1 Minetest Lua Modding API Reference
2 ==================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest using Lua scripting
9 in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things, which is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API, and to document it here.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains these fields:
58 name = <Human-readable full name of the game>
64 The game directory can contain the file minetest.conf, which will be used
65 to set default settings when running the particular game.
66 It can also contain a settingtypes.txt in the same format as the one in builtin.
67 This settingtypes.txt will be parsed by the menu and the settings will be displayed
68 in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory
73 inside the game directory.
75 The images are named `$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. This means that if the specified mod
157 is missing, it 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 a description to be shown in the Mods tab of the 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 converts anything called `name` to `convert_to`.
224 The only difference between `minetest.register_alias` and
225 `minetest.register_alias_force` is that if an item called `name` exists,
226 `minetest.register_alias` will do nothing while
227 `minetest.register_alias_force` will unregister it.
229 This can be used for maintaining backwards compatibility.
231 This can also set quick access names for things, e.g. if
232 you have an item called `epiclylongmodname:stuff`, you could do
234 minetest.register_alias("stuff", "epiclylongmodname:stuff")
236 and be able to use `/giveme stuff`.
240 In a game, a certain number of these must be set to tell core mapgens which
241 of the game's nodes are to be used by the core mapgens. For example:
243 minetest.register_alias("mapgen_stone", "default:stone")
245 ### Aliases needed for all mapgens except Mapgen v6
250 "mapgen_water_source"
251 "mapgen_river_water_source"
259 Only needed for registered biomes where 'node_stone' is stone:
261 "mapgen_stair_cobble"
263 Only needed for registered biomes where 'node_stone' is desert stone:
264 "mapgen_desert_stone"
265 "mapgen_stair_desert_stone"
266 Only needed for registered biomes where 'node_stone' is sandstone:
268 "mapgen_sandstonebrick"
269 "mapgen_stair_sandstone_block"
271 ### Aliases needed for Mapgen v6
276 "mapgen_water_source"
279 "mapgen_dirt_with_grass"
282 "mapgen_desert_stone"
284 "mapgen_dirt_with_snow"
295 "mapgen_jungleleaves"
298 "mapgen_pine_needles"
303 "mapgen_stair_cobble"
305 "mapgen_stair_desert_stone"
309 Mods should generally prefix their textures with `modname_`, e.g. given
310 the mod name `foomod`, a texture could be called:
314 Textures are referred to by their complete name, or alternatively by
315 stripping out the file extension:
317 * e.g. `foomod_foothing.png`
318 * e.g. `foomod_foothing`
322 There are various texture modifiers that can be used
323 to generate textures on-the-fly.
325 ### Texture overlaying
326 Textures can be overlaid by putting a `^` between them.
330 default_dirt.png^default_grass_side.png
332 `default_grass_side.png` is overlaid over `default_dirt.png`.
333 The texture with the lower resolution will be automatically upscaled to
334 the higher resolution texture.
337 Textures can be grouped together by enclosing them in `(` and `)`.
339 Example: `cobble.png^(thing1.png^thing2.png)`
341 A texture for `thing1.png^thing2.png` is created and the resulting
342 texture is overlaid on top of `cobble.png`.
345 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
346 passing complex texture names as arguments. Escaping is done with backslash and
347 is required for `^` and `:`.
349 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
351 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
352 on top of `cobble.png`.
354 ### Advanced texture modifiers
359 * `[crack:<t>:<n>:<p>`
360 * `[cracko:<t>:<n>:<p>`
363 * `<t>` = tile count (in each direction)
364 * `<n>` = animation frame count
365 * `<p>` = current animation frame
367 Draw a step of the crack animation on the texture.
368 `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
372 default_cobble.png^[crack:10:1
374 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
379 * `<file>` = texture to combine
381 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
382 specified coordinates.
386 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
388 #### `[resize:<w>x<h>`
389 Resizes the texture to the given dimensions.
393 default_sandstone.png^[resize:16x16
396 Makes the base image transparent according to the given ratio.
398 `r` must be between 0 and 255.
399 0 means totally transparent. 255 means totally opaque.
403 default_sandstone.png^[opacity:127
405 #### `[invert:<mode>`
406 Inverts the given channels of the base image.
407 Mode may contain the characters "r", "g", "b", "a".
408 Only the channels that are mentioned in the mode string will be inverted.
412 default_apple.png^[invert:rgb
415 Brightens the texture.
419 tnt_tnt_side.png^[brighten
422 Makes the texture completely opaque.
426 default_leaves.png^[noalpha
428 #### `[makealpha:<r>,<g>,<b>`
429 Convert one color to transparency.
433 default_cobble.png^[makealpha:128,128,128
436 * `<t>` = transformation(s) to apply
438 Rotates and/or flips the image.
440 `<t>` can be a number (between 0 and 7) or a transform name.
441 Rotations are counter-clockwise.
444 1 R90 rotate by 90 degrees
445 2 R180 rotate by 180 degrees
446 3 R270 rotate by 270 degrees
448 5 FXR90 flip X then rotate by 90 degrees
450 7 FYR90 flip Y then rotate by 90 degrees
454 default_stone.png^[transformFXR90
456 #### `[inventorycube{<top>{<left>{<right>`
457 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
459 Create an inventory cube texture using the side textures.
463 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
465 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
466 `dirt.png^grass_side.png` textures
468 #### `[lowpart:<percent>:<file>`
469 Blit the lower `<percent>`% part of `<file>` on the texture.
473 base.png^[lowpart:25:overlay.png
475 #### `[verticalframe:<t>:<n>`
476 * `<t>` = animation frame count
477 * `<n>` = current animation frame
479 Crops the texture to a frame of a vertical animation.
483 default_torch_animated.png^[verticalframe:16:8
486 Apply a mask to the base image.
488 The mask is applied using binary AND.
490 #### `[sheet:<w>x<h>:<x>,<y>`
491 Retrieves a tile at position x,y from the base image
492 which it assumes to be a tilesheet with dimensions w,h.
495 #### `[colorize:<color>:<ratio>`
496 Colorize the textures with the given color.
497 `<color>` is specified as a `ColorString`.
498 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
499 it is an int, then it specifies how far to interpolate between the
500 colors where 0 is only the texture color and 255 is only `<color>`. If
501 omitted, the alpha of `<color>` will be used as the ratio. If it is
502 the word "`alpha`", then each texture pixel will contain the RGB of
503 `<color>` and the alpha of `<color>` multiplied by the alpha of the
506 #### `[multiply:<color>`
507 Multiplies texture colors with the given color.
508 `<color>` is specified as a `ColorString`.
509 Result is more like what you'd expect if you put a color on top of another
510 color. Meaning white surfaces get a lot of your new color while black parts don't
515 The goal of hardware coloring is to simplify the creation of
516 colorful nodes. If your textures use the same pattern, and they only
517 differ in their color (like colored wool blocks), you can use hardware
518 coloring instead of creating and managing many texture files.
519 All of these methods use color multiplication (so a white-black texture
520 with red coloring will result in red-black color).
523 This method is useful if you wish to create nodes/items with
524 the same texture, in different colors, each in a new node/item definition.
527 When you register an item or node, set its `color` field (which accepts a
528 `ColorSpec`) to the desired color.
530 An `ItemStack`s static color can be overwritten by the `color` metadata
531 field. If you set that field to a `ColorString`, that color will be used.
534 Each tile may have an individual static color, which overwrites every
535 other coloring methods. To disable the coloring of a face,
536 set its color to white (because multiplying with white does nothing).
537 You can set the `color` property of the tiles in the node's definition
538 if the tile is in table format.
541 For nodes and items which can have many colors, a palette is more
542 suitable. A palette is a texture, which can contain up to 256 pixels.
543 Each pixel is one possible color for the node/item.
544 You can register one node/item, which can have up to 256 colors.
546 #### Palette indexing
547 When using palettes, you always provide a pixel index for the given
548 node or `ItemStack`. The palette is read from left to right and from
549 top to bottom. If the palette has less than 256 pixels, then it is
550 stretched to contain exactly 256 pixels (after arranging the pixels
551 to one line). The indexing starts from 0.
554 * 16x16 palette, index = 0: the top left corner
555 * 16x16 palette, index = 4: the fifth pixel in the first row
556 * 16x16 palette, index = 16: the pixel below the top left corner
557 * 16x16 palette, index = 255: the bottom right corner
558 * 2 (width)x4 (height) palette, index=31: the top left corner.
559 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
560 to ensure the total 256 pixels.
561 * 2x4 palette, index=32: the top right corner
562 * 2x4 palette, index=63: the top right corner
563 * 2x4 palette, index=64: the pixel below the top left corner
565 #### Using palettes with items
566 When registering an item, set the item definition's `palette` field to
567 a texture. You can also use texture modifiers.
569 The `ItemStack`'s color depends on the `palette_index` field of the
570 stack's metadata. `palette_index` is an integer, which specifies the
571 index of the pixel to use.
573 #### Linking palettes with nodes
574 When registering a node, set the item definition's `palette` field to
575 a texture. You can also use texture modifiers.
576 The node's color depends on its `param2`, so you also must set an
577 appropriate `drawtype`:
578 * `drawtype = "color"` for nodes which use their full `param2` for
579 palette indexing. These nodes can have 256 different colors.
580 The palette should contain 256 pixels.
581 * `drawtype = "colorwallmounted"` for nodes which use the first
582 five bits (most significant) of `param2` for palette indexing.
583 The remaining three bits are describing rotation, as in `wallmounted`
584 draw type. Division by 8 yields the palette index (without stretching the
585 palette). These nodes can have 32 different colors, and the palette
586 should contain 32 pixels.
588 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
589 pixel will be picked from the palette.
590 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
591 pixel will be picked from the palette.
592 * `drawtype = "colorfacedir"` for nodes which use the first
593 three bits of `param2` for palette indexing. The remaining
594 five bits are describing rotation, as in `facedir` draw type.
595 Division by 32 yields the palette index (without stretching the
596 palette). These nodes can have 8 different colors, and the
597 palette should contain 8 pixels.
599 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
600 first (= 0 + 1) pixel will be picked from the palette.
601 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
602 second (= 1 + 1) pixel will be picked from the palette.
604 To colorize a node on the map, set its `param2` value (according
605 to the node's draw type).
607 ### Conversion between nodes in the inventory and the on the map
608 Static coloring is the same for both cases, there is no need
611 If the `ItemStack`'s metadata contains the `color` field, it will be
612 lost on placement, because nodes on the map can only use palettes.
614 If the `ItemStack`'s metadata contains the `palette_index` field, it is
615 automatically transferred between node and item forms by the engine,
616 when a player digs or places a colored node.
617 You can disable this feature by setting the `drop` field of the node
618 to itself (without metadata).
619 To transfer the color to a special drop, you need a drop table.
622 minetest.register_node("mod:stone", {
623 description = "Stone",
624 tiles = {"default_stone.png"},
625 paramtype2 = "color",
626 palette = "palette.png",
629 -- assume that mod:cobblestone also has the same palette
630 {items = {"mod:cobblestone"}, inherit_color = true },
635 ### Colored items in craft recipes
636 Craft recipes only support item strings, but fortunately item strings
637 can also contain metadata. Example craft recipe registration:
639 minetest.register_craft({
640 output = minetest.itemstring_with_palette("wool:block", 3),
648 To set the `color` field, you can use `minetest.itemstring_with_color`.
650 Metadata field filtering in the `recipe` field are not supported yet,
651 so the craft output is independent of the color of the ingredients.
655 Sometimes hardware coloring is not enough, because it affects the
656 whole tile. Soft texture overlays were added to Minetest to allow
657 the dynamic coloring of only specific parts of the node's texture.
658 For example a grass block may have colored grass, while keeping the
661 These overlays are 'soft', because unlike texture modifiers, the layers
662 are not merged in the memory, but they are simply drawn on top of each
663 other. This allows different hardware coloring, but also means that
664 tiles with overlays are drawn slower. Using too much overlays might
667 For inventory and wield images you can specify overlays which
668 hardware coloring does not modify. You have to set `inventory_overlay`
669 and `wield_overlay` fields to an image name.
671 To define a node overlay, simply set the `overlay_tiles` field of the node
672 definition. These tiles are defined in the same way as plain tiles:
673 they can have a texture name, color etc.
674 To skip one face, set that overlay tile to an empty string.
676 Example (colored grass block):
678 minetest.register_node("default:dirt_with_grass", {
679 description = "Dirt with Grass",
680 -- Regular tiles, as usual
681 -- The dirt tile disables palette coloring
682 tiles = {{name = "default_grass.png"},
683 {name = "default_dirt.png", color = "white"}},
684 -- Overlay tiles: define them in the same style
685 -- The top and bottom tile does not have overlay
686 overlay_tiles = {"", "",
687 {name = "default_grass_side.png", tileable_vertical = false}},
688 -- Global color, used in inventory
690 -- Palette in the world
691 paramtype2 = "color",
692 palette = "default_foilage.png",
697 Only Ogg Vorbis files are supported.
699 For positional playing of sounds, only single-channel (mono) files are
700 supported. Otherwise OpenAL will play them non-positionally.
702 Mods should generally prefix their sounds with `modname_`, e.g. given
703 the mod name "`foomod`", a sound could be called:
707 Sounds are referred to by their name with a dot, a single digit and the
708 file extension stripped out. When a sound is played, the actual sound file
709 is chosen randomly from the matching sounds.
