1 Minetest Lua Modding API Reference 0.5.0
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains these fields:
58 name = <Human-readable full name of the game>
64 The game directory can contain the file minetest.conf, which will be used
65 to set default settings when running the particular game.
66 It can also contain a settingtypes.txt in the same format as the one in builtin.
67 This settingtypes.txt will be parsed by the menu and the settings will be displayed
68 in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory
73 inside the game directory.
75 The images are named `$identifier.png`, where `$identifier` is
76 one of `overlay,background,footer,header`.
77 If you want to specify multiple images for one identifier, add additional images named
78 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
79 image will be chosen from the provided ones.
86 * `$path_share/games/gameid/mods/`
88 * `$path_user/games/gameid/mods/`
89 * `$path_user/mods/` (User-installed mods)
90 * `$worldpath/worldmods/`
92 In a run-in-place version (e.g. the distributed windows version):
94 * `minetest-0.4.x/games/gameid/mods/`
95 * `minetest-0.4.x/mods/` (User-installed mods)
96 * `minetest-0.4.x/worlds/worldname/worldmods/`
98 On an installed version on Linux:
100 * `/usr/share/minetest/games/gameid/mods/`
101 * `$HOME/.minetest/mods/` (User-installed mods)
102 * `$HOME/.minetest/worlds/worldname/worldmods`
104 Mod load path for world-specific games
105 --------------------------------------
106 It is possible to include a game in a world; in this case, no mods or
107 games are loaded or checked from anywhere else.
109 This is useful for e.g. adventure worlds.
111 This happens if the following directory exists:
115 Mods should be then be placed in:
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.txt`. This file shall be
123 empty, except for lines starting with `#`, which are comments.
125 Mod directory structure
126 ------------------------
132 | |-- description.txt
133 | |-- settingtypes.txt
137 | | |-- modname_stuff.png
138 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
186 Translation files for the clients. (See `Translations`)
188 Naming convention for registered textual names
189 ----------------------------------------------
190 Registered names should generally be in this format:
194 `<whatever>` can have these characters:
198 This is to prevent conflicting names from corrupting maps and is
199 enforced by the mod loader.
202 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
203 So the name should be `experimental:tnt`.
205 Enforcement can be overridden by prefixing the name with `:`. This can
206 be used for overriding the registrations of some other mod.
208 Example: Any mod can redefine `experimental:tnt` by using the name
213 (also that mod is required to have `experimental` as a dependency)
215 The `:` prefix can also be used for maintaining backwards compatibility.
219 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
220 `minetest.register_alias_force(name, convert_to)`.
222 This will make Minetest to convert things called name to things called
225 The only difference between `minetest.register_alias` and
226 `minetest.register_alias_force` is that if an item called `name` exists,
227 `minetest.register_alias` will do nothing while
228 `minetest.register_alias_force` will unregister it.
230 This can be used for maintaining backwards compatibility.
232 This can be also used for setting quick access names for things, e.g. if
233 you have an item called `epiclylongmodname:stuff`, you could do
235 minetest.register_alias("stuff", "epiclylongmodname:stuff")
237 and be able to use `/giveme stuff`.
241 In a game, a certain number of these must be set to tell core mapgens which
242 of the game's nodes are to be used by the core mapgens. For example:
244 minetest.register_alias("mapgen_stone", "default:stone")
246 ### Aliases needed for all mapgens except Mapgen v6
251 "mapgen_water_source"
252 "mapgen_river_water_source"
260 Only needed for registered biomes where 'node_stone' is stone:
262 "mapgen_stair_cobble"
264 Only needed for registered biomes where 'node_stone' is desert stone:
265 "mapgen_desert_stone"
266 "mapgen_stair_desert_stone"
267 Only needed for registered biomes where 'node_stone' is sandstone:
269 "mapgen_sandstonebrick"
270 "mapgen_stair_sandstone_block"
272 ### Aliases needed for Mapgen v6
277 "mapgen_water_source"
280 "mapgen_dirt_with_grass"
283 "mapgen_desert_stone"
285 "mapgen_dirt_with_snow"
296 "mapgen_jungleleaves"
299 "mapgen_pine_needles"
304 "mapgen_stair_cobble"
306 "mapgen_stair_desert_stone"
310 Mods should generally prefix their textures with `modname_`, e.g. given
311 the mod name `foomod`, a texture could be called:
315 Textures are referred to by their complete name, or alternatively by
316 stripping out the file extension:
318 * e.g. `foomod_foothing.png`
319 * e.g. `foomod_foothing`
323 There are various texture modifiers that can be used
324 to generate textures on-the-fly.
326 ### Texture overlaying
327 Textures can be overlaid by putting a `^` between them.
331 default_dirt.png^default_grass_side.png
333 `default_grass_side.png` is overlayed over `default_dirt.png`.
334 The texture with the lower resolution will be automatically upscaled to
335 the higher resolution texture.
338 Textures can be grouped together by enclosing them in `(` and `)`.
340 Example: `cobble.png^(thing1.png^thing2.png)`
342 A texture for `thing1.png^thing2.png` is created and the resulting
343 texture is overlaid on top of `cobble.png`.
346 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
347 passing complex texture names as arguments. Escaping is done with backslash and
348 is required for `^` and `:`.
350 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
352 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
353 on top of `cobble.png`.
355 ### Advanced texture modifiers
360 * `[crack:<t>:<n>:<p>`
361 * `[cracko:<t>:<n>:<p>`
364 * `<t>` = tile count (in each direction)
365 * `<n>` = animation frame count
366 * `<p>` = current animation frame
368 Draw a step of the crack animation on the texture.
369 `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
373 default_cobble.png^[crack:10:1
375 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
380 * `<file>` = texture to combine
382 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
383 specified coordinates.
387 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
389 #### `[resize:<w>x<h>`
390 Resizes the texture to the given dimensions.
394 default_sandstone.png^[resize:16x16
397 Makes the base image transparent according to the given ratio.
399 `r` must be between 0 and 255.
400 0 means totally transparent. 255 means totally opaque.
404 default_sandstone.png^[opacity:127
406 #### `[invert:<mode>`
407 Inverts the given channels of the base image.
408 Mode may contain the characters "r", "g", "b", "a".
409 Only the channels that are mentioned in the mode string will be inverted.
413 default_apple.png^[invert:rgb
416 Brightens the texture.
420 tnt_tnt_side.png^[brighten
423 Makes the texture completely opaque.
427 default_leaves.png^[noalpha
429 #### `[makealpha:<r>,<g>,<b>`
430 Convert one color to transparency.
434 default_cobble.png^[makealpha:128,128,128
437 * `<t>` = transformation(s) to apply
439 Rotates and/or flips the image.
441 `<t>` can be a number (between 0 and 7) or a transform name.
442 Rotations are counter-clockwise.
445 1 R90 rotate by 90 degrees
446 2 R180 rotate by 180 degrees
447 3 R270 rotate by 270 degrees
449 5 FXR90 flip X then rotate by 90 degrees
451 7 FYR90 flip Y then rotate by 90 degrees
455 default_stone.png^[transformFXR90
457 #### `[inventorycube{<top>{<left>{<right>`
458 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
460 Create an inventory cube texture using the side textures.
464 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
466 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
467 `dirt.png^grass_side.png` textures
469 #### `[lowpart:<percent>:<file>`
470 Blit the lower `<percent>`% part of `<file>` on the texture.
474 base.png^[lowpart:25:overlay.png
476 #### `[verticalframe:<t>:<n>`
477 * `<t>` = animation frame count
478 * `<n>` = current animation frame
480 Crops the texture to a frame of a vertical animation.
484 default_torch_animated.png^[verticalframe:16:8
487 Apply a mask to the base image.
489 The mask is applied using binary AND.
491 #### `[sheet:<w>x<h>:<x>,<y>`
492 Retrieves a tile at position x,y from the base image
493 which it assumes to be a tilesheet with dimensions w,h.
496 #### `[colorize:<color>:<ratio>`
497 Colorize the textures with the given color.
498 `<color>` is specified as a `ColorString`.
499 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
500 it is an int, then it specifies how far to interpolate between the
501 colors where 0 is only the texture color and 255 is only `<color>`. If
502 omitted, the alpha of `<color>` will be used as the ratio. If it is
503 the word "`alpha`", then each texture pixel will contain the RGB of
504 `<color>` and the alpha of `<color>` multiplied by the alpha of the
507 #### `[multiply:<color>`
508 Multiplies texture colors with the given color.
509 `<color>` is specified as a `ColorString`.
510 Result is more like what you'd expect if you put a color on top of another
511 color. Meaning white surfaces get a lot of your new color while black parts don't
516 The goal of hardware coloring is to simplify the creation of
517 colorful nodes. If your textures use the same pattern, and they only
518 differ in their color (like colored wool blocks), you can use hardware
519 coloring instead of creating and managing many texture files.
520 All of these methods use color multiplication (so a white-black texture
521 with red coloring will result in red-black color).
524 This method is useful if you wish to create nodes/items with
525 the same texture, in different colors, each in a new node/item definition.
528 When you register an item or node, set its `color` field (which accepts a
529 `ColorSpec`) to the desired color.
531 An `ItemStack`s static color can be overwritten by the `color` metadata
532 field. If you set that field to a `ColorString`, that color will be used.
535 Each tile may have an individual static color, which overwrites every
536 other coloring methods. To disable the coloring of a face,
537 set its color to white (because multiplying with white does nothing).
538 You can set the `color` property of the tiles in the node's definition
539 if the tile is in table format.
542 For nodes and items which can have many colors, a palette is more
543 suitable. A palette is a texture, which can contain up to 256 pixels.
544 Each pixel is one possible color for the node/item.
545 You can register one node/item, which can have up to 256 colors.
547 #### Palette indexing
548 When using palettes, you always provide a pixel index for the given
549 node or `ItemStack`. The palette is read from left to right and from
550 top to bottom. If the palette has less than 256 pixels, then it is
551 stretched to contain exactly 256 pixels (after arranging the pixels
552 to one line). The indexing starts from 0.
555 * 16x16 palette, index = 0: the top left corner
556 * 16x16 palette, index = 4: the fifth pixel in the first row
557 * 16x16 palette, index = 16: the pixel below the top left corner
558 * 16x16 palette, index = 255: the bottom right corner
559 * 2 (width)x4 (height) palette, index=31: the top left corner.
560 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
561 to ensure the total 256 pixels.
562 * 2x4 palette, index=32: the top right corner
563 * 2x4 palette, index=63: the top right corner
564 * 2x4 palette, index=64: the pixel below the top left corner
566 #### Using palettes with items
567 When registering an item, set the item definition's `palette` field to
568 a texture. You can also use texture modifiers.
570 The `ItemStack`'s color depends on the `palette_index` field of the
571 stack's metadata. `palette_index` is an integer, which specifies the
572 index of the pixel to use.
574 #### Linking palettes with nodes
575 When registering a node, set the item definition's `palette` field to
576 a texture. You can also use texture modifiers.
577 The node's color depends on its `param2`, so you also must set an
578 appropriate `drawtype`:
579 * `drawtype = "color"` for nodes which use their full `param2` for
580 palette indexing. These nodes can have 256 different colors.
581 The palette should contain 256 pixels.
582 * `drawtype = "colorwallmounted"` for nodes which use the first
583 five bits (most significant) of `param2` for palette indexing.
584 The remaining three bits are describing rotation, as in `wallmounted`
585 draw type. Division by 8 yields the palette index (without stretching the
586 palette). These nodes can have 32 different colors, and the palette
587 should contain 32 pixels.
589 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
590 pixel will be picked from the palette.
591 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
592 pixel will be picked from the palette.
593 * `drawtype = "colorfacedir"` for nodes which use the first
594 three bits of `param2` for palette indexing. The remaining
595 five bits are describing rotation, as in `facedir` draw type.
596 Division by 32 yields the palette index (without stretching the
597 palette). These nodes can have 8 different colors, and the
598 palette should contain 8 pixels.
600 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
601 first (= 0 + 1) pixel will be picked from the palette.
602 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
603 second (= 1 + 1) pixel will be picked from the palette.
605 To colorize a node on the map, set its `param2` value (according
606 to the node's draw type).
608 ### Conversion between nodes in the inventory and the on the map
609 Static coloring is the same for both cases, there is no need
612 If the `ItemStack`'s metadata contains the `color` field, it will be
613 lost on placement, because nodes on the map can only use palettes.
615 If the `ItemStack`'s metadata contains the `palette_index` field, it is
616 automatically transferred between node and item forms by the engine,
617 when a player digs or places a colored node.
618 You can disable this feature by setting the `drop` field of the node
619 to itself (without metadata).
620 To transfer the color to a special drop, you need a drop table.
623 minetest.register_node("mod:stone", {
624 description = "Stone",
625 tiles = {"default_stone.png"},
626 paramtype2 = "color",
627 palette = "palette.png",
630 -- assume that mod:cobblestone also has the same palette
631 {items = {"mod:cobblestone"}, inherit_color = true },
636 ### Colored items in craft recipes
637 Craft recipes only support item strings, but fortunately item strings
638 can also contain metadata. Example craft recipe registration:
640 minetest.register_craft({
641 output = minetest.itemstring_with_palette("wool:block", 3),
649 To set the `color` field, you can use `minetest.itemstring_with_color`.
651 Metadata field filtering in the `recipe` field are not supported yet,
652 so the craft output is independent of the color of the ingredients.
656 Sometimes hardware coloring is not enough, because it affects the
657 whole tile. Soft texture overlays were added to Minetest to allow
658 the dynamic coloring of only specific parts of the node's texture.
659 For example a grass block may have colored grass, while keeping the
662 These overlays are 'soft', because unlike texture modifiers, the layers
663 are not merged in the memory, but they are simply drawn on top of each
664 other. This allows different hardware coloring, but also means that
665 tiles with overlays are drawn slower. Using too much overlays might
668 For inventory and wield images you can specify overlays which
669 hardware coloring does not modify. You have to set `inventory_overlay`
670 and `wield_overlay` fields to an image name.
672 To define a node overlay, simply set the `overlay_tiles` field of the node
673 definition. These tiles are defined in the same way as plain tiles:
674 they can have a texture name, color etc.
675 To skip one face, set that overlay tile to an empty string.
677 Example (colored grass block):
679 minetest.register_node("default:dirt_with_grass", {
680 description = "Dirt with Grass",
681 -- Regular tiles, as usual
682 -- The dirt tile disables palette coloring
683 tiles = {{name = "default_grass.png"},
684 {name = "default_dirt.png", color = "white"}},
685 -- Overlay tiles: define them in the same style
686 -- The top and bottom tile does not have overlay
687 overlay_tiles = {"", "",
688 {name = "default_grass_side.png", tileable_vertical = false}},
689 -- Global color, used in inventory
691 -- Palette in the world
692 paramtype2 = "color",
693 palette = "default_foilage.png",
698 Only Ogg Vorbis files are supported.
700 For positional playing of sounds, only single-channel (mono) files are
701 supported. Otherwise OpenAL will play them non-positionally.
703 Mods should generally prefix their sounds with `modname_`, e.g. given
704 the mod name "`foomod`", a sound could be called:
708 Sounds are referred to by their name with a dot, a single digit and the
709 file extension stripped out. When a sound is played, the actual sound file
710 is chosen randomly from the matching sounds.
712 When playing the sound `foomod_foosound`, the sound is chosen randomly
713 from the available ones of the following files:
715 * `foomod_foosound.ogg`
716 * `foomod_foosound.0.ogg`
717 * `foomod_foosound.1.ogg`
719 * `foomod_foosound.9.ogg`
721 Examples of sound parameter tables:
723 -- Play locationless on all clients
725 gain = 1.0, -- default
726 fade = 0.0, -- default, change to a value > 0 to fade the sound in
727 pitch = 1.0, -- default
729 -- Play locationless to one player
732 gain = 1.0, -- default
733 fade = 0.0, -- default, change to a value > 0 to fade the sound in
734 pitch = 1.0, -- default
736 -- Play locationless to one player, looped
739 gain = 1.0, -- default
742 -- Play in a location
744 pos = {x = 1, y = 2, z = 3},
745 gain = 1.0, -- default
746 max_hear_distance = 32, -- default, uses an euclidean metric
748 -- Play connected to an object, looped
750 object = <an ObjectRef>,
751 gain = 1.0, -- default
752 max_hear_distance = 32, -- default, uses an euclidean metric
756 Looped sounds must either be connected to an object or played locationless to
757 one player using `to_player = name,`
759 ### `SimpleSoundSpec`
761 * e.g. `"default_place_node"`
763 * e.g. `{name = "default_place_node"}`
764 * e.g. `{name = "default_place_node", gain = 1.0}`
765 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
767 Registered definitions of stuff
768 -------------------------------
769 Anything added using certain `minetest.register_*` functions get added to
770 the global `minetest.registered_*` tables.
772 * `minetest.register_entity(name, prototype table)`
773 * added to `minetest.registered_entities[name]`
775 * `minetest.register_node(name, node definition)`
776 * added to `minetest.registered_items[name]`
777 * added to `minetest.registered_nodes[name]`
779 * `minetest.register_tool(name, item definition)`
780 * added to `minetest.registered_items[name]`
782 * `minetest.register_craftitem(name, item definition)`
783 * added to `minetest.registered_items[name]`
785 * `minetest.unregister_item(name)`
786 * Unregisters the item name from engine, and deletes the entry with key
787 * `name` from `minetest.registered_items` and from the associated item
788 * table according to its nature: `minetest.registered_nodes[]` etc
790 * `minetest.register_biome(biome definition)`
791 * returns an integer uniquely identifying the registered biome
792 * added to `minetest.registered_biome` with the key of `biome.name`
793 * if `biome.name` is nil, the key is the returned ID
795 * `minetest.unregister_biome(name)`
796 * Unregisters the biome name from engine, and deletes the entry with key
797 * `name` from `minetest.registered_biome`
799 * `minetest.register_ore(ore definition)`
800 * returns an integer uniquely identifying the registered ore
801 * added to `minetest.registered_ores` with the key of `ore.name`
802 * if `ore.name` is nil, the key is the returned ID
804 * `minetest.register_decoration(decoration definition)`
805 * returns an integer uniquely identifying the registered decoration
806 * added to `minetest.registered_decorations` with the key of `decoration.name`
807 * if `decoration.name` is nil, the key is the returned ID
809 * `minetest.register_schematic(schematic definition)`
810 * returns an integer uniquely identifying the registered schematic
811 * added to `minetest.registered_schematic` with the key of `schematic.name`
812 * if `schematic.name` is nil, the key is the returned ID
813 * if the schematic is loaded from a file, schematic.name is set to the filename
814 * if the function is called when loading the mod, and schematic.name is a relative
815 path, then the current mod path will be prepended to the schematic filename
817 * `minetest.clear_registered_biomes()`
818 * clears all biomes currently registered
820 * `minetest.clear_registered_ores()`
821 * clears all ores currently registered
823 * `minetest.clear_registered_decorations()`
824 * clears all decorations currently registered
826 * `minetest.clear_registered_schematics()`
827 * clears all schematics currently registered
829 Note that in some cases you will stumble upon things that are not contained
830 in these tables (e.g. when a mod has been removed). Always check for
831 existence before trying to access the fields.
