: `false`
3699 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3702 ##### Player-only (no-op for other objects)
3703 * `get_player_name()`: returns `""` if is not a player
3704 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3705 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3706 * `get_look_dir()`: get camera direction as a unit vector
3707 * `get_look_vertical()`: pitch in radians
3708 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3709 * `get_look_horizontal()`: yaw in radians
3710 * Angle is counter-clockwise from the +z direction.
3711 * `set_look_vertical(radians)`: sets look pitch
3712 * radians - Angle from looking forward, where positive is downwards.
3713 * `set_look_horizontal(radians)`: sets look yaw
3714 * radians - Angle from the +z direction, where positive is counter-clockwise.
3715 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3716 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3717 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3718 * Angle is counter-clockwise from the +x direction.
3719 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3720 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3721 * `get_breath()`: returns players breath
3722 * `set_breath(value)`: sets players breath
3724 * `0`: player is drowning
3725 * max: bubbles bar is not shown
3726 * See Object Properties for more information
3727 * `set_attribute(attribute, value)`:
3728 * Sets an extra attribute with value on player.
3729 * `value` must be a string, or a number which will be converted to a string.
3730 * If `value` is `nil`, remove attribute from player.
3731 * `get_attribute(attribute)`:
3732 * Returns value (a string) for extra attribute.
3733 * Returns `nil` if no attribute found.
3734 * `set_inventory_formspec(formspec)`
3735 * Redefine player's inventory form
3736 * Should usually be called in `on_joinplayer`
3737 * `get_inventory_formspec()`: returns a formspec string
3738 * `get_player_control()`: returns table with player pressed keys
3739 * The table consists of fields with boolean value representing the pressed
3740 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3741 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3742 sneak=true, aux1=false, down=false, up=false}`
3743 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3744 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3746 * `set_physics_override(override_table)`
3747 * `override_table` is a table with the following fields:
3748 * `speed`: multiplier to default walking speed value (default: `1`)
3749 * `jump`: multiplier to default jump value (default: `1`)
3750 * `gravity`: multiplier to default gravity value (default: `1`)
3751 * `sneak`: whether player can sneak (default: `true`)
3752 * `sneak_glitch`: whether player can use the new move code replications
3753 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3755 * `new_move`: use new move/sneak code. When `false` the exact old code
3756 is used for the specific old sneak behaviour (default: `true`)
3757 * `get_physics_override()`: returns the table given to `set_physics_override`
3758 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3760 * `hud_remove(id)`: remove the HUD element of the specified id
3761 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3762 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3763 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3764 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3765 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3766 `minimap`, `minimap_radar`
3767 * pass a table containing a `true`/`false` value of each flag to be set or unset
3768 * if a flag equals `nil`, the flag is not modified
3769 * note that setting `minimap` modifies the client's permission to view the minimap -
3770 * the client may locally elect to not view the minimap
3771 * minimap `radar` is only usable when `minimap` is true
3772 * `hud_get_flags()`: returns a table containing status of hud flags
3773 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3774 breathbar=true, minimap=true, minimap_radar=true}`
3775 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3776 * `count`: number of items, must be between `1` and `23`
3777 * `hud_get_hotbar_itemcount`: returns number of visible items
3778 * `hud_set_hotbar_image(texturename)`
3779 * sets background image for hotbar
3780 * `hud_get_hotbar_image`: returns texturename
3781 * `hud_set_hotbar_selected_image(texturename)`
3782 * sets image for selected item of hotbar
3783 * `hud_get_hotbar_selected_image`: returns texturename
3784 * `set_sky(bgcolor, type, {texture names}, clouds)`
3785 * `bgcolor`: ColorSpec, defaults to white
3786 * `type`: Available types:
3787 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3788 * `"skybox"`: Uses 6 textures, `bgcolor` used
3789 * `"plain"`: Uses 0 textures, `bgcolor` used
3790 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3791 `"plain"` custom skyboxes (default: `true`)
3792 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3793 * `set_clouds(parameters)`: set cloud parameters
3794 * `parameters` is a table with the following optional fields:
3795 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3796 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3797 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3798 ColorSpec (alpha ignored, default `#000000`)
3799 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3800 * `thickness`: cloud thickness in nodes (default `16`)
3801 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3802 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3803 * `override_day_night_ratio(ratio or nil)`
3804 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3805 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3806 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3807 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
3808 set animation for player model in third person view
3810 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3811 {x=168, y=187}, -- < walk animation key frames
3812 {x=189, y=198}, -- < dig animation key frames
3813 {x=200, y=219}, -- < walk+dig animation key frames
3814 frame_speed=30): -- < animation frame speed
3815 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3816 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3817 * in first person view
3818 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3819 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3822 An `InvRef` is a reference to an inventory.
3825 * `is_empty(listname)`: return `true` if list is empty
3826 * `get_size(listname)`: get size of a list
3827 * `set_size(listname, size)`: set size of a list
3828 * returns `false` on error (e.g. invalid `listname` or `size`)
3829 * `get_width(listname)`: get width of a list
3830 * `set_width(listname, width)`: set width of list; currently used for crafting
3831 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3832 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3833 * `get_list(listname)`: return full list
3834 * `set_list(listname, list)`: set full list (size will not change)
3835 * `get_lists()`: returns list of inventory lists
3836 * `set_lists(lists)`: sets inventory lists (size will not change)
3837 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3838 * `room_for_item(listname, stack):` returns `true` if the stack of items
3839 can be fully added to the list
3840 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3841 the stack of items can be fully taken from the list.
3842 If `match_meta` is false, only the items' names are compared (default: `false`).
3843 * `remove_item(listname, stack)`: take as many items as specified from the list,
3844 returns the items that were actually removed (as an `ItemStack`) -- note that
3845 any item metadata is ignored, so attempting to remove a specific unique
3846 item this way will likely remove the wrong one -- to do that use `set_stack`
3847 with an empty `ItemStack`
3848 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3849 * returns `{type="undefined"}` in case location is not known
3852 A fast access data structure to store areas, and find areas near a given position or area.
3853 Every area has a `data` string attribute to store additional information.
3854 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3855 If you chose the parameter-less constructor, a fast implementation will be automatically
3859 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3860 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3861 Returns nil if specified area id does not exist.
3862 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3863 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3865 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3866 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3867 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3868 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3869 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3870 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3871 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3872 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3873 or insertions are likely to fail due to conflicts.
3874 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3875 Only needed for efficiency, and only some implementations profit.
3876 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3877 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3878 Calling invalidates the cache, so that its elements have to be newly generated.
3881 enabled = boolean, -- whether to enable, default true
3882 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3883 prefiltered lists for, minimum 16, default 64
3884 limit = number, -- the cache's size, minimum 20, default 1000
3886 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3887 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3888 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3889 Returns success and, optionally, an error message.