711 When playing the sound `foomod_foosound`, the sound is chosen randomly
712 from the available ones of the following files:
714 * `foomod_foosound.ogg`
715 * `foomod_foosound.0.ogg`
716 * `foomod_foosound.1.ogg`
718 * `foomod_foosound.9.ogg`
720 Examples of sound parameter tables:
722 -- Play locationless on all clients
724 gain = 1.0, -- default
725 fade = 0.0, -- default, change to a value > 0 to fade the sound in
726 pitch = 1.0, -- default
728 -- Play locationless to one player
731 gain = 1.0, -- default
732 fade = 0.0, -- default, change to a value > 0 to fade the sound in
733 pitch = 1.0, -- default
735 -- Play locationless to one player, looped
738 gain = 1.0, -- default
741 -- Play in a location
743 pos = {x = 1, y = 2, z = 3},
744 gain = 1.0, -- default
745 max_hear_distance = 32, -- default, uses an euclidean metric
747 -- Play connected to an object, looped
749 object = <an ObjectRef>,
750 gain = 1.0, -- default
751 max_hear_distance = 32, -- default, uses an euclidean metric
755 Looped sounds must either be connected to an object or played locationless to
756 one player using `to_player = name,`
758 ### `SimpleSoundSpec`
760 * e.g. `"default_place_node"`
762 * e.g. `{name = "default_place_node"}`
763 * e.g. `{name = "default_place_node", gain = 1.0}`
764 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
766 Registered definitions of stuff
767 -------------------------------
768 Anything added using certain `minetest.register_*` functions get added to
769 the global `minetest.registered_*` tables.
771 * `minetest.register_entity(name, prototype table)`
772 * added to `minetest.registered_entities[name]`
774 * `minetest.register_node(name, node definition)`
775 * added to `minetest.registered_items[name]`
776 * added to `minetest.registered_nodes[name]`
778 * `minetest.register_tool(name, item definition)`
779 * added to `minetest.registered_items[name]`
781 * `minetest.register_craftitem(name, item definition)`
782 * added to `minetest.registered_items[name]`
784 * `minetest.unregister_item(name)`
785 * Unregisters the item name from engine, and deletes the entry with key
786 * `name` from `minetest.registered_items` and from the associated item
787 * table according to its nature: `minetest.registered_nodes[]` etc
789 * `minetest.register_biome(biome definition)`
790 * returns an integer uniquely identifying the registered biome
791 * added to `minetest.registered_biome` with the key of `biome.name`
792 * if `biome.name` is nil, the key is the returned ID
794 * `minetest.unregister_biome(name)`
795 * Unregisters the biome name from engine, and deletes the entry with key
796 * `name` from `minetest.registered_biome`
798 * `minetest.register_ore(ore definition)`
799 * returns an integer uniquely identifying the registered ore
800 * added to `minetest.registered_ores` with the key of `ore.name`
801 * if `ore.name` is nil, the key is the returned ID
803 * `minetest.register_decoration(decoration definition)`
804 * returns an integer uniquely identifying the registered decoration
805 * added to `minetest.registered_decorations` with the key of `decoration.name`
806 * if `decoration.name` is nil, the key is the returned ID
808 * `minetest.register_schematic(schematic definition)`
809 * returns an integer uniquely identifying the registered schematic
810 * added to `minetest.registered_schematic` with the key of `schematic.name`
811 * if `schematic.name` is nil, the key is the returned ID
812 * if the schematic is loaded from a file, schematic.name is set to the filename
813 * if the function is called when loading the mod, and schematic.name is a relative
814 path, then the current mod path will be prepended to the schematic filename
816 * `minetest.clear_registered_biomes()`
817 * clears all biomes currently registered
819 * `minetest.clear_registered_ores()`
820 * clears all ores currently registered
822 * `minetest.clear_registered_decorations()`
823 * clears all decorations currently registered
825 * `minetest.clear_registered_schematics()`
826 * clears all schematics currently registered
828 Note that in some cases you will stumble upon things that are not contained
829 in these tables (e.g. when a mod has been removed). Always check for
830 existence before trying to access the fields.
832 Example: If you want to check the drawtype of a node, you could do:
834 local function get_nodedef_field(nodename, fieldname)
835 if not minetest.registered_nodes[nodename] then
838 return minetest.registered_nodes[nodename][fieldname]
840 local drawtype = get_nodedef_field(nodename, "drawtype")
842 Example: `minetest.get_item_group(name, group)` has been implemented as:
844 function minetest.get_item_group(name, group)
845 if not minetest.registered_items[name] or not
846 minetest.registered_items[name].groups[group] then
849 return minetest.registered_items[name].groups[group]
854 Nodes are the bulk data of the world: cubes and other things that take the
855 space of a cube. Huge amounts of them are handled efficiently, but they
858 The definition of a node is stored and can be accessed by name in
860 minetest.registered_nodes[node.name]
862 See "Registered definitions of stuff".
864 Nodes are passed by value between Lua and the engine.
865 They are represented by a table:
867 {name="name", param1=num, param2=num}
869 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
870 them for certain automated functions. If you don't use these functions, you can
871 use them to store arbitrary values.
873 The functions of `param1` and `param2` are determined by certain fields in the
876 `param1` is reserved for the engine when `paramtype != "none"`:
879 ^ The value stores light with and without sun in its upper and lower 4 bits
880 respectively. Allows light to propagate from or through the node with
881 light value falling by 1 per node. This is essential for a light source
882 node to spread its light.
884 `param2` is reserved for the engine when any of these are used:
886 liquidtype == "flowing"
887 ^ The level and some flags of the liquid is stored in param2
888 drawtype == "flowingliquid"
889 ^ The drawn liquid level is read from param2
890 drawtype == "torchlike"
891 drawtype == "signlike"
892 paramtype2 == "wallmounted"
893 ^ The rotation of the node is stored in param2. You can make this value
894 by using minetest.dir_to_wallmounted().
895 paramtype2 == "facedir"
896 ^ The rotation of the node is stored in param2. Furnaces and chests are
897 rotated this way. Can be made by using minetest.dir_to_facedir().
899 facedir / 4 = axis direction:
900 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
901 facedir modulo 4 = rotation around that axis
902 paramtype2 == "leveled"
903 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
905 The level of the top face of the nodebox is stored in param2.
906 The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
907 The nodebox height is (param2 / 64) nodes.
908 The maximum accepted value of param2 is 127.
910 The height of the 'plantlike' section is stored in param2.
911 The height is (param2 / 16) nodes.
912 paramtype2 == "degrotate"
913 ^ The rotation of this node is stored in param2. Plants are rotated this way.
914 Values range 0 - 179. The value stored in param2 is multiplied by two to
915 get the actual rotation of the node.
916 paramtype2 == "meshoptions"
917 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
918 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
919 a mesh selector. Currently the following meshes are choosable:
920 0 = a "x" shaped plant (ordinary plant)
921 1 = a "+" shaped plant (just rotated 45 degrees)
922 2 = a "*" shaped plant with 3 faces instead of 2
923 3 = a "#" shaped plant with 4 faces instead of 2
924 4 = a "#" shaped plant with 4 faces that lean outwards
925 5-7 are unused and reserved for future meshes.
926 Bits 3 through 7 are optional flags that can be combined and give these
928 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
929 bit 4 (0x10) - Makes the plant mesh 1.4x larger
930 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
931 bits 6-7 are reserved for future use.
932 paramtype2 == "color"
933 ^ `param2` tells which color is picked from the palette.
934 The palette should have 256 pixels.
935 paramtype2 == "colorfacedir"
936 ^ Same as `facedir`, but with colors.
937 The first three bits of `param2` tells which color
938 is picked from the palette.
939 The palette should have 8 pixels.
940 paramtype2 == "colorwallmounted"
941 ^ Same as `wallmounted`, but with colors.
942 The first five bits of `param2` tells which color
943 is picked from the palette.
944 The palette should have 32 pixels.
945 paramtype2 == "glasslikeliquidlevel"
946 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
947 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
949 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
951 Nodes can also contain extra data. See "Node Metadata".
955 There are a bunch of different looking node types.
957 Look for examples in `games/minimal` or `games/minetest_game`.
965 * `glasslike_framed_optional`
967 * `allfaces_optional`
974 * `nodebox` -- See below
975 * `mesh` -- Use models for nodes, see below
976 * `plantlike_rooted` -- See below
978 `*_optional` drawtypes need less rendering time if deactivated (always client side).
982 Node selection boxes are defined using "node boxes"
984 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
985 number of boxes. It allows defining stuff like stairs and slabs.
987 A nodebox is defined as any of:
990 -- A normal cube; the default in most things
994 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
996 fixed = box OR {box1, box2, ...}
999 -- A variable height box (or boxes) with the top face position defined by
1000 -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
1002 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1004 fixed = box OR {box1, box2, ...}
1007 -- A box like the selection box for torches
1008 -- (wallmounted param2 is used, if applicable)
1009 type = "wallmounted",
1015 -- A node that has optional boxes depending on neighbouring nodes'
1016 -- presence and type. See also `connects_to`.
1018 fixed = box OR {box1, box2, ...}
1019 connect_top = box OR {box1, box2, ...}
1020 connect_bottom = box OR {box1, box2, ...}
1021 connect_front = box OR {box1, box2, ...}
1022 connect_left = box OR {box1, box2, ...}
1023 connect_back = box OR {box1, box2, ...}
1024 connect_right = box OR {box1, box2, ...}
1027 A `box` is defined as:
1029 {x1, y1, z1, x2, y2, z2}
1031 A box of a regular node would look like:
1033 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1037 If drawtype `mesh` is used, tiles should hold model materials textures.
1038 Only static meshes are implemented.
1039 For supported model formats see Irrlicht engine documentation.
1041 Rooted plantlike drawtype
1042 -------------------------
1043 The `plantlike_rooted` drawtype was developed to enable underwater plants
1044 without air bubbles around the plants.
1045 It consists of a base cube at the co-ordinates of the node (the seabed /
1046 lakebed / riverbed node) plus a 'plantlike' extension above with a height
1047 defined by param2 (maximum height 16 nodes). This extension visually passes
1048 through any nodes above the base cube without affecting them.
1049 The node is dug by digging the base cube.
1050 The base cube texture tiles are defined as normal, the plantlike extension
1051 uses the defined 'special tile', for example:
1052 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1056 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
1060 Offset that the noise is translated by (i.e. added) after calculation.
1063 Factor that the noise is scaled by (i.e. multiplied) after calculation.
1066 Vector containing values by which each coordinate is divided by before calculation.
1067 Higher spread values result in larger noise features.
1069 A value of `{x=250, y=250, z=250}` is common.
1072 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
1073 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
1076 Number of times the noise gradient is accumulated into the noise.
1078 Increase this number to increase the amount of detail in the resulting noise.
1080 A value of `6` is common.
1083 Factor by which the effect of the noise gradient function changes with each successive octave.
1085 Values less than `1` make the details of successive octaves' noise diminish, while values
1086 greater than `1` make successive octaves stronger.
1088 A value of `0.6` is common.
1091 Factor by which the noise feature sizes change with each successive octave.
1093 A value of `2.0` is common.
1096 Leave this field unset for no special handling.
1098 Currently supported are `defaults`, `eased` and `absvalue`.
1101 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1105 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1106 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1107 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1110 Accumulates the absolute value of each noise gradient result.
1112 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1117 spread = {x=500, y=500, z=500},
1122 flags = "defaults, absvalue"
1124 ^ A single noise parameter table can be used to get 2D or 3D noise,
1125 when getting 2D noise spread.z is ignored.
1130 These tell in what manner the ore is generated.
1132 All default ores are of the uniformly-distributed scatter type.
1135 Randomly chooses a location and generates a cluster of ore.
1137 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1138 that point is greater than the `noise_threshold`, giving the ability to create
1139 a non-equal distribution of ore.
1142 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1143 described by `noise_params` and `noise_threshold`. This is essentially an
1144 improved version of the so-called "stratus" ore seen in some unofficial mods.
1146 This sheet consists of vertical columns of uniform randomly distributed height,
1147 varying between the inclusive range `column_height_min` and `column_height_max`.
1148 If `column_height_min` is not specified, this parameter defaults to 1.
1149 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1150 for reverse compatibility. New code should prefer `column_height_max`.
1152 The `column_midpoint_factor` parameter controls the position of the column at which
1153 ore emanates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1154 columns grow equally starting from each direction. `column_midpoint_factor` is a
1155 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1158 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1161 Creates a sheet of ore in a cloud-like puff shape.
1163 As with the `sheet` ore type, the size and shape of puffs are described by
1164 `noise_params` and `noise_threshold` and are placed at random vertical positions
1165 within the currently generated chunk.
1167 The vertical top and bottom displacement of each puff are determined by the noise
1168 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1171 Creates a deformed sphere of ore according to 3d perlin noise described by
1172 `noise_params`. The maximum size of the blob is `clust_size`, and
1173 `clust_scarcity` has the same meaning as with the `scatter` type.
1176 Creates veins of ore varying in density by according to the intersection of two
1177 instances of 3d perlin noise with different seeds, both described by
1180 `random_factor` varies the influence random chance has on placement of an ore
1181 inside the vein, which is `1` by default. Note that modifying this parameter may
1182 require adjusting `noise_threshold`.
1184 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1187 This ore type is difficult to control since it is sensitive to small changes.
1188 The following is a decent set of parameters to work from:
1193 spread = {x=200, y=200, z=200},
1199 noise_threshold = 1.6
1201 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1202 computationally expensive than any other ore.
1205 Creates a single undulating ore stratum that is continuous across mapchunk
1206 borders and horizontally spans the world.
1208 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the
1209 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1210 defines the stratum's vertical thickness (in units of nodes). Due to being
1211 continuous across mapchunk borders the stratum's vertical thickness is
1214 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1215 to y_max in a simple horizontal stratum.
1217 A parameter `stratum_thickness` can be provided instead of the noise parameter
1218 `np_stratum_thickness`, to create a constant thickness.
1220 Leaving out one or both noise parameters makes the ore generation less intensive,
1221 useful when adding multiple strata.
1223 `y_min` and `y_max` define the limits of the ore generation and for performance
1224 reasons should be set as close together as possible but without clipping the
1225 stratum's Y variation.
1227 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1228 solid-ore stratum would require a `clust_scarcity` of 1.
1230 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1231 `random_factor` are ignored by this ore type.
1235 See section "Flag Specifier Format".
1237 Currently supported flags:
1238 `puff_cliffs`, `puff_additive_composition`.
1241 If set, puff ore generation will not taper down large differences in displacement
1242 when approaching the edge of a puff. This flag has no effect for ore types other
1245 ### `puff_additive_composition`
1246 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1247 negative displacement, the sub-column at that point is not generated. With this
1248 attribute set, puff ore generation will instead generate the absolute difference in
1249 noise displacement values. This flag has no effect for ore types other than `puff`.