833 Example: If you want to check the drawtype of a node, you could do:
835 local function get_nodedef_field(nodename, fieldname)
836 if not minetest.registered_nodes[nodename] then
839 return minetest.registered_nodes[nodename][fieldname]
841 local drawtype = get_nodedef_field(nodename, "drawtype")
843 Example: `minetest.get_item_group(name, group)` has been implemented as:
845 function minetest.get_item_group(name, group)
846 if not minetest.registered_items[name] or not
847 minetest.registered_items[name].groups[group] then
850 return minetest.registered_items[name].groups[group]
855 Nodes are the bulk data of the world: cubes and other things that take the
856 space of a cube. Huge amounts of them are handled efficiently, but they
859 The definition of a node is stored and can be accessed by name in
861 minetest.registered_nodes[node.name]
863 See "Registered definitions of stuff".
865 Nodes are passed by value between Lua and the engine.
866 They are represented by a table:
868 {name="name", param1=num, param2=num}
870 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
871 them for certain automated functions. If you don't use these functions, you can
872 use them to store arbitrary values.
874 The functions of `param1` and `param2` are determined by certain fields in the
877 `param1` is reserved for the engine when `paramtype != "none"`:
880 ^ The value stores light with and without sun in its upper and lower 4 bits
881 respectively. Allows light to propagate from or through the node with
882 light value falling by 1 per node. This is essential for a light source
883 node to spread its light.
885 `param2` is reserved for the engine when any of these are used:
887 liquidtype == "flowing"
888 ^ The level and some flags of the liquid is stored in param2
889 drawtype == "flowingliquid"
890 ^ The drawn liquid level is read from param2
891 drawtype == "torchlike"
892 drawtype == "signlike"
893 paramtype2 == "wallmounted"
894 ^ The rotation of the node is stored in param2. You can make this value
895 by using minetest.dir_to_wallmounted().
896 paramtype2 == "facedir"
897 ^ The rotation of the node is stored in param2. Furnaces and chests are
898 rotated this way. Can be made by using minetest.dir_to_facedir().
900 facedir / 4 = axis direction:
901 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
902 facedir modulo 4 = rotation around that axis
903 paramtype2 == "leveled"
904 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
906 The level of the top face of the nodebox is stored in param2.
907 The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
908 The nodebox height is (param2 / 64) nodes.
909 The maximum accepted value of param2 is 127.
911 The height of the 'plantlike' section is stored in param2.
912 The height is (param2 / 16) nodes.
913 paramtype2 == "degrotate"
914 ^ The rotation of this node is stored in param2. Plants are rotated this way.
915 Values range 0 - 179. The value stored in param2 is multiplied by two to
916 get the actual rotation of the node.
917 paramtype2 == "meshoptions"
918 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
919 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
920 a mesh selector. Currently the following meshes are choosable:
921 0 = a "x" shaped plant (ordinary plant)
922 1 = a "+" shaped plant (just rotated 45 degrees)
923 2 = a "*" shaped plant with 3 faces instead of 2
924 3 = a "#" shaped plant with 4 faces instead of 2
925 4 = a "#" shaped plant with 4 faces that lean outwards
926 5-7 are unused and reserved for future meshes.
927 Bits 3 through 7 are optional flags that can be combined and give these
929 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
930 bit 4 (0x10) - Makes the plant mesh 1.4x larger
931 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
932 bits 6-7 are reserved for future use.
933 paramtype2 == "color"
934 ^ `param2` tells which color is picked from the palette.
935 The palette should have 256 pixels.
936 paramtype2 == "colorfacedir"
937 ^ Same as `facedir`, but with colors.
938 The first three bits of `param2` tells which color
939 is picked from the palette.
940 The palette should have 8 pixels.
941 paramtype2 == "colorwallmounted"
942 ^ Same as `wallmounted`, but with colors.
943 The first five bits of `param2` tells which color
944 is picked from the palette.
945 The palette should have 32 pixels.
946 paramtype2 == "glasslikeliquidlevel"
947 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
948 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
950 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
952 Nodes can also contain extra data. See "Node Metadata".
956 There are a bunch of different looking node types.
958 Look for examples in `games/minimal` or `games/minetest_game`.
966 * `glasslike_framed_optional`
968 * `allfaces_optional`
975 * `nodebox` -- See below
976 * `mesh` -- Use models for nodes, see below
977 * `plantlike_rooted` -- See below
979 `*_optional` drawtypes need less rendering time if deactivated (always client side).
983 Node selection boxes are defined using "node boxes"
985 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
986 number of boxes. It allows defining stuff like stairs and slabs.
988 A nodebox is defined as any of:
991 -- A normal cube; the default in most things
995 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
997 fixed = box OR {box1, box2, ...}
1000 -- A variable height box (or boxes) with the top face position defined by
1001 -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
1003 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1005 fixed = box OR {box1, box2, ...}
1008 -- A box like the selection box for torches
1009 -- (wallmounted param2 is used, if applicable)
1010 type = "wallmounted",
1016 -- A node that has optional boxes depending on neighbouring nodes'
1017 -- presence and type. See also `connects_to`.
1019 fixed = box OR {box1, box2, ...}
1020 connect_top = box OR {box1, box2, ...}
1021 connect_bottom = box OR {box1, box2, ...}
1022 connect_front = box OR {box1, box2, ...}
1023 connect_left = box OR {box1, box2, ...}
1024 connect_back = box OR {box1, box2, ...}
1025 connect_right = box OR {box1, box2, ...}
1028 A `box` is defined as:
1030 {x1, y1, z1, x2, y2, z2}
1032 A box of a regular node would look like:
1034 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1038 If drawtype `mesh` is used, tiles should hold model materials textures.
1039 Only static meshes are implemented.
1040 For supported model formats see Irrlicht engine documentation.
1042 Rooted plantlike drawtype
1043 -------------------------
1044 The `plantlike_rooted` drawtype was developed to enable underwater plants
1045 without air bubbles around the plants.
1046 It consists of a base cube at the co-ordinates of the node (the seabed /
1047 lakebed / riverbed node) plus a 'plantlike' extension above with a height
1048 defined by param2 (maximum height 16 nodes). This extension visually passes
1049 through any nodes above the base cube without affecting them.
1050 The node is dug by digging the base cube.
1051 The base cube texture tiles are defined as normal, the plantlike extension
1052 uses the defined 'special tile', for example:
1053 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1057 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
1061 Offset that the noise is translated by (i.e. added) after calculation.
1064 Factor that the noise is scaled by (i.e. multiplied) after calculation.
1067 Vector containing values by which each coordinate is divided by before calculation.
1068 Higher spread values result in larger noise features.
1070 A value of `{x=250, y=250, z=250}` is common.
1073 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
1074 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
1077 Number of times the noise gradient is accumulated into the noise.
1079 Increase this number to increase the amount of detail in the resulting noise.
1081 A value of `6` is common.
1084 Factor by which the effect of the noise gradient function changes with each successive octave.
1086 Values less than `1` make the details of successive octaves' noise diminish, while values
1087 greater than `1` make successive octaves stronger.
1089 A value of `0.6` is common.
1092 Factor by which the noise feature sizes change with each successive octave.
1094 A value of `2.0` is common.
1097 Leave this field unset for no special handling.
1099 Currently supported are `defaults`, `eased` and `absvalue`.
1102 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1106 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1107 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1108 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1111 Accumulates the absolute value of each noise gradient result.
1113 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1118 spread = {x=500, y=500, z=500},
1123 flags = "defaults, absvalue"
1125 ^ A single noise parameter table can be used to get 2D or 3D noise,
1126 when getting 2D noise spread.z is ignored.
1131 These tell in what manner the ore is generated.
1133 All default ores are of the uniformly-distributed scatter type.
1136 Randomly chooses a location and generates a cluster of ore.
1138 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1139 that point is greater than the `noise_threshold`, giving the ability to create
1140 a non-equal distribution of ore.
1143 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1144 described by `noise_params` and `noise_threshold`. This is essentially an
1145 improved version of the so-called "stratus" ore seen in some unofficial mods.
1147 This sheet consists of vertical columns of uniform randomly distributed height,
1148 varying between the inclusive range `column_height_min` and `column_height_max`.
1149 If `column_height_min` is not specified, this parameter defaults to 1.
1150 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1151 for reverse compatibility. New code should prefer `column_height_max`.
1153 The `column_midpoint_factor` parameter controls the position of the column at which
1154 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1155 columns grow equally starting from each direction. `column_midpoint_factor` is a
1156 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1159 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1162 Creates a sheet of ore in a cloud-like puff shape.
1164 As with the `sheet` ore type, the size and shape of puffs are described by
1165 `noise_params` and `noise_threshold` and are placed at random vertical positions
1166 within the currently generated chunk.
1168 The vertical top and bottom displacement of each puff are determined by the noise
1169 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1172 Creates a deformed sphere of ore according to 3d perlin noise described by
1173 `noise_params`. The maximum size of the blob is `clust_size`, and
1174 `clust_scarcity` has the same meaning as with the `scatter` type.
1177 Creates veins of ore varying in density by according to the intersection of two
1178 instances of 3d perlin noise with diffferent seeds, both described by
1181 `random_factor` varies the influence random chance has on placement of an ore
1182 inside the vein, which is `1` by default. Note that modifying this parameter may
1183 require adjusting `noise_threshold`.
1185 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1188 This ore type is difficult to control since it is sensitive to small changes.
1189 The following is a decent set of parameters to work from:
1194 spread = {x=200, y=200, z=200},
1200 noise_threshold = 1.6
1202 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1203 computationally expensive than any other ore.
1206 Creates a single undulating ore stratum that is continuous across mapchunk
1207 borders and horizontally spans the world.
1209 The 2D perlin noise described by `noise_params` varies the Y co-ordinate of the
1210 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1211 varies the stratum's vertical thickness (in units of nodes). Due to being
1212 continuous across mapchunk borders the stratum's vertical thickness is
1215 `y_min` and `y_max` define the limits of the ore generation and for performance
1216 reasons should be set as close together as possible but without clipping the
1217 stratum's Y variation.
1219 If either of the 2 noise parameters are omitted the ore will occur from y_min
1220 to y_max in a simple horizontal stratum. As this does not compute noise
1221 performance improves, and is ideal for placing many layers.
1223 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1224 solid-ore stratum would require a `clust_scarcity` of 1.
1226 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1227 `random_factor` are ignored by this ore type.
1231 See section "Flag Specifier Format".
1233 Currently supported flags:
1234 `puff_cliffs`, `puff_additive_composition`.
1237 If set, puff ore generation will not taper down large differences in displacement
1238 when approaching the edge of a puff. This flag has no effect for ore types other
1241 ### `puff_additive_composition`
1242 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1243 negative displacement, the sub-column at that point is not generated. With this
1244 attribute set, puff ore generation will instead generate the absolute difference in
1245 noise displacement values. This flag has no effect for ore types other than `puff`.
1249 The varying types of decorations that can be placed.
1252 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1253 a list, if a decoration list is specified). Can specify a certain node it must
1254 spawn next to, such as water or lava, for example. Can also generate a
1255 decoration of random height between a specified lower and upper bound.
1256 This type of decoration is intended for placement of grass, flowers, cacti,
1257 papyri, waterlilies and so on.
1260 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1261 Can specify a probability of a node randomly appearing when placed.
1262 This decoration type is intended to be used for multi-node sized discrete
1263 structures, such as trees, cave spikes, rocks, and so on.
1267 --------------------
1268 A schematic specifier identifies a schematic by either a filename to a
1269 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1270 in the form of a table. This table specifies the following fields:
1272 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1273 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1274 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1275 * The `data` field is a flat table of MapNode tables making up the schematic,
1276 in the order of `[z [y [x]]]`. (required)
1277 Each MapNode table contains:
1278 * `name`: the name of the map node to place (required)
1279 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1280 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1281 * `force_place`: boolean representing if the node should forcibly overwrite any
1282 previous contents (default: false)
1284 About probability values:
1286 * A probability value of `0` or `1` means that node will never appear (0% chance).
1287 * A probability value of `254` or `255` means the node will always appear (100% chance).
1288 * If the probability value `p` is greater than `1`, then there is a
1289 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1293 Schematic attributes
1294 --------------------
1295 See section "Flag Specifier Format".
1297 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1300 * `place_center_x`: Placement of this decoration is centered along the X axis.
1301 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1302 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1303 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1308 The position field is used for all element types.
1310 To account for differing resolutions, the position coordinates are the percentage
1311 of the screen, ranging in value from `0` to `1`.
1313 The name field is not yet used, but should contain a description of what the
1314 HUD element represents. The direction field is the direction in which something
1317 `0` draws from left to right, `1` draws from right to left, `2` draws from
1318 top to bottom, and `3` draws from bottom to top.
1320 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1321 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1322 Fractional values can be used.
1324 The `offset` field specifies a pixel offset from the position. Contrary to position,
1325 the offset is not scaled to screen size. This allows for some precisely-positioned
1328 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1330 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1332 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1333 in the experimental stages.
1336 Displays an image on the HUD.
1338 * `scale`: The scale of the image, with 1 being the original texture size.
1339 Only the X coordinate scale is used (positive values).
1340 Negative values represent that percentage of the screen it
1341 should take; e.g. `x=-100` means 100% (width).
1342 * `text`: The name of the texture that is displayed.
1343 * `alignment`: The alignment of the image.
1344 * `offset`: offset in pixels from position.
1347 Displays text on the HUD.
1349 * `scale`: Defines the bounding rectangle of the text.
1350 A value such as `{x=100, y=100}` should work.
1351 * `text`: The text to be displayed in the HUD element.
1352 * `number`: An integer containing the RGB value of the color used to draw the text.
1353 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1354 * `alignment`: The alignment of the text.
1355 * `offset`: offset in pixels from position.
1358 Displays a horizontal bar made up of half-images.
1360 * `text`: The name of the texture that is used.
1361 * `number`: The number of half-textures that are displayed.
1362 If odd, will end with a vertically center-split texture.
1364 * `offset`: offset in pixels from position.
1365 * `size`: If used, will force full-image size to this value (override texture pack image size)
1368 * `text`: The name of the inventory list to be displayed.
1369 * `number`: Number of items in the inventory to be displayed.
1370 * `item`: Position of item that is selected.
1372 * `offset`: offset in pixels from position.
1375 Displays distance to selected world position.
1377 * `name`: The name of the waypoint.
1378 * `text`: Distance suffix. Can be blank.
1379 * `number:` An integer containing the RGB value of the color used to draw the text.
1380 * `world_pos`: World position of the waypoint.
1382 Representations of simple things
1383 --------------------------------
1387 {x=num, y=num, z=num}
1389 For helper functions see "Vector helpers".
1392 * `{type="nothing"}`
1393 * `{type="node", under=pos, above=pos}`
1394 * `{type="object", ref=ObjectRef}`
1396 Flag Specifier Format
1397 ---------------------
1398 Flags using the standardized flag specifier format can be specified in either of
1399 two ways, by string or table.
1401 The string format is a comma-delimited set of flag names; whitespace and
1402 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1403 flag, and specifying a flag prefixed by the string `"no"` explicitly
1404 clears the flag from whatever the default may be.
1406 In addition to the standard string flag format, the schematic flags field can
1407 also be a table of flag names to boolean values representing whether or not the
1408 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1409 is present, mapped to a boolean of any value, the specified flag is unset.
1411 E.g. A flag field of value
1413 {place_center_x = true, place_center_y=false, place_center_z=true}
1417 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1419 which is equivalent to
1421 "place_center_x, noplace_center_y, place_center_z"
1425 "place_center_x, place_center_z"
1427 since, by default, no schematic attributes are set.
1433 There are three kinds of items: nodes, tools and craftitems.
1435 * Node (`register_node`): A node from the world.
1436 * Tool (`register_tool`): A tool/weapon that can dig and damage
1437 things according to `tool_capabilities`.
1438 * Craftitem (`register_craftitem`): A miscellaneous item.
1441 All item stacks have an amount between 0 to 65535. It is 1 by
1442 default. Tool item stacks can not have an amount greater than 1.
1444 Tools use a wear (=damage) value ranging from 0 to 65535. The
1445 value 0 is the default and used is for unworn tools. The values
1446 1 to 65535 are used for worn tools, where a higher value stands for
1447 a higher wear. Non-tools always have a wear value of 0.
1450 Items and item stacks can exist in three formats: Serializes, table format
1454 This is called "stackstring" or "itemstring". It is a simple string with
1455 1-3 components: the full item identifier, an optional amount and an optional
1458 <identifier> [<amount>[ <wear>]]
1462 * `'default:apple'`: 1 apple
1463 * `'default:dirt 5'`: 5 dirt
1464 * `'default:pick_stone'`: a new stone pickaxe
1465 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1472 {name="default:dirt", count=5, wear=0, metadata=""}
1474 A wooden pick about 1/3 worn out:
1476 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1480 {name="default:apple", count=1, wear=0, metadata=""}
1483 A native C++ format with many helper methods. Useful for converting
1484 between formats. See the Class reference section for details.
1486 When an item must be passed to a function, it can usually be in any of
1492 In a number of places, there is a group table. Groups define the
1493 properties of a thing (item, node, armor of entity, capabilities of
1494 tool) in such a way that the engine and other mods can can interact with
1495 the thing without actually knowing what the thing is.
1498 Groups are stored in a table, having the group names with keys and the
1499 group ratings as values. For example:
1501 groups = {crumbly=3, soil=1}
1504 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1505 -- ^ A more special dirt-kind of thing
1507 Groups always have a rating associated with them. If there is no
1508 useful meaning for a rating for an enabled group, it shall be `1`.
1510 When not defined, the rating of a group defaults to `0`. Thus when you
1511 read groups, you must interpret `nil` and `0` as the same value, `0`.
1513 You can read the rating of a group for an item or a node by using
1515 minetest.get_item_group(itemname, groupname)
1518 Groups of items can define what kind of an item it is (e.g. wool).
1521 In addition to the general item things, groups are used to define whether
1522 a node is destroyable and how long it takes to destroy by a tool.
1524 ### Groups of entities
1525 For entities, groups are, as of now, used only for calculating damage.
1526 The rating is the percentage of damage caused by tools with this damage group.
1527 See "Entity damage mechanism".
1529 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1530 object.set_armor_groups({fleshy=30, cracky=80})
1533 Groups in tools define which groups of nodes and entities they are
1536 ### Groups in crafting recipes
1537 An example: Make meat soup from any meat, any water and any bowl:
1540 output = 'food:meat_soup_raw',
1546 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1549 Another example: Make red wool from white wool and red dye:
1553 output = 'wool:red',
1554 recipe = {'wool:white', 'group:dye,basecolor_red'},
1558 * `immortal`: Disables the group damage system for an entity
1559 * `punch_operable`: For entities; disables the regular damage mechanism for
1560 players punching it by hand or a non-tool item, so that it can do something
1561 else than take damage.
1562 * `level`: Can be used to give an additional sense of progression in the game.
1563 * A larger level will cause e.g. a weapon of a lower level make much less
1564 damage, and get worn out much faster, or not be able to get drops
1565 from destroyed nodes.
1566 * `0` is something that is directly accessible at the start of gameplay
1567 * There is no upper limit
1568 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1569 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1570 * `3`: the node always gets the digging time 0 seconds (torch)
1571 * `disable_jump`: Player (and possibly other things) cannot jump from node
1572 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1573 * `bouncy`: value is bounce speed in percent
1574 * `falling_node`: if there is no walkable block under the node it will fall
1575 * `attached_node`: if the node under it is not a walkable block the node will be
1576 dropped as an item. If the node is wallmounted the wallmounted direction is
1578 * `soil`: saplings will grow on nodes in this group
1579 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1580 connect to each other
1581 * `slippery`: Players and items will slide on the node.