3890 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3893 An `ItemStack` is a stack of items.
3895 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3896 an itemstring, a table or `nil`.
3899 * `is_empty()`: returns `true` if stack is empty.
3900 * `get_name()`: returns item name (e.g. `"default:stone"`).
3901 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
3902 * `get_count()`: Returns number of items on the stack.
3903 * `set_count(count)`: returns a boolean indicating whether the item was cleared
3904 * `count`: number, unsigned 16 bit integer
3905 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
3906 * `set_wear(wear)`: returns boolean indicating whether item was cleared
3907 * `wear`: number, unsigned 16 bit integer
3908 * `get_meta()`: returns ItemStackMetaRef. See section for more details
3909 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3910 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3911 * `clear()`: removes all items from the stack, making it empty.
3912 * `replace(item)`: replace the contents of this stack.
3913 * `item` can also be an itemstring or table.
3914 * `to_string()`: returns the stack in itemstring form.
3915 * `to_table()`: returns the stack in Lua table form.
3916 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
3917 * `get_free_space()`: returns `get_stack_max() - get_count()`.
3918 * `is_known()`: returns `true` if the item name refers to a defined item type.
3919 * `get_definition()`: returns the item definition table.
3920 * `get_tool_capabilities()`: returns the digging properties of the item,
3921 or those of the hand if none are defined for this item type
3922 * `add_wear(amount)`
3923 * Increases wear by `amount` if the item is a tool
3924 * `amount`: number, integer
3925 * `add_item(item)`: returns leftover `ItemStack`
3926 * Put some item or stack onto this stack
3927 * `item_fits(item)`: returns `true` if item or stack can be fully added to
3929 * `take_item(n)`: returns taken `ItemStack`
3930 * Take (and remove) up to `n` items from this stack
3931 * `n`: number, default: `1`
3932 * `peek_item(n)`: returns taken `ItemStack`
3933 * Copy (don't remove) up to `n` items from this stack
3934 * `n`: number, default: `1`
3937 A 16-bit pseudorandom number generator.
3938 Uses a well-known LCG algorithm introduced by K&R.
3940 It can be created via `PseudoRandom(seed)`.
3943 * `next()`: return next integer random number [`0`...`32767`]
3944 * `next(min, max)`: return next integer random number [`min`...`max`]
3945 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3946 due to the simple implementation making bad distribution otherwise.
3949 A 32-bit pseudorandom number generator.
3950 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3952 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3955 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3956 * `next(min, max)`: return next integer random number [`min`...`max`]
3957 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3958 * This is only a rough approximation of a normal distribution with:
3959 * `mean = (max - min) / 2`, and
3960 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3961 * Increasing `num_trials` improves accuracy of the approximation
3964 Interface for the operating system's crypto-secure PRNG.
3966 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3967 be found on the system.
3970 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3973 A perlin noise generator.
3974 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3975 or `PerlinNoise(noiseparams)`.
3976 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3977 or `minetest.get_perlin(noiseparams)`.
3980 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3981 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3983 ### `PerlinNoiseMap`
3984 A fast, bulk perlin noise generator.
3986 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3987 `minetest.get_perlin_map(noiseparams, size)`.
3989 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
3990 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3993 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3994 nil, this table will be used to store the result instead of creating a new table.
3998 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3999 with values starting at `pos={x=,y=}`
4000 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
4001 of 3D noise with values starting at `pos={x=,y=,z=}`
4002 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
4003 with values starting at `pos={x=,y=}`
4004 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
4005 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
4006 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
4007 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
4008 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
4009 takes a chunk of `slice_size`.
4010 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
4011 `noisevals = noise:get_map_slice({y=20}, {y=2})`
4012 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
4013 the starting position of the most recently calculated noise.
4014 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
4015 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
4016 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
4020 #### About VoxelManip
4021 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
4022 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
4023 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
4024 to with other methods of setting nodes. For example, nodes will not have their construction and
4025 destruction callbacks run, and no rollback information is logged.
4027 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
4028 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
4029 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
4031 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
4032 VoxelManip is most effective when setting very large areas of map at once - for example, if only
4033 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
4034 using both methods of map manipulation to determine which is most appropriate for your usage.
4036 #### Using VoxelManip
4037 A VoxelManip object can be created any time using either:
4038 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4040 If the optional position parameters are present for either of these routines, the specified region
4041 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
4042 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
4044 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
4045 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
4046 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
4047 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4049 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
4050 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
4051 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
4053 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
4054 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
4055 `VoxelManip:get_light_data()` for node light levels, and
4056 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4058 See section 'Flat array format' for more details.
4060 It is very important to understand that the tables returned by any of the above three functions
4061 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
4062 data will *not* magically update itself if another function modifies the internal VoxelManip state.
4063 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
4064 otherwise explicitly stated.
4066 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
4067 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
4068 `VoxelManip:set_light_data()` for node light levels, and
4069 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4071 The parameter to each of the above three functions can use any table at all in the same flat array
4072 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
4074 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
4075 to the map by calling `VoxelManip:write_to_map()`.
4078 ##### Flat array format
4080 `Nx = p2.X - p1.X + 1`,
4081 `Ny = p2.Y - p1.Y + 1`, and
4082 `Nz = p2.Z - p1.Z + 1`.
4084 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
4085 the expression `Nx * Ny * Nz`.
4087 Positions offset from p1 are present in the array with the format of:
4091 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4092 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4094 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4095 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4097 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4099 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4103 and the array index for a position p contained completely in p1..p2 is:
4105 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4107 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
4108 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
4109 for a single point in a flat VoxelManip array.
4112 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
4113 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4114 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
4115 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
4116 After registration of a node, its Content ID will remain the same throughout execution of the mod.
4117 Note that the node being queried needs to have already been been registered.
4119 The following builtin node types have their Content IDs defined as constants:
4121 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4122 * `minetest.CONTENT_AIR`: ID for "air" nodes
4123 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4125 ##### Mapgen VoxelManip objects
4126 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
4127 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
4128 but with a few differences:
4130 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
4131 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
4132 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
4133 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
4134 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
4135 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4136 consistency with the current map state. For this reason, calling any of the following functions:
4137 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4138 will also update the Mapgen VoxelManip object's internal state active on the current thread.
4139 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
4140 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4142 ##### Other API functions operating on a VoxelManip
4143 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
4144 for these liquid nodes to begin flowing. It is recommended to call this function only after having
4145 written all buffered data back to the VoxelManip object, save for special situations where the modder
4146 desires to only have certain liquid nodes begin flowing.
4148 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
4149 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
4151 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
4152 except instead of placing the specified schematic directly on the map at the specified position, it
4153 will place the schematic inside of the VoxelManip.
4156 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
4157 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
4158 `VoxelManip:get_node_at()`.