1253 The varying types of decorations that can be placed.
1256 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1257 a list, if a decoration list is specified). Can specify a certain node it must
1258 spawn next to, such as water or lava, for example. Can also generate a
1259 decoration of random height between a specified lower and upper bound.
1260 This type of decoration is intended for placement of grass, flowers, cacti,
1261 papyri, waterlilies and so on.
1264 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1265 Can specify a probability of a node randomly appearing when placed.
1266 This decoration type is intended to be used for multi-node sized discrete
1267 structures, such as trees, cave spikes, rocks, and so on.
1271 --------------------
1272 A schematic specifier identifies a schematic by either a filename to a
1273 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1274 in the form of a table. This table specifies the following fields:
1276 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1277 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1278 of the schematic to have a `prob / 256 * 100` chance of occurring. (default: 255)
1279 * The `data` field is a flat table of MapNode tables making up the schematic,
1280 in the order of `[z [y [x]]]`. (required)
1281 Each MapNode table contains:
1282 * `name`: the name of the map node to place (required)
1283 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1284 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1285 * `force_place`: boolean representing if the node should forcibly overwrite any
1286 previous contents (default: false)
1288 About probability values:
1290 * A probability value of `0` or `1` means that node will never appear (0% chance).
1291 * A probability value of `254` or `255` means the node will always appear (100% chance).
1292 * If the probability value `p` is greater than `1`, then there is a
1293 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1297 Schematic attributes
1298 --------------------
1299 See section "Flag Specifier Format".
1301 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1304 * `place_center_x`: Placement of this decoration is centered along the X axis.
1305 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1306 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1307 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1312 The position field is used for all element types.
1314 To account for differing resolutions, the position coordinates are the percentage
1315 of the screen, ranging in value from `0` to `1`.
1317 The name field is not yet used, but should contain a description of what the
1318 HUD element represents. The direction field is the direction in which something
1321 `0` draws from left to right, `1` draws from right to left, `2` draws from
1322 top to bottom, and `3` draws from bottom to top.
1324 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1325 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1326 Fractional values can be used.
1328 The `offset` field specifies a pixel offset from the position. Contrary to position,
1329 the offset is not scaled to screen size. This allows for some precisely-positioned
1332 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1334 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1336 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1337 in the experimental stages.
1340 Displays an image on the HUD.
1342 * `scale`: The scale of the image, with 1 being the original texture size.
1343 Only the X coordinate scale is used (positive values).
1344 Negative values represent that percentage of the screen it
1345 should take; e.g. `x=-100` means 100% (width).
1346 * `text`: The name of the texture that is displayed.
1347 * `alignment`: The alignment of the image.
1348 * `offset`: offset in pixels from position.
1351 Displays text on the HUD.
1353 * `scale`: Defines the bounding rectangle of the text.
1354 A value such as `{x=100, y=100}` should work.
1355 * `text`: The text to be displayed in the HUD element.
1356 * `number`: An integer containing the RGB value of the color used to draw the text.
1357 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1358 * `alignment`: The alignment of the text.
1359 * `offset`: offset in pixels from position.
1362 Displays a horizontal bar made up of half-images.
1364 * `text`: The name of the texture that is used.
1365 * `number`: The number of half-textures that are displayed.
1366 If odd, will end with a vertically center-split texture.
1368 * `offset`: offset in pixels from position.
1369 * `size`: If used, will force full-image size to this value (override texture pack image size)
1372 * `text`: The name of the inventory list to be displayed.
1373 * `number`: Number of items in the inventory to be displayed.
1374 * `item`: Position of item that is selected.
1376 * `offset`: offset in pixels from position.
1379 Displays distance to selected world position.
1381 * `name`: The name of the waypoint.
1382 * `text`: Distance suffix. Can be blank.
1383 * `number:` An integer containing the RGB value of the color used to draw the text.
1384 * `world_pos`: World position of the waypoint.
1386 Representations of simple things
1387 --------------------------------
1391 {x=num, y=num, z=num}
1393 For helper functions see "Vector helpers".
1396 * `{type="nothing"}`
1397 * `{type="node", under=pos, above=pos}`
1398 * `{type="object", ref=ObjectRef}`
1400 Flag Specifier Format
1401 ---------------------
1402 Flags using the standardized flag specifier format can be specified in either of
1403 two ways, by string or table.
1405 The string format is a comma-delimited set of flag names; whitespace and
1406 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1407 flag, and specifying a flag prefixed by the string `"no"` explicitly
1408 clears the flag from whatever the default may be.
1410 In addition to the standard string flag format, the schematic flags field can
1411 also be a table of flag names to boolean values representing whether or not the
1412 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1413 is present, mapped to a boolean of any value, the specified flag is unset.
1415 E.g. A flag field of value
1417 {place_center_x = true, place_center_y=false, place_center_z=true}
1421 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1423 which is equivalent to
1425 "place_center_x, noplace_center_y, place_center_z"
1429 "place_center_x, place_center_z"
1431 since, by default, no schematic attributes are set.
1437 There are three kinds of items: nodes, tools and craftitems.
1439 * Node (`register_node`): A node from the world.
1440 * Tool (`register_tool`): A tool/weapon that can dig and damage
1441 things according to `tool_capabilities`.
1442 * Craftitem (`register_craftitem`): A miscellaneous item.
1445 All item stacks have an amount between 0 to 65535. It is 1 by
1446 default. Tool item stacks can not have an amount greater than 1.
1448 Tools use a wear (=damage) value ranging from 0 to 65535. The
1449 value 0 is the default and used is for unworn tools. The values
1450 1 to 65535 are used for worn tools, where a higher value stands for
1451 a higher wear. Non-tools always have a wear value of 0.
1454 Items and item stacks can exist in three formats: Serializes, table format
1458 This is called "stackstring" or "itemstring". It is a simple string with
1459 1-3 components: the full item identifier, an optional amount and an optional
1462 <identifier> [<amount>[ <wear>]]
1466 * `'default:apple'`: 1 apple
1467 * `'default:dirt 5'`: 5 dirt
1468 * `'default:pick_stone'`: a new stone pickaxe
1469 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1476 {name="default:dirt", count=5, wear=0, metadata=""}
1478 A wooden pick about 1/3 worn out:
1480 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1484 {name="default:apple", count=1, wear=0, metadata=""}
1487 A native C++ format with many helper methods. Useful for converting
1488 between formats. See the Class reference section for details.
1490 When an item must be passed to a function, it can usually be in any of
1496 In a number of places, there is a group table. Groups define the
1497 properties of a thing (item, node, armor of entity, capabilities of
1498 tool) in such a way that the engine and other mods can can interact with
1499 the thing without actually knowing what the thing is.
1502 Groups are stored in a table, having the group names with keys and the
1503 group ratings as values. For example:
1505 groups = {crumbly=3, soil=1}
1508 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1509 -- ^ A more special dirt-kind of thing
1511 Groups always have a rating associated with them. If there is no
1512 useful meaning for a rating for an enabled group, it shall be `1`.
1514 When not defined, the rating of a group defaults to `0`. Thus when you
1515 read groups, you must interpret `nil` and `0` as the same value, `0`.
1517 You can read the rating of a group for an item or a node by using
1519 minetest.get_item_group(itemname, groupname)
1522 Groups of items can define what kind of an item it is (e.g. wool).
1525 In addition to the general item things, groups are used to define whether
1526 a node is destroyable and how long it takes to destroy by a tool.
1528 ### Groups of entities
1529 For entities, groups are, as of now, used only for calculating damage.
1530 The rating is the percentage of damage caused by tools with this damage group.
1531 See "Entity damage mechanism".
1533 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1534 object.set_armor_groups({fleshy=30, cracky=80})
1537 Groups in tools define which groups of nodes and entities they are
1540 ### Groups in crafting recipes
1541 An example: Make meat soup from any meat, any water and any bowl:
1544 output = 'food:meat_soup_raw',
1550 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1553 Another example: Make red wool from white wool and red dye:
1557 output = 'wool:red',
1558 recipe = {'wool:white', 'group:dye,basecolor_red'},
1562 * `immortal`: Disables the group damage system for an entity
1563 * `punch_operable`: For entities; disables the regular damage mechanism for
1564 players punching it by hand or a non-tool item, so that it can do something
1565 else than take damage.
1566 * `level`: Can be used to give an additional sense of progression in the game.
1567 * A larger level will cause e.g. a weapon of a lower level make much less
1568 damage, and get worn out much faster, or not be able to get drops
1569 from destroyed nodes.
1570 * `0` is something that is directly accessible at the start of gameplay
1571 * There is no upper limit
1572 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1573 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1574 * `3`: the node always gets the digging time 0 seconds (torch)
1575 * `disable_jump`: Player (and possibly other things) cannot jump from node
1576 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1577 * `bouncy`: value is bounce speed in percent
1578 * `falling_node`: if there is no walkable block under the node it will fall
1579 * `attached_node`: if the node under it is not a walkable block the node will be
1580 dropped as an item. If the node is wallmounted the wallmounted direction is
1582 * `soil`: saplings will grow on nodes in this group
1583 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1584 connect to each other
1585 * `slippery`: Players and items will slide on the node.
1586 Slipperiness rises steadily with `slippery` value, starting at 1.
1589 ### Known damage and digging time defining groups
1590 * `crumbly`: dirt, sand
1591 * `cracky`: tough but crackable stuff like stone.
1592 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1593 plants, wire, sheets of metal
1594 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1595 * `fleshy`: Living things like animals and the player. This could imply
1596 some blood effects when hitting.
1597 * `explody`: Especially prone to explosions
1598 * `oddly_breakable_by_hand`:
1599 Can be added to nodes that shouldn't logically be breakable by the
1600 hand but are. Somewhat similar to `dig_immediate`, but times are more
1601 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1602 speed of a tool if the tool can dig at a faster speed than this
1603 suggests for the hand.
1605 ### Examples of custom groups
1606 Item groups are often used for defining, well, _groups of items_.
1608 * `meat`: any meat-kind of a thing (rating might define the size or healing
1609 ability or be irrelevant -- it is not defined as of yet)
1610 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1612 * `flammable`: can be set on fire. Rating might define the intensity of the
1613 fire, affecting e.g. the speed of the spreading of an open fire.
1614 * `wool`: any wool (any origin, any color)
1615 * `metal`: any metal
1616 * `weapon`: any weapon
1617 * `heavy`: anything considerably heavy
1619 ### Digging time calculation specifics
1620 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1621 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1622 faster digging time.
1624 The `level` group is used to limit the toughness of nodes a tool can dig
1625 and to scale the digging times / damage to a greater extent.
1627 **Please do understand this**, otherwise you cannot use the system to it's
1630 Tools define their properties by a list of parameters for groups. They
1631 cannot dig other groups; thus it is important to use a standard bunch of
1632 groups to enable interaction with tools.
1634 #### Tools definition
1637 * Full punch interval
1638 * Maximum drop level
1639 * For an arbitrary list of groups:
1640 * Uses (until the tool breaks)
1641 * Maximum level (usually `0`, `1`, `2` or `3`)
1645 #### Full punch interval
1646 When used as a weapon, the tool will do full damage if this time is spent
1647 between punches. If e.g. half the time is spent, the tool will do half
1650 #### Maximum drop level
1651 Suggests the maximum level of node, when dug with the tool, that will drop
1652 it's useful item. (e.g. iron ore to drop a lump of iron).
1654 This is not automated; it is the responsibility of the node definition
1658 Determines how many uses the tool has when it is used for digging a node,
1659 of this group, of the maximum level. For lower leveled nodes, the use count
1660 is multiplied by `3^leveldiff`.
1662 * `uses=10, leveldiff=0`: actual uses: 10
1663 * `uses=10, leveldiff=1`: actual uses: 30
1664 * `uses=10, leveldiff=2`: actual uses: 90
1667 Tells what is the maximum level of a node of this group that the tool will
1671 List of digging times for different ratings of the group, for nodes of the
1674 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1675 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1676 for this group, and unable to dig the rating `1`, which is the toughest.
1677 Unless there is a matching group that enables digging otherwise.
1679 If the result digging time is 0, a delay of 0.15 seconds is added between
1680 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1681 i.e. players can more quickly click the nodes away instead of holding LMB.
1684 List of damage for groups of entities. See "Entity damage mechanism".
1686 #### Example definition of the capabilities of a tool
1688 tool_capabilities = {
1689 full_punch_interval=1.5,
1692 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1694 damage_groups = {fleshy=2},
1697 This makes the tool be able to dig nodes that fulfil both of these:
1699 * Have the `crumbly` group
1700 * Have a `level` group less or equal to `2`
1702 Table of resulting digging times:
1704 crumbly 0 1 2 3 4 <- level
1706 1 0.80 1.60 1.60 - -
1707 2 0.60 1.20 1.20 - -
1708 3 0.40 0.80 0.80 - -
1710 level diff: 2 1 0 -1 -2
1712 Table of resulting tool uses:
1721 * At `crumbly==0`, the node is not diggable.
1722 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1723 easy nodes to be quickly breakable.
1724 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1726 Entity damage mechanism
1727 -----------------------
1731 foreach group in cap.damage_groups:
1732 damage += cap.damage_groups[group] * limit(actual_interval /
1733 cap.full_punch_interval, 0.0, 1.0)
1734 * (object.armor_groups[group] / 100.0)
1735 -- Where object.armor_groups[group] is 0 for inexistent values
1738 Client predicts damage based on damage groups. Because of this, it is able to
1739 give an immediate response when an entity is damaged or dies; the response is
1740 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1742 Currently a smoke puff will appear when an entity dies.
1744 The group `immortal` completely disables normal damage.
1746 Entities can define a special armor group, which is `punch_operable`. This
1747 group disables the regular damage mechanism for players punching it by hand or
1748 a non-tool item, so that it can do something else than take damage.
1750 On the Lua side, every punch calls:
1752 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1754 This should never be called directly, because damage is usually not handled by
1757 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1758 accessed unless absolutely required, to encourage interoperability.
1759 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1760 * `tool_capabilities` can be `nil`.