1582 Slipperiness rises steadily with `slippery` value, starting at 1.
1585 ### Known damage and digging time defining groups
1586 * `crumbly`: dirt, sand
1587 * `cracky`: tough but crackable stuff like stone.
1588 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1589 plants, wire, sheets of metal
1590 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1591 * `fleshy`: Living things like animals and the player. This could imply
1592 some blood effects when hitting.
1593 * `explody`: Especially prone to explosions
1594 * `oddly_breakable_by_hand`:
1595 Can be added to nodes that shouldn't logically be breakable by the
1596 hand but are. Somewhat similar to `dig_immediate`, but times are more
1597 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1598 speed of a tool if the tool can dig at a faster speed than this
1599 suggests for the hand.
1601 ### Examples of custom groups
1602 Item groups are often used for defining, well, _groups of items_.
1604 * `meat`: any meat-kind of a thing (rating might define the size or healing
1605 ability or be irrelevant -- it is not defined as of yet)
1606 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1608 * `flammable`: can be set on fire. Rating might define the intensity of the
1609 fire, affecting e.g. the speed of the spreading of an open fire.
1610 * `wool`: any wool (any origin, any color)
1611 * `metal`: any metal
1612 * `weapon`: any weapon
1613 * `heavy`: anything considerably heavy
1615 ### Digging time calculation specifics
1616 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1617 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1618 faster digging time.
1620 The `level` group is used to limit the toughness of nodes a tool can dig
1621 and to scale the digging times / damage to a greater extent.
1623 **Please do understand this**, otherwise you cannot use the system to it's
1626 Tools define their properties by a list of parameters for groups. They
1627 cannot dig other groups; thus it is important to use a standard bunch of
1628 groups to enable interaction with tools.
1630 #### Tools definition
1633 * Full punch interval
1634 * Maximum drop level
1635 * For an arbitrary list of groups:
1636 * Uses (until the tool breaks)
1637 * Maximum level (usually `0`, `1`, `2` or `3`)
1641 #### Full punch interval
1642 When used as a weapon, the tool will do full damage if this time is spent
1643 between punches. If e.g. half the time is spent, the tool will do half
1646 #### Maximum drop level
1647 Suggests the maximum level of node, when dug with the tool, that will drop
1648 it's useful item. (e.g. iron ore to drop a lump of iron).
1650 This is not automated; it is the responsibility of the node definition
1654 Determines how many uses the tool has when it is used for digging a node,
1655 of this group, of the maximum level. For lower leveled nodes, the use count
1656 is multiplied by `3^leveldiff`.
1658 * `uses=10, leveldiff=0`: actual uses: 10
1659 * `uses=10, leveldiff=1`: actual uses: 30
1660 * `uses=10, leveldiff=2`: actual uses: 90
1663 Tells what is the maximum level of a node of this group that the tool will
1667 List of digging times for different ratings of the group, for nodes of the
1670 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1671 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1672 for this group, and unable to dig the rating `1`, which is the toughest.
1673 Unless there is a matching group that enables digging otherwise.
1675 If the result digging time is 0, a delay of 0.15 seconds is added between
1676 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1677 i.e. players can more quickly click the nodes away instead of holding LMB.
1680 List of damage for groups of entities. See "Entity damage mechanism".
1682 #### Example definition of the capabilities of a tool
1684 tool_capabilities = {
1685 full_punch_interval=1.5,
1688 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1690 damage_groups = {fleshy=2},
1693 This makes the tool be able to dig nodes that fulfil both of these:
1695 * Have the `crumbly` group
1696 * Have a `level` group less or equal to `2`
1698 Table of resulting digging times:
1700 crumbly 0 1 2 3 4 <- level
1702 1 0.80 1.60 1.60 - -
1703 2 0.60 1.20 1.20 - -
1704 3 0.40 0.80 0.80 - -
1706 level diff: 2 1 0 -1 -2
1708 Table of resulting tool uses:
1717 * At `crumbly==0`, the node is not diggable.
1718 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1719 easy nodes to be quickly breakable.
1720 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1722 Entity damage mechanism
1723 -----------------------
1727 foreach group in cap.damage_groups:
1728 damage += cap.damage_groups[group] * limit(actual_interval /
1729 cap.full_punch_interval, 0.0, 1.0)
1730 * (object.armor_groups[group] / 100.0)
1731 -- Where object.armor_groups[group] is 0 for inexistent values
1734 Client predicts damage based on damage groups. Because of this, it is able to
1735 give an immediate response when an entity is damaged or dies; the response is
1736 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1738 Currently a smoke puff will appear when an entity dies.
1740 The group `immortal` completely disables normal damage.
1742 Entities can define a special armor group, which is `punch_operable`. This
1743 group disables the regular damage mechanism for players punching it by hand or
1744 a non-tool item, so that it can do something else than take damage.
1746 On the Lua side, every punch calls:
1748 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1750 This should never be called directly, because damage is usually not handled by
1753 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1754 accessed unless absolutely required, to encourage interoperability.
1755 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1756 * `tool_capabilities` can be `nil`.
1757 * `direction` is a unit vector, pointing from the source of the punch to
1759 * `damage` damage that will be done to entity
1760 Return value of this function will determin if damage is done by this function
1761 (retval true) or shall be done by engine (retval false)
1763 To punch an entity/object in Lua, call:
1765 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1767 * Return value is tool wear.
1768 * Parameters are equal to the above callback.
1769 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1770 `direction` will be automatically filled in based on the location of `puncher`.
1774 The instance of a node in the world normally only contains the three values
1775 mentioned in "Nodes". However, it is possible to insert extra data into a
1776 node. It is called "node metadata"; See `NodeMetaRef`.
1778 Node metadata contains two things:
1783 Some of the values in the key-value store are handled specially:
1785 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1786 * `infotext`: Text shown on the screen when the node is pointed at
1790 local meta = minetest.get_meta(pos)
1791 meta:set_string("formspec",
1793 "list[context;main;0,0;8,4;]"..
1794 "list[current_player;main;0,5;8,4;]")
1795 meta:set_string("infotext", "Chest");
1796 local inv = meta:get_inventory()
1797 inv:set_size("main", 8*4)
1798 print(dump(meta:to_table()))
1801 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1802 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1803 [10] = "", [11] = "", [12] = "", [13] = "",
1804 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1805 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1806 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1807 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1811 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1818 Item stacks can store metadata too. See `ItemStackMetaRef`.
1820 Item metadata only contains a key-value store.
1822 Some of the values in the key-value store are handled specially:
1824 * `description`: Set the item stack's description. Defaults to `idef.description`
1825 * `color`: A `ColorString`, which sets the stack's color.
1826 * `palette_index`: If the item has a palette, this is used to get the
1827 current color from the palette.
1831 local meta = stack:get_meta()
1832 meta:set_string("key", "value")
1833 print(dump(meta:to_table()))
1837 Formspec defines a menu. Currently not much else than inventories are
1838 supported. It is a string, with a somewhat strange format.
1840 Spaces and newlines can be inserted between the blocks, as is used in the
1848 list[context;main;0,0;8,4;]
1849 list[current_player;main;0,5;8,4;]
1854 list[context;fuel;2,3;1,1;]
1855 list[context;src;2,1;1,1;]
1856 list[context;dst;5,1;2,2;]
1857 list[current_player;main;0,5;8,4;]
1859 #### Minecraft-like player inventory
1862 image[1,0.6;1,2;player.png]
1863 list[current_player;main;0,3.5;8,4;]
1864 list[current_player;craft;3,0;3,3;]
1865 list[current_player;craftpreview;7,1;1,1;]
1869 #### `size[<W>,<H>,<fixed_size>]`
1870 * Define the size of the menu in inventory slots
1871 * `fixed_size`: `true`/`false` (optional)
1872 * deprecated: `invsize[<W>,<H>;]`
1874 #### `position[<X>,<Y>]`
1875 * Define the position of the formspec
1876 * A value between 0.0 and 1.0 represents a position inside the screen
1877 * The default value is the center of the screen (0.5, 0.5)
1879 #### `anchor[<X>,<Y>]`
1880 * Define the anchor of the formspec
1881 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1882 * The default value is the center of the formspec (0.5, 0.5)
1884 #### `container[<X>,<Y>]`
1885 * Start of a container block, moves all physical elements in the container by (X, Y)
1886 * Must have matching `container_end`
1887 * Containers can be nested, in which case the offsets are added
1888 (child containers are relative to parent containers)
1890 #### `container_end[]`
1891 * End of a container, following elements are no longer relative to this container
1893 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1894 * Show an inventory list
1896 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1897 * Show an inventory list
1899 #### `listring[<inventory location>;<list name>]`
1900 * Allows to create a ring of inventory lists
1901 * Shift-clicking on items in one element of the ring
1902 will send them to the next inventory list inside the ring
1903 * The first occurrence of an element inside the ring will
1904 determine the inventory where items will be sent to
1907 * Shorthand for doing `listring[<inventory location>;<list name>]`
1908 for the last two inventory lists added by list[...]
1910 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1911 * Sets background color of slots as `ColorString`
1912 * Sets background color of slots on mouse hovering
1914 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1915 * Sets background color of slots as `ColorString`
1916 * Sets background color of slots on mouse hovering
1917 * Sets color of slots border
1919 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1920 * Sets background color of slots as `ColorString`
1921 * Sets background color of slots on mouse hovering
1922 * Sets color of slots border
1923 * Sets default background color of tooltips
1924 * Sets default font color of tooltips
1926 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1927 * Adds tooltip for an element
1928 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1929 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1931 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1933 * Position and size units are inventory slots
1935 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1936 * Show an inventory image of registered item/node
1937 * Position and size units are inventory slots
1939 #### `bgcolor[<color>;<fullscreen>]`
1940 * Sets background color of formspec as `ColorString`
1941 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1943 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1944 * Use a background. Inventory rectangles are not drawn then.
1945 * Position and size units are inventory slots
1946 * Example for formspec 8x4 in 16x resolution: image shall be sized
1947 8 times 16px times 4 times 16px.
1949 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1950 * Use a background. Inventory rectangles are not drawn then.
1951 * Position and size units are inventory slots
1952 * Example for formspec 8x4 in 16x resolution:
1953 image shall be sized 8 times 16px times 4 times 16px
1954 * If `true` the background is clipped to formspec size
1955 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1957 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1958 * Textual password style field; will be sent to server when a button is clicked
1959 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1961 * `x` and `y` position the field relative to the top left of the menu
1962 * `w` and `h` are the size of the field
1963 * Fields are a set height, but will be vertically centred on `h`
1964 * Position and size units are inventory slots
1965 * `name` is the name of the field as returned in fields to `on_receive_fields`
1966 * `label`, if not blank, will be text printed on the top left above the field
1967 * See field_close_on_enter to stop enter closing the formspec
1969 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1970 * Textual field; will be sent to server when a button is clicked
1971 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1973 * `x` and `y` position the field relative to the top left of the menu
1974 * `w` and `h` are the size of the field
1975 * Fields are a set height, but will be vertically centred on `h`
1976 * Position and size units are inventory slots
1977 * `name` is the name of the field as returned in fields to `on_receive_fields`
1978 * `label`, if not blank, will be text printed on the top left above the field
1979 * `default` is the default value of the field
1980 * `default` may contain variable references such as `${text}'` which
1981 will fill the value from the metadata value `text`
1982 * **Note**: no extra text or more than a single variable is supported ATM.
1983 * See `field_close_on_enter` to stop enter closing the formspec
1985 #### `field[<name>;<label>;<default>]`
1986 * As above, but without position/size units
1987 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1989 * Special field for creating simple forms, such as sign text input
1990 * Must be used without a `size[]` element
1991 * A "Proceed" button will be added automatically
1992 * See `field_close_on_enter` to stop enter closing the formspec
1994 #### `field_close_on_enter[<name>;<close_on_enter>]`
1995 * <name> is the name of the field
1996 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1997 * defaults to true when not specified (ie: no tag for a field)
1999 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2000 * Same as fields above, but with multi-line input
2001 * if the text overflows a vertical scrollbar is added
2002 * if the name is empty the textarea is readonly. The label is not displayed then
2004 #### `label[<X>,<Y>;<label>]`
2005 * `x` and `y` work as per field
2006 * `label` is the text on the label
2007 * Position and size units are inventory slots
2009 #### `vertlabel[<X>,<Y>;<label>]`
2010 * Textual label drawn vertically
2011 * `x` and `y` work as per field
2012 * `label` is the text on the label
2013 * Position and size units are inventory slots
2015 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2016 * Clickable button. When clicked, fields will be sent.
2017 * `x`, `y` and `name` work as per field
2018 * `w` and `h` are the size of the button
2019 * Fixed button height. It will be vertically centred on `h`
2020 * `label` is the text on the button
2021 * Position and size units are inventory slots
2023 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2024 * `x`, `y`, `w`, `h`, and `name` work as per button
2025 * `texture name` is the filename of an image
2026 * Position and size units are inventory slots
2028 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2029 * `x`, `y`, `w`, `h`, and `name` work as per button
2030 * `texture name` is the filename of an image
2031 * Position and size units are inventory slots
2032 * `noclip=true` means the image button doesn't need to be within specified formsize
2033 * `drawborder`: draw button border or not
2034 * `pressed texture name` is the filename of an image on pressed state
2036 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2037 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2038 * `item name` is the registered name of an item/node,
2039 tooltip will be made out of its description
2040 to override it use tooltip element
2041 * Position and size units are inventory slots
2043 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2044 * When clicked, fields will be sent and the form will quit.
2046 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2047 * When clicked, fields will be sent and the form will quit.
2049 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2050 * Scrollable item list showing arbitrary text elements
2051 * `x` and `y` position the itemlist relative to the top left of the menu
2052 * `w` and `h` are the size of the itemlist
2053 * `name` fieldname sent to server on doubleclick value is current selected element
2054 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
2055 * if you want a listelement to start with "#" write "##".
2057 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2058 * Scrollable itemlist showing arbitrary text elements
2059 * `x` and `y` position the item list relative to the top left of the menu
2060 * `w` and `h` are the size of the item list
2061 * `name` fieldname sent to server on doubleclick value is current selected element
2062 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2063 * if you want a listelement to start with "#" write "##"
2064 * Index to be selected within textlist
2065 * `true`/`false`: draw transparent background
2066 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
2068 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2069 * Show a tab**header** at specific position (ignores formsize)
2070 * `x` and `y` position the itemlist relative to the top left of the menu
2071 * `name` fieldname data is transferred to Lua
2072 * `caption 1`...: name shown on top of tab
2073 * `current_tab`: index of selected tab 1...
2074 * `transparent` (optional): show transparent
2075 * `draw_border` (optional): draw border
2077 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2078 * Simple colored semitransparent box
2079 * `x` and `y` position the box relative to the top left of the menu
2080 * `w` and `h` are the size of box
2081 * `color` is color specified as a `ColorString`
2083 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2084 * Show a dropdown field
2085 * **Important note**: There are two different operation modes:
2086 1. handle directly on change (only changed dropdown is submitted)
2087 2. read the value on pressing a button (all dropdown values are available)
2088 * `x` and `y` position of dropdown
2090 * Fieldname data is transferred to Lua
2091 * Items to be shown in dropdown
2092 * Index of currently selected dropdown item
2094 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2096 * `x` and `y`: position of checkbox
2097 * `name` fieldname data is transferred to Lua
2098 * `label` to be shown left of checkbox
2099 * `selected` (optional): `true`/`false`
2101 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2103 * There are two ways to use it:
2104 1. handle the changed event (only changed scrollbar is available)
2105 2. read the value on pressing a button (all scrollbars are available)
2106 * `x` and `y`: position of trackbar
2107 * `w` and `h`: width and height
2108 * `orientation`: `vertical`/`horizontal`
2109 * Fieldname data is transferred to Lua
2110 * Value this trackbar is set to (`0`-`1000`)
2111 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
2113 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2114 * Show scrollable table using options defined by the previous `tableoptions[]`
2115 * Displays cells as defined by the previous `tablecolumns[]`
2116 * `x` and `y`: position the itemlist relative to the top left of the menu
2117 * `w` and `h` are the size of the itemlist
2118 * `name`: fieldname sent to server on row select or doubleclick
2119 * `cell 1`...`cell n`: cell contents given in row-major order
2120 * `selected idx`: index of row to be selected within table (first row = `1`)
2121 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2123 #### `tableoptions[<opt 1>;<opt 2>;...]`
2124 * Sets options for `table[]`
2126 * default text color (`ColorString`), defaults to `#FFFFFF`
2127 * `background=#RRGGBB`
2128 * table background color (`ColorString`), defaults to `#000000`
2129 * `border=<true/false>`
2130 * should the table be drawn with a border? (default: `true`)
2131 * `highlight=#RRGGBB`
2132 * highlight background color (`ColorString`), defaults to `#466432`
2133 * `highlight_text=#RRGGBB`
2134 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2135 * `opendepth=<value>`
2136 * all subtrees up to `depth < value` are open (default value = `0`)
2137 * only useful when there is a column of type "tree"
2139 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2140 * Sets columns for `table[]`
2141 * Types: `text`, `image`, `color`, `indent`, `tree`
2142 * `text`: show cell contents as text
2143 * `image`: cell contents are an image index, use column options to define images
2144 * `color`: cell contents are a ColorString and define color of following cell
2145 * `indent`: cell contents are a number and define indentation of following cell
2146 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2149 * for `text` and `image`: content alignment within cells.
2150 Available values: `left` (default), `center`, `right`, `inline`
2152 * for `text` and `image`: minimum width in em (default: `0`)
2153 * for `indent` and `tree`: indent width in em (default: `1.5`)
2154 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2155 Exception: defaults to 0 for indent columns
2156 * `tooltip=<value>`: tooltip text (default: empty)
2157 * `image` column options:
2158 * `0=<value>` sets image for image index 0
2159 * `1=<value>` sets image for image index 1
2160 * `2=<value>` sets image for image index 2
2161 * and so on; defined indices need not be contiguous empty or
2162 non-numeric cells are treated as `0`.
2163 * `color` column options:
2164 * `span=<value>`: number of following columns to affect (default: infinite)
2166 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2167 pass key press events to formspec!
2171 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2172 * `"current_player"`: Player to whom the menu is shown
2173 * `"player:<name>"`: Any player
2174 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2175 * `"detached:<name>"`: A detached inventory
2177 Player Inventory lists
2178 ----------------------
2179 * `main`: list containing the default inventory
2180 * `craft`: list containing the craft input
2181 * `craftpreview`: list containing the craft output
2182 * `hand`: list containing an override for the empty hand
2186 `#RGB` defines a color in hexadecimal format.
2188 `#RGBA` defines a color in hexadecimal format and alpha channel.
2190 `#RRGGBB` defines a color in hexadecimal format.
2192 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2194 Named colors are also supported and are equivalent to
2195 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2196 To specify the value of the alpha channel, append `#AA` to the end of the color name
2197 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2198 value must (always) be two hexadecimal digits.