4159 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
4160 filled with "ignore" nodes.
4161 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
4162 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
4163 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
4164 object in the same callback it had been created.
4165 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
4166 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
4167 buffer the function can use to write map data to instead of returning a new table each call. This
4168 greatly enhances performance by avoiding unnecessary memory allocations.
4171 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
4172 the region formed by `p1` and `p2`.
4173 * returns actual emerged `pmin`, actual emerged `pmax`
4174 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
4175 * **important**: data must be set using `VoxelManip:set_data()` before calling this
4176 * if `light` is true, then lighting is automatically recalculated.
4177 The default value is true.
4178 If `light` is false, no light calculations happen, and you should correct
4179 all modified blocks with `minetest.fix_light()` as soon as possible.
4180 Keep in mind that modifying the map where light is incorrect can cause
4182 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4183 the `VoxelManip` at that position
4184 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
4185 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
4186 * returns raw node data in the form of an array of node content IDs
4187 * if the param `buffer` is present, this table will be used to store the result instead
4188 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4189 * `update_map()`: Does nothing, kept for compatibility.
4190 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
4191 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4192 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4193 * (`p1`, `p2`) is the area in which lighting is set;
4194 defaults to the whole area if left out
4195 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4196 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4197 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
4198 * `light = day + (night * 16)`
4199 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4201 * expects lighting data in the same format that `get_light_data()` returns
4202 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
4203 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4204 * If the param `buffer` is present, this table will be used to store the result instead
4205 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
4206 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
4207 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4208 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
4210 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
4211 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
4212 * `update_liquids()`: Update liquid flow
4213 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
4214 had been modified since the last read from map, due to a call to
4215 `minetest.set_data()` on the loaded area elsewhere
4216 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4219 A helper class for voxel areas.
4220 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4221 The coordinates are *inclusive*, like most other things in Minetest.
4224 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4225 `MinEdge` and `MaxEdge`
4226 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4227 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4228 * useful for things like `VoxelManip`, raw Schematic specifiers,
4229 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4230 * `indexp(p)`: same as above, except takes a vector
4231 * `position(i)`: returns the absolute position vector corresponding to index `i`
4232 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4233 * `containsp(p)`: same as above, except takes a vector
4234 * `containsi(i)`: same as above, except takes an index `i`
4235 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4236 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4237 * `iterp(minp, maxp)`: same as above, except takes a vector
4240 An interface to read config files in the format of `minetest.conf`.
4242 It can be created via `Settings(filename)`.
4245 * `get(key)`: returns a value
4246 * `get_bool(key, [default])`: returns a boolean
4247 * `default` is the value returned if `key` is not found.
4248 * Returns `nil` if `key` is not found and `default` not specified.
4249 * `get_np_group(key)`: returns a NoiseParams table
4251 * Setting names can't contain whitespace or any of `="{}#`.
4252 * Setting values can't contain the sequence `\n"""`.
4253 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4254 * `set_bool(key, value)`
4255 * See documentation for set() above.
4256 * `set_np_group(key, value)`
4257 * `value` is a NoiseParams table.
4258 * Also, see documentation for set() above.
4259 * `remove(key)`: returns a boolean (`true` for success)
4260 * `get_names()`: returns `{key1,...}`
4261 * `write()`: returns a boolean (`true` for success)
4262 * Writes changes to file.
4263 * `to_table()`: returns `{[key1]=value1,...}`
4266 A raycast on the map. It works with selection boxes.
4267 Can be used as an iterator in a for loop.
4269 The map is loaded as the ray advances. If the
4270 map is modified after the `Raycast` is created,
4271 the changes may or may not have an effect on
4274 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4275 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4276 * `pos1`: start of the ray
4277 * `pos2`: end of the ray
4278 * `objects` : if false, only nodes will be returned. Default is true.
4279 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4282 * `next()`: returns a `pointed_thing`
4283 * Returns the next thing pointed by the ray or nil.
4287 A mapgen object is a construct used in map generation. Mapgen objects can be used
4288 by an `on_generate` callback to speed up operations by avoiding unnecessary
4289 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4290 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4291 was called outside of an `on_generate()` callback, `nil` is returned.
4293 The following Mapgen objects are currently available:
4296 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4297 emerged position, in that order. All mapgens support this object.
4300 Returns an array containing the y coordinates of the ground levels of nodes in
4301 the most recently generated chunk by the current mapgen.
4304 Returns an array containing the biome IDs of nodes in the most recently
4305 generated chunk by the current mapgen.
4308 Returns an array containing the temperature values of nodes in the most
4309 recently generated chunk by the current mapgen.
4312 Returns an array containing the humidity values of nodes in the most recently
4313 generated chunk by the current mapgen.
4316 Returns a table mapping requested generation notification types to arrays of
4317 positions at which the corresponding generated structures are located at within
4318 the current chunk. To set the capture of positions of interest to be recorded
4319 on generate, use `minetest.set_gen_notify()`.
4321 Possible fields of the table returned are:
4327 * `large_cave_begin`
4331 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4332 numeric unique decoration ID.
4336 * Functions receive a "luaentity" as `self`:
4337 * It has the member `.name`, which is the registered name `("mod:thing")`
4338 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4339 * The original prototype stuff is visible directly via a metatable
4341 * `on_activate(self, staticdata, dtime_s)`
4342 * Called when the object is instantiated.
4343 * `dtime_s` is the time passed since the object was unloaded, which can
4344 be used for updating the entity state.
4345 * `on_step(self, dtime)`
4346 * Called on every server tick, after movement and collision processing.
4347 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4349 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4350 * Called when somebody punches the object.
4351 * Note that you probably want to handle most punches using the
4352 automatic armor group system.
4353 * `puncher`: an `ObjectRef` (can be `nil`)
4354 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4355 * `tool_capabilities`: capability table of used tool (can be `nil`)
4356 * `dir`: unit vector of direction of punch. Always defined. Points from
4357 the puncher to the punched.
4358 * `on_death(self, killer)`
4359 * Called when the object dies.
4360 * `killer`: an `ObjectRef` (can be `nil`)
4361 * `on_rightclick(self, clicker)`
4362 * `get_staticdata(self)`
4363 * Should return a string that will be passed to `on_activate` when
4364 the object is instantiated the next time.
4369 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4370 Often these bugs appear as subtle shadows in water.