1761 * `direction` is a unit vector, pointing from the source of the punch to
1763 * `damage` damage that will be done to entity
1764 Return value of this function will determine if damage is done by this function
1765 (retval true) or shall be done by engine (retval false)
1767 To punch an entity/object in Lua, call:
1769 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1771 * Return value is tool wear.
1772 * Parameters are equal to the above callback.
1773 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1774 `direction` will be automatically filled in based on the location of `puncher`.
1778 The instance of a node in the world normally only contains the three values
1779 mentioned in "Nodes". However, it is possible to insert extra data into a
1780 node. It is called "node metadata"; See `NodeMetaRef`.
1782 Node metadata contains two things:
1787 Some of the values in the key-value store are handled specially:
1789 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1790 * `infotext`: Text shown on the screen when the node is pointed at
1794 local meta = minetest.get_meta(pos)
1795 meta:set_string("formspec",
1797 "list[context;main;0,0;8,4;]"..
1798 "list[current_player;main;0,5;8,4;]")
1799 meta:set_string("infotext", "Chest");
1800 local inv = meta:get_inventory()
1801 inv:set_size("main", 8*4)
1802 print(dump(meta:to_table()))
1805 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1806 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1807 [10] = "", [11] = "", [12] = "", [13] = "",
1808 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1809 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1810 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1811 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1815 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1822 Item stacks can store metadata too. See `ItemStackMetaRef`.
1824 Item metadata only contains a key-value store.
1826 Some of the values in the key-value store are handled specially:
1828 * `description`: Set the item stack's description. Defaults to `idef.description`
1829 * `color`: A `ColorString`, which sets the stack's color.
1830 * `palette_index`: If the item has a palette, this is used to get the
1831 current color from the palette.
1835 local meta = stack:get_meta()
1836 meta:set_string("key", "value")
1837 print(dump(meta:to_table()))
1841 Formspec defines a menu. Currently not much else than inventories are
1842 supported. It is a string, with a somewhat strange format.
1844 Spaces and newlines can be inserted between the blocks, as is used in the
1852 list[context;main;0,0;8,4;]
1853 list[current_player;main;0,5;8,4;]
1858 list[context;fuel;2,3;1,1;]
1859 list[context;src;2,1;1,1;]
1860 list[context;dst;5,1;2,2;]
1861 list[current_player;main;0,5;8,4;]
1863 #### Minecraft-like player inventory
1866 image[1,0.6;1,2;player.png]
1867 list[current_player;main;0,3.5;8,4;]
1868 list[current_player;craft;3,0;3,3;]
1869 list[current_player;craftpreview;7,1;1,1;]
1873 #### `size[<W>,<H>,<fixed_size>]`
1874 * Define the size of the menu in inventory slots
1875 * `fixed_size`: `true`/`false` (optional)
1876 * deprecated: `invsize[<W>,<H>;]`
1878 #### `position[<X>,<Y>]`
1879 * Define the position of the formspec
1880 * A value between 0.0 and 1.0 represents a position inside the screen
1881 * The default value is the center of the screen (0.5, 0.5)
1883 #### `anchor[<X>,<Y>]`
1884 * Define the anchor of the formspec
1885 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1886 * The default value is the center of the formspec (0.5, 0.5)
1888 #### `container[<X>,<Y>]`
1889 * Start of a container block, moves all physical elements in the container by (X, Y)
1890 * Must have matching `container_end`
1891 * Containers can be nested, in which case the offsets are added
1892 (child containers are relative to parent containers)
1894 #### `container_end[]`
1895 * End of a container, following elements are no longer relative to this container
1897 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1898 * Show an inventory list
1900 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1901 * Show an inventory list
1903 #### `listring[<inventory location>;<list name>]`
1904 * Allows to create a ring of inventory lists
1905 * Shift-clicking on items in one element of the ring
1906 will send them to the next inventory list inside the ring
1907 * The first occurrence of an element inside the ring will
1908 determine the inventory where items will be sent to
1911 * Shorthand for doing `listring[<inventory location>;<list name>]`
1912 for the last two inventory lists added by list[...]
1914 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1915 * Sets background color of slots as `ColorString`
1916 * Sets background color of slots on mouse hovering
1918 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1919 * Sets background color of slots as `ColorString`
1920 * Sets background color of slots on mouse hovering
1921 * Sets color of slots border
1923 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1924 * Sets background color of slots as `ColorString`
1925 * Sets background color of slots on mouse hovering
1926 * Sets color of slots border
1927 * Sets default background color of tooltips
1928 * Sets default font color of tooltips
1930 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1931 * Adds tooltip for an element
1932 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1933 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1935 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1937 * Position and size units are inventory slots
1939 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1940 * Show an inventory image of registered item/node
1941 * Position and size units are inventory slots
1943 #### `bgcolor[<color>;<fullscreen>]`
1944 * Sets background color of formspec as `ColorString`
1945 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1947 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1948 * Use a background. Inventory rectangles are not drawn then.
1949 * Position and size units are inventory slots
1950 * Example for formspec 8x4 in 16x resolution: image shall be sized
1951 8 times 16px times 4 times 16px.
1953 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1954 * Use a background. Inventory rectangles are not drawn then.
1955 * Position and size units are inventory slots
1956 * Example for formspec 8x4 in 16x resolution:
1957 image shall be sized 8 times 16px times 4 times 16px
1958 * If `true` the background is clipped to formspec size
1959 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1961 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1962 * Textual password style field; will be sent to server when a button is clicked
1963 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1965 * `x` and `y` position the field relative to the top left of the menu
1966 * `w` and `h` are the size of the field
1967 * Fields are a set height, but will be vertically centred on `h`
1968 * Position and size units are inventory slots
1969 * `name` is the name of the field as returned in fields to `on_receive_fields`
1970 * `label`, if not blank, will be text printed on the top left above the field
1971 * See field_close_on_enter to stop enter closing the formspec
1973 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1974 * Textual field; will be sent to server when a button is clicked
1975 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1977 * `x` and `y` position the field relative to the top left of the menu
1978 * `w` and `h` are the size of the field
1979 * Fields are a set height, but will be vertically centred on `h`
1980 * Position and size units are inventory slots
1981 * `name` is the name of the field as returned in fields to `on_receive_fields`
1982 * `label`, if not blank, will be text printed on the top left above the field
1983 * `default` is the default value of the field
1984 * `default` may contain variable references such as `${text}'` which
1985 will fill the value from the metadata value `text`
1986 * **Note**: no extra text or more than a single variable is supported ATM.
1987 * See `field_close_on_enter` to stop enter closing the formspec
1989 #### `field[<name>;<label>;<default>]`
1990 * As above, but without position/size units
1991 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1993 * Special field for creating simple forms, such as sign text input
1994 * Must be used without a `size[]` element
1995 * A "Proceed" button will be added automatically
1996 * See `field_close_on_enter` to stop enter closing the formspec
1998 #### `field_close_on_enter[<name>;<close_on_enter>]`
1999 * <name> is the name of the field
2000 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
2001 * defaults to true when not specified (ie: no tag for a field)
2003 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2004 * Same as fields above, but with multi-line input
2005 * if the text overflows a vertical scrollbar is added
2006 * if the name is empty the textarea is readonly. The label is not displayed then
2008 #### `label[<X>,<Y>;<label>]`
2009 * `x` and `y` work as per field
2010 * `label` is the text on the label
2011 * Position and size units are inventory slots
2013 #### `vertlabel[<X>,<Y>;<label>]`
2014 * Textual label drawn vertically
2015 * `x` and `y` work as per field
2016 * `label` is the text on the label
2017 * Position and size units are inventory slots
2019 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2020 * Clickable button. When clicked, fields will be sent.
2021 * `x`, `y` and `name` work as per field
2022 * `w` and `h` are the size of the button
2023 * Fixed button height. It will be vertically centred on `h`
2024 * `label` is the text on the button
2025 * Position and size units are inventory slots
2027 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2028 * `x`, `y`, `w`, `h`, and `name` work as per button
2029 * `texture name` is the filename of an image
2030 * Position and size units are inventory slots
2032 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2033 * `x`, `y`, `w`, `h`, and `name` work as per button
2034 * `texture name` is the filename of an image
2035 * Position and size units are inventory slots
2036 * `noclip=true` means the image button doesn't need to be within specified formsize
2037 * `drawborder`: draw button border or not
2038 * `pressed texture name` is the filename of an image on pressed state
2040 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2041 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2042 * `item name` is the registered name of an item/node,
2043 tooltip will be made out of its description
2044 to override it use tooltip element
2045 * Position and size units are inventory slots
2047 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2048 * When clicked, fields will be sent and the form will quit.
2050 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2051 * When clicked, fields will be sent and the form will quit.
2053 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2054 * Scrollable item list showing arbitrary text elements
2055 * `x` and `y` position the itemlist relative to the top left of the menu
2056 * `w` and `h` are the size of the itemlist
2057 * `name` fieldname sent to server on doubleclick value is current selected element
2058 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
2059 * if you want a listelement to start with "#" write "##".
2061 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2062 * Scrollable itemlist showing arbitrary text elements
2063 * `x` and `y` position the item list relative to the top left of the menu
2064 * `w` and `h` are the size of the item list
2065 * `name` fieldname sent to server on doubleclick value is current selected element
2066 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2067 * if you want a listelement to start with "#" write "##"
2068 * Index to be selected within textlist
2069 * `true`/`false`: draw transparent background
2070 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
2072 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2073 * Show a tab**header** at specific position (ignores formsize)
2074 * `x` and `y` position the itemlist relative to the top left of the menu
2075 * `name` fieldname data is transferred to Lua
2076 * `caption 1`...: name shown on top of tab
2077 * `current_tab`: index of selected tab 1...
2078 * `transparent` (optional): show transparent
2079 * `draw_border` (optional): draw border
2081 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2082 * Simple colored semitransparent box
2083 * `x` and `y` position the box relative to the top left of the menu
2084 * `w` and `h` are the size of box
2085 * `color` is color specified as a `ColorString`
2087 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2088 * Show a dropdown field
2089 * **Important note**: There are two different operation modes:
2090 1. handle directly on change (only changed dropdown is submitted)
2091 2. read the value on pressing a button (all dropdown values are available)
2092 * `x` and `y` position of dropdown
2094 * Fieldname data is transferred to Lua
2095 * Items to be shown in dropdown
2096 * Index of currently selected dropdown item
2098 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2100 * `x` and `y`: position of checkbox
2101 * `name` fieldname data is transferred to Lua
2102 * `label` to be shown left of checkbox
2103 * `selected` (optional): `true`/`false`
2105 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2107 * There are two ways to use it:
2108 1. handle the changed event (only changed scrollbar is available)
2109 2. read the value on pressing a button (all scrollbars are available)
2110 * `x` and `y`: position of trackbar
2111 * `w` and `h`: width and height
2112 * `orientation`: `vertical`/`horizontal`
2113 * Fieldname data is transferred to Lua
2114 * Value this trackbar is set to (`0`-`1000`)
2115 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
2117 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2118 * Show scrollable table using options defined by the previous `tableoptions[]`
2119 * Displays cells as defined by the previous `tablecolumns[]`
2120 * `x` and `y`: position the itemlist relative to the top left of the menu
2121 * `w` and `h` are the size of the itemlist
2122 * `name`: fieldname sent to server on row select or doubleclick
2123 * `cell 1`...`cell n`: cell contents given in row-major order
2124 * `selected idx`: index of row to be selected within table (first row = `1`)
2125 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2127 #### `tableoptions[<opt 1>;<opt 2>;...]`
2128 * Sets options for `table[]`
2130 * default text color (`ColorString`), defaults to `#FFFFFF`
2131 * `background=#RRGGBB`
2132 * table background color (`ColorString`), defaults to `#000000`
2133 * `border=<true/false>`
2134 * should the table be drawn with a border? (default: `true`)
2135 * `highlight=#RRGGBB`
2136 * highlight background color (`ColorString`), defaults to `#466432`
2137 * `highlight_text=#RRGGBB`
2138 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2139 * `opendepth=<value>`
2140 * all subtrees up to `depth < value` are open (default value = `0`)
2141 * only useful when there is a column of type "tree"
2143 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2144 * Sets columns for `table[]`
2145 * Types: `text`, `image`, `color`, `indent`, `tree`
2146 * `text`: show cell contents as text
2147 * `image`: cell contents are an image index, use column options to define images
2148 * `color`: cell contents are a ColorString and define color of following cell
2149 * `indent`: cell contents are a number and define indentation of following cell
2150 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2153 * for `text` and `image`: content alignment within cells.
2154 Available values: `left` (default), `center`, `right`, `inline`
2156 * for `text` and `image`: minimum width in em (default: `0`)
2157 * for `indent` and `tree`: indent width in em (default: `1.5`)
2158 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2159 Exception: defaults to 0 for indent columns
2160 * `tooltip=<value>`: tooltip text (default: empty)
2161 * `image` column options:
2162 * `0=<value>` sets image for image index 0
2163 * `1=<value>` sets image for image index 1
2164 * `2=<value>` sets image for image index 2
2165 * and so on; defined indices need not be contiguous empty or
2166 non-numeric cells are treated as `0`.
2167 * `color` column options:
2168 * `span=<value>`: number of following columns to affect (default: infinite)
2170 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2171 pass key press events to formspec!
2175 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2176 * `"current_player"`: Player to whom the menu is shown
2177 * `"player:<name>"`: Any player
2178 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2179 * `"detached:<name>"`: A detached inventory
2181 Player Inventory lists
2182 ----------------------
2183 * `main`: list containing the default inventory
2184 * `craft`: list containing the craft input
2185 * `craftpreview`: list containing the craft output
2186 * `hand`: list containing an override for the empty hand
2190 `#RGB` defines a color in hexadecimal format.
2192 `#RGBA` defines a color in hexadecimal format and alpha channel.
2194 `#RRGGBB` defines a color in hexadecimal format.
2196 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2198 Named colors are also supported and are equivalent to
2199 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2200 To specify the value of the alpha channel, append `#AA` to the end of the color name
2201 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2202 value must (always) be two hexadecimal digits.