2202 A ColorSpec specifies a 32-bit color. It can be written in either:
2203 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2204 `colorspec = {a=255, r=0, g=255, b=0}`
2205 numerical form, the raw integer value of an ARGB8 quad:
2206 `colorspec = 0xFF00FF00`
2207 or string form, a ColorString (defined above):
2208 `colorspec = "green"`
2212 Most text can contain escape sequences, that can for example color the text.
2213 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2214 The following functions provide escape sequences:
2216 * `minetest.get_color_escape_sequence(color)`:
2217 * `color` is a ColorString
2218 * The escape sequence sets the text color to `color`
2219 * `minetest.colorize(color, message)`:
2221 `minetest.get_color_escape_sequence(color) ..
2223 minetest.get_color_escape_sequence("#ffffff")`
2224 * `minetest.get_background_escape_sequence(color)`
2225 * `color` is a ColorString
2226 * The escape sequence sets the background of the whole text element to
2227 `color`. Only defined for item descriptions and tooltips.
2228 * `minetest.strip_foreground_colors(str)`
2229 * Removes foreground colors added by `get_color_escape_sequence`.
2230 * `minetest.strip_background_colors(str)`
2231 * Removes background colors added by `get_background_escape_sequence`.
2232 * `minetest.strip_colors(str)`
2233 * Removes all color escape sequences.
2237 * `vector.new(a[, b, c])`: returns a vector:
2238 * A copy of `a` if `a` is a vector.
2239 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2240 * `vector.direction(p1, p2)`: returns a vector
2241 * `vector.distance(p1, p2)`: returns a number
2242 * `vector.length(v)`: returns a number
2243 * `vector.normalize(v)`: returns a vector
2244 * `vector.floor(v)`: returns a vector, each dimension rounded down
2245 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2246 * `vector.apply(v, func)`: returns a vector
2247 * `vector.equals(v1, v2)`: returns a boolean
2248 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2250 For the following functions `x` can be either a vector or a number:
2252 * `vector.add(v, x)`: returns a vector
2253 * `vector.subtract(v, x)`: returns a vector
2254 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2255 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2259 * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
2260 handles reference loops
2261 * `obj`: arbitrary variable
2262 * `name`: string, default: `"_"`
2263 * `dumped`: table, default: `{}`
2264 * `dump(obj, dumped)`: returns a string which makes `obj` human readable
2265 * `obj`: arbitrary variable
2266 * `dumped`: table, default: `{}`
2267 * `math.hypot(x, y)`
2268 * Get the hypotenuse of a triangle with legs x and y.
2269 Useful for distance calculation.
2270 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2271 * Get the sign of a number.
2272 * tolerance: number, default: `0.0`
2273 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2275 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2276 * `separator`: string, default: `","`
2277 * `include_empty`: boolean, default: `false`
2278 * `max_splits`: number, if it's positive, splits aren't limited,
2280 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2281 string or a pattern (regex), default: `false`
2282 * e.g. `"a,b":split","` returns `{"a","b"}`
2283 * `string:trim()`: returns the string whithout whitespace pre- and suffixes
2284 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2285 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2286 * Adds newlines to the string to keep it within the specified character
2288 * Note that the returned lines may be longer than the limit since it only
2289 splits at word borders.
2290 * `limit`: number, maximal amount of characters in one line
2291 * `as_table`: boolean, if set to true, a table of lines instead of a string
2292 is returned, default: `false`
2293 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2294 * `pos`: table {x=X, y=Y, z=Z}
2295 * Converts the position `pos` to a human-readable, printable string
2296 * `decimal_places`: number, if specified, the x, y and z values of
2297 the position are rounded to the given decimal place.
2298 * `minetest.string_to_pos(string)`: returns a position or `nil`
2299 * Same but in reverse.
2300 * If the string can't be parsed to a position, nothing is returned.
2301 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2302 * Converts a string representing an area box into two positions
2303 * `minetest.formspec_escape(string)`: returns a string
2304 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2305 * `minetest.is_yes(arg)`
2306 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2307 * `minetest.get_us_time()`
2308 * returns time with microsecond precision. May not return wall time.
2309 * `table.copy(table)`: returns a table
2310 * returns a deep copy of `table`
2311 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2312 * returns the exact position on the surface of a pointed node
2317 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2319 ### Translating a string
2320 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2322 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2323 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2324 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2326 local S = minetest.get_translator(textdomain)
2329 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2331 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2332 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2333 to get the string translated. This can be used so that a string is translated differently in different contexts.
2334 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2335 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2336 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2337 outputs of `minetest.translate` as well.
2339 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2340 We can do the following:
2342 local S = minetest.get_translator()
2343 S("@1 Wool", S("Red"))
2345 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2346 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2351 this will be displayed as "Laine Rouge" on clients with a French locale.
2353 ### Operations on translated strings
2355 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2356 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2357 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2358 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2359 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2360 `minetest.colorize` which are only concatenation under the hood as well.
2362 ### Translation file format
2363 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2364 The file should be a text file, with the following format:
2366 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2367 domain of all following translations in the file.
2368 * All other empty lines or lines beginning with `#` are ignored.
2369 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2370 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2371 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2372 or the end of the line.
2375 Strings that need to be translated can contain several escapes, preceded by `@`.
2376 * `@@` acts as a literal `@`.
2377 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2378 when translation. Due to how translations are implemented, the original translation string **must** have
2379 its arguments in increasing order, without gaps or repetitions, starting from 1.
2380 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2381 files to avoid begin confused with the `=` separating the original from the translation.
2382 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2383 in strings given to `minetest.translate`, but is in translation files.
2384 * `@n` acts as a literal newline as well.
2386 `minetest` namespace reference
2387 ------------------------------
2391 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2392 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2393 * Useful for loading additional `.lua` modules or static data from mod
2394 * `minetest.get_modnames()`: returns a list of installed mods
2395 * Return a list of installed mods, sorted alphabetically
2396 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2397 * Useful for storing custom data
2398 * `minetest.is_singleplayer()`
2399 * `minetest.features`: Table containing API feature flags
2402 glasslike_framed = true,
2403 nodebox_as_selectionbox = true,
2404 chat_send_player_param3 = true,
2405 get_all_craft_recipes_works = true,
2406 use_texture_alpha = true,
2407 -- ^ The transparency channel of textures can be used optionally
2408 no_legacy_abms = true,
2409 -- ^ Tree and grass ABMs are no longer done from C++
2410 texture_names_parens = true,
2411 -- ^ Texture grouping is possible using parentheses
2412 area_store_custom_ids = true,
2413 -- ^ Unique Area ID for AreaStore:insert_area
2414 add_entity_with_staticdata = true,
2415 -- ^ add_entity supports passing initial staticdata to on_activate
2416 no_chat_message_prediction = true,
2417 -- ^ Chat messages are no longer predicted
2419 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2420 * `arg`: string or table in format `{foo=true, bar=true}`
2421 * `missing_features`: `{foo=true, bar=true}`
2422 * `minetest.get_player_information(player_name)`:
2423 * Returns a table containing information about a player. Example return value:
2426 address = "127.0.0.1", -- IP address of client
2427 ip_version = 4, -- IPv4 / IPv6
2428 min_rtt = 0.01, -- minimum round trip time
2429 max_rtt = 0.2, -- maximum round trip time
2430 avg_rtt = 0.02, -- average round trip time
2431 min_jitter = 0.01, -- minimum packet time jitter
2432 max_jitter = 0.5, -- maximum packet time jitter
2433 avg_jitter = 0.03, -- average packet time jitter
2434 connection_uptime = 200, -- seconds since client connected
2435 protocol_version = 32, -- protocol version used by client
2436 -- following information is available on debug build only!!!
2437 -- DO NOT USE IN MODS
2438 --ser_vers = 26, -- serialization version used by client
2439 --major = 0, -- major version number
2440 --minor = 4, -- minor version number
2441 --patch = 10, -- patch version number
2442 --vers_string = "0.4.9-git", -- full version string
2443 --state = "Active" -- current client state
2445 * `minetest.mkdir(path)`: returns success.
2446 * Creates a directory specified by `path`, creating parent directories
2447 if they don't exist.
2448 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2450 * nil: return all entries,
2451 * true: return only subdirectory names, or
2452 * false: return only file names.
2453 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2454 * Replaces contents of file at path with new contents in a safe (atomic) way.
2455 Use this instead of below code when writing e.g. database files:
2456 `local f = io.open(path, "wb"); f:write(content); f:close()`
2457 * `minetest.get_version()`: returns a table containing components of the
2458 engine version. Components:
2459 * `project`: Name of the project, eg, "Minetest"
2460 * `string`: Simple version, eg, "1.2.3-dev"
2461 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2462 Use this for informational purposes only. The information in the returned
2463 table does not represent the capabilities of the engine, nor is it
2464 reliable or verifyable. Compatible forks will have a different name and
2465 version entirely. To check for the presence of engine features, test
2466 whether the functions exported by the wanted features exist. For example:
2467 `if minetest.check_for_falling then ... end`.
2468 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2469 * `data`: string of data to hash
2470 * `raw`: return raw bytes instead of hex digits, default: false
2473 * `minetest.debug(...)`
2474 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2475 * `minetest.log([level,] text)`
2476 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2477 `"info"`, or `"verbose"`. Default is `"none"`.
2479 ### Registration functions
2480 Call these functions only at load time!
2482 * `minetest.register_entity(name, prototype table)`
2483 * `minetest.register_abm(abm definition)`
2484 * `minetest.register_lbm(lbm definition)`
2485 * `minetest.register_node(name, node definition)`
2486 * `minetest.register_tool(name, item definition)`
2487 * `minetest.register_craftitem(name, item definition)`
2488 * `minetest.unregister_item(name)`
2489 * `minetest.register_alias(name, convert_to)`
2490 * Also use this to set the 'mapgen aliases' needed in a game for the core
2491 * mapgens. See 'Mapgen aliases' section above.
2492 * `minetest.register_alias_force(name, convert_to)`
2493 * `minetest.register_craft(recipe)`
2494 * Check recipe table syntax for different types below.
2495 * `minetest.clear_craft(recipe)`
2496 * Will erase existing craft based either on output item or on input recipe.
2497 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2498 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2499 * If no erase candidate could be found, Lua exception will be thrown.
2500 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2501 contains output. Erasing is then done independently from the crafting method.
2502 * `minetest.register_ore(ore definition)`
2503 * `minetest.register_biome(biome definition)`
2504 * `minetest.register_decoration(decoration definition)`
2505 * `minetest.override_item(name, redefinition)`
2506 * Overrides fields of an item registered with register_node/tool/craftitem.
2507 * Note: Item must already be defined, (opt)depend on the mod defining it.
2508 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2509 * `minetest.clear_registered_ores()`
2510 * `minetest.clear_registered_biomes()`
2511 * `minetest.clear_registered_decorations()`
2513 ### Global callback registration functions
2514 Call these functions only at load time!
2516 * `minetest.register_globalstep(func(dtime))`
2517 * Called every server step, usually interval of 0.1s
2518 * `minetest.register_on_shutdown(func())`
2519 * Called before server shutdown
2520 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2521 callbacks **will likely not be run**. Data should be saved at
2522 semi-frequent intervals as well as on server shutdown.
2523 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2524 * Called when a node has been placed
2525 * If return `true` no item is taken from `itemstack`
2526 * `placer` may be any valid ObjectRef or nil.
2527 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2529 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2530 * Called when a node has been dug.
2531 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2533 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2534 * Called when a node is punched
2535 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2536 * Called after generating a piece of world. Modifying nodes inside the area
2537 is a bit faster than usually.
2538 * `minetest.register_on_newplayer(func(ObjectRef))`
2539 * Called after a new player has been created
2540 * `minetest.register_on_dieplayer(func(ObjectRef))`
2541 * Called when a player dies
2542 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2543 * Called when a player is punched
2544 * `player` - ObjectRef - Player that was punched
2545 * `hitter` - ObjectRef - Player that hit
2546 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2547 * `tool_capabilities`: capability table of used tool (can be nil)
2548 * `dir`: unit vector of direction of punch. Always defined. Points from
2549 the puncher to the punched.
2550 * `damage` - number that represents the damage calculated by the engine
2551 * should return `true` to prevent the default damage mechanism
2552 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2553 * Called when the player gets damaged or healed
2554 * `player`: ObjectRef of the player
2555 * `hp_change`: the amount of change. Negative when it is damage.
2556 * `modifier`: when true, the function should return the actual `hp_change`.
2557 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2558 modifiers can return true as a second argument to stop the execution of further functions.
2559 Non-modifiers receive the final hp change calculated by the modifiers.
2560 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2561 * Called when player is to be respawned
2562 * Called _before_ repositioning of player occurs
2563 * return true in func to disable regular player placement
2564 * `minetest.register_on_prejoinplayer(func(name, ip))`
2565 * Called before a player joins the game
2566 * If it returns a string, the player is disconnected with that string as reason
2567 * `minetest.register_on_joinplayer(func(ObjectRef))`
2568 * Called when a player joins the game
2569 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2570 * Called when a player leaves the game
2571 * `timed_out`: True for timeout, false for other reasons.
2572 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2573 * Called when a player cheats
2574 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2576 * `interacted_too_far`
2577 * `interacted_while_dead`
2578 * `finished_unknown_dig`
2581 * `minetest.register_on_chat_message(func(name, message))`
2582 * Called always when a player says something
2583 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2584 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2585 * Called when a button is pressed in player's inventory form
2586 * Newest functions are called first
2587 * If function returns `true`, remaining functions are not called
2588 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2589 * Called when `player` crafts something
2590 * `itemstack` is the output
2591 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2592 * `craft_inv` is the inventory with the crafting grid
2593 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2594 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2595 * The same as before, except that it is called before the player crafts, to make
2596 craft prediction, and it should not change anything.
2597 * `minetest.register_on_protection_violation(func(pos, name))`
2598 * Called by `builtin` and mods when a player violates protection at a position
2599 (eg, digs a node or punches a protected entity).
2600 * The registered functions can be called using `minetest.record_protection_violation`
2601 * The provided function should check that the position is protected by the mod
2602 calling this function before it prints a message, if it does, to allow for
2603 multiple protection mods.
2604 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2605 * Called when an item is eaten, by `minetest.item_eat`
2606 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2607 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2608 * Called when `granter` grants the priv `priv` to `name`.
2609 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2610 and again with granter being nil.
2611 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2612 * Called when `revoker` revokes the priv `priv` from `name`.
2613 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2614 and again with revoker being nil.
2615 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2616 * Called when `name` user connects with `ip`.
2617 * Return `true` to by pass the player limit
2618 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2619 * Called when an incoming mod channel message is received
2620 * You should have joined some channels to receive events.
2621 * If message comes from a server mod, `sender` field is an empty string.
2623 ### Other registration functions
2624 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2625 * Adds definition to `minetest.registered_chatcommands`
2626 * `minetest.override_chatcommand(name, redefinition)`
2627 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2628 * `minetest.unregister_chatcommand(name)`
2629 * Unregisters a chatcommands registered with `register_chatcommand`.
2630 * `minetest.register_privilege(name, definition)`
2631 * `definition`: `"description text"`
2632 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2633 the default of `give_to_singleplayer` is true
2634 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2635 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2636 `granter_name` will be nil if the priv was granted by a mod.
2637 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2638 `revoker_name` will be nil if the priv was revoked by a mod
2639 * Note that the above two callbacks will be called twice if a player is responsible -
2640 once with the player name, and then with a nil player name.
2641 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2642 * `minetest.register_authentication_handler(handler)`
2643 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2646 * `minetest.settings`: Settings object containing all of the settings from the
2647 main config file (`minetest.conf`).
2648 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2649 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2652 * `minetest.notify_authentication_modified(name)`
2653 * Should be called by the authentication handler if privileges changes.
2654 * `name`: string, if ommited, everybody is reported
2655 * `minetest.check_password_entry(name, entry, password)`
2656 * Returns true if the "db entry" for a player with name matches given
2657 * password, false otherwise.
2658 * The "db entry" is the usually player-individual value that is derived
2659 * from the player's chosen password and stored on the server in order to allow
2660 * authentication whenever the player desires to log in.
2661 * Only use this function for making it possible to log in via the password from
2662 * via protocols like IRC, other uses for inside the game are frowned upon.
2663 * `minetest.get_password_hash(name, raw_password)`
2664 * Convert a name-password pair to a password hash that Minetest can use.
2665 * The returned value alone is not a good basis for password checks based
2666 * on comparing the password hash in the database with the password hash
2667 * from the function, with an externally provided password, as the hash
2668 * in the db might use the new SRP verifier format.
2669 * For this purpose, use `minetest.check_password_entry` instead.
2670 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2671 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2672 * Convert between two privilege representations
2673 * `minetest.set_player_password(name, password_hash)`
2674 * `minetest.set_player_privs(name, {priv1=true,...})`
2675 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2676 * `minetest.auth_reload()`
2677 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2678 * A quickhand for checking privileges.
2679 * `player_or_name`: Either a Player object or the name of a player.
2680 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2681 a table, e.g. `{ priva = true, privb = true }`.
2682 * `minetest.get_player_ip(name)`: returns an IP address string
2684 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2685 and `minetest.auth_reload` call the authetification handler.
2688 * `minetest.chat_send_all(text)`
2689 * `minetest.chat_send_player(name, text)`
2691 ### Environment access
2692 * `minetest.set_node(pos, node)`
2693 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2694 * Set node at position `pos`
2695 * `node`: table `{name=string, param1=number, param2=number}`
2696 * If param1 or param2 is omitted, it's set to `0`.
2697 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2698 * `minetest.swap_node(pos, node)`
2699 * Set node at position, but don't remove metadata
2700 * `minetest.remove_node(pos)`
2701 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2702 * `minetest.get_node(pos)`
2703 * Returns the node at the given position as table in the format
2704 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2706 * `minetest.get_node_or_nil(pos)`
2707 * Same as `get_node` but returns `nil` for unloaded areas.
2708 * `minetest.get_node_light(pos, timeofday)`
2709 * Gets the light value at the given position. Note that the light value
2710 "inside" the node at the given position is returned, so you usually want
2711 to get the light value of a neighbor.
2712 * `pos`: The position where to measure the light.
2713 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2714 * Returns a number between `0` and `15` or `nil`
2715 * `minetest.place_node(pos, node)`
2716 * Place node with the same effects that a player would cause
2717 * `minetest.dig_node(pos)`
2718 * Dig node with the same effects that a player would cause
2719 * Returns `true` if successful, `false` on failure (e.g. protected location)
2720 * `minetest.punch_node(pos)`
2721 * Punch node with the same effects that a player would cause
2722 * `minetest.spawn_falling_node(pos)`
2723 * Change node into falling node
2724 * Returns `true` if successful, `false` on failure
2726 * `minetest.find_nodes_with_meta(pos1, pos2)`
2727 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2728 * `minetest.get_meta(pos)`
2729 * Get a `NodeMetaRef` at that position
2730 * `minetest.get_node_timer(pos)`
2731 * Get `NodeTimerRef`
2733 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2734 * Returns `ObjectRef`, or `nil` if failed
2735 * `minetest.add_item(pos, item)`: Spawn item
2736 * Returns `ObjectRef`, or `nil` if failed
2737 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2738 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2739 * `radius`: using an euclidean metric
2740 * `minetest.set_timeofday(val)`
2741 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2742 * `minetest.get_timeofday()`
2743 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2744 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2745 * accounting for time changes.