4375 axiom, --string initial tree axiom
4376 rules_a, --string rules set A
4377 rules_b, --string rules set B
4378 rules_c, --string rules set C
4379 rules_d, --string rules set D
4380 trunk, --string trunk node name
4381 leaves, --string leaves node name
4382 leaves2, --string secondary leaves node name
4383 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4384 angle, --num angle in deg
4385 iterations, --num max # of iterations, usually 2 -5
4386 random_level, --num factor to lower nr of iterations, usually 0 - 3
4387 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4388 -- 2x2 nodes or 3x3 in cross shape
4389 thin_branches, --boolean true -> use thin (1 node) branches
4390 fruit, --string fruit node name
4391 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4392 seed, --num random seed; if no seed is provided, the engine will create one
4395 ### Key for Special L-System Symbols used in Axioms
4397 * `G`: move forward one unit with the pen up
4398 * `F`: move forward one unit with the pen down drawing trunks and branches
4399 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4400 * `T`: move forward one unit with the pen down drawing trunks only
4401 * `R`: move forward one unit with the pen down placing fruit
4402 * `A`: replace with rules set A
4403 * `B`: replace with rules set B
4404 * `C`: replace with rules set C
4405 * `D`: replace with rules set D
4406 * `a`: replace with rules set A, chance 90%
4407 * `b`: replace with rules set B, chance 80%
4408 * `c`: replace with rules set C, chance 70%
4409 * `d`: replace with rules set D, chance 60%
4410 * `+`: yaw the turtle right by `angle` parameter
4411 * `-`: yaw the turtle left by `angle` parameter
4412 * `&`: pitch the turtle down by `angle` parameter
4413 * `^`: pitch the turtle up by `angle` parameter
4414 * `/`: roll the turtle to the right by `angle` parameter
4415 * `*`: roll the turtle to the left by `angle` parameter
4416 * `[`: save in stack current state info
4417 * `]`: recover from stack state info
4420 Spawn a small apple tree:
4422 pos = {x=230,y=20,z=4}
4425 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4426 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4427 trunk="default:tree",
4428 leaves="default:leaves",
4432 trunk_type="single",
4435 fruit="default:apple"
4437 minetest.spawn_tree(pos,apple_tree)
4442 ### Object Properties
4446 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4448 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4450 -- ^ For players only. Zoom FOV in degrees.
4451 -- Note that zoom loads and/or generates world beyond the server's maximum
4452 -- send and generate distances, so acts like a telescope.
4453 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4454 -- Defaults to 15 in creative mode, 0 in survival mode.
4455 -- zoom_fov = 0 disables zooming for the player.
4457 -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
4459 collide_with_objects = true, -- collide with other objects if physical = true
4461 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4462 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4463 -- ^ Default, uses collision box dimensions when not set.
4464 -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
4466 pointable = true, -- overrides selection box when false
4467 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4468 -- ^ "cube" is a node-sized cube.
4469 -- ^ "sprite" is a flat texture always facing the player.
4470 -- ^ "upright_sprite" is a vertical flat texture.
4471 -- ^ "mesh" uses the defined mesh model.
4472 -- ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua).
4473 -- For this use 'textures = {itemname}'.
4474 -- If the item has a 'wield_image' the object will be an extrusion of that,
4476 -- If 'itemname' is a cubic node or nodebox the object will appear identical
4478 -- If 'itemname' is a plantlike node the object will be an extrusion of its
4480 -- Otherwise for non-node items, the object will be an extrusion of
4481 -- 'inventory_image'.
4482 visual_size = {x = 1, y = 1},
4483 -- ^ `x` multiplies horizontal (X and Z) visual size.
4484 -- ^ `y` multiplies vertical (Y) visual size.
4486 textures = {}, -- number of required textures depends on visual
4487 -- ^ "cube" uses 6 textures in the way a node does.
4488 -- ^ "sprite" uses 1 texture.
4489 -- ^ "upright_sprite" uses 2 textures: {front, back}.
4490 -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
4491 colors = {}, -- number of required colors depends on visual
4492 spritediv = {x = 1, y = 1},
4493 -- ^ Used with spritesheet textures for animation and/or frame selection according
4494 -- to position relative to player.
4495 -- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
4496 initial_sprite_basepos = {x = 0, y = 0},
4497 -- ^ Used with spritesheet textures.
4498 -- ^ Defines the {column, row} position of the initially used frame in the
4501 makes_footstep_sound = false,
4502 automatic_rotate = 0,
4503 -- ^ Set constant rotation in radians per second, positive or negative.
4504 -- ^ Set to 0 to disable constant rotation.
4506 automatic_face_movement_dir = 0.0,
4507 -- ^ Automatically set yaw to movement direction, offset in degrees,
4508 -- 'false' to disable.
4509 automatic_face_movement_max_rotation_per_sec = -1,
4510 -- ^ Limit automatic rotation to this value in degrees per second,
4511 -- value < 0 no limit.
4512 backface_culling = true, -- false to disable backface_culling for model
4514 -- ^ Add this much extra lighting when calculating texture color.
4515 -- Value < 0 disables light's effect on texture color.
4516 -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
4517 nametag = "", -- by default empty, for players their name is shown if empty
4518 nametag_color = <color>, -- sets color of nametag as ColorSpec
4519 infotext = "", -- by default empty, text to be shown when pointed at object
4521 -- ^ If false, never save this object statically. It will simply be deleted when the
4522 -- block gets unloaded.
4523 -- The get_staticdata() callback is never called then.
4524 -- Defaults to 'true'
4527 ### Entity definition (`register_entity`)
4530 -- Deprecated: Everything in object properties is read directly from here
4532 initial_properties = --[[<initial object properties>]],
4534 on_activate = function(self, staticdata, dtime_s),
4535 on_step = function(self, dtime),
4536 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4537 on_rightclick = function(self, clicker),
4538 get_staticdata = function(self),
4539 -- ^ Called sometimes; the string returned is passed to on_activate when
4540 -- the entity is re-activated from static state
4542 -- Also you can define arbitrary member variables here (see item definition for
4544 _custom_field = whatever,
4547 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4550 label = "Lava cooling",
4551 ^ Descriptive label for profiling purposes (optional).
4552 Definitions with identical labels will be listed as one.
4553 nodenames = {"default:lava_source"},
4554 ^ Apply `action` function to these nodes.
4555 ^ `group:groupname` can also be used here.
4556 neighbors = {"default:water_source", "default:water_flowing"},
4557 ^ Only apply `action` to nodes that have one of, or any
4558 combination of, these neighbors.
4559 ^ If left out or empty, any neighbor will do.
4560 ^ `group:groupname` can also be used here.
4562 ^ Operation interval in seconds.
4564 ^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
4566 ^ If true, catch-up behaviour is enabled: The `chance` value is temporarily
4567 reduced when returning to an area to simulate time lost by the area being
4568 unattended. Note that the `chance` value can often be reduced to 1.
4569 action = function(pos, node, active_object_count, active_object_count_wider),
4570 ^ Function triggered for each qualifying node.
4571 ^ `active_object_count` is number of active objects in the node's mapblock.