2206 A ColorSpec specifies a 32-bit color. It can be written in either:
2207 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2208 `colorspec = {a=255, r=0, g=255, b=0}`
2209 numerical form, the raw integer value of an ARGB8 quad:
2210 `colorspec = 0xFF00FF00`
2211 or string form, a ColorString (defined above):
2212 `colorspec = "green"`
2216 Most text can contain escape sequences, that can for example color the text.
2217 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2218 The following functions provide escape sequences:
2220 * `minetest.get_color_escape_sequence(color)`:
2221 * `color` is a ColorString
2222 * The escape sequence sets the text color to `color`
2223 * `minetest.colorize(color, message)`:
2225 `minetest.get_color_escape_sequence(color) ..
2227 minetest.get_color_escape_sequence("#ffffff")`
2228 * `minetest.get_background_escape_sequence(color)`
2229 * `color` is a ColorString
2230 * The escape sequence sets the background of the whole text element to
2231 `color`. Only defined for item descriptions and tooltips.
2232 * `minetest.strip_foreground_colors(str)`
2233 * Removes foreground colors added by `get_color_escape_sequence`.
2234 * `minetest.strip_background_colors(str)`
2235 * Removes background colors added by `get_background_escape_sequence`.
2236 * `minetest.strip_colors(str)`
2237 * Removes all color escape sequences.
2241 * `vector.new(a[, b, c])`: returns a vector:
2242 * A copy of `a` if `a` is a vector.
2243 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2244 * `vector.direction(p1, p2)`: returns a vector
2245 * `vector.distance(p1, p2)`: returns a number
2246 * `vector.length(v)`: returns a number
2247 * `vector.normalize(v)`: returns a vector
2248 * `vector.floor(v)`: returns a vector, each dimension rounded down
2249 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2250 * `vector.apply(v, func)`: returns a vector
2251 * `vector.equals(v1, v2)`: returns a boolean
2252 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2254 For the following functions `x` can be either a vector or a number:
2256 * `vector.add(v, x)`: returns a vector
2257 * `vector.subtract(v, x)`: returns a vector
2258 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2259 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2263 * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
2264 handles reference loops
2265 * `obj`: arbitrary variable
2266 * `name`: string, default: `"_"`
2267 * `dumped`: table, default: `{}`
2268 * `dump(obj, dumped)`: returns a string which makes `obj` human readable
2269 * `obj`: arbitrary variable
2270 * `dumped`: table, default: `{}`
2271 * `math.hypot(x, y)`
2272 * Get the hypotenuse of a triangle with legs x and y.
2273 Useful for distance calculation.
2274 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2275 * Get the sign of a number.
2276 * tolerance: number, default: `0.0`
2277 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2279 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2280 * `separator`: string, default: `","`
2281 * `include_empty`: boolean, default: `false`
2282 * `max_splits`: number, if it's positive, splits aren't limited,
2284 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2285 string or a pattern (regex), default: `false`
2286 * e.g. `"a,b":split","` returns `{"a","b"}`
2287 * `string:trim()`: returns the string whithout whitespace pre- and suffixes
2288 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2289 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2290 * Adds newlines to the string to keep it within the specified character
2292 * Note that the returned lines may be longer than the limit since it only
2293 splits at word borders.
2294 * `limit`: number, maximal amount of characters in one line
2295 * `as_table`: boolean, if set to true, a table of lines instead of a string
2296 is returned, default: `false`
2297 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2298 * `pos`: table {x=X, y=Y, z=Z}
2299 * Converts the position `pos` to a human-readable, printable string
2300 * `decimal_places`: number, if specified, the x, y and z values of
2301 the position are rounded to the given decimal place.
2302 * `minetest.string_to_pos(string)`: returns a position or `nil`
2303 * Same but in reverse.
2304 * If the string can't be parsed to a position, nothing is returned.
2305 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2306 * Converts a string representing an area box into two positions
2307 * `minetest.formspec_escape(string)`: returns a string
2308 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2309 * `minetest.is_yes(arg)`
2310 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2311 * `minetest.get_us_time()`
2312 * returns time with microsecond precision. May not return wall time.
2313 * `table.copy(table)`: returns a table
2314 * returns a deep copy of `table`
2315 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2316 * returns the exact position on the surface of a pointed node
2321 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2323 ### Translating a string
2324 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2326 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2327 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2328 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2330 local S = minetest.get_translator(textdomain)
2333 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2335 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2336 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2337 to get the string translated. This can be used so that a string is translated differently in different contexts.
2338 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2339 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2340 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2341 outputs of `minetest.translate` as well.
2343 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2344 We can do the following:
2346 local S = minetest.get_translator()
2347 S("@1 Wool", S("Red"))
2349 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2350 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2355 this will be displayed as "Laine Rouge" on clients with a French locale.
2357 ### Operations on translated strings
2359 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2360 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2361 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2362 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2363 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2364 `minetest.colorize` which are only concatenation under the hood as well.
2366 ### Translation file format
2367 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2368 The file should be a text file, with the following format:
2370 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2371 domain of all following translations in the file.
2372 * All other empty lines or lines beginning with `#` are ignored.
2373 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2374 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2375 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2376 or the end of the line.
2379 Strings that need to be translated can contain several escapes, preceded by `@`.
2380 * `@@` acts as a literal `@`.
2381 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2382 when translation. Due to how translations are implemented, the original translation string **must** have
2383 its arguments in increasing order, without gaps or repetitions, starting from 1.
2384 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2385 files to avoid begin confused with the `=` separating the original from the translation.
2386 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2387 in strings given to `minetest.translate`, but is in translation files.
2388 * `@n` acts as a literal newline as well.
2390 `minetest` namespace reference
2391 ------------------------------
2395 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2396 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2397 * Useful for loading additional `.lua` modules or static data from mod
2398 * `minetest.get_modnames()`: returns a list of installed mods
2399 * Return a list of installed mods, sorted alphabetically
2400 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2401 * Useful for storing custom data
2402 * `minetest.is_singleplayer()`
2403 * `minetest.features`: Table containing API feature flags
2406 glasslike_framed = true,
2407 nodebox_as_selectionbox = true,
2408 chat_send_player_param3 = true,
2409 get_all_craft_recipes_works = true,
2410 use_texture_alpha = true,
2411 -- ^ The transparency channel of textures can be used optionally
2412 no_legacy_abms = true,
2413 -- ^ Tree and grass ABMs are no longer done from C++
2414 texture_names_parens = true,
2415 -- ^ Texture grouping is possible using parentheses
2416 area_store_custom_ids = true,
2417 -- ^ Unique Area ID for AreaStore:insert_area
2418 add_entity_with_staticdata = true,
2419 -- ^ add_entity supports passing initial staticdata to on_activate
2420 no_chat_message_prediction = true,
2421 -- ^ Chat messages are no longer predicted
2423 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2424 * `arg`: string or table in format `{foo=true, bar=true}`
2425 * `missing_features`: `{foo=true, bar=true}`
2426 * `minetest.get_player_information(player_name)`:
2427 * Returns a table containing information about a player. Example return value:
2430 address = "127.0.0.1", -- IP address of client
2431 ip_version = 4, -- IPv4 / IPv6
2432 min_rtt = 0.01, -- minimum round trip time
2433 max_rtt = 0.2, -- maximum round trip time
2434 avg_rtt = 0.02, -- average round trip time
2435 min_jitter = 0.01, -- minimum packet time jitter
2436 max_jitter = 0.5, -- maximum packet time jitter
2437 avg_jitter = 0.03, -- average packet time jitter
2438 connection_uptime = 200, -- seconds since client connected
2439 protocol_version = 32, -- protocol version used by client
2440 -- following information is available on debug build only!!!
2441 -- DO NOT USE IN MODS
2442 --ser_vers = 26, -- serialization version used by client
2443 --major = 0, -- major version number
2444 --minor = 4, -- minor version number
2445 --patch = 10, -- patch version number
2446 --vers_string = "0.4.9-git", -- full version string
2447 --state = "Active" -- current client state
2449 * `minetest.mkdir(path)`: returns success.
2450 * Creates a directory specified by `path`, creating parent directories
2451 if they don't exist.
2452 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2454 * nil: return all entries,
2455 * true: return only subdirectory names, or
2456 * false: return only file names.
2457 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2458 * Replaces contents of file at path with new contents in a safe (atomic) way.
2459 Use this instead of below code when writing e.g. database files:
2460 `local f = io.open(path, "wb"); f:write(content); f:close()`
2461 * `minetest.get_version()`: returns a table containing components of the
2462 engine version. Components:
2463 * `project`: Name of the project, eg, "Minetest"
2464 * `string`: Simple version, eg, "1.2.3-dev"
2465 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2466 Use this for informational purposes only. The information in the returned
2467 table does not represent the capabilities of the engine, nor is it
2468 reliable or verifiable. Compatible forks will have a different name and
2469 version entirely. To check for the presence of engine features, test
2470 whether the functions exported by the wanted features exist. For example:
2471 `if minetest.check_for_falling then ... end`.
2472 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2473 * `data`: string of data to hash
2474 * `raw`: return raw bytes instead of hex digits, default: false
2477 * `minetest.debug(...)`
2478 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2479 * `minetest.log([level,] text)`
2480 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2481 `"info"`, or `"verbose"`. Default is `"none"`.
2483 ### Registration functions
2484 Call these functions only at load time!
2486 * `minetest.register_entity(name, prototype table)`
2487 * `minetest.register_abm(abm definition)`
2488 * `minetest.register_lbm(lbm definition)`
2489 * `minetest.register_node(name, node definition)`
2490 * `minetest.register_tool(name, item definition)`
2491 * `minetest.register_craftitem(name, item definition)`
2492 * `minetest.unregister_item(name)`
2493 * `minetest.register_alias(name, convert_to)`
2494 * Also use this to set the 'mapgen aliases' needed in a game for the core
2495 * mapgens. See 'Mapgen aliases' section above.
2496 * `minetest.register_alias_force(name, convert_to)`
2497 * `minetest.register_craft(recipe)`
2498 * Check recipe table syntax for different types below.
2499 * `minetest.clear_craft(recipe)`
2500 * Will erase existing craft based either on output item or on input recipe.
2501 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2502 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2503 * If no erase candidate could be found, Lua exception will be thrown.
2504 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2505 contains output. Erasing is then done independently from the crafting method.
2506 * `minetest.register_ore(ore definition)`
2507 * `minetest.register_biome(biome definition)`
2508 * `minetest.register_decoration(decoration definition)`
2509 * `minetest.override_item(name, redefinition)`
2510 * Overrides fields of an item registered with register_node/tool/craftitem.
2511 * Note: Item must already be defined, (opt)depend on the mod defining it.
2512 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2513 * `minetest.clear_registered_ores()`
2514 * `minetest.clear_registered_biomes()`
2515 * `minetest.clear_registered_decorations()`
2517 ### Global callback registration functions
2518 Call these functions only at load time!
2520 * `minetest.register_globalstep(func(dtime))`
2521 * Called every server step, usually interval of 0.1s
2522 * `minetest.register_on_shutdown(func())`
2523 * Called before server shutdown
2524 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2525 callbacks **will likely not be run**. Data should be saved at
2526 semi-frequent intervals as well as on server shutdown.
2527 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2528 * Called when a node has been placed
2529 * If return `true` no item is taken from `itemstack`
2530 * `placer` may be any valid ObjectRef or nil.
2531 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2533 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2534 * Called when a node has been dug.
2535 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2537 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2538 * Called when a node is punched
2539 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2540 * Called after generating a piece of world. Modifying nodes inside the area
2541 is a bit faster than usually.
2542 * `minetest.register_on_newplayer(func(ObjectRef))`
2543 * Called after a new player has been created
2544 * `minetest.register_on_dieplayer(func(ObjectRef))`
2545 * Called when a player dies
2546 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2547 * Called when a player is punched
2548 * `player` - ObjectRef - Player that was punched
2549 * `hitter` - ObjectRef - Player that hit
2550 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2551 * `tool_capabilities`: capability table of used tool (can be nil)
2552 * `dir`: unit vector of direction of punch. Always defined. Points from
2553 the puncher to the punched.
2554 * `damage` - number that represents the damage calculated by the engine
2555 * should return `true` to prevent the default damage mechanism
2556 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2557 * Called when the player gets damaged or healed
2558 * `player`: ObjectRef of the player
2559 * `hp_change`: the amount of change. Negative when it is damage.
2560 * `modifier`: when true, the function should return the actual `hp_change`.
2561 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2562 modifiers can return true as a second argument to stop the execution of further functions.
2563 Non-modifiers receive the final hp change calculated by the modifiers.
2564 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2565 * Called when player is to be respawned
2566 * Called _before_ repositioning of player occurs
2567 * return true in func to disable regular player placement
2568 * `minetest.register_on_prejoinplayer(func(name, ip))`
2569 * Called before a player joins the game
2570 * If it returns a string, the player is disconnected with that string as reason
2571 * `minetest.register_on_joinplayer(func(ObjectRef))`
2572 * Called when a player joins the game
2573 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2574 * Called when a player leaves the game
2575 * `timed_out`: True for timeout, false for other reasons.
2576 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2577 * Called when a player cheats
2578 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2580 * `interacted_too_far`
2581 * `interacted_while_dead`
2582 * `finished_unknown_dig`
2585 * `minetest.register_on_chat_message(func(name, message))`
2586 * Called always when a player says something
2587 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2588 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2589 * Called when a button is pressed in player's inventory form
2590 * Newest functions are called first
2591 * If function returns `true`, remaining functions are not called
2592 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2593 * Called when `player` crafts something
2594 * `itemstack` is the output
2595 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2596 * `craft_inv` is the inventory with the crafting grid
2597 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2598 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2599 * The same as before, except that it is called before the player crafts, to make
2600 craft prediction, and it should not change anything.
2601 * `minetest.register_on_protection_violation(func(pos, name))`
2602 * Called by `builtin` and mods when a player violates protection at a position
2603 (eg, digs a node or punches a protected entity).
2604 * The registered functions can be called using `minetest.record_protection_violation`
2605 * The provided function should check that the position is protected by the mod
2606 calling this function before it prints a message, if it does, to allow for
2607 multiple protection mods.