2746 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2747 * `radius`: using a maximum metric
2748 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2749 * `search_center` is an optional boolean (default: `false`)
2750 If true `pos` is also checked for the nodes
2751 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2752 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2753 * First return value: Table with all node positions
2754 * Second return value: Table with the count of each node with the node name as index
2755 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2756 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2757 * Return value: Table with all node positions with a node air above
2758 * `minetest.get_perlin(noiseparams)`
2759 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2760 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2761 * `minetest.get_voxel_manip([pos1, pos2])`
2762 * Return voxel manipulator object.
2763 * Loads the manipulator from the map if positions are passed.
2764 * `minetest.set_gen_notify(flags, {deco_ids})`
2765 * Set the types of on-generate notifications that should be collected
2766 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2767 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2768 * The second parameter is a list of IDS of decorations which notification is requested for
2769 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2770 * `minetest.get_mapgen_object(objectname)`
2771 * Return requested mapgen object if available (see "Mapgen objects")
2772 * `minetest.get_biome_id(biome_name)`
2773 * Returns the biome id, as used in the biomemap Mapgen object, for a
2774 given biome_name string.
2775 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2776 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2777 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2778 * `minetest.set_mapgen_params(MapgenParams)`
2779 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2780 * Set map generation parameters
2781 * Function cannot be called after the registration period; only initialization
2782 and `on_mapgen_init`
2783 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2785 * Leave field unset to leave that parameter unchanged
2786 * `flags` contains a comma-delimited string of flags to set,
2787 or if the prefix `"no"` is attached, clears instead.
2788 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2789 * `minetest.get_mapgen_setting(name)`
2790 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2791 order of precedence:
2792 1) Settings loaded from map_meta.txt or overrides set during mod execution
2793 2) Settings set by mods without a metafile override
2794 3) Settings explicitly set in the user config file, minetest.conf
2795 4) Settings set as the user config default
2796 * `minetest.get_mapgen_setting_noiseparams(name)`
2797 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2798 and is a valid NoiseParams
2799 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2800 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2801 is not already present in map_meta.txt.
2802 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2803 the setting will become the active setting regardless of the map metafile contents.
2804 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2805 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2806 * Same as above, except value is a NoiseParams table.
2807 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2808 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2809 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2810 should be applied to the default config or current active config
2811 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2812 * `minetest.generate_ores(vm, pos1, pos2)`
2813 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2814 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2815 * `minetest.generate_decorations(vm, pos1, pos2)`
2816 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2817 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2818 * `minetest.clear_objects([options])`
2819 * Clear all objects in the environment
2820 * Takes an optional table as an argument with the field `mode`.
2821 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2822 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2823 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2824 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2825 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2826 * fetched from memory, loaded from disk, or if inexistent, generates them.
2827 * If `callback` is a valid Lua function, this will be called for each block emerged.
2828 * The function signature of callback is:
2829 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2830 * - `blockpos` is the *block* coordinates of the block that had been emerged
2831 * - `action` could be one of the following constant values:
2832 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2833 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2834 * - `calls_remaining` is the number of callbacks to be expected after this one
2835 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2836 * parameter was absent)
2837 * `minetest.delete_area(pos1, pos2)`
2838 * delete all mapblocks in the area from pos1 to pos2, inclusive
2839 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2840 * Check if there is a direct line of sight between `pos1` and `pos2`
2841 * Returns the position of the blocking node when `false`
2842 * `pos1`: First position
2843 * `pos2`: Second position
2844 * `stepsize`: smaller gives more accurate results but requires more computing
2845 time. Default is `1`.
2846 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2847 * Creates a `Raycast` object.
2848 * `pos1`: start of the ray
2849 * `pos2`: end of the ray
2850 * `objects` : if false, only nodes will be returned. Default is `true`.
2851 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2852 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2853 * returns table containing path
2854 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2855 * `pos1`: start position
2856 * `pos2`: end position
2857 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2858 * `max_jump`: maximum height difference to consider walkable
2859 * `max_drop`: maximum height difference to consider droppable
2860 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2861 * `minetest.spawn_tree (pos, {treedef})`
2862 * spawns L-system tree at given `pos` with definition in `treedef` table
2863 * `minetest.transforming_liquid_add(pos)`
2864 * add node to liquid update queue
2865 * `minetest.get_node_max_level(pos)`
2866 * get max available level for leveled node
2867 * `minetest.get_node_level(pos)`
2868 * get level of leveled node (water, snow)
2869 * `minetest.set_node_level(pos, level)`
2870 * set level of leveled node, default `level` equals `1`
2871 * if `totallevel > maxlevel`, returns rest (`total-max`).
2872 * `minetest.add_node_level(pos, level)`
2873 * increase level of leveled node by level, default `level` equals `1`
2874 * if `totallevel > maxlevel`, returns rest (`total-max`)
2875 * can be negative for decreasing
2876 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2877 * resets the light in a cuboid-shaped part of
2878 the map and removes lighting bugs.
2879 * Loads the area if it is not loaded.
2880 * `pos1` is the corner of the cuboid with the least coordinates
2881 (in node coordinates), inclusive.
2882 * `pos2` is the opposite corner of the cuboid, inclusive.
2883 * The actual updated cuboid might be larger than the specified one,
2884 because only whole map blocks can be updated.
2885 The actual updated area consists of those map blocks that intersect
2886 with the given cuboid.
2887 * However, the neighborhood of the updated area might change
2888 as well, as light can spread out of the cuboid, also light
2890 * returns `false` if the area is not fully generated,
2892 * `minetest.check_single_for_falling(pos)`
2893 * causes an unsupported `group:falling_node` node to fall and causes an
2894 unattached `group:attached_node` node to fall.
2895 * does not spread these updates to neighbours.
2896 * `minetest.check_for_falling(pos)`
2897 * causes an unsupported `group:falling_node` node to fall and causes an
2898 unattached `group:attached_node` node to fall.
2899 * spread these updates to neighbours and can cause a cascade
2903 You can find mod channels communication scheme in `docs/mod_channels.png`.
2905 * `minetest.mod_channel_join(channel_name)`
2906 * Server joins channel `channel_name`, and creates it if necessary. You
2907 should listen from incoming messages with `minetest.register_on_modchannel_message`
2908 call to receive incoming messages
2911 `minetest.get_inventory(location)`: returns an `InvRef`
2914 * `{type="player", name="celeron55"}`
2915 * `{type="node", pos={x=, y=, z=}}`
2916 * `{type="detached", name="creative"}`
2917 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2918 * callbacks: See "Detached inventory callbacks"
2919 * `player_name`: Make detached inventory available to one player exclusively,
2920 by default they will be sent to every player (even if not used).
2921 Note that this parameter is mostly just a workaround and will be removed in future releases.
2922 * Creates a detached inventory. If it already exists, it is cleared.
2923 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2924 returns left over ItemStack
2925 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2928 * `minetest.show_formspec(playername, formname, formspec)`
2929 * `playername`: name of player to show formspec
2930 * `formname`: name passed to `on_player_receive_fields` callbacks.
2931 It should follow the `"modname:<whatever>"` naming convention
2932 * `formspec`: formspec to display
2933 * `minetest.close_formspec(playername, formname)`
2934 * `playername`: name of player to close formspec
2935 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2937 * calling `show_formspec(playername, formname, "")` is equal to this expression
2938 * to close a formspec regardless of the formname, call
2939 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2940 * `minetest.formspec_escape(string)`: returns a string
2941 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2942 * `minetest.explode_table_event(string)`: returns a table
2943 * returns e.g. `{type="CHG", row=1, column=2}`
2945 * `"INV"`: no row selected)
2946 * `"CHG"`: selected)
2947 * `"DCL"`: double-click
2948 * `minetest.explode_textlist_event(string)`: returns a table
2949 * returns e.g. `{type="CHG", index=1}`
2951 * `"INV"`: no row selected)
2952 * `"CHG"`: selected)
2953 * `"DCL"`: double-click
2954 * `minetest.explode_scrollbar_event(string)`: returns a table
2955 * returns e.g. `{type="CHG", value=500}`
2957 * `"INV"`: something failed
2958 * `"CHG"`: has been changed
2959 * `"VAL"`: not changed
2962 * `minetest.inventorycube(img1, img2, img3)`
2963 * Returns a string for making an image of a cube (useful as an item image)
2964 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2965 * Get position of a `pointed_thing` (that you can get from somewhere)
2966 * `minetest.dir_to_facedir(dir, is6d)`
2967 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2968 * passing something non-`nil`/`false` for the optional second parameter causes it to
2969 take the y component into account
2970 * `minetest.facedir_to_dir(facedir)`
2971 * Convert a facedir back into a vector aimed directly out the "back" of a node
2972 * `minetest.dir_to_wallmounted(dir)`
2973 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2974 * `minetest.wallmounted_to_dir(wallmounted)`
2975 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2976 * `minetest.dir_to_yaw(dir)`
2977 * Convert a vector into a yaw (angle)
2978 * `minetest.yaw_to_dir(yaw)`
2979 * Convert yaw (angle) to a vector
2980 * `minetest.is_colored_paramtype(ptype)`
2981 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2982 information (`color`, `colorwallmounted` or `colorfacedir`).
2983 * `minetest.strip_param2_color(param2, paramtype2)`
2984 * Removes everything but the color information from the
2985 given `param2` value.
2986 * Returns `nil` if the given `paramtype2` does not contain color information
2987 * `minetest.get_node_drops(nodename, toolname)`
2988 * Returns list of item names.
2989 * **Note**: This will be removed or modified in a future version.
2990 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2991 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2992 * `input.width` = for example `3`
2993 * `input.items` = for example
2994 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2995 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2996 * `output.time` = a number, if unsuccessful: `0`
2997 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2998 `decremented_input.items`
2999 * `decremented_input` = like `input`
3000 * `minetest.get_craft_recipe(output)`: returns input
3001 * returns last registered recipe for output item (node)
3002 * `output` is a node or item type such as `"default:torch"`
3003 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3004 * `input.width` = for example `3`
3005 * `input.items` = for example
3006 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3007 * `input.items` = `nil` if no recipe found
3008 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3009 * returns indexed table with all registered recipes for query item (node)
3010 or `nil` if no recipe was found
3011 * recipe entry table:
3014 method = 'normal' or 'cooking' or 'fuel'
3015 width = 0-3, 0 means shapeless recipe
3016 items = indexed [1-9] table with recipe items
3017 output = string with item name and quantity
3019 * Example query for `"default:gold_ingot"` will return table:
3022 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3023 items = {1 = "default:gold_lump"}},
3024 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3025 items = {1 = "default:goldblock"}}
3027 * `minetest.handle_node_drops(pos, drops, digger)`
3028 * `drops`: list of itemstrings
3029 * Handles drops from nodes after digging: Default action is to put them into
3031 * Can be overridden to get different functionality (e.g. dropping items on
3033 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
3034 * Creates an item string which contains palette index information
3035 for hardware colorization. You can use the returned string
3036 as an output in a craft recipe.
3037 * `item`: the item stack which becomes colored. Can be in string,
3038 table and native form.
3039 * `palette_index`: this index is added to the item stack
3040 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3041 * Creates an item string which contains static color information
3042 for hardware colorization. Use this method if you wish to colorize
3043 an item that does not own a palette. You can use the returned string
3044 as an output in a craft recipe.
3045 * `item`: the item stack which becomes colored. Can be in string,
3046 table and native form.
3047 * `colorstring`: the new color of the item stack
3050 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3051 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3052 * Find who has done something to a node, or near a node
3053 * `actor`: `"player:<name>"`, also `"liquid"`.
3054 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
3055 * Revert latest actions of someone
3056 * `actor`: `"player:<name>"`, also `"liquid"`.
3058 ### Defaults for the `on_*` item definition functions
3059 These functions return the leftover itemstack.
3061 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3062 * Place item as a node
3063 * `param2` overrides `facedir` and wallmounted `param2`
3064 * returns `itemstack, success`
3065 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3067 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3068 * Use one of the above based on what the item is.
3069 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3070 * **Note**: is not called when wielded item overrides `on_place`
3071 * `param2` overrides `facedir` and wallmounted `param2`
3072 * returns `itemstack, success`
3073 * `minetest.item_drop(itemstack, dropper, pos)`
3075 * `minetest.item_eat(hp_change, replace_with_item)`
3077 * `replace_with_item` is the itemstring which is added to the inventory.
3078 If the player is eating a stack, then replace_with_item goes to a
3079 different spot. Can be `nil`
3080 * See `minetest.do_item_eat`
3082 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3083 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3084 * Calls functions registered by `minetest.register_on_punchnode()`
3085 * `minetest.node_dig(pos, node, digger)`
3086 * Checks if node can be dug, puts item into inventory, removes node
3087 * Calls functions registered by `minetest.registered_on_dignodes()`
3090 * `minetest.sound_play(spec, parameters)`: returns a handle
3091 * `spec` is a `SimpleSoundSpec`
3092 * `parameters` is a sound parameter table
3093 * `minetest.sound_stop(handle)`
3094 * `minetest.sound_fade(handle, step, gain)`
3095 * `handle` is a handle returned by `minetest.sound_play`
3096 * `step` determines how fast a sound will fade.
3097 Negative step will lower the sound volume, positive step will increase the sound volume
3098 * `gain` the target gain for the fade.
3101 * `minetest.after(time, func, ...)`
3102 * Call the function `func` after `time` seconds, may be fractional
3103 * Optional: Variable number of arguments that are passed to `func`
3106 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
3107 `reconnect` == true displays a reconnect button,
3108 `delay` adds an optional delay (in seconds) before shutdown
3109 negative delay cancels the current active shutdown
3110 zero delay triggers an immediate shutdown.
3111 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3112 * `minetest.get_server_status()`: returns server status string
3113 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3114 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3115 * Does not remove player authentication data, minetest.player_exists will continue to return true.
3116 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3119 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3120 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3121 * `minetest.ban_player(name)`: ban a player
3122 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3123 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3126 * `minetest.add_particle(particle definition)`
3127 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3128 size, collisiondetection, texture, playername)`
3130 * `minetest.add_particlespawner(particlespawner definition)`
3131 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3132 * Returns an `id`, and -1 if adding didn't succeed
3133 * `Deprecated: minetest.add_particlespawner(amount, time,
3137 minexptime, maxexptime,
3139 collisiondetection, texture, playername)`
3141 * `minetest.delete_particlespawner(id, player)`
3142 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3143 * If playername is specified, only deletes on the player's client,
3144 * otherwise on all clients
3147 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3148 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3149 * Apply the specified probability and per-node force-place to the specified nodes
3150 according to the `probability_list`.
3151 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3152 * `pos` is the 3D vector specifying the absolute coordinates of the
3153 node being modified,
3154 * `prob` is an integer value from `0` to `255` that encodes probability and
3155 per-node force-place. Probability has levels 0-127, then 128 is added to
3156 encode per-node force-place.
3157 For probability stated as 0-255, divide by 2 and round down to get values
3158 0-127, then add 128 to apply per-node force-place.
3159 * If there are two or more entries with the same pos value, the
3161 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3162 * If `probability_list` equals `nil`, no probabilities are applied.
3163 * Apply the specified probability to the specified horizontal slices according to the
3165 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3166 * `ypos` indicates the y position of the slice with a probability applied,
3167 the lowest slice being `ypos = 0`.
3168 * If slice probability list equals `nil`, no slice probabilities are applied.
3169 * Saves schematic in the Minetest Schematic format to filename.
3171 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
3172 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3173 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3174 * If the `rotation` parameter is omitted, the schematic is not rotated.
3175 * `replacements` = `{["old_name"] = "convert_to", ...}`
3176 * `force_placement` is a boolean indicating whether nodes other than `air` and
3177 `ignore` are replaced by the schematic
3178 * Returns nil if the schematic could not be loaded.
3180 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
3181 * This function is analagous to minetest.place_schematic, but places a schematic onto the
3182 specified VoxelManip object `vmanip` instead of the whole map.
3183 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3184 containing the full area required, and true if the whole schematic was able to fit.
3185 * Returns nil if the schematic could not be loaded.
3186 * After execution, any external copies of the VoxelManip contents are invalidated.
3188 * `minetest.serialize_schematic(schematic, format, options)`
3189 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3190 * in the `format` of either "mts" or "lua".
3191 * "mts" - a string containing the binary MTS data used in the MTS file format
3192 * "lua" - a string containing Lua code representing the schematic in table format
3193 * `options` is a table containing the following optional parameters:
3194 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3195 * position comments for every X row generated in the schematic data for easier reading.
3196 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3197 * will use that number of spaces as indentation instead of a tab character.
3200 * `minetest.request_http_api()`:
3201 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3202 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3203 otherwise returns `nil`.
3204 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3206 * Only works at init time and must be called from the mod's main scope (not from a function).
3207 * Function only exists if minetest server was built with cURL support.
3208 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3210 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3211 * Performs given request asynchronously and calls callback upon completion
3212 * callback: `function(HTTPRequestResult res)`
3213 * Use this HTTP function if you are unsure, the others are for advanced use.
3214 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3215 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3216 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3217 * Return response data for given asynchronous HTTP request
3220 * `minetest.get_mod_storage()`:
3221 * returns reference to mod private `StorageRef`
3222 * must be called during mod load time
3225 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3226 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3227 * `minetest.hud_replace_builtin(name, hud_definition)`
3228 * Replaces definition of a builtin hud element
3229 * `name`: `"breath"` or `"health"`
3230 * `hud_definition`: definition to replace builtin definition
3231 * `minetest.send_join_message(player_name)`
3232 * This function can be overridden by mods to change the join message.
3233 * `minetest.send_leave_message(player_name, timed_out)`
3234 * This function can be overridden by mods to change the leave message.
3235 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3236 * `pos`: table {x=number, y=number, z=number},
3237 * Gives a unique hash number for a node position (16+16+16=48bit)
3238 * `minetest.get_position_from_hash(hash)`: returns a position
3239 * Inverse transform of `minetest.hash_node_position`
3240 * `minetest.get_item_group(name, group)`: returns a rating
3241 * Get rating of a group of an item. (`0` means: not in group)
3242 * `minetest.get_node_group(name, group)`: returns a rating
3243 * Deprecated: An alias for the former.
3244 * `minetest.raillike_group(name)`: returns a rating
3245 * Returns rating of the connect_to_raillike group corresponding to name
3246 * If name is not yet the name of a connect_to_raillike group, a new group id
3247 * is created, with that name
3248 * `minetest.get_content_id(name)`: returns an integer
3249 * Gets the internal content ID of `name`
3250 * `minetest.get_name_from_content_id(content_id)`: returns a string
3251 * Gets the name of the content with that content ID
3252 * `minetest.parse_json(string[, nullvalue])`: returns something
3253 * Convert a string containing JSON data into the Lua equivalent
3254 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3255 * On success returns a table, a string, a number, a boolean or `nullvalue`
3256 * On failure outputs an error message and returns `nil`
3257 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3258 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3259 * Convert a Lua table into a JSON string
3260 * styled: Outputs in a human-readable format if this is set, defaults to false
3261 * Unserializable things like functions and userdata will cause an error.
3262 * **Warning**: JSON is more strict than the Lua table format.
3263 1. You can only use strings and positive integers of at least one as keys.
3264 2. You can not mix string and integer keys.