4572 ^ `active_object_count_wider` is number of active objects in the node's
4573 mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
4574 are unloaded an estmate is calculated for them based on loaded mapblocks.
4577 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4580 label = "Upgrade legacy doors",
4581 -- ^ Descriptive label for profiling purposes (optional).
4582 -- Definitions with identical labels will be listed as one.
4583 name = "modname:replace_legacy_door",
4584 nodenames = {"default:lava_source"},
4585 -- ^ List of node names to trigger the LBM on.
4586 -- Also non-registered nodes will work.
4587 -- Groups (as of group:groupname) will work as well.
4588 run_at_every_load = false,
4589 -- ^ Whether to run the LBM's action every time a block gets loaded,
4590 -- and not just for blocks that were saved last time before LBMs were
4591 -- introduced to the world.
4592 action = func(pos, node),
4595 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4598 description = "Steel Axe",
4599 groups = {}, -- key = name, value = rating; rating = 1..3.
4600 if rating not applicable, use 1.
4601 e.g. {wool = 1, fluffy = 3}
4602 {soil = 2, outerspace = 1, crumbly = 1}
4603 {bendy = 2, snappy = 1},
4604 {hard = 1, metal = 1, spikes = 1}
4605 inventory_image = "default_tool_steelaxe.png",
4606 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4611 ^ An image file containing the palette of a node.
4612 ^ You can set the currently used color as the
4613 ^ "palette_index" field of the item stack metadata.
4614 ^ The palette is always stretched to fit indices
4615 ^ between 0 and 255, to ensure compatibility with
4616 ^ "colorfacedir" and "colorwallmounted" nodes.
4618 color = "0xFFFFFFFF",
4620 ^ The color of the item. The palette overrides this.
4622 wield_scale = {x = 1, y = 1, z = 1},
4625 liquids_pointable = false,
4626 tool_capabilities = {
4627 full_punch_interval = 1.0,
4631 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4633 damage_groups = {groupname = damage},
4635 node_placement_prediction = nil,
4637 ^ If nil and item is node, prediction is made automatically
4638 ^ If nil and item is not a node, no prediction is made
4639 ^ If "" and item is anything, no prediction is made
4640 ^ Otherwise should be name of node which the client immediately places
4641 on ground when the player places the item. Server will always update
4642 actual result to client in a short moment.
4644 node_dig_prediction = "air",
4646 ^ if "", no prediction is made
4647 ^ if "air", node is removed
4648 ^ Otherwise should be name of node which the client immediately places
4649 upon digging. Server will always update actual result shortly.
4652 breaks = "default_tool_break", -- tools only
4653 place = --[[<SimpleSoundSpec>]],
4656 on_place = func(itemstack, placer, pointed_thing),
4658 ^ Shall place item and return the leftover itemstack
4659 ^ The placer may be any ObjectRef or nil.
4660 ^ default: minetest.item_place ]]
4661 on_secondary_use = func(itemstack, user, pointed_thing),
4663 ^ Same as on_place but called when pointing at nothing.
4664 ^ The user may be any ObjectRef or nil.
4665 ^ pointed_thing : always { type = "nothing" }
4667 on_drop = func(itemstack, dropper, pos),
4669 ^ Shall drop item and return the leftover itemstack
4670 ^ The dropper may be any ObjectRef or nil.
4671 ^ default: minetest.item_drop ]]
4672 on_use = func(itemstack, user, pointed_thing),
4675 ^ Function must return either nil if no item shall be removed from
4676 inventory, or an itemstack to replace the original itemstack.
4677 e.g. itemstack:take_item(); return itemstack
4678 ^ Otherwise, the function is free to do what it wants.
4679 ^ The user may be any ObjectRef or nil.
4680 ^ The default functions handle regular use cases.
4682 after_use = func(itemstack, user, node, digparams),
4685 ^ If defined, should return an itemstack and will be called instead of
4686 wearing out the tool. If returns nil, does nothing.
4687 If after_use doesn't exist, it is the same as:
4688 function(itemstack, user, node, digparams)
4689 itemstack:add_wear(digparams.wear)
4692 ^ The user may be any ObjectRef or nil.
4694 _custom_field = whatever,
4696 ^ Add your own custom fields. By convention, all custom field names
4697 should start with `_` to avoid naming collisions with future engine
4704 * `{name="image.png", animation={Tile Animation definition}}`
4705 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4706 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4707 * backface culling enabled by default for most nodes
4708 * tileable flags are info for shaders, how they should treat texture
4709 when displacement mapping is used
4710 Directions are from the point of view of the tile texture,
4711 not the node it's on
4712 * align style determines whether the texture will be rotated with the node
4713 or kept aligned with its surroundings. "user" means that client
4714 setting will be used, similar to `glasslike_framed_optional`.
4715 Note: supported by solid nodes and nodeboxes only.
4716 * scale is used to make texture span several (exactly `scale`) nodes,
4717 instead of just one, in each direction. Works for world-aligned
4719 Note that as the effect is applied on per-mapblock basis, `16` should
4720 be equally divisible by `scale` or you may get wrong results.
4721 * `{name="image.png", color=ColorSpec}`
4722 * the texture's color will be multiplied with this color.
4723 * the tile's color overrides the owning node's color in all cases.
4724 * deprecated, yet still supported field names:
4727 ### Tile animation definition
4730 type = "vertical_frames",
4732 -- ^ specify width of a frame in pixels
4734 -- ^ specify height of a frame in pixels
4736 -- ^ specify full loop length
4742 -- ^ specify width in number of frames
4744 -- ^ specify height in number of frames
4746 -- ^ specify length of a single frame
4749 ### Node definition (`register_node`)
4752 -- <all fields allowed in item definitions>,
4754 drawtype = "normal", -- See "Node drawtypes"
4755 visual_scale = 1.0, --[[
4756 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4757 ^ "firelike", "mesh".
4758 ^ For plantlike and firelike, the image will start at the bottom of the
4759 ^ node, for the other drawtypes the image will be centered on the node.
4760 ^ Note that positioning for "torchlike" may still change. ]]
4761 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4762 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4763 ^ List can be shortened to needed length ]]
4764 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4765 ^ Same as `tiles`, but these textures are drawn on top of the
4766 ^ base tiles. You can use this to colorize only specific parts of
4767 ^ your texture. If the texture name is an empty string, that
4768 ^ overlay is not drawn. Since such tiles are drawn twice, it
4769 ^ is not recommended to use overlays on very common nodes. ]]
4770 special_tiles = {tile definition 1, Tile definition 2}, --[[
4771 ^ Special textures of node; used rarely (old field name: special_materials)
4772 ^ List can be shortened to needed length ]]
4773 color = ColorSpec, --[[
4774 ^ The node's original color will be multiplied with this color.