2608 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2609 * Called when an item is eaten, by `minetest.item_eat`
2610 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2611 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2612 * Called when `granter` grants the priv `priv` to `name`.
2613 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2614 and again with granter being nil.
2615 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2616 * Called when `revoker` revokes the priv `priv` from `name`.
2617 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2618 and again with revoker being nil.
2619 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2620 * Called when `name` user connects with `ip`.
2621 * Return `true` to by pass the player limit
2622 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2623 * Called when an incoming mod channel message is received
2624 * You should have joined some channels to receive events.
2625 * If message comes from a server mod, `sender` field is an empty string.
2627 ### Other registration functions
2628 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2629 * Adds definition to `minetest.registered_chatcommands`
2630 * `minetest.override_chatcommand(name, redefinition)`
2631 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2632 * `minetest.unregister_chatcommand(name)`
2633 * Unregisters a chatcommands registered with `register_chatcommand`.
2634 * `minetest.register_privilege(name, definition)`
2635 * `definition`: `"description text"`
2636 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2637 the default of `give_to_singleplayer` is true
2638 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2639 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2640 `granter_name` will be nil if the priv was granted by a mod.
2641 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2642 `revoker_name` will be nil if the priv was revoked by a mod
2643 * Note that the above two callbacks will be called twice if a player is responsible -
2644 once with the player name, and then with a nil player name.
2645 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2646 * `minetest.register_authentication_handler(authentication handler definition)`
2647 * Registers an auth handler that overrides the builtin one
2648 * This function can be called by a single mod once only.
2651 * `minetest.settings`: Settings object containing all of the settings from the
2652 main config file (`minetest.conf`).
2653 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2654 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2657 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2658 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2659 * Convert between two privilege representations
2660 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2661 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2662 * A quickhand for checking privileges.
2663 * `player_or_name`: Either a Player object or the name of a player.
2664 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2665 a table, e.g. `{ priva = true, privb = true }`.
2667 * `minetest.check_password_entry(name, entry, password)`
2668 * Returns true if the "password entry" for a player with name matches given
2669 password, false otherwise.
2670 * The "password entry" is the password representation generated by the engine
2671 as returned as part of a `get_auth()` call on the auth handler.
2672 * Only use this function for making it possible to log in via password from
2673 external protocols such as IRC, other uses are frowned upon.
2674 * `minetest.get_password_hash(name, raw_password)`
2675 * Convert a name-password pair to a password hash that Minetest can use.
2676 * The returned value alone is not a good basis for password checks based
2677 on comparing the password hash in the database with the password hash
2678 from the function, with an externally provided password, as the hash
2679 in the db might use the new SRP verifier format.
2680 * For this purpose, use `minetest.check_password_entry` instead.
2681 * `minetest.get_player_ip(name)`: returns an IP address string for the player `name`
2682 * The player needs to be online for this to be successful.
2684 * `minetest.get_auth_handler()`: Return the currently active auth handler
2685 * See the `Authentication handler definition`
2686 * Use this to e.g. get the authentication data for a player:
2687 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2688 * `minetest.notify_authentication_modified(name)`
2689 * Must be called by the authentication handler for privilege changes.
2690 * `name`: string; if omitted, all auth data should be considered modified
2691 * `minetest.set_player_password(name, password_hash)`: Set password hash of player `name`
2692 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player `name`
2693 * `minetest.auth_reload()`
2694 * See `reload()` in authentication handler definition
2696 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2697 and `minetest.auth_reload` call the authentication handler.
2700 * `minetest.chat_send_all(text)`
2701 * `minetest.chat_send_player(name, text)`
2703 ### Environment access
2704 * `minetest.set_node(pos, node)`
2705 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2706 * Set node at position `pos`
2707 * `node`: table `{name=string, param1=number, param2=number}`
2708 * If param1 or param2 is omitted, it's set to `0`.
2709 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2710 * `minetest.swap_node(pos, node)`
2711 * Set node at position, but don't remove metadata
2712 * `minetest.remove_node(pos)`
2713 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2714 * `minetest.get_node(pos)`
2715 * Returns the node at the given position as table in the format
2716 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2718 * `minetest.get_node_or_nil(pos)`
2719 * Same as `get_node` but returns `nil` for unloaded areas.
2720 * `minetest.get_node_light(pos, timeofday)`
2721 * Gets the light value at the given position. Note that the light value
2722 "inside" the node at the given position is returned, so you usually want
2723 to get the light value of a neighbor.
2724 * `pos`: The position where to measure the light.
2725 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2726 * Returns a number between `0` and `15` or `nil`
2727 * `minetest.place_node(pos, node)`
2728 * Place node with the same effects that a player would cause
2729 * `minetest.dig_node(pos)`
2730 * Dig node with the same effects that a player would cause
2731 * Returns `true` if successful, `false` on failure (e.g. protected location)
2732 * `minetest.punch_node(pos)`
2733 * Punch node with the same effects that a player would cause
2734 * `minetest.spawn_falling_node(pos)`
2735 * Change node into falling node
2736 * Returns `true` if successful, `false` on failure
2738 * `minetest.find_nodes_with_meta(pos1, pos2)`
2739 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2740 * `minetest.get_meta(pos)`
2741 * Get a `NodeMetaRef` at that position
2742 * `minetest.get_node_timer(pos)`
2743 * Get `NodeTimerRef`
2745 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2746 * Returns `ObjectRef`, or `nil` if failed
2747 * `minetest.add_item(pos, item)`: Spawn item
2748 * Returns `ObjectRef`, or `nil` if failed
2749 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2750 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2751 * `radius`: using an euclidean metric
2752 * `minetest.set_timeofday(val)`
2753 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2754 * `minetest.get_timeofday()`
2755 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2756 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2757 * accounting for time changes.
2758 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2759 * `radius`: using a maximum metric
2760 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2761 * `search_center` is an optional boolean (default: `false`)
2762 If true `pos` is also checked for the nodes
2763 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2764 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2765 * First return value: Table with all node positions
2766 * Second return value: Table with the count of each node with the node name as index
2767 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2768 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2769 * Return value: Table with all node positions with a node air above
2770 * `minetest.get_perlin(noiseparams)`
2771 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2772 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2773 * `minetest.get_voxel_manip([pos1, pos2])`
2774 * Return voxel manipulator object.
2775 * Loads the manipulator from the map if positions are passed.
2776 * `minetest.set_gen_notify(flags, {deco_ids})`
2777 * Set the types of on-generate notifications that should be collected
2778 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2779 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2780 * The second parameter is a list of IDS of decorations which notification is requested for
2781 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2782 * `minetest.get_mapgen_object(objectname)`
2783 * Return requested mapgen object if available (see "Mapgen objects")
2784 * `minetest.get_biome_id(biome_name)`
2785 * Returns the biome id, as used in the biomemap Mapgen object, for a
2786 given biome_name string.
2787 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2788 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2789 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2790 * `minetest.set_mapgen_params(MapgenParams)`
2791 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2792 * Set map generation parameters
2793 * Function cannot be called after the registration period; only initialization
2794 and `on_mapgen_init`
2795 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2797 * Leave field unset to leave that parameter unchanged
2798 * `flags` contains a comma-delimited string of flags to set,
2799 or if the prefix `"no"` is attached, clears instead.
2800 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2801 * `minetest.get_mapgen_setting(name)`
2802 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2803 order of precedence:
2804 1) Settings loaded from map_meta.txt or overrides set during mod execution
2805 2) Settings set by mods without a metafile override
2806 3) Settings explicitly set in the user config file, minetest.conf
2807 4) Settings set as the user config default
2808 * `minetest.get_mapgen_setting_noiseparams(name)`
2809 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2810 and is a valid NoiseParams
2811 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2812 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2813 is not already present in map_meta.txt.
2814 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2815 the setting will become the active setting regardless of the map metafile contents.
2816 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2817 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2818 * Same as above, except value is a NoiseParams table.
2819 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2820 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2821 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2822 should be applied to the default config or current active config
2823 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2824 * `minetest.generate_ores(vm, pos1, pos2)`
2825 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2826 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2827 * `minetest.generate_decorations(vm, pos1, pos2)`
2828 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2829 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2830 * `minetest.clear_objects([options])`
2831 * Clear all objects in the environment
2832 * Takes an optional table as an argument with the field `mode`.
2833 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2834 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2835 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2836 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2837 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2838 * fetched from memory, loaded from disk, or if inexistent, generates them.
2839 * If `callback` is a valid Lua function, this will be called for each block emerged.
2840 * The function signature of callback is:
2841 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2842 * - `blockpos` is the *block* coordinates of the block that had been emerged
2843 * - `action` could be one of the following constant values:
2844 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2845 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2846 * - `calls_remaining` is the number of callbacks to be expected after this one
2847 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2848 * parameter was absent)
2849 * `minetest.delete_area(pos1, pos2)`
2850 * delete all mapblocks in the area from pos1 to pos2, inclusive
2851 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2852 * Check if there is a direct line of sight between `pos1` and `pos2`
2853 * Returns the position of the blocking node when `false`
2854 * `pos1`: First position
2855 * `pos2`: Second position
2856 * `stepsize`: smaller gives more accurate results but requires more computing
2857 time. Default is `1`.
2858 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2859 * Creates a `Raycast` object.
2860 * `pos1`: start of the ray
2861 * `pos2`: end of the ray
2862 * `objects` : if false, only nodes will be returned. Default is `true`.
2863 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2864 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2865 * returns table containing path
2866 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2867 * `pos1`: start position
2868 * `pos2`: end position
2869 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2870 * `max_jump`: maximum height difference to consider walkable
2871 * `max_drop`: maximum height difference to consider droppable
2872 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2873 * `minetest.spawn_tree (pos, {treedef})`
2874 * spawns L-system tree at given `pos` with definition in `treedef` table
2875 * `minetest.transforming_liquid_add(pos)`
2876 * add node to liquid update queue
2877 * `minetest.get_node_max_level(pos)`
2878 * get max available level for leveled node
2879 * `minetest.get_node_level(pos)`
2880 * get level of leveled node (water, snow)
2881 * `minetest.set_node_level(pos, level)`
2882 * set level of leveled node, default `level` equals `1`
2883 * if `totallevel > maxlevel`, returns rest (`total-max`).
2884 * `minetest.add_node_level(pos, level)`
2885 * increase level of leveled node by level, default `level` equals `1`
2886 * if `totallevel > maxlevel`, returns rest (`total-max`)
2887 * can be negative for decreasing
2888 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2889 * resets the light in a cuboid-shaped part of
2890 the map and removes lighting bugs.
2891 * Loads the area if it is not loaded.
2892 * `pos1` is the corner of the cuboid with the least coordinates
2893 (in node coordinates), inclusive.
2894 * `pos2` is the opposite corner of the cuboid, inclusive.
2895 * The actual updated cuboid might be larger than the specified one,
2896 because only whole map blocks can be updated.
2897 The actual updated area consists of those map blocks that intersect
2898 with the given cuboid.
2899 * However, the neighborhood of the updated area might change
2900 as well, as light can spread out of the cuboid, also light
2902 * returns `false` if the area is not fully generated,
2904 * `minetest.check_single_for_falling(pos)`
2905 * causes an unsupported `group:falling_node` node to fall and causes an
2906 unattached `group:attached_node` node to fall.
2907 * does not spread these updates to neighbours.
2908 * `minetest.check_for_falling(pos)`
2909 * causes an unsupported `group:falling_node` node to fall and causes an
2910 unattached `group:attached_node` node to fall.
2911 * spread these updates to neighbours and can cause a cascade
2915 You can find mod channels communication scheme in `docs/mod_channels.png`.
2917 * `minetest.mod_channel_join(channel_name)`
2918 * Server joins channel `channel_name`, and creates it if necessary. You
2919 should listen from incoming messages with `minetest.register_on_modchannel_message`
2920 call to receive incoming messages
2923 `minetest.get_inventory(location)`: returns an `InvRef`
2926 * `{type="player", name="celeron55"}`
2927 * `{type="node", pos={x=, y=, z=}}`
2928 * `{type="detached", name="creative"}`
2929 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2930 * callbacks: See "Detached inventory callbacks"
2931 * `player_name`: Make detached inventory available to one player exclusively,
2932 by default they will be sent to every player (even if not used).
2933 Note that this parameter is mostly just a workaround and will be removed in future releases.
2934 * Creates a detached inventory. If it already exists, it is cleared.
2935 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2936 returns left over ItemStack
2937 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2940 * `minetest.show_formspec(playername, formname, formspec)`
2941 * `playername`: name of player to show formspec
2942 * `formname`: name passed to `on_player_receive_fields` callbacks.
2943 It should follow the `"modname:<whatever>"` naming convention
2944 * `formspec`: formspec to display
2945 * `minetest.close_formspec(playername, formname)`
2946 * `playername`: name of player to close formspec
2947 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2949 * calling `show_formspec(playername, formname, "")` is equal to this expression
2950 * to close a formspec regardless of the formname, call
2951 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2952 * `minetest.formspec_escape(string)`: returns a string
2953 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2954 * `minetest.explode_table_event(string)`: returns a table
2955 * returns e.g. `{type="CHG", row=1, column=2}`
2957 * `"INV"`: no row selected)
2958 * `"CHG"`: selected)
2959 * `"DCL"`: double-click
2960 * `minetest.explode_textlist_event(string)`: returns a table
2961 * returns e.g. `{type="CHG", index=1}`
2963 * `"INV"`: no row selected)
2964 * `"CHG"`: selected)
2965 * `"DCL"`: double-click
2966 * `minetest.explode_scrollbar_event(string)`: returns a table
2967 * returns e.g. `{type="CHG", value=500}`
2969 * `"INV"`: something failed
2970 * `"CHG"`: has been changed
2971 * `"VAL"`: not changed
2974 * `minetest.inventorycube(img1, img2, img3)`
2975 * Returns a string for making an image of a cube (useful as an item image)
2976 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2977 * Get position of a `pointed_thing` (that you can get from somewhere)
2978 * `minetest.dir_to_facedir(dir, is6d)`
2979 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2980 * passing something non-`nil`/`false` for the optional second parameter causes it to
2981 take the y component into account
2982 * `minetest.facedir_to_dir(facedir)`
2983 * Convert a facedir back into a vector aimed directly out the "back" of a node
2984 * `minetest.dir_to_wallmounted(dir)`
2985 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2986 * `minetest.wallmounted_to_dir(wallmounted)`
2987 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2988 * `minetest.dir_to_yaw(dir)`
2989 * Convert a vector into a yaw (angle)
2990 * `minetest.yaw_to_dir(yaw)`
2991 * Convert yaw (angle) to a vector
2992 * `minetest.is_colored_paramtype(ptype)`
2993 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2994 information (`color`, `colorwallmounted` or `colorfacedir`).