3265 This is due to the fact that JSON has two distinct array and object values.
3266 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3267 * `minetest.serialize(table)`: returns a string
3268 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3269 into string form readable by `minetest.deserialize`
3270 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3271 * `minetest.deserialize(string)`: returns a table
3272 * Convert a string returned by `minetest.deserialize` into a table
3273 * `string` is loaded in an empty sandbox environment.
3274 * Will load functions, but they cannot access the global environment.
3275 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3276 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3277 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3278 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3279 * Compress a string of data.
3280 * `method` is a string identifying the compression method to be used.
3281 * Supported compression methods:
3282 * Deflate (zlib): `"deflate"`
3283 * `...` indicates method-specific arguments. Currently defined arguments are:
3284 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3285 * `minetest.decompress(compressed_data, method, ...)`: returns data
3286 * Decompress a string of data (using ZLib).
3287 * See documentation on `minetest.compress()` for supported compression methods.
3288 * currently supported.
3289 * `...` indicates method-specific arguments. Currently, no methods use this.
3290 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3291 * Each argument is a 8 Bit unsigned integer
3292 * Returns the ColorString from rgb or rgba values
3293 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3294 * `minetest.encode_base64(string)`: returns string encoded in base64
3295 * Encodes a string in base64.
3296 * `minetest.decode_base64(string)`: returns string
3297 * Decodes a string encoded in base64.
3298 * `minetest.is_protected(pos, name)`: returns boolean
3299 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3300 actions, defineable by mods, due to some mod-defined ownership-like concept.
3301 Returns false or nil, if the player is allowed to do such actions.
3302 * `name` will be "" for non-players or unknown players.
3303 * This function should be overridden by protection mods and should be used to
3304 check if a player can interact at a position.
3305 * This function should call the old version of itself if the position is not
3306 protected by the mod.
3309 local old_is_protected = minetest.is_protected
3310 function minetest.is_protected(pos, name)
3311 if mymod:position_protected_from(pos, name) then
3314 return old_is_protected(pos, name)
3316 * `minetest.record_protection_violation(pos, name)`
3317 * This function calls functions registered with
3318 `minetest.register_on_protection_violation`.
3319 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3320 * Attempt to predict the desired orientation of the facedir-capable node
3321 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3322 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3323 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3324 is an optional table containing extra tweaks to the placement code:
3325 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3326 orientation on the wall.
3327 * `force_wall` : if `true`, always place the node in wall orientation.
3328 * `force_ceiling`: if `true`, always place on the ceiling.
3329 * `force_floor`: if `true`, always place the node on the floor.
3330 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3331 the floor or ceiling
3332 * The first four options are mutually-exclusive; the last in the list takes
3333 precedence over the first.
3334 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3335 * calls `rotate_and_place()` with infinitestacks set according to the state of
3336 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3339 * `minetest.forceload_block(pos[, transient])`
3340 * forceloads the position `pos`.
3341 * returns `true` if area could be forceloaded
3342 * If `transient` is `false` or absent, the forceload will be persistent
3343 (saved between server runs). If `true`, the forceload will be transient
3344 (not saved between server runs).
3346 * `minetest.forceload_free_block(pos[, transient])`
3347 * stops forceloading the position `pos`
3348 * If `transient` is `false` or absent, frees a persistent forceload.
3349 If `true`, frees a transient forceload.
3351 * `minetest.request_insecure_environment()`: returns an environment containing
3352 insecure functions if the calling mod has been listed as trusted in the
3353 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3354 * Only works at init time and must be called from the mod's main scope (not from a function).
3355 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3358 * `minetest.global_exists(name)`
3359 * Checks if a global variable has been set, without triggering a warning.
3362 * `minetest.env`: `EnvRef` of the server environment and world.
3363 * Any function in the minetest namespace can be called using the syntax
3364 `minetest.env:somefunction(somearguments)`
3365 instead of `minetest.somefunction(somearguments)`
3366 * Deprecated, but support is not to be dropped soon
3369 * `minetest.registered_items`
3370 * Map of registered items, indexed by name
3371 * `minetest.registered_nodes`
3372 * Map of registered node definitions, indexed by name
3373 * `minetest.registered_craftitems`
3374 * Map of registered craft item definitions, indexed by name
3375 * `minetest.registered_tools`
3376 * Map of registered tool definitions, indexed by name
3377 * `minetest.registered_entities`
3378 * Map of registered entity prototypes, indexed by name
3379 * `minetest.object_refs`
3380 * Map of object references, indexed by active object id
3381 * `minetest.luaentities`
3382 * Map of Lua entities, indexed by active object id
3383 * `minetest.registered_chatcommands`
3384 * Map of registered chat command definitions, indexed by name
3385 * `minetest.registered_ores`
3386 * List of registered ore definitions.
3387 * `minetest.registered_biomes`
3388 * List of registered biome definitions.
3389 * `minetest.registered_decorations`
3390 * List of registered decoration definitions.
3397 An interface to use mod channels on client and server
3400 * `leave()`: leave the mod channel.
3401 * Server leaves channel `channel_name`.
3402 * No more incoming or outgoing messages can be sent to this channel from server mods.
3403 * This invalidate all future object usage
3404 * Ensure your set mod_channel to nil after that to free Lua resources
3405 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3406 * `send_all(message)`: Send `message` though the mod channel.
3407 * If mod channel is not writeable or invalid, message will be dropped.
3408 * Message size is limited to 65535 characters by protocol.
3411 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3414 * `set_string(name, value)`
3415 * `get_string(name)`
3416 * `set_int(name, value)`
3418 * `set_float(name, value)`
3420 * `to_table()`: returns `nil` or a table with keys:
3421 * `fields`: key-value storage
3422 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3423 * `from_table(nil or {})`
3424 * Any non-table value will clear the metadata
3425 * See "Node Metadata" for an example
3426 * returns `true` on success
3428 * returns `true` if this metadata has the same key-value pairs as `other`
3431 Node metadata: reference extra data and functionality stored in a node.
3432 Can be obtained via `minetest.get_meta(pos)`.
3435 * All methods in MetaDataRef
3436 * `get_inventory()`: returns `InvRef`
3437 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3438 This will prevent them from being sent to the client. Note that the "private"
3439 status will only be remembered if an associated key-value pair exists, meaning
3440 it's best to call this when initializing all other meta (e.g. `on_construct`).
3442 ### `ItemStackMetaRef`
3443 ItemStack metadata: reference extra data and functionality stored in a stack.
3444 Can be obtained via `item:get_meta()`.
3447 * All methods in MetaDataRef
3448 * `set_tool_capabilities([tool_capabilities])`
3449 * overrides the item's tool capabilities
3450 * a nil value will clear the override data and restore the original behavior
3453 Mod metadata: per mod metadata, saved automatically.
3454 Can be obtained via `minetest.get_mod_storage()` during load time.
3457 * All methods in MetaDataRef
3460 Node Timers: a high resolution persistent per-node timer.
3461 Can be gotten via `minetest.get_node_timer(pos)`.
3464 * `set(timeout,elapsed)`
3465 * set a timer's state
3466 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3467 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3468 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3471 * equivalent to `set(timeout,0)`
3474 * `get_timeout()`: returns current timeout in seconds
3475 * if `timeout` equals `0`, timer is inactive
3476 * `get_elapsed()`: returns current elapsed time in seconds
3477 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3478 * `is_started()`: returns boolean state of timer
3479 * returns `true` if timer is started, otherwise `false`
3482 Moving things in the game are generally these.
3484 This is basically a reference to a C++ `ServerActiveObject`
3487 * `remove()`: remove object (after returning from Lua)
3488 * Note: Doesn't work on players, use `minetest.kick_player` instead
3489 * `get_pos()`: returns `{x=num, y=num, z=num}`
3490 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3491 * `move_to(pos, continuous=false)`: interpolated move
3492 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3493 * `puncher` = another `ObjectRef`,
3494 * `time_from_last_punch` = time since last punch action of the puncher
3495 * `direction`: can be `nil`
3496 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3497 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3498 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3499 * `get_inventory()`: returns an `InvRef`
3500 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3501 * `get_wield_index()`: returns the index of the wielded item
3502 * `get_wielded_item()`: returns an `ItemStack`
3503 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3504 * `set_armor_groups({group1=rating, group2=rating, ...})`
3505 * `get_armor_groups()`: returns a table with the armor group ratings
3506 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3507 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3508 * `frame_speed`: number, default: `15.0`
3509 * `frame_blend`: number, default: `0.0`
3510 * `frame_loop`: boolean, default: `true`
3511 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3512 * `set_animation_frame_speed(frame_speed)`
3513 * `frame_speed`: number, default: `15.0`
3514 * `set_attach(parent, bone, position, rotation)`
3516 * `position`: `{x=num, y=num, z=num}` (relative)
3517 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3518 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3520 * `set_bone_position(bone, position, rotation)`
3522 * `position`: `{x=num, y=num, z=num}` (relative)
3523 * `rotation`: `{x=num, y=num, z=num}`
3524 * `get_bone_position(bone)`: returns position and rotation of the bone
3525 * `set_properties(object property table)`
3526 * `get_properties()`: returns object property table
3527 * `is_player()`: returns true for players, false otherwise
3528 * `get_nametag_attributes()`
3529 * returns a table with the attributes of the nametag of an object
3531 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3534 * `set_nametag_attributes(attributes)`
3535 * sets the attributes of the nametag of an object
3539 text = "My Nametag",
3542 ##### LuaEntitySAO-only (no-op for other objects)
3543 * `set_velocity(vel)`
3544 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3545 * `get_velocity()`: returns the velocity, a vector
3546 * `set_acceleration(acc)`
3548 * `get_acceleration()`: returns the acceleration, a vector
3549 * `set_yaw(radians)`
3550 * `get_yaw()`: returns number in radians
3551 * `set_texture_mod(mod)`
3552 * `get_texture_mod()` returns current texture modifier
3553 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3554 * Select sprite from spritesheet with optional animation and Dungeon Master
3555 style texture selection based on yaw relative to camera
3556 * `p`: {x=number, y=number}, the coordinate of the first frame
3557 (x: column, y: row), default: `{x=0, y=0}`
3558 * `num_frames`: number, default: `1`
3559 * `framelength`: number, default: `0.2`
3560 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3561 Master mob, default: `false`
3562 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3565 ##### Player-only (no-op for other objects)
3566 * `get_player_name()`: returns `""` if is not a player
3567 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3568 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3569 * `get_look_dir()`: get camera direction as a unit vector
3570 * `get_look_vertical()`: pitch in radians
3571 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3572 * `get_look_horizontal()`: yaw in radians
3573 * Angle is counter-clockwise from the +z direction.
3574 * `set_look_vertical(radians)`: sets look pitch
3575 * radians - Angle from looking forward, where positive is downwards.
3576 * `set_look_horizontal(radians)`: sets look yaw
3577 * radians - Angle from the +z direction, where positive is counter-clockwise.
3578 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3579 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3580 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3581 * Angle is counter-clockwise from the +x direction.
3582 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3583 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3584 * `get_breath()`: returns players breath
3585 * `set_breath(value)`: sets players breath
3587 * `0`: player is drowning
3588 * max: bubbles bar is not shown
3589 * See Object Properties for more information
3590 * `set_attribute(attribute, value)`:
3591 * Sets an extra attribute with value on player.
3592 * `value` must be a string.
3593 * If `value` is `nil`, remove attribute from player.
3594 * `get_attribute(attribute)`:
3595 * Returns value (a string) for extra attribute.
3596 * Returns `nil` if no attribute found.
3597 * `set_inventory_formspec(formspec)`
3598 * Redefine player's inventory form
3599 * Should usually be called in `on_joinplayer`
3600 * `get_inventory_formspec()`: returns a formspec string
3601 * `get_player_control()`: returns table with player pressed keys
3602 * The table consists of fields with boolean value representing the pressed
3603 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3604 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3605 sneak=true, aux1=false, down=false, up=false}`
3606 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3607 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3609 * `set_physics_override(override_table)`
3610 * `override_table` is a table with the following fields:
3611 * `speed`: multiplier to default walking speed value (default: `1`)
3612 * `jump`: multiplier to default jump value (default: `1`)
3613 * `gravity`: multiplier to default gravity value (default: `1`)
3614 * `sneak`: whether player can sneak (default: `true`)
3615 * `sneak_glitch`: whether player can use the new move code replications
3616 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3618 * `new_move`: use new move/sneak code. When `false` the exact old code
3619 is used for the specific old sneak behaviour (default: `true`)
3620 * `get_physics_override()`: returns the table given to `set_physics_override`
3621 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3623 * `hud_remove(id)`: remove the HUD element of the specified id
3624 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3625 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3626 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3627 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3628 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3629 `minimap`, `minimap_radar`
3630 * pass a table containing a `true`/`false` value of each flag to be set or unset
3631 * if a flag equals `nil`, the flag is not modified
3632 * note that setting `minimap` modifies the client's permission to view the minimap -
3633 * the client may locally elect to not view the minimap
3634 * minimap `radar` is only usable when `minimap` is true
3635 * `hud_get_flags()`: returns a table containing status of hud flags
3636 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3637 breathbar=true, minimap=true, minimap_radar=true}`
3638 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3639 * `count`: number of items, must be between `1` and `23`
3640 * `hud_get_hotbar_itemcount`: returns number of visible items
3641 * `hud_set_hotbar_image(texturename)`
3642 * sets background image for hotbar
3643 * `hud_get_hotbar_image`: returns texturename
3644 * `hud_set_hotbar_selected_image(texturename)`
3645 * sets image for selected item of hotbar
3646 * `hud_get_hotbar_selected_image`: returns texturename
3647 * `set_sky(bgcolor, type, {texture names}, clouds)`
3648 * `bgcolor`: ColorSpec, defaults to white
3649 * `type`: Available types:
3650 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3651 * `"skybox"`: Uses 6 textures, `bgcolor` used
3652 * `"plain"`: Uses 0 textures, `bgcolor` used
3653 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3654 `"plain"` custom skyboxes (default: `true`)
3655 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3656 * `set_clouds(parameters)`: set cloud parameters
3657 * `parameters` is a table with the following optional fields:
3658 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3659 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3660 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3661 ColorSpec (alpha ignored, default `#000000`)
3662 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3663 * `thickness`: cloud thickness in nodes (default `16`)
3664 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3665 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3666 * `override_day_night_ratio(ratio or nil)`
3667 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3668 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3669 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3670 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3672 set animation for player model in third person view
3674 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3675 {x=168, y=187}, -- < walk animation key frames
3676 {x=189, y=198}, -- < dig animation key frames
3677 {x=200, y=219}, -- < walk+dig animation key frames
3678 frame_speed=30): -- < animation frame speed
3679 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3680 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3681 * in first person view
3682 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3683 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3686 An `InvRef` is a reference to an inventory.
3689 * `is_empty(listname)`: return `true` if list is empty
3690 * `get_size(listname)`: get size of a list
3691 * `set_size(listname, size)`: set size of a list
3692 * returns `false` on error (e.g. invalid `listname` or `size`)
3693 * `get_width(listname)`: get width of a list
3694 * `set_width(listname, width)`: set width of list; currently used for crafting
3695 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3696 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3697 * `get_list(listname)`: return full list
3698 * `set_list(listname, list)`: set full list (size will not change)
3699 * `get_lists()`: returns list of inventory lists
3700 * `set_lists(lists)`: sets inventory lists (size will not change)
3701 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3702 * `room_for_item(listname, stack):` returns `true` if the stack of items
3703 can be fully added to the list
3704 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3705 the stack of items can be fully taken from the list.
3706 If `match_meta` is false, only the items' names are compared (default: `false`).
3707 * `remove_item(listname, stack)`: take as many items as specified from the list,
3708 returns the items that were actually removed (as an `ItemStack`) -- note that
3709 any item metadata is ignored, so attempting to remove a specific unique
3710 item this way will likely remove the wrong one -- to do that use `set_stack`
3711 with an empty `ItemStack`
3712 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3713 * returns `{type="undefined"}` in case location is not known
3716 A fast access data structure to store areas, and find areas near a given position or area.
3717 Every area has a `data` string attribute to store additional information.
3718 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3719 If you chose the parameter-less constructor, a fast implementation will be automatically
3723 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3724 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3725 Returns nil if specified area id does not exist.
3726 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3727 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3729 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3730 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3731 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3732 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3733 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3734 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3735 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3736 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3737 or insertions are likely to fail due to conflicts.
3738 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3739 Only needed for efficiency, and only some implementations profit.
3740 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3741 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3742 Calling invalidates the cache, so that its elements have to be newly generated.
3745 enabled = boolean, -- whether to enable, default true
3746 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3747 prefiltered lists for, minimum 16, default 64
3748 limit = number, -- the cache's size, minimum 20, default 1000
3750 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3751 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3752 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3753 Returns success and, optionally, an error message.
3754 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3757 An `ItemStack` is a stack of items.
3759 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3760 an itemstring, a table or `nil`.
3763 * `is_empty()`: returns `true` if stack is empty.
3764 * `get_name()`: returns item name (e.g. `"default:stone"`).
3765 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
3766 * `get_count()`: Returns number of items on the stack.
3767 * `set_count(count)`: returns a boolean indicating whether the item was cleared
3768 * `count`: number, unsigned 16 bit integer
3769 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
3770 * `set_wear(wear)`: returns boolean indicating whether item was cleared
3771 * `wear`: number, unsigned 16 bit integer
3772 * `get_meta()`: returns ItemStackMetaRef. See section for more details
3773 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3774 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3775 * `clear()`: removes all items from the stack, making it empty.
3776 * `replace(item)`: replace the contents of this stack.
3777 * `item` can also be an itemstring or table.
3778 * `to_string()`: returns the stack in itemstring form.
3779 * `to_table()`: returns the stack in Lua table form.
3780 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
3781 * `get_free_space()`: returns `get_stack_max() - get_count()`.
3782 * `is_known()`: returns `true` if the item name refers to a defined item type.
3783 * `get_definition()`: returns the item definition table.
3784 * `get_tool_capabilities()`: returns the digging properties of the item,
3785 or those of the hand if none are defined for this item type
3786 * `add_wear(amount)`
3787 * Increases wear by `amount` if the item is a tool
3788 * `amount`: number, integer
3789 * `add_item(item)`: returns leftover `ItemStack`
3790 * Put some item or stack onto this stack
3791 * `item_fits(item)`: returns `true` if item or stack can be fully added to
3793 * `take_item(n)`: returns taken `ItemStack`
3794 * Take (and remove) up to `n` items from this stack
3795 * `n`: number, default: `1`
3796 * `peek_item(n)`: returns taken `ItemStack`
3797 * Copy (don't remove) up to `n` items from this stack
3798 * `n`: number, default: `1`
3801 A 16-bit pseudorandom number generator.
3802 Uses a well-known LCG algorithm introduced by K&R.
3804 It can be created via `PseudoRandom(seed)`.
3807 * `next()`: return next integer random number [`0`...`32767`]
3808 * `next(min, max)`: return next integer random number [`min`...`max`]
3809 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3810 due to the simple implementation making bad distribution otherwise.
3813 A 32-bit pseudorandom number generator.
3814 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3816 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3819 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3820 * `next(min, max)`: return next integer random number [`min`...`max`]
3821 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3822 * This is only a rough approximation of a normal distribution with:
3823 * `mean = (max - min) / 2`, and
3824 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3825 * Increasing `num_trials` improves accuracy of the approximation
3828 Interface for the operating system's crypto-secure PRNG.
3830 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3831 be found on the system.