4775 ^ If the node has a palette, then this setting only has an effect
4776 ^ in the inventory and on the wield item. ]]
4777 use_texture_alpha = false, -- Use texture's alpha channel
4778 palette = "palette.png", --[[
4779 ^ The node's `param2` is used to select a pixel from the image
4780 ^ (pixels are arranged from left to right and from top to bottom).
4781 ^ The node's color will be multiplied with the selected pixel's
4782 ^ color. Tiles can override this behavior.
4783 ^ Only when `paramtype2` supports palettes. ]]
4784 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4785 paramtype = "none", -- See "Nodes" --[[
4786 ^ paramtype = "light" allows light to propagate from or through the node with light value
4787 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4788 paramtype2 = "none", -- See "Nodes"
4789 place_param2 = nil, -- Force value for param2 when player places node
4790 is_ground_content = true, -- If false, the cave generator will not carve through this
4791 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4792 walkable = true, -- If true, objects collide with node
4793 pointable = true, -- If true, can be pointed at
4794 diggable = true, -- If false, can never be dug
4795 climbable = false, -- If true, can be climbed on (ladder)
4796 buildable_to = false, -- If true, placed nodes can replace this node
4797 floodable = false, --[[
4798 ^ If true, liquids flow into and replace this node.
4799 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4800 liquidtype = "none", -- "none"/"source"/"flowing"
4801 liquid_alternative_flowing = "", -- Flowing version of source liquid
4802 liquid_alternative_source = "", -- Source version of flowing liquid
4803 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4804 liquid_renewable = true, --[[
4805 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4807 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4808 ^ Allows defining the nodebox height without using param2.
4809 ^ The nodebox height is 'leveled' / 64 nodes.
4810 ^ The maximum value of 'leveled' is 127. ]]
4811 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4812 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4813 light_source = 0, --[[
4814 ^ Amount of light emitted by node.
4815 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4816 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4817 damage_per_second = 0, -- If player is inside node, this damage is caused
4818 node_box = {type="regular"}, -- See "Node boxes"
4819 connects_to = nodenames, --[[
4820 * Used for nodebox nodes with the type == "connected"
4821 * Specifies to what neighboring nodes connections will be drawn
4822 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4823 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4824 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4826 selection_box = {type="regular"}, -- See "Node boxes" --[[
4827 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4828 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4829 legacy_wallmounted = false, -- Support maps made in and before January 2012
4830 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4831 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4832 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4833 ^ caveats: not all models will properly wave
4834 ^ plantlike drawtype nodes can only wave like plants
4835 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4837 footstep = <SimpleSoundSpec>,
4838 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4839 dug = <SimpleSoundSpec>,
4840 place = <SimpleSoundSpec>,
4841 place_failed = <SimpleSoundSpec>,
4843 drop = "", -- Name of dropped node when dug. Default is the node itself.
4846 max_items = 1, -- Maximum number of items to drop.
4847 items = { -- Choose max_items randomly from this list.
4849 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4850 rarity = 1, -- Probability of dropping is 1 / rarity.
4851 inherit_color = true, -- To inherit palette color from the node
4856 on_construct = func(pos), --[[
4857 ^ Node constructor; called after adding node
4858 ^ Can set up metadata and stuff like that
4859 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4861 on_destruct = func(pos), --[[
4862 ^ Node destructor; called before removing node
4863 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4865 after_destruct = func(pos, oldnode), --[[
4866 ^ Node destructor; called after removing node
4867 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4869 on_flood = func(pos, oldnode, newnode), --[[
4870 ^ Called when a liquid (newnode) is about to flood oldnode, if
4871 ^ it has `floodable = true` in the nodedef. Not called for bulk
4872 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4873 ^ return true the node is not flooded, but on_flood callback will
4874 ^ most likely be called over and over again every liquid update
4875 ^ interval. Default: nil.
4876 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4878 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
4879 ^ Called when oldnode is about be converted to an item, but before the
4880 node is deleted from the world or the drops are added. This is generally
4881 the result of either the node being dug or an attached node becoming detached.
4882 ^ drops is a table of ItemStacks, so any metadata to be preserved can be
4883 added directly to one or more of the dropped items. See "ItemStackMetaRef".
4885 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4886 ^ Called after constructing node when node was placed using
4887 minetest.item_place_node / minetest.place_node
4888 ^ If return true no item is taken from itemstack
4889 ^ `placer` may be any valid ObjectRef or nil
4891 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4892 ^ oldmetadata is in table format
4893 ^ Called after destructing node when node was dug using
4894 minetest.node_dig / minetest.dig_node
4896 can_dig = function(pos, [player]) --[[
4897 ^ returns true if node can be dug, or false if not
4900 on_punch = func(pos, node, puncher, pointed_thing), --[[
4901 ^ default: minetest.node_punch
4902 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4903 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4905 ^ itemstack will hold clicker's wielded item
4906 ^ Shall return the leftover itemstack
4907 ^ Note: pointed_thing can be nil, if a mod calls this function
4908 This function does not get triggered by clients <=0.4.16 if the
4909 "formspec" node metadata field is set ]]
4911 on_dig = func(pos, node, digger), --[[
4912 ^ default: minetest.node_dig
4913 ^ By default: checks privileges, wears out tool and removes node ]]
4915 on_timer = function(pos,elapsed), --[[
4917 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4918 ^ elapsed is the total time passed since the timer was started
4919 ^ return true to run the timer for another cycle with the same timeout value ]]
4921 on_receive_fields = func(pos, formname, fields, sender), --[[
4922 ^ fields = {name1 = value1, name2 = value2, ...}
4923 ^ Called when an UI form (e.g. sign text input) returns data
4926 allow_metadata_inventory_move = func(pos, from_list, from_index,
4927 to_list, to_index, count, player), --[[
4928 ^ Called when a player wants to move items inside the inventory
4929 ^ Return value: number of items allowed to move ]]
4931 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4932 ^ Called when a player wants to put something into the inventory
4933 ^ Return value: number of items allowed to put
4934 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4936 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4937 ^ Called when a player wants to take something out of the inventory
4938 ^ Return value: number of items allowed to take
4939 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4941 on_metadata_inventory_move = func(pos, from_list, from_index,
4942 to_list, to_index, count, player),
4943 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4944 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4945 ^ Called after the actual action has happened, according to what was allowed.