2995 * `minetest.strip_param2_color(param2, paramtype2)`
2996 * Removes everything but the color information from the
2997 given `param2` value.
2998 * Returns `nil` if the given `paramtype2` does not contain color information
2999 * `minetest.get_node_drops(nodename, toolname)`
3000 * Returns list of item names.
3001 * **Note**: This will be removed or modified in a future version.
3002 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
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 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3008 * `output.time` = a number, if unsuccessful: `0`
3009 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3010 `decremented_input.items`
3011 * `decremented_input` = like `input`
3012 * `minetest.get_craft_recipe(output)`: returns input
3013 * returns last registered recipe for output item (node)
3014 * `output` is a node or item type such as `"default:torch"`
3015 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3016 * `input.width` = for example `3`
3017 * `input.items` = for example
3018 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3019 * `input.items` = `nil` if no recipe found
3020 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3021 * returns indexed table with all registered recipes for query item (node)
3022 or `nil` if no recipe was found
3023 * recipe entry table:
3026 method = 'normal' or 'cooking' or 'fuel'
3027 width = 0-3, 0 means shapeless recipe
3028 items = indexed [1-9] table with recipe items
3029 output = string with item name and quantity
3031 * Example query for `"default:gold_ingot"` will return table:
3034 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3035 items = {1 = "default:gold_lump"}},
3036 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3037 items = {1 = "default:goldblock"}}
3039 * `minetest.handle_node_drops(pos, drops, digger)`
3040 * `drops`: list of itemstrings
3041 * Handles drops from nodes after digging: Default action is to put them into
3043 * Can be overridden to get different functionality (e.g. dropping items on
3045 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
3046 * Creates an item string which contains palette index information
3047 for hardware colorization. You can use the returned string
3048 as an output in a craft recipe.
3049 * `item`: the item stack which becomes colored. Can be in string,
3050 table and native form.
3051 * `palette_index`: this index is added to the item stack
3052 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3053 * Creates an item string which contains static color information
3054 for hardware colorization. Use this method if you wish to colorize
3055 an item that does not own a palette. You can use the returned string
3056 as an output in a craft recipe.
3057 * `item`: the item stack which becomes colored. Can be in string,
3058 table and native form.
3059 * `colorstring`: the new color of the item stack
3062 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3063 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3064 * Find who has done something to a node, or near a node
3065 * `actor`: `"player:<name>"`, also `"liquid"`.
3066 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
3067 * Revert latest actions of someone
3068 * `actor`: `"player:<name>"`, also `"liquid"`.
3070 ### Defaults for the `on_*` item definition functions
3071 These functions return the leftover itemstack.
3073 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3074 * Place item as a node
3075 * `param2` overrides `facedir` and wallmounted `param2`
3076 * returns `itemstack, success`
3077 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3079 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3080 * Use one of the above based on what the item is.
3081 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3082 * **Note**: is not called when wielded item overrides `on_place`
3083 * `param2` overrides `facedir` and wallmounted `param2`
3084 * returns `itemstack, success`
3085 * `minetest.item_drop(itemstack, dropper, pos)`
3087 * `minetest.item_eat(hp_change, replace_with_item)`
3089 * `replace_with_item` is the itemstring which is added to the inventory.
3090 If the player is eating a stack, then replace_with_item goes to a
3091 different spot. Can be `nil`
3092 * See `minetest.do_item_eat`
3094 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3095 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3096 * Calls functions registered by `minetest.register_on_punchnode()`
3097 * `minetest.node_dig(pos, node, digger)`
3098 * Checks if node can be dug, puts item into inventory, removes node
3099 * Calls functions registered by `minetest.registered_on_dignodes()`
3102 * `minetest.sound_play(spec, parameters)`: returns a handle
3103 * `spec` is a `SimpleSoundSpec`
3104 * `parameters` is a sound parameter table
3105 * `minetest.sound_stop(handle)`
3106 * `minetest.sound_fade(handle, step, gain)`
3107 * `handle` is a handle returned by `minetest.sound_play`
3108 * `step` determines how fast a sound will fade.
3109 Negative step will lower the sound volume, positive step will increase the sound volume
3110 * `gain` the target gain for the fade.
3113 * `minetest.after(time, func, ...)`
3114 * Call the function `func` after `time` seconds, may be fractional
3115 * Optional: Variable number of arguments that are passed to `func`
3118 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
3119 `reconnect` == true displays a reconnect button,
3120 `delay` adds an optional delay (in seconds) before shutdown
3121 negative delay cancels the current active shutdown
3122 zero delay triggers an immediate shutdown.
3123 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3124 * `minetest.get_server_status()`: returns server status string
3125 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3126 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3127 * As auth data is not removed, minetest.player_exists will continue to return true.
3128 Call the below method as well if you want to remove auth data too.
3129 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3130 * `minetest.remove_player_auth(name)`: remove player authentication data
3131 * Returns boolean indicating success (false if player nonexistant)
3134 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3135 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3136 * `minetest.ban_player(name)`: ban a player
3137 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3138 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3141 * `minetest.add_particle(particle definition)`
3142 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3143 size, collisiondetection, texture, playername)`
3145 * `minetest.add_particlespawner(particlespawner definition)`
3146 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3147 * Returns an `id`, and -1 if adding didn't succeed
3148 * `Deprecated: minetest.add_particlespawner(amount, time,
3152 minexptime, maxexptime,
3154 collisiondetection, texture, playername)`
3156 * `minetest.delete_particlespawner(id, player)`
3157 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3158 * If playername is specified, only deletes on the player's client,
3159 * otherwise on all clients
3162 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3163 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3164 * Apply the specified probability and per-node force-place to the specified nodes
3165 according to the `probability_list`.
3166 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3167 * `pos` is the 3D vector specifying the absolute coordinates of the
3168 node being modified,
3169 * `prob` is an integer value from `0` to `255` that encodes probability and
3170 per-node force-place. Probability has levels 0-127, then 128 is added to
3171 encode per-node force-place.
3172 For probability stated as 0-255, divide by 2 and round down to get values
3173 0-127, then add 128 to apply per-node force-place.
3174 * If there are two or more entries with the same pos value, the
3176 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3177 * If `probability_list` equals `nil`, no probabilities are applied.
3178 * Apply the specified probability to the specified horizontal slices according to the
3180 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3181 * `ypos` indicates the y position of the slice with a probability applied,
3182 the lowest slice being `ypos = 0`.
3183 * If slice probability list equals `nil`, no slice probabilities are applied.
3184 * Saves schematic in the Minetest Schematic format to filename.
3186 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
3187 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3188 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3189 * If the `rotation` parameter is omitted, the schematic is not rotated.
3190 * `replacements` = `{["old_name"] = "convert_to", ...}`
3191 * `force_placement` is a boolean indicating whether nodes other than `air` and
3192 `ignore` are replaced by the schematic
3193 * Returns nil if the schematic could not be loaded.
3195 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
3196 * This function is analogous to minetest.place_schematic, but places a schematic onto the
3197 specified VoxelManip object `vmanip` instead of the whole map.
3198 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3199 containing the full area required, and true if the whole schematic was able to fit.
3200 * Returns nil if the schematic could not be loaded.
3201 * After execution, any external copies of the VoxelManip contents are invalidated.
3203 * `minetest.serialize_schematic(schematic, format, options)`
3204 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3205 * in the `format` of either "mts" or "lua".
3206 * "mts" - a string containing the binary MTS data used in the MTS file format
3207 * "lua" - a string containing Lua code representing the schematic in table format
3208 * `options` is a table containing the following optional parameters:
3209 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3210 * position comments for every X row generated in the schematic data for easier reading.
3211 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3212 * will use that number of spaces as indentation instead of a tab character.
3215 * `minetest.request_http_api()`:
3216 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3217 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3218 otherwise returns `nil`.
3219 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3221 * Only works at init time and must be called from the mod's main scope (not from a function).
3222 * Function only exists if minetest server was built with cURL support.
3223 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3225 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3226 * Performs given request asynchronously and calls callback upon completion
3227 * callback: `function(HTTPRequestResult res)`
3228 * Use this HTTP function if you are unsure, the others are for advanced use.
3229 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3230 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3231 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3232 * Return response data for given asynchronous HTTP request
3235 * `minetest.get_mod_storage()`:
3236 * returns reference to mod private `StorageRef`
3237 * must be called during mod load time
3240 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3241 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3242 * `minetest.hud_replace_builtin(name, hud_definition)`
3243 * Replaces definition of a builtin hud element
3244 * `name`: `"breath"` or `"health"`
3245 * `hud_definition`: definition to replace builtin definition
3246 * `minetest.send_join_message(player_name)`
3247 * This function can be overridden by mods to change the join message.
3248 * `minetest.send_leave_message(player_name, timed_out)`
3249 * This function can be overridden by mods to change the leave message.
3250 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3251 * `pos`: table {x=number, y=number, z=number},
3252 * Gives a unique hash number for a node position (16+16+16=48bit)
3253 * `minetest.get_position_from_hash(hash)`: returns a position
3254 * Inverse transform of `minetest.hash_node_position`
3255 * `minetest.get_item_group(name, group)`: returns a rating
3256 * Get rating of a group of an item. (`0` means: not in group)
3257 * `minetest.get_node_group(name, group)`: returns a rating
3258 * Deprecated: An alias for the former.
3259 * `minetest.raillike_group(name)`: returns a rating
3260 * Returns rating of the connect_to_raillike group corresponding to name
3261 * If name is not yet the name of a connect_to_raillike group, a new group id
3262 * is created, with that name
3263 * `minetest.get_content_id(name)`: returns an integer
3264 * Gets the internal content ID of `name`
3265 * `minetest.get_name_from_content_id(content_id)`: returns a string
3266 * Gets the name of the content with that content ID
3267 * `minetest.parse_json(string[, nullvalue])`: returns something
3268 * Convert a string containing JSON data into the Lua equivalent
3269 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3270 * On success returns a table, a string, a number, a boolean or `nullvalue`
3271 * On failure outputs an error message and returns `nil`
3272 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3273 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3274 * Convert a Lua table into a JSON string
3275 * styled: Outputs in a human-readable format if this is set, defaults to false
3276 * Unserializable things like functions and userdata will cause an error.
3277 * **Warning**: JSON is more strict than the Lua table format.
3278 1. You can only use strings and positive integers of at least one as keys.
3279 2. You can not mix string and integer keys.
3280 This is due to the fact that JSON has two distinct array and object values.
3281 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3282 * `minetest.serialize(table)`: returns a string
3283 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3284 into string form readable by `minetest.deserialize`
3285 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3286 * `minetest.deserialize(string)`: returns a table
3287 * Convert a string returned by `minetest.deserialize` into a table
3288 * `string` is loaded in an empty sandbox environment.
3289 * Will load functions, but they cannot access the global environment.
3290 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3291 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3292 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3293 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3294 * Compress a string of data.
3295 * `method` is a string identifying the compression method to be used.
3296 * Supported compression methods:
3297 * Deflate (zlib): `"deflate"`
3298 * `...` indicates method-specific arguments. Currently defined arguments are:
3299 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3300 * `minetest.decompress(compressed_data, method, ...)`: returns data
3301 * Decompress a string of data (using ZLib).
3302 * See documentation on `minetest.compress()` for supported compression methods.
3303 * currently supported.
3304 * `...` indicates method-specific arguments. Currently, no methods use this.
3305 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3306 * Each argument is a 8 Bit unsigned integer
3307 * Returns the ColorString from rgb or rgba values
3308 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3309 * `minetest.encode_base64(string)`: returns string encoded in base64
3310 * Encodes a string in base64.
3311 * `minetest.decode_base64(string)`: returns string
3312 * Decodes a string encoded in base64.
3313 * `minetest.is_protected(pos, name)`: returns boolean
3314 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3315 actions, definable by mods, due to some mod-defined ownership-like concept.
3316 Returns false or nil, if the player is allowed to do such actions.
3317 * `name` will be "" for non-players or unknown players.
3318 * This function should be overridden by protection mods and should be used to
3319 check if a player can interact at a position.
3320 * This function should call the old version of itself if the position is not
3321 protected by the mod.
3324 local old_is_protected = minetest.is_protected
3325 function minetest.is_protected(pos, name)
3326 if mymod:position_protected_from(pos, name) then
3329 return old_is_protected(pos, name)
3331 * `minetest.record_protection_violation(pos, name)`
3332 * This function calls functions registered with
3333 `minetest.register_on_protection_violation`.
3334 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3335 * Attempt to predict the desired orientation of the facedir-capable node
3336 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3337 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3338 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3339 is an optional table containing extra tweaks to the placement code:
3340 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3341 orientation on the wall.
3342 * `force_wall` : if `true`, always place the node in wall orientation.
3343 * `force_ceiling`: if `true`, always place on the ceiling.
3344 * `force_floor`: if `true`, always place the node on the floor.
3345 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3346 the floor or ceiling
3347 * The first four options are mutually-exclusive; the last in the list takes
3348 precedence over the first.
3349 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3350 * calls `rotate_and_place()` with infinitestacks set according to the state of
3351 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3354 * `minetest.forceload_block(pos[, transient])`
3355 * forceloads the position `pos`.
3356 * returns `true` if area could be forceloaded
3357 * If `transient` is `false` or absent, the forceload will be persistent
3358 (saved between server runs). If `true`, the forceload will be transient
3359 (not saved between server runs).
3361 * `minetest.forceload_free_block(pos[, transient])`
3362 * stops forceloading the position `pos`
3363 * If `transient` is `false` or absent, frees a persistent forceload.