3834 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3837 A perlin noise generator.
3838 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3839 or `PerlinNoise(noiseparams)`.
3840 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3841 or `minetest.get_perlin(noiseparams)`.
3844 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3845 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3847 ### `PerlinNoiseMap`
3848 A fast, bulk perlin noise generator.
3850 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3851 `minetest.get_perlin_map(noiseparams, size)`.
3853 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3854 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3857 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3858 nil, this table will be used to store the result instead of creating a new table.
3862 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3863 with values starting at `pos={x=,y=}`
3864 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3865 of 3D noise with values starting at `pos={x=,y=,z=}`
3866 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3867 with values starting at `pos={x=,y=}`
3868 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3869 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3870 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3871 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3872 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3873 takes a chunk of `slice_size`.
3874 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3875 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3876 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3877 the starting position of the most recently calculated noise.
3878 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3879 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3880 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3884 #### About VoxelManip
3885 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3886 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3887 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3888 to with other methods of setting nodes. For example, nodes will not have their construction and
3889 destruction callbacks run, and no rollback information is logged.
3891 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3892 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3893 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3895 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3896 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3897 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3898 using both methods of map manipulation to determine which is most appropriate for your usage.
3900 #### Using VoxelManip
3901 A VoxelManip object can be created any time using either:
3902 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3904 If the optional position parameters are present for either of these routines, the specified region
3905 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3906 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3908 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3909 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3910 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3911 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3913 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3914 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3915 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3917 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3918 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3919 `VoxelManip:get_light_data()` for node light levels, and
3920 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3922 See section 'Flat array format' for more details.
3924 It is very important to understand that the tables returned by any of the above three functions
3925 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3926 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3927 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3928 otherwise explicitly stated.
3930 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3931 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3932 `VoxelManip:set_light_data()` for node light levels, and
3933 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3935 The parameter to each of the above three functions can use any table at all in the same flat array
3936 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3938 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3939 to the map by calling `VoxelManip:write_to_map()`.
3942 ##### Flat array format
3944 `Nx = p2.X - p1.X + 1`,
3945 `Ny = p2.Y - p1.Y + 1`, and
3946 `Nz = p2.Z - p1.Z + 1`.
3948 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3949 the expression `Nx * Ny * Nz`.
3951 Positions offset from p1 are present in the array with the format of:
3955 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3956 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3958 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3959 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3961 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3963 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3967 and the array index for a position p contained completely in p1..p2 is:
3969 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3971 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3972 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3973 for a single point in a flat VoxelManip array.
3976 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3977 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3978 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3979 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3980 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3981 Note that the node being queried needs to have already been been registered.
3983 The following builtin node types have their Content IDs defined as constants:
3985 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3986 * `minetest.CONTENT_AIR`: ID for "air" nodes
3987 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3989 ##### Mapgen VoxelManip objects
3990 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3991 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3992 but with a few differences:
3994 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3995 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3996 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3997 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3998 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3999 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4000 consistency with the current map state. For this reason, calling any of the following functions:
4001 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4002 will also update the Mapgen VoxelManip object's internal state active on the current thread.
4003 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
4004 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4006 ##### Other API functions operating on a VoxelManip
4007 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
4008 for these liquid nodes to begin flowing. It is recommended to call this function only after having
4009 written all buffered data back to the VoxelManip object, save for special situations where the modder
4010 desires to only have certain liquid nodes begin flowing.
4012 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
4013 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
4015 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
4016 except instead of placing the specified schematic directly on the map at the specified position, it
4017 will place the schematic inside of the VoxelManip.
4020 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
4021 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
4022 `VoxelManip:get_node_at()`.
4023 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
4024 filled with "ignore" nodes.
4025 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
4026 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
4027 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
4028 object in the same callback it had been created.
4029 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
4030 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
4031 buffer the function can use to write map data to instead of returning a new table each call. This
4032 greatly enhances performance by avoiding unnecessary memory allocations.
4035 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
4036 the region formed by `p1` and `p2`.
4037 * returns actual emerged `pmin`, actual emerged `pmax`
4038 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
4039 * **important**: data must be set using `VoxelManip:set_data()` before calling this
4040 * if `light` is true, then lighting is automatically recalculated.
4041 The default value is true.
4042 If `light` is false, no light calculations happen, and you should correct
4043 all modified blocks with `minetest.fix_light()` as soon as possible.
4044 Keep in mind that modifying the map where light is incorrect can cause
4046 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4047 the `VoxelManip` at that position
4048 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
4049 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
4050 * returns raw node data in the form of an array of node content IDs
4051 * if the param `buffer` is present, this table will be used to store the result instead
4052 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4053 * `update_map()`: Does nothing, kept for compatibility.
4054 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
4055 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4056 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4057 * (`p1`, `p2`) is the area in which lighting is set;
4058 defaults to the whole area if left out
4059 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4060 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4061 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
4062 * `light = day + (night * 16)`
4063 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4065 * expects lighting data in the same format that `get_light_data()` returns
4066 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
4067 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4068 * If the param `buffer` is present, this table will be used to store the result instead
4069 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
4070 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
4071 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4072 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
4074 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
4075 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
4076 * `update_liquids()`: Update liquid flow
4077 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
4078 had been modified since the last read from map, due to a call to
4079 `minetest.set_data()` on the loaded area elsewhere
4080 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4083 A helper class for voxel areas.
4084 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4085 The coordinates are *inclusive*, like most other things in Minetest.
4088 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4089 `MinEdge` and `MaxEdge`
4090 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4091 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4092 * useful for things like `VoxelManip`, raw Schematic specifiers,
4093 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4094 * `indexp(p)`: same as above, except takes a vector
4095 * `position(i)`: returns the absolute position vector corresponding to index `i`
4096 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4097 * `containsp(p)`: same as above, except takes a vector
4098 * `containsi(i)`: same as above, except takes an index `i`
4099 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4100 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4101 * `iterp(minp, maxp)`: same as above, except takes a vector
4104 An interface to read config files in the format of `minetest.conf`.
4106 It can be created via `Settings(filename)`.
4109 * `get(key)`: returns a value
4110 * `get_bool(key)`: returns a boolean
4111 * `get_np_group(key)`: returns a NoiseParams table
4113 * Setting names can't contain whitespace or any of `="{}#`.
4114 * Setting values can't contain the sequence `\n"""`.
4115 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4116 * `set_bool(key, value)`
4117 * See documentation for set() above.
4118 * `set_np_group(key, value)`
4119 * `value` is a NoiseParams table.
4120 * Also, see documentation for set() above.
4121 * `remove(key)`: returns a boolean (`true` for success)
4122 * `get_names()`: returns `{key1,...}`
4123 * `write()`: returns a boolean (`true` for success)
4124 * Writes changes to file.
4125 * `to_table()`: returns `{[key1]=value1,...}`
4128 A raycast on the map. It works with selection boxes.
4129 Can be used as an iterator in a for loop.
4131 The map is loaded as the ray advances. If the
4132 map is modified after the `Raycast` is created,
4133 the changes may or may not have an effect on
4136 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4137 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4138 * `pos1`: start of the ray
4139 * `pos2`: end of the ray
4140 * `objects` : if false, only nodes will be returned. Default is true.
4141 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4144 * `next()`: returns a `pointed_thing`
4145 * Returns the next thing pointed by the ray or nil.
4149 A mapgen object is a construct used in map generation. Mapgen objects can be used
4150 by an `on_generate` callback to speed up operations by avoiding unnecessary
4151 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4152 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4153 was called outside of an `on_generate()` callback, `nil` is returned.
4155 The following Mapgen objects are currently available:
4158 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4159 emerged position, in that order. All mapgens support this object.
4162 Returns an array containing the y coordinates of the ground levels of nodes in
4163 the most recently generated chunk by the current mapgen.
4166 Returns an array containing the biome IDs of nodes in the most recently
4167 generated chunk by the current mapgen.
4170 Returns an array containing the temperature values of nodes in the most
4171 recently generated chunk by the current mapgen.
4174 Returns an array containing the humidity values of nodes in the most recently
4175 generated chunk by the current mapgen.
4178 Returns a table mapping requested generation notification types to arrays of
4179 positions at which the corresponding generated structures are located at within
4180 the current chunk. To set the capture of positions of interest to be recorded
4181 on generate, use `minetest.set_gen_notify()`.
4183 Possible fields of the table returned are:
4189 * `large_cave_begin`
4193 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4194 numeric unique decoration ID.
4198 * Functions receive a "luaentity" as `self`:
4199 * It has the member `.name`, which is the registered name `("mod:thing")`
4200 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4201 * The original prototype stuff is visible directly via a metatable
4203 * `on_activate(self, staticdata, dtime_s)`
4204 * Called when the object is instantiated.
4205 * `dtime_s` is the time passed since the object was unloaded, which can
4206 be used for updating the entity state.
4207 * `on_step(self, dtime)`
4208 * Called on every server tick, after movement and collision processing.
4209 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4211 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4212 * Called when somebody punches the object.
4213 * Note that you probably want to handle most punches using the
4214 automatic armor group system.
4215 * `puncher`: an `ObjectRef` (can be `nil`)
4216 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4217 * `tool_capabilities`: capability table of used tool (can be `nil`)
4218 * `dir`: unit vector of direction of punch. Always defined. Points from
4219 the puncher to the punched.
4220 `on_death(self, killer)`
4221 * Called when the object dies.
4222 * `killer`: an `ObjectRef` (can be `nil`)
4223 * `on_rightclick(self, clicker)`
4224 * `get_staticdata(self)`
4225 * Should return a string that will be passed to `on_activate` when
4226 the object is instantiated the next time.
4231 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4232 Often these bugs appear as subtle shadows in water.
4237 axiom, --string initial tree axiom
4238 rules_a, --string rules set A
4239 rules_b, --string rules set B
4240 rules_c, --string rules set C
4241 rules_d, --string rules set D
4242 trunk, --string trunk node name
4243 leaves, --string leaves node name
4244 leaves2, --string secondary leaves node name
4245 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4246 angle, --num angle in deg
4247 iterations, --num max # of iterations, usually 2 -5
4248 random_level, --num factor to lower nr of iterations, usually 0 - 3
4249 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4250 -- 2x2 nodes or 3x3 in cross shape
4251 thin_branches, --boolean true -> use thin (1 node) branches
4252 fruit, --string fruit node name
4253 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4254 seed, --num random seed; if no seed is provided, the engine will create one
4257 ### Key for Special L-System Symbols used in Axioms
4259 * `G`: move forward one unit with the pen up
4260 * `F`: move forward one unit with the pen down drawing trunks and branches
4261 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4262 * `T`: move forward one unit with the pen down drawing trunks only
4263 * `R`: move forward one unit with the pen down placing fruit
4264 * `A`: replace with rules set A
4265 * `B`: replace with rules set B
4266 * `C`: replace with rules set C
4267 * `D`: replace with rules set D
4268 * `a`: replace with rules set A, chance 90%
4269 * `b`: replace with rules set B, chance 80%
4270 * `c`: replace with rules set C, chance 70%
4271 * `d`: replace with rules set D, chance 60%
4272 * `+`: yaw the turtle right by `angle` parameter
4273 * `-`: yaw the turtle left by `angle` parameter
4274 * `&`: pitch the turtle down by `angle` parameter
4275 * `^`: pitch the turtle up by `angle` parameter
4276 * `/`: roll the turtle to the right by `angle` parameter
4277 * `*`: roll the turtle to the left by `angle` parameter
4278 * `[`: save in stack current state info
4279 * `]`: recover from stack state info
4282 Spawn a small apple tree:
4284 pos = {x=230,y=20,z=4}
4287 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4288 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4289 trunk="default:tree",
4290 leaves="default:leaves",
4294 trunk_type="single",
4297 fruit="default:apple"
4299 minetest.spawn_tree(pos,apple_tree)
4304 ### Object Properties
4308 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4310 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4312 -- ^ For players only. Enables the zoom feature. Defaults to true
4314 -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
4316 collide_with_objects = true, -- collide with other objects if physical = true
4318 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4319 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4320 -- ^ Default, uses collision box dimensions when not set
4321 pointable = true, -- overrides selection box when false
4322 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4323 visual_size = {x = 1, y = 1},
4325 textures = {}, -- number of required textures depends on visual
4326 colors = {}, -- number of required colors depends on visual
4327 spritediv = {x = 1, y = 1},
4328 initial_sprite_basepos = {x = 0, y = 0},
4330 makes_footstep_sound = false,
4331 automatic_rotate = false,
4333 automatic_face_movement_dir = 0.0,
4334 -- ^ Automatically set yaw to movement direction, offset in degrees,
4335 -- 'false' to disable.
4336 automatic_face_movement_max_rotation_per_sec = -1,
4337 -- ^ Limit automatic rotation to this value in degrees per second,
4338 -- value < 0 no limit.
4339 backface_culling = true, -- false to disable backface_culling for model
4341 -- ^ Add this much extra lighting when calculating texture color.
4342 -- Value < 0 disables light's effect on texture color.
4343 -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
4344 nametag = "", -- by default empty, for players their name is shown if empty
4345 nametag_color = <color>, -- sets color of nametag as ColorSpec
4346 infotext = "", -- by default empty, text to be shown when pointed at object
4348 -- ^ If false, never save this object statically. It will simply be deleted when the
4349 -- block gets unloaded.
4350 -- The get_staticdata() callback is never called then.
4351 -- Defaults to 'true'
4354 ### Entity definition (`register_entity`)
4357 -- Deprecated: Everything in object properties is read directly from here
4359 initial_properties = --[[<initial object properties>]],
4361 on_activate = function(self, staticdata, dtime_s),
4362 on_step = function(self, dtime),
4363 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4364 on_rightclick = function(self, clicker),
4365 get_staticdata = function(self),
4366 -- ^ Called sometimes; the string returned is passed to on_activate when
4367 -- the entity is re-activated from static state
4369 -- Also you can define arbitrary member variables here (see item definition for
4371 _custom_field = whatever,
4374 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4377 label = "Lava cooling",
4378 -- ^ Descriptive label for profiling purposes (optional).
4379 -- Definitions with identical labels will be listed as one.
4380 -- In the following two fields, also group:groupname will work.
4381 nodenames = {"default:lava_source"},
4382 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4383 ^ If left out or empty, any neighbor will do ]]
4384 interval = 1.0, -- Operation interval in seconds
4385 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4386 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4387 ^ The chance value is temporarily reduced when returning to
4388 an area to simulate time lost by the area being unattended.
4389 ^ Note chance value can often be reduced to 1 ]]
4390 action = func(pos, node, active_object_count, active_object_count_wider),
4393 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4396 label = "Upgrade legacy doors",
4397 -- ^ Descriptive label for profiling purposes (optional).
4398 -- Definitions with identical labels will be listed as one.
4399 name = "modname:replace_legacy_door",
4400 nodenames = {"default:lava_source"},
4401 -- ^ List of node names to trigger the LBM on.
4402 -- Also non-registered nodes will work.
4403 -- Groups (as of group:groupname) will work as well.
4404 run_at_every_load = false,
4405 -- ^ Whether to run the LBM's action every time a block gets loaded,
4406 -- and not just for blocks that were saved last time before LBMs were
4407 -- introduced to the world.
4408 action = func(pos, node),
4411 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4414 description = "Steel Axe",
4415 groups = {}, -- key = name, value = rating; rating = 1..3.
4416 if rating not applicable, use 1.
4417 e.g. {wool = 1, fluffy = 3}
4418 {soil = 2, outerspace = 1, crumbly = 1}
4419 {bendy = 2, snappy = 1},
4420 {hard = 1, metal = 1, spikes = 1}
4421 inventory_image = "default_tool_steelaxe.png",
4422 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4427 ^ An image file containing the palette of a node.
4428 ^ You can set the currently used color as the
4429 ^ "palette_index" field of the item stack metadata.
4430 ^ The palette is always stretched to fit indices
4431 ^ between 0 and 255, to ensure compatibility with
4432 ^ "colorfacedir" and "colorwallmounted" nodes.
4434 color = "0xFFFFFFFF",
4436 ^ The color of the item. The palette overrides this.
4438 wield_scale = {x = 1, y = 1, z = 1},
4441 liquids_pointable = false,
4442 tool_capabilities = {
4443 full_punch_interval = 1.0,
4447 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4449 damage_groups = {groupname = damage},
4451 node_placement_prediction = nil,
4453 ^ If nil and item is node, prediction is made automatically
4454 ^ If nil and item is not a node, no prediction is made
4455 ^ If "" and item is anything, no prediction is made
4456 ^ Otherwise should be name of node which the client immediately places
4457 on ground when the player places the item. Server will always update
4458 actual result to client in a short moment.
4460 node_dig_prediction = "air",
4462 ^ if "", no prediction is made
4463 ^ if "air", node is removed
4464 ^ Otherwise should be name of node which the client immediately places
4465 upon digging. Server will always update actual result shortly.
4468 breaks = "default_tool_break", -- tools only
4469 place = --[[<SimpleSoundSpec>]],
4472 on_place = func(itemstack, placer, pointed_thing),
4474 ^ Shall place item and return the leftover itemstack
4475 ^ The placer may be any ObjectRef or nil.
4476 ^ default: minetest.item_place ]]
4477 on_secondary_use = func(itemstack, user, pointed_thing),
4479 ^ Same as on_place but called when pointing at nothing.
4480 ^ The user may be any ObjectRef or nil.
4481 ^ pointed_thing : always { type = "nothing" }
4483 on_drop = func(itemstack, dropper, pos),
4485 ^ Shall drop item and return the leftover itemstack
4486 ^ The dropper may be any ObjectRef or nil.
4487 ^ default: minetest.item_drop ]]
4488 on_use = func(itemstack, user, pointed_thing),
4491 ^ Function must return either nil if no item shall be removed from
4492 inventory, or an itemstack to replace the original itemstack.
4493 e.g. itemstack:take_item(); return itemstack
4494 ^ Otherwise, the function is free to do what it wants.
4495 ^ The user may be any ObjectRef or nil.
4496 ^ The default functions handle regular use cases.
4498 after_use = func(itemstack, user, node, digparams),
4501 ^ If defined, should return an itemstack and will be called instead of
4502 wearing out the tool. If returns nil, does nothing.
4503 If after_use doesn't exist, it is the same as:
4504 function(itemstack, user, node, digparams)
4505 itemstack:add_wear(digparams.wear)
4508 ^ The user may be any ObjectRef or nil.
4510 _custom_field = whatever,
4512 ^ Add your own custom fields. By convention, all custom field names
4513 should start with `_` to avoid naming collisions with future engine
4520 * `{name="image.png", animation={Tile Animation definition}}`
4521 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4522 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4523 * backface culling enabled by default for most nodes
4524 * tileable flags are info for shaders, how they should treat texture
4525 when displacement mapping is used
4526 Directions are from the point of view of the tile texture,
4527 not the node it's on
4528 * align style determines whether the texture will be rotated with the node
4529 or kept aligned with its surroundings. "user" means that client
4530 setting will be used, similar to `glasslike_framed_optional`.