4946 ^ No return value ]]
4948 on_blast = func(pos, intensity), --[[
4949 ^ intensity: 1.0 = mid range of regular TNT
4950 ^ If defined, called when an explosion touches the node, instead of
4951 removing the node ]]
4954 ### Recipe for `register_craft` (shaped)
4957 output = 'default:pick_stone',
4959 {'default:cobble', 'default:cobble', 'default:cobble'},
4960 {'', 'default:stick', ''},
4961 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4963 replacements = --[[<optional list of item pairs,
4964 replace one input item with another item on crafting>]]
4967 ### Recipe for `register_craft` (shapeless)
4971 output = 'mushrooms:mushroom_stew',
4974 "mushrooms:mushroom_brown",
4975 "mushrooms:mushroom_red",
4977 replacements = --[[<optional list of item pairs,
4978 replace one input item with another item on crafting>]]
4981 ### Recipe for `register_craft` (tool repair)
4984 type = "toolrepair",
4985 additional_wear = -0.02,
4988 ### Recipe for `register_craft` (cooking)
4992 output = "default:glass",
4993 recipe = "default:sand",
4997 ### Recipe for `register_craft` (furnace fuel)
5001 recipe = "default:leaves",
5005 ### Ore definition (`register_ore`)
5007 See 'Ore types' section above for essential information.
5010 ore_type = "scatter",
5011 ore = "default:stone_with_coal",
5013 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
5014 wherein = "default:stone",
5015 -- ^ a list of nodenames is supported too
5016 clust_scarcity = 8 * 8 * 8,
5017 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
5018 -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
5020 -- ^ Number of ores in a cluster
5022 -- ^ Size of the bounding box of the cluster
5023 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
5027 -- ^ Lower and upper limits for ore.
5029 -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
5030 noise_threshold = 0.5,
5031 -- ^ If noise is above this threshold, ore is placed. Not needed for a
5032 -- ^ uniform distribution.
5036 spread = {x = 100, y = 100, z = 100},
5041 -- ^ NoiseParams structure describing one of the perlin noises used for ore
5043 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
5044 -- ^ Omit from "scatter" ore for a uniform ore distribution.
5045 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
5046 biomes = {"desert", "rainforest"}
5047 -- ^ List of biomes in which this decoration occurs.
5048 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
5049 -- ^ used does not support biomes.
5050 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5051 column_height_min = 1,
5052 column_height_max = 16,
5053 column_midpoint_factor = 0.5,
5054 -- ^ See 'Ore types' section above.
5055 -- ^ The above 3 parameters are only valid for "sheet" ore.
5059 spread = {x = 100, y = 100, z = 100},
5067 spread = {x = 100, y = 100, z = 100},
5072 -- ^ See 'Ore types' section above.
5073 -- ^ The above 2 parameters are only valid for "puff" ore.
5074 random_factor = 1.0,
5075 -- ^ See 'Ore types' section above.
5076 -- ^ Only valid for "vein" ore.
5077 np_stratum_thickness = {
5080 spread = {x = 100, y = 100, z = 100},
5085 stratum_thickness = 8,
5086 -- ^ See 'Ore types' section above.
5087 -- ^ The above 2 parameters are only valid for "stratum" ore.
5090 ### Biome definition (`register_biome`)
5094 node_dust = "default:snow",
5095 -- ^ Node dropped onto upper surface after all else is generated.
5096 node_top = "default:dirt_with_snow",
5098 -- ^ Node forming surface layer of biome and thickness of this layer.
5099 node_filler = "default:permafrost",
5101 -- ^ Node forming lower layer of biome and thickness of this layer.
5102 node_stone = "default:bluestone",
5103 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
5104 node_water_top = "default:ice",
5105 depth_water_top = 10,
5106 -- ^ Node forming a surface layer in seawater with the defined thickness.
5108 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
5109 node_river_water = "default:ice",
5110 -- ^ Node that replaces river water in mapgens that use default:river_water.
5111 node_riverbed = "default:gravel",
5113 -- ^ Node placed under river water and thickness of this layer.
5116 -- ^ Lower and upper limits for biome.
5118 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
5119 -- ^ blend with the biome above.
5120 -- ^ Set to 0 for no vertical blend. Defaults to 0.
5122 humidity_point = 50,
5123 -- ^ Characteristic temperature and humidity for the biome.
5124 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5125 -- ^ humidity as axes. The resulting voronoi cells determine the
5126 -- ^ distribution of the biomes.
5127 -- ^ Heat and humidity have average values of 50, vary mostly between
5128 -- ^ 0 and 100 but can exceed these values.
5131 ### Decoration definition (`register_decoration`)
5134 deco_type = "simple", -- See "Decoration types"
5135 place_on = "default:dirt_with_grass",
5136 -- ^ Node (or list of nodes) that the decoration can be placed on
5138 -- ^ Size of divisions made in the chunk being generated.
5139 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
5141 -- ^ Ratio of the area to be uniformly filled by the decoration.
5142 -- ^ Used only if noise_params is not specified.
5143 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
5144 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
5145 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
5146 biomes = {"Oceanside", "Hills", "Plains"},
5147 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
5148 -- ^ and ignored if the Mapgen being used does not support biomes.
5149 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5152 -- ^ Lower and upper limits for decoration.
5153 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
5154 spawn_by = "default:water",
5155 -- ^ Node (or list of nodes) that the decoration only spawns next to.
5156 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
5157 -- ^ one plane level with the 'place_on' node and a plane one node above that.
5159 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
5160 -- ^ If absent or -1, decorations occur next to any nodes.
5161 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
5162 -- ^ Flags for all decoration types.
5163 -- ^ "liquid_surface": Instead of placement on the highest solid surface
5164 -- ^ in a mapchunk column, placement is on the highest liquid surface.
5165 -- ^ Placement is disabled if solid nodes are found above the liquid
5167 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
5168 -- ^ by the decoration.
5169 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
5170 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
5171 -- ^ ceiling surfaces, for example in caves.
5172 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5173 -- ^ effect of 'place_offset_y' is inverted.
5174 -- ^ If a single decoration registration has both flags the floor and
5175 -- ^ ceiling decorations will be aligned vertically and may sometimes
5176 -- ^ meet to form a column.
5178 ----- Simple-type parameters
5179 decoration = "default:grass",
5180 -- ^ The node name used as the decoration.
5181 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
5183 -- ^ Decoration height in nodes.
5184 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
5186 -- ^ Upper limit of the randomly selected height.
5187 -- ^ If absent, the parameter 'height' is used as a constant.
5189 -- ^ Param2 value of decoration nodes.
5190 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
5192 -- ^ Upper limit of the randomly selected param2.
5193 -- ^ If absent, the parameter 'param2' is used as a constant.
5195 -- ^ Y offset of the decoration base node relative to the standard base
5197 -- ^ Can be positive or negative. Default is 0.
5198 -- ^ Effect is inverted for "all_ceilings" decorations.
5199 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5200 -- ^ to the 'place_on' node.
5202 ----- Schematic-type parameters
5203 schematic = "foobar.mts",
5204 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
5205 -- ^ specified Minetest schematic file.