4531 Note: supported by solid nodes and nodeboxes only.
4532 * scale is used to make texture span several (exactly `scale`) nodes,
4533 instead of just one, in each direction. Works for world-aligned
4535 Note that as the effect is applied on per-mapblock basis, `16` should
4536 be equally divisible by `scale` or you may get wrong results.
4537 * `{name="image.png", color=ColorSpec}`
4538 * the texture's color will be multiplied with this color.
4539 * the tile's color overrides the owning node's color in all cases.
4540 * deprecated, yet still supported field names:
4543 ### Tile animation definition
4546 type = "vertical_frames",
4548 -- ^ specify width of a frame in pixels
4550 -- ^ specify height of a frame in pixels
4552 -- ^ specify full loop length
4558 -- ^ specify width in number of frames
4560 -- ^ specify height in number of frames
4562 -- ^ specify length of a single frame
4565 ### Node definition (`register_node`)
4568 -- <all fields allowed in item definitions>,
4570 drawtype = "normal", -- See "Node drawtypes"
4571 visual_scale = 1.0, --[[
4572 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4573 ^ "firelike", "mesh".
4574 ^ For plantlike and firelike, the image will start at the bottom of the
4575 ^ node, for the other drawtypes the image will be centered on the node.
4576 ^ Note that positioning for "torchlike" may still change. ]]
4577 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4578 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4579 ^ List can be shortened to needed length ]]
4580 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4581 ^ Same as `tiles`, but these textures are drawn on top of the
4582 ^ base tiles. You can use this to colorize only specific parts of
4583 ^ your texture. If the texture name is an empty string, that
4584 ^ overlay is not drawn. Since such tiles are drawn twice, it
4585 ^ is not recommended to use overlays on very common nodes. ]]
4586 special_tiles = {tile definition 1, Tile definition 2}, --[[
4587 ^ Special textures of node; used rarely (old field name: special_materials)
4588 ^ List can be shortened to needed length ]]
4589 color = ColorSpec, --[[
4590 ^ The node's original color will be multiplied with this color.
4591 ^ If the node has a palette, then this setting only has an effect
4592 ^ in the inventory and on the wield item. ]]
4593 use_texture_alpha = false, -- Use texture's alpha channel
4594 palette = "palette.png", --[[
4595 ^ The node's `param2` is used to select a pixel from the image
4596 ^ (pixels are arranged from left to right and from top to bottom).
4597 ^ The node's color will be multiplied with the selected pixel's
4598 ^ color. Tiles can override this behavior.
4599 ^ Only when `paramtype2` supports palettes. ]]
4600 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4601 paramtype = "none", -- See "Nodes" --[[
4602 ^ paramtype = "light" allows light to propagate from or through the node with light value
4603 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4604 paramtype2 = "none", -- See "Nodes"
4605 place_param2 = nil, -- Force value for param2 when player places node
4606 is_ground_content = true, -- If false, the cave generator will not carve through this
4607 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4608 walkable = true, -- If true, objects collide with node
4609 pointable = true, -- If true, can be pointed at
4610 diggable = true, -- If false, can never be dug
4611 climbable = false, -- If true, can be climbed on (ladder)
4612 buildable_to = false, -- If true, placed nodes can replace this node
4613 floodable = false, --[[
4614 ^ If true, liquids flow into and replace this node.
4615 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4616 liquidtype = "none", -- "none"/"source"/"flowing"
4617 liquid_alternative_flowing = "", -- Flowing version of source liquid
4618 liquid_alternative_source = "", -- Source version of flowing liquid
4619 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4620 liquid_renewable = true, --[[
4621 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4623 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4624 ^ Allows defining the nodebox height without using param2.
4625 ^ The nodebox height is 'leveled' / 64 nodes.
4626 ^ The maximum value of 'leveled' is 127. ]]
4627 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4628 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4629 light_source = 0, --[[
4630 ^ Amount of light emitted by node.
4631 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4632 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4633 damage_per_second = 0, -- If player is inside node, this damage is caused
4634 node_box = {type="regular"}, -- See "Node boxes"
4635 connects_to = nodenames, --[[
4636 * Used for nodebox nodes with the type == "connected"
4637 * Specifies to what neighboring nodes connections will be drawn
4638 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4639 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4640 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4642 selection_box = {type="regular"}, -- See "Node boxes" --[[
4643 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4644 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4645 legacy_wallmounted = false, -- Support maps made in and before January 2012
4646 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4647 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4648 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4649 ^ caveats: not all models will properly wave
4650 ^ plantlike drawtype nodes can only wave like plants
4651 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4653 footstep = <SimpleSoundSpec>,
4654 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4655 dug = <SimpleSoundSpec>,
4656 place = <SimpleSoundSpec>,
4657 place_failed = <SimpleSoundSpec>,
4659 drop = "", -- Name of dropped node when dug. Default is the node itself.
4662 max_items = 1, -- Maximum number of items to drop.
4663 items = { -- Choose max_items randomly from this list.
4665 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4666 rarity = 1, -- Probability of dropping is 1 / rarity.
4667 inherit_color = true, -- To inherit palette color from the node
4672 on_construct = func(pos), --[[
4673 ^ Node constructor; called after adding node
4674 ^ Can set up metadata and stuff like that
4675 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4677 on_destruct = func(pos), --[[
4678 ^ Node destructor; called before removing node
4679 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4681 after_destruct = func(pos, oldnode), --[[
4682 ^ Node destructor; called after removing node
4683 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4685 on_flood = func(pos, oldnode, newnode), --[[
4686 ^ Called when a liquid (newnode) is about to flood oldnode, if
4687 ^ it has `floodable = true` in the nodedef. Not called for bulk
4688 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4689 ^ return true the node is not flooded, but on_flood callback will
4690 ^ most likely be called over and over again every liquid update
4691 ^ interval. Default: nil.
4692 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4694 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4695 ^ Called after constructing node when node was placed using
4696 minetest.item_place_node / minetest.place_node
4697 ^ If return true no item is taken from itemstack
4698 ^ `placer` may be any valid ObjectRef or nil
4700 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4701 ^ oldmetadata is in table format
4702 ^ Called after destructing node when node was dug using
4703 minetest.node_dig / minetest.dig_node
4705 can_dig = function(pos, [player]) --[[
4706 ^ returns true if node can be dug, or false if not
4709 on_punch = func(pos, node, puncher, pointed_thing), --[[
4710 ^ default: minetest.node_punch
4711 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4712 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4714 ^ itemstack will hold clicker's wielded item
4715 ^ Shall return the leftover itemstack
4716 ^ Note: pointed_thing can be nil, if a mod calls this function
4717 This function does not get triggered by clients <=0.4.16 if the
4718 "formspec" node metadata field is set ]]
4720 on_dig = func(pos, node, digger), --[[
4721 ^ default: minetest.node_dig
4722 ^ By default: checks privileges, wears out tool and removes node ]]
4724 on_timer = function(pos,elapsed), --[[
4726 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4727 ^ elapsed is the total time passed since the timer was started
4728 ^ return true to run the timer for another cycle with the same timeout value ]]
4730 on_receive_fields = func(pos, formname, fields, sender), --[[
4731 ^ fields = {name1 = value1, name2 = value2, ...}
4732 ^ Called when an UI form (e.g. sign text input) returns data
4735 allow_metadata_inventory_move = func(pos, from_list, from_index,
4736 to_list, to_index, count, player), --[[
4737 ^ Called when a player wants to move items inside the inventory
4738 ^ Return value: number of items allowed to move ]]
4740 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4741 ^ Called when a player wants to put something into the inventory
4742 ^ Return value: number of items allowed to put
4743 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4745 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4746 ^ Called when a player wants to take something out of the inventory
4747 ^ Return value: number of items allowed to take
4748 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4750 on_metadata_inventory_move = func(pos, from_list, from_index,
4751 to_list, to_index, count, player),
4752 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4753 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4754 ^ Called after the actual action has happened, according to what was allowed.
4755 ^ No return value ]]
4757 on_blast = func(pos, intensity), --[[
4758 ^ intensity: 1.0 = mid range of regular TNT
4759 ^ If defined, called when an explosion touches the node, instead of
4760 removing the node ]]
4763 ### Recipe for `register_craft` (shaped)
4766 output = 'default:pick_stone',
4768 {'default:cobble', 'default:cobble', 'default:cobble'},
4769 {'', 'default:stick', ''},
4770 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4772 replacements = --[[<optional list of item pairs,
4773 replace one input item with another item on crafting>]]
4776 ### Recipe for `register_craft` (shapeless)
4780 output = 'mushrooms:mushroom_stew',
4783 "mushrooms:mushroom_brown",
4784 "mushrooms:mushroom_red",
4786 replacements = --[[<optional list of item pairs,
4787 replace one input item with another item on crafting>]]
4790 ### Recipe for `register_craft` (tool repair)
4793 type = "toolrepair",
4794 additional_wear = -0.02,
4797 ### Recipe for `register_craft` (cooking)
4801 output = "default:glass",
4802 recipe = "default:sand",
4806 ### Recipe for `register_craft` (furnace fuel)
4810 recipe = "default:leaves",
4814 ### Ore definition (`register_ore`)
4817 ore_type = "scatter", -- See "Ore types"
4818 ore = "default:stone_with_coal",
4820 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
4821 wherein = "default:stone",
4822 -- ^ a list of nodenames is supported too
4823 clust_scarcity = 8*8*8,
4824 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4825 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4827 -- ^ Number of ores in a cluster
4829 -- ^ Size of the bounding box of the cluster
4830 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes
4834 -- ^ Lower and upper limits for ore.
4836 -- ^ Attributes for this ore generation
4837 noise_threshold = 0.5,
4838 -- ^ If noise is above this threshold, ore is placed. Not needed for a
4839 -- ^ uniform distribution.
4843 spread = {x = 100, y = 100, z = 100},
4848 -- ^ NoiseParams structure describing one of the perlin noises used for ore
4850 -- ^ Omit from "scatter" ore for a uniform ore distribution.
4851 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
4852 random_factor = 1.0,
4853 -- ^ Multiplier of the randomness contribution to the noise value at any
4854 -- ^ given point to decide if ore should be placed. Set to 0 for solid veins.
4855 -- ^ This parameter is only valid for ore_type == "vein".
4856 biomes = {"desert", "rainforest"}
4857 -- ^ List of biomes in which this decoration occurs.
4858 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
4859 -- ^ used does not support biomes.
4860 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4863 ### Biome definition (`register_biome`)
4867 node_dust = "default:snow",
4868 -- ^ Node dropped onto upper surface after all else is generated.
4869 node_top = "default:dirt_with_snow",
4871 -- ^ Node forming surface layer of biome and thickness of this layer.
4872 node_filler = "default:permafrost",
4874 -- ^ Node forming lower layer of biome and thickness of this layer.
4875 node_stone = "default:bluestone",
4876 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4877 node_water_top = "default:ice",
4878 depth_water_top = 10,
4879 -- ^ Node forming a surface layer in seawater with the defined thickness.
4881 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4882 node_river_water = "default:ice",
4883 -- ^ Node that replaces river water in mapgens that use default:river_water.
4884 node_riverbed = "default:gravel",
4886 -- ^ Node placed under river water and thickness of this layer.
4889 -- ^ Lower and upper limits for biome.
4891 humidity_point = 50,
4892 -- ^ Characteristic average temperature and humidity for the biome.
4893 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4894 -- ^ and humidity as axes. The resulting voronoi cells determine which
4895 -- ^ heat/humidity points belong to which biome, and therefore determine
4896 -- ^ the area and location of each biome in the world.
4897 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4898 -- ^ diagram to result in roughly equal size biomes.
4899 -- ^ Heat and humidity have average values of 50, vary mostly between
4900 -- ^ 0 and 100 but also often exceed these values.
4901 -- ^ Heat is not in degrees celcius, both values are abstract.
4904 ### Decoration definition (`register_decoration`)
4907 deco_type = "simple", -- See "Decoration types"
4908 place_on = "default:dirt_with_grass",
4909 -- ^ Node (or list of nodes) that the decoration can be placed on
4911 -- ^ Size of divisions made in the chunk being generated.
4912 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4914 -- ^ Ratio of the area to be uniformly filled by the decoration.
4915 -- ^ Used only if noise_params is not specified.
4916 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4917 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4918 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4919 biomes = {"Oceanside", "Hills", "Plains"},
4920 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4921 -- ^ and ignored if the Mapgen being used does not support biomes.
4922 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4925 -- ^ Lower and upper limits for decoration.
4926 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
4927 spawn_by = "default:water",
4928 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4929 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4930 -- ^ one plane level with the 'place_on' node and a plane one node above that.
4932 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4933 -- ^ If absent or -1, decorations occur next to any nodes.
4934 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
4935 -- ^ Flags for all decoration types.
4936 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4937 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4938 -- ^ Placement is disabled if solid nodes are found above the liquid
4940 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
4941 -- ^ by the decoration.
4942 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
4943 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
4944 -- ^ ceiling surfaces, for example in caves.
4945 -- ^ Ceiling decorations act as an inversion of floor decorations so the
4946 -- ^ effect of 'place_offset_y' is inverted.
4947 -- ^ If a single decoration registration has both flags the floor and
4948 -- ^ ceiling decorations will be aligned vertically and may sometimes
4949 -- ^ meet to form a column.
4951 ----- Simple-type parameters
4952 decoration = "default:grass",
4953 -- ^ The node name used as the decoration.
4954 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4956 -- ^ Decoration height in nodes.
4957 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
4959 -- ^ Upper limit of the randomly selected height.
4960 -- ^ If absent, the parameter 'height' is used as a constant.
4962 -- ^ Param2 value of decoration nodes.
4963 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
4965 -- ^ Upper limit of the randomly selected param2.
4966 -- ^ If absent, the parameter 'param2' is used as a constant.
4968 -- ^ Y offset of the decoration base node relative to the standard base
4970 -- ^ Can be positive or negative. Default is 0.
4971 -- ^ Effect is inverted for "all_ceilings" decorations.
4972 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
4973 -- ^ to the 'place_on' node.
4975 ----- Schematic-type parameters
4976 schematic = "foobar.mts",
4977 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4978 -- ^ specified Minetest schematic file.
4979 -- ^ - OR -, could be the ID of a previously registered schematic
4980 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4981 -- ^ and an optional table yslice_prob:
4983 size = {x=4, y=6, z=4},
4985 {name="default:cobble", param1=255, param2=0},
4986 {name="default:dirt_with_grass", param1=255, param2=0},
4987 {name="ignore", param1=255, param2=0},
4988 {name="air", param1=255, param2=0},
4997 -- ^ See 'Schematic specifier' for details.
4998 replacements = {["oldname"] = "convert_to", ...},
4999 flags = "place_center_x, place_center_y, place_center_z",
5000 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5001 rotation = "90" -- rotate schematic 90 degrees on placement
5002 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5004 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5005 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5007 -- ^ Can be positive or negative. Default is 0.
5008 -- ^ Effect is inverted for "all_ceilings" decorations.
5009 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5010 -- ^ to the 'place_on' node.
5013 ### Chat command definition (`register_chatcommand`)
5016 params = "<name> <privilege>", -- Short parameter description
5017 description = "Remove privilege from player", -- Full description
5018 privs = {privs=true}, -- Require the "privs" privilege to run
5019 func = function(name, param), -- Called when command is run.
5020 -- Returns boolean success and text output.
5023 ### Detached inventory callbacks
5026 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5027 -- ^ Called when a player wants to move items inside the inventory
5028 -- ^ Return value: number of items allowed to move
5030 allow_put = func(inv, listname, index, stack, player),
5031 -- ^ Called when a player wants to put something into the inventory
5032 -- ^ Return value: number of items allowed to put
5033 -- ^ Return value: -1: Allow and don't modify item count in inventory
5035 allow_take = func(inv, listname, index, stack, player),
5036 -- ^ Called when a player wants to take something out of the inventory
5037 -- ^ Return value: number of items allowed to take
5038 -- ^ Return value: -1: Allow and don't modify item count in inventory
5040 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5041 on_put = func(inv, listname, index, stack, player),
5042 on_take = func(inv, listname, index, stack, player),
5043 -- ^ Called after the actual action has happened, according to what was allowed.
5044 -- ^ No return value
5047 ### HUD Definition (`hud_add`, `hud_get`)
5050 hud_elem_type = "image", -- see HUD element types
5051 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
5052 position = {x=0.5, y=0.5},
5053 -- ^ Left corner position of element
5059 -- ^ Selected item in inventory. 0 for no item selected.
5061 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5062 alignment = {x=0, y=0},
5063 -- ^ See "HUD Element Types"
5064 offset = {x=0, y=0},
5065 -- ^ See "HUD Element Types"
5066 size = { x=100, y=100 },
5067 -- ^ Size of element in pixels
5070 ### Particle definition (`add_particle`)
5073 pos = {x=0, y=0, z=0},
5074 velocity = {x=0, y=0, z=0},
5075 acceleration = {x=0, y=0, z=0},
5076 -- ^ Spawn particle at pos with velocity and acceleration
5078 -- ^ Disappears after expirationtime seconds
5080 collisiondetection = false,
5081 -- ^ collisiondetection: if true collides with physical objects
5082 collision_removal = false,
5083 -- ^ collision_removal: if true then particle is removed when it collides,
5084 -- ^ requires collisiondetection = true to have any effect
5086 -- ^ vertical: if true faces player using y axis only
5087 texture = "image.png",
5088 -- ^ Uses texture (string)
5089 playername = "singleplayer",
5090 -- ^ optional, if specified spawns particle only on the player's client
5091 animation = {Tile Animation definition},
5092 -- ^ optional, specifies how to animate the particle texture
5094 -- ^ optional, specify particle self-luminescence in darkness
5098 ### `ParticleSpawner` definition (`add_particlespawner`)
5103 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5104 minpos = {x=0, y=0, z=0},
5105 maxpos = {x=0, y=0, z=0},
5106 minvel = {x=0, y=0, z=0},
5107 maxvel = {x=0, y=0, z=0},
5108 minacc = {x=0, y=0, z=0},
5109 maxacc = {x=0, y=0, z=0},
5114 -- ^ The particle's properties are random values in between the bounds:
5115 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5116 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5117 collisiondetection = false,
5118 -- ^ collisiondetection: if true uses collision detection
5119 collision_removal = false,
5120 -- ^ collision_removal: if true then particle is removed when it collides,
5121 -- ^ requires collisiondetection = true to have any effect
5122 attached = ObjectRef,
5123 -- ^ attached: if defined, particle positions, velocities and accelerations
5124 -- ^ are relative to this object's position and yaw.
5126 -- ^ vertical: if true faces player using y axis only
5127 texture = "image.png",
5128 -- ^ Uses texture (string)
5129 playername = "singleplayer"
5130 -- ^ Playername is optional, if specified spawns particle only on the player's client
5133 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5136 url = "http://example.org",
5138 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5139 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5140 -- ^ Optional, if specified a POST request with post_data is performed.
5141 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5142 -- ^ as x-www-form-urlencoded key-value pairs.
5143 -- ^ If post_data ist not specified, a GET request is performed instead.
5144 user_agent = "ExampleUserAgent",
5145 -- ^ Optional, if specified replaces the default minetest user agent with given string
5146 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5147 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5148 -- ^ that the header strings follow HTTP specification ("Key: Value").
5150 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5153 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5157 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5159 -- ^ If true, the request was succesful
5161 -- ^ If true, the request timed out
5163 -- ^ HTTP status code