5206 -- ^ - OR -, could be the ID of a previously registered schematic
5207 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
5208 -- ^ and an optional table yslice_prob:
5210 size = {x=4, y=6, z=4},
5212 {name="default:cobble", param1=255, param2=0},
5213 {name="default:dirt_with_grass", param1=255, param2=0},
5214 {name="ignore", param1=255, param2=0},
5215 {name="air", param1=255, param2=0},
5224 -- ^ See 'Schematic specifier' for details.
5225 replacements = {["oldname"] = "convert_to", ...},
5226 flags = "place_center_x, place_center_y, place_center_z",
5227 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5228 rotation = "90" -- rotate schematic 90 degrees on placement
5229 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5231 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5232 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5234 -- ^ Can be positive or negative. Default is 0.
5235 -- ^ Effect is inverted for "all_ceilings" decorations.
5236 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5237 -- ^ to the 'place_on' node.
5240 ### Chat command definition (`register_chatcommand`)
5243 params = "<name> <privilege>", -- Short parameter description
5244 description = "Remove privilege from player", -- Full description
5245 privs = {privs=true}, -- Require the "privs" privilege to run
5246 func = function(name, param), -- Called when command is run.
5247 -- Returns boolean success and text output.
5250 Note that in params, use of symbols is as follows:
5252 * `<>` signifies a placeholder to be replaced when the command is used. For example,
5253 when a player name is needed: `<name>`
5254 * `[]` signifies param is optional and not required when the command is used. For
5255 example, if you require param1 but param2 is optional: `<param1> [<param2>]`
5256 * `|` signifies exclusive or. The command requires one param from the options
5257 provided. For example: `<param1> | <param2>`
5258 * `()` signifies grouping. For example, when param1 and param2 are both required,
5259 or only param3 is required: `(<param1> <param2>) | <param3>`
5261 ### Detached inventory callbacks
5264 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5265 -- ^ Called when a player wants to move items inside the inventory
5266 -- ^ Return value: number of items allowed to move
5268 allow_put = func(inv, listname, index, stack, player),
5269 -- ^ Called when a player wants to put something into the inventory
5270 -- ^ Return value: number of items allowed to put
5271 -- ^ Return value: -1: Allow and don't modify item count in inventory
5273 allow_take = func(inv, listname, index, stack, player),
5274 -- ^ Called when a player wants to take something out of the inventory
5275 -- ^ Return value: number of items allowed to take
5276 -- ^ Return value: -1: Allow and don't modify item count in inventory
5278 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5279 on_put = func(inv, listname, index, stack, player),
5280 on_take = func(inv, listname, index, stack, player),
5281 -- ^ Called after the actual action has happened, according to what was allowed.
5282 -- ^ No return value
5285 ### HUD Definition (`hud_add`, `hud_get`)
5288 hud_elem_type = "image", -- see HUD element types
5289 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
5290 position = {x=0.5, y=0.5},
5291 -- ^ Left corner position of element
5297 -- ^ Selected item in inventory. 0 for no item selected.
5299 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5300 alignment = {x=0, y=0},
5301 -- ^ See "HUD Element Types"
5302 offset = {x=0, y=0},
5303 -- ^ See "HUD Element Types"
5304 size = { x=100, y=100 },
5305 -- ^ Size of element in pixels
5308 ### Particle definition (`add_particle`)
5311 pos = {x=0, y=0, z=0},
5312 velocity = {x=0, y=0, z=0},
5313 acceleration = {x=0, y=0, z=0},
5314 -- ^ Spawn particle at pos with velocity and acceleration
5316 -- ^ Disappears after expirationtime seconds
5318 collisiondetection = false,
5319 -- ^ collisiondetection: if true collides with physical objects
5320 collision_removal = false,
5321 -- ^ collision_removal: if true then particle is removed when it collides,
5322 -- ^ requires collisiondetection = true to have any effect
5324 -- ^ vertical: if true faces player using y axis only
5325 texture = "image.png",
5326 -- ^ Uses texture (string)
5327 playername = "singleplayer",
5328 -- ^ optional, if specified spawns particle only on the player's client
5329 animation = {Tile Animation definition},
5330 -- ^ optional, specifies how to animate the particle texture
5332 -- ^ optional, specify particle self-luminescence in darkness
5336 ### `ParticleSpawner` definition (`add_particlespawner`)
5341 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5342 minpos = {x=0, y=0, z=0},
5343 maxpos = {x=0, y=0, z=0},
5344 minvel = {x=0, y=0, z=0},
5345 maxvel = {x=0, y=0, z=0},
5346 minacc = {x=0, y=0, z=0},
5347 maxacc = {x=0, y=0, z=0},
5352 -- ^ The particle's properties are random values in between the bounds:
5353 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5354 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5355 collisiondetection = false,
5356 -- ^ collisiondetection: if true uses collision detection
5357 collision_removal = false,
5358 -- ^ collision_removal: if true then particle is removed when it collides,
5359 -- ^ requires collisiondetection = true to have any effect
5360 attached = ObjectRef,
5361 -- ^ attached: if defined, particle positions, velocities and accelerations
5362 -- ^ are relative to this object's position and yaw.
5364 -- ^ vertical: if true faces player using y axis only
5365 texture = "image.png",
5366 -- ^ Uses texture (string)
5367 playername = "singleplayer"
5368 -- ^ Playername is optional, if specified spawns particle only on the player's client
5369 animation = {Tile Animation definition},
5370 -- ^ optional, specifies how to animate the particle texture
5372 -- ^ optional, specify particle self-luminescence in darkness
5375 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5378 url = "http://example.org",
5380 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5381 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5382 -- ^ Optional, if specified a POST request with post_data is performed.
5383 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5384 -- ^ as x-www-form-urlencoded key-value pairs.
5385 -- ^ If post_data ist not specified, a GET request is performed instead.
5386 user_agent = "ExampleUserAgent",
5387 -- ^ Optional, if specified replaces the default minetest user agent with given string
5388 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5389 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5390 -- ^ that the header strings follow HTTP specification ("Key: Value").
5392 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5395 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5399 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5401 -- ^ If true, the request was successful
5403 -- ^ If true, the request timed out
5405 -- ^ HTTP status code
5409 ### Authentication handler definition
5412 get_auth = func(name),
5413 -- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
5414 -- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
5415 create_auth = func(name, password),
5416 -- ^ Create new auth data for player `name`
5417 -- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
5418 delete_auth = func(name),
5419 -- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
5420 set_password = func(name, password),
5421 -- ^ Set password of player `name` to `password`
5422 Auth data should be created if not present
5423 set_privileges = func(name, privileges),
5424 -- ^ Set privileges of player `name`
5425 -- ^ `privileges` is in table form, auth data should be created if not present
5427 -- ^ Reload authentication data from the storage location
5428 -- ^ Returns boolean indicating success
5429 record_login = func(name),
5430 -- ^ Called when player joins, used for keeping track of last_login
5432 -- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database