3364 If `true`, frees a transient forceload.
3366 * `minetest.request_insecure_environment()`: returns an environment containing
3367 insecure functions if the calling mod has been listed as trusted in the
3368 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3369 * Only works at init time and must be called from the mod's main scope (not from a function).
3370 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3373 * `minetest.global_exists(name)`
3374 * Checks if a global variable has been set, without triggering a warning.
3377 * `minetest.env`: `EnvRef` of the server environment and world.
3378 * Any function in the minetest namespace can be called using the syntax
3379 `minetest.env:somefunction(somearguments)`
3380 instead of `minetest.somefunction(somearguments)`
3381 * Deprecated, but support is not to be dropped soon
3384 * `minetest.registered_items`
3385 * Map of registered items, indexed by name
3386 * `minetest.registered_nodes`
3387 * Map of registered node definitions, indexed by name
3388 * `minetest.registered_craftitems`
3389 * Map of registered craft item definitions, indexed by name
3390 * `minetest.registered_tools`
3391 * Map of registered tool definitions, indexed by name
3392 * `minetest.registered_entities`
3393 * Map of registered entity prototypes, indexed by name
3394 * `minetest.object_refs`
3395 * Map of object references, indexed by active object id
3396 * `minetest.luaentities`
3397 * Map of Lua entities, indexed by active object id
3398 * `minetest.registered_chatcommands`
3399 * Map of registered chat command definitions, indexed by name
3400 * `minetest.registered_ores`
3401 * List of registered ore definitions.
3402 * `minetest.registered_biomes`
3403 * List of registered biome definitions.
3404 * `minetest.registered_decorations`
3405 * List of registered decoration definitions.
3412 An interface to use mod channels on client and server
3415 * `leave()`: leave the mod channel.
3416 * Server leaves channel `channel_name`.
3417 * No more incoming or outgoing messages can be sent to this channel from server mods.
3418 * This invalidate all future object usage
3419 * Ensure your set mod_channel to nil after that to free Lua resources
3420 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3421 * `send_all(message)`: Send `message` though the mod channel.
3422 * If mod channel is not writeable or invalid, message will be dropped.
3423 * Message size is limited to 65535 characters by protocol.
3426 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3429 * `set_string(name, value)`
3430 * `get_string(name)`
3431 * `set_int(name, value)`
3433 * `set_float(name, value)`
3435 * `to_table()`: returns `nil` or a table with keys:
3436 * `fields`: key-value storage
3437 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3438 * `from_table(nil or {})`
3439 * Any non-table value will clear the metadata
3440 * See "Node Metadata" for an example
3441 * returns `true` on success
3443 * returns `true` if this metadata has the same key-value pairs as `other`
3446 Node metadata: reference extra data and functionality stored in a node.
3447 Can be obtained via `minetest.get_meta(pos)`.
3450 * All methods in MetaDataRef
3451 * `get_inventory()`: returns `InvRef`
3452 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3453 This will prevent them from being sent to the client. Note that the "private"
3454 status will only be remembered if an associated key-value pair exists, meaning
3455 it's best to call this when initializing all other meta (e.g. `on_construct`).
3457 ### `ItemStackMetaRef`
3458 ItemStack metadata: reference extra data and functionality stored in a stack.
3459 Can be obtained via `item:get_meta()`.
3462 * All methods in MetaDataRef
3463 * `set_tool_capabilities([tool_capabilities])`
3464 * overrides the item's tool capabilities
3465 * a nil value will clear the override data and restore the original behavior
3468 Mod metadata: per mod metadata, saved automatically.
3469 Can be obtained via `minetest.get_mod_storage()` during load time.
3472 * All methods in MetaDataRef
3475 Node Timers: a high resolution persistent per-node timer.
3476 Can be gotten via `minetest.get_node_timer(pos)`.
3479 * `set(timeout,elapsed)`
3480 * set a timer's state
3481 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3482 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3483 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3486 * equivalent to `set(timeout,0)`
3489 * `get_timeout()`: returns current timeout in seconds
3490 * if `timeout` equals `0`, timer is inactive
3491 * `get_elapsed()`: returns current elapsed time in seconds
3492 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3493 * `is_started()`: returns boolean state of timer
3494 * returns `true` if timer is started, otherwise `false`
3497 Moving things in the game are generally these.
3499 This is basically a reference to a C++ `ServerActiveObject`
3502 * `remove()`: remove object (after returning from Lua)
3503 * Note: Doesn't work on players, use `minetest.kick_player` instead
3504 * `get_pos()`: returns `{x=num, y=num, z=num}`
3505 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3506 * `move_to(pos, continuous=false)`: interpolated move
3507 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3508 * `puncher` = another `ObjectRef`,
3509 * `time_from_last_punch` = time since last punch action of the puncher
3510 * `direction`: can be `nil`
3511 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3512 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3513 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3514 * `get_inventory()`: returns an `InvRef`
3515 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3516 * `get_wield_index()`: returns the index of the wielded item
3517 * `get_wielded_item()`: returns an `ItemStack`
3518 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3519 * `set_armor_groups({group1=rating, group2=rating, ...})`
3520 * `get_armor_groups()`: returns a table with the armor group ratings
3521 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3522 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3523 * `frame_speed`: number, default: `15.0`
3524 * `frame_blend`: number, default: `0.0`
3525 * `frame_loop`: boolean, default: `true`
3526 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3527 * `set_animation_frame_speed(frame_speed)`
3528 * `frame_speed`: number, default: `15.0`
3529 * `set_attach(parent, bone, position, rotation)`
3531 * `position`: `{x=num, y=num, z=num}` (relative)
3532 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3533 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3535 * `set_bone_position(bone, position, rotation)`
3537 * `position`: `{x=num, y=num, z=num}` (relative)
3538 * `rotation`: `{x=num, y=num, z=num}`
3539 * `get_bone_position(bone)`: returns position and rotation of the bone
3540 * `set_properties(object property table)`
3541 * `get_properties()`: returns object property table
3542 * `is_player()`: returns true for players, false otherwise
3543 * `get_nametag_attributes()`
3544 * returns a table with the attributes of the nametag of an object
3546 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3549 * `set_nametag_attributes(attributes)`
3550 * sets the attributes of the nametag of an object
3554 text = "My Nametag",
3557 ##### LuaEntitySAO-only (no-op for other objects)
3558 * `set_velocity(vel)`
3559 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3560 * `get_velocity()`: returns the velocity, a vector
3561 * `set_acceleration(acc)`
3563 * `get_acceleration()`: returns the acceleration, a vector
3564 * `set_yaw(radians)`
3565 * `get_yaw()`: returns number in radians
3566 * `set_texture_mod(mod)`
3567 * `get_texture_mod()` returns current texture modifier
3568 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3569 * Select sprite from spritesheet with optional animation and Dungeon Master
3570 style texture selection based on yaw relative to camera
3571 * `p`: {x=number, y=number}, the coordinate of the first frame
3572 (x: column, y: row), default: `{x=0, y=0}`
3573 * `num_frames`: number, default: `1`
3574 * `framelength`: number, default: `0.2`
3575 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3576 Master mob, default: `false`
3577 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3580 ##### Player-only (no-op for other objects)
3581 * `get_player_name()`: returns `""` if is not a player
3582 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3583 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3584 * `get_look_dir()`: get camera direction as a unit vector
3585 * `get_look_vertical()`: pitch in radians
3586 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3587 * `get_look_horizontal()`: yaw in radians
3588 * Angle is counter-clockwise from the +z direction.
3589 * `set_look_vertical(radians)`: sets look pitch
3590 * radians - Angle from looking forward, where positive is downwards.
3591 * `set_look_horizontal(radians)`: sets look yaw
3592 * radians - Angle from the +z direction, where positive is counter-clockwise.
3593 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3594 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3595 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3596 * Angle is counter-clockwise from the +x direction.
3597 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3598 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3599 * `get_breath()`: returns players breath
3600 * `set_breath(value)`: sets players breath
3602 * `0`: player is drowning
3603 * max: bubbles bar is not shown
3604 * See Object Properties for more information
3605 * `set_attribute(attribute, value)`:
3606 * Sets an extra attribute with value on player.
3607 * `value` must be a string, or a number which will be converted to a string.
3608 * If `value` is `nil`, remove attribute from player.
3609 * `get_attribute(attribute)`:
3610 * Returns value (a string) for extra attribute.
3611 * Returns `nil` if no attribute found.
3612 * `set_inventory_formspec(formspec)`
3613 * Redefine player's inventory form
3614 * Should usually be called in `on_joinplayer`
3615 * `get_inventory_formspec()`: returns a formspec string
3616 * `get_player_control()`: returns table with player pressed keys
3617 * The table consists of fields with boolean value representing the pressed
3618 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3619 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3620 sneak=true, aux1=false, down=false, up=false}`
3621 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3622 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3624 * `set_physics_override(override_table)`
3625 * `override_table` is a table with the following fields:
3626 * `speed`: multiplier to default walking speed value (default: `1`)
3627 * `jump`: multiplier to default jump value (default: `1`)
3628 * `gravity`: multiplier to default gravity value (default: `1`)
3629 * `sneak`: whether player can sneak (default: `true`)
3630 * `sneak_glitch`: whether player can use the new move code replications
3631 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3633 * `new_move`: use new move/sneak code. When `false` the exact old code
3634 is used for the specific old sneak behaviour (default: `true`)
3635 * `get_physics_override()`: returns the table given to `set_physics_override`
3636 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3638 * `hud_remove(id)`: remove the HUD element of the specified id
3639 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3640 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3641 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3642 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3643 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3644 `minimap`, `minimap_radar`
3645 * pass a table containing a `true`/`false` value of each flag to be set or unset
3646 * if a flag equals `nil`, the flag is not modified
3647 * note that setting `minimap` modifies the client's permission to view the minimap -
3648 * the client may locally elect to not view the minimap
3649 * minimap `radar` is only usable when `minimap` is true
3650 * `hud_get_flags()`: returns a table containing status of hud flags
3651 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3652 breathbar=true, minimap=true, minimap_radar=true}`
3653 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3654 * `count`: number of items, must be between `1` and `23`
3655 * `hud_get_hotbar_itemcount`: returns number of visible items
3656 * `hud_set_hotbar_image(texturename)`
3657 * sets background image for hotbar
3658 * `hud_get_hotbar_image`: returns texturename
3659 * `hud_set_hotbar_selected_image(texturename)`
3660 * sets image for selected item of hotbar
3661 * `hud_get_hotbar_selected_image`: returns texturename
3662 * `set_sky(bgcolor, type, {texture names}, clouds)`
3663 * `bgcolor`: ColorSpec, defaults to white
3664 * `type`: Available types:
3665 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3666 * `"skybox"`: Uses 6 textures, `bgcolor` used
3667 * `"plain"`: Uses 0 textures, `bgcolor` used
3668 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3669 `"plain"` custom skyboxes (default: `true`)
3670 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3671 * `set_clouds(parameters)`: set cloud parameters
3672 * `parameters` is a table with the following optional fields:
3673 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3674 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3675 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3676 ColorSpec (alpha ignored, default `#000000`)
3677 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3678 * `thickness`: cloud thickness in nodes (default `16`)
3679 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3680 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3681 * `override_day_night_ratio(ratio or nil)`
3682 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3683 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3684 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3685 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
3686 set animation for player model in third person view
3688 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3689 {x=168, y=187}, -- < walk animation key frames
3690 {x=189, y=198}, -- < dig animation key frames
3691 {x=200, y=219}, -- < walk+dig animation key frames
3692 frame_speed=30): -- < animation frame speed
3693 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3694 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3695 * in first person view
3696 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3697 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3700 An `InvRef` is a reference to an inventory.
3703 * `is_empty(listname)`: return `true` if list is empty
3704 * `get_size(listname)`: get size of a list
3705 * `set_size(listname, size)`: set size of a list
3706 * returns `false` on error (e.g. invalid `listname` or `size`)
3707 * `get_width(listname)`: get width of a list
3708 * `set_width(listname, width)`: set width of list; currently used for crafting
3709 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3710 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3711 * `get_list(listname)`: return full list
3712 * `set_list(listname, list)`: set full list (size will not change)
3713 * `get_lists()`: returns list of inventory lists
3714 * `set_lists(lists)`: sets inventory lists (size will not change)
3715 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3716 * `room_for_item(listname, stack):` returns `true` if the stack of items
3717 can be fully added to the list
3718 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3719 the stack of items can be fully taken from the list.
3720 If `match_meta` is false, only the items' names are compared (default: `false`).
3721 * `remove_item(listname, stack)`: take as many items as specified from the list,
3722 returns the items that were actually removed (as an `ItemStack`) -- note that
3723 any item metadata is ignored, so attempting to remove a specific unique
3724 item this way will likely remove the wrong one -- to do that use `set_stack`
3725 with an empty `ItemStack`
3726 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3727 * returns `{type="undefined"}` in case location is not known
3730 A fast access data structure to store areas, and find areas near a given position or area.
3731 Every area has a `data` string attribute to store additional information.
3732 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3733 If you chose the parameter-less constructor, a fast implementation will be automatically
3737 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3738 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3739 Returns nil if specified area id does not exist.
3740 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3741 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3743 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3744 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3745 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3746 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3747 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3748 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3749 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3750 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3751 or insertions are likely to fail due to conflicts.
3752 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3753 Only needed for efficiency, and only some implementations profit.
3754 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3755 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3756 Calling invalidates the cache, so that its elements have to be newly generated.
3759 enabled = boolean, -- whether to enable, default true
3760 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3761 prefiltered lists for, minimum 16, default 64
3762 limit = number, -- the cache's size, minimum 20, default 1000
3764 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3765 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3766 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3767 Returns success and, optionally, an error message.
3768 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3771 An `ItemStack` is a stack of items.
3773 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3774 an itemstring, a table or `nil`.
3777 * `is_empty()`: returns `true` if stack is empty.
3778 * `get_name()`: returns item name (e.g. `"default:stone"`).
3779 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
3780 * `get_count()`: Returns number of items on the stack.
3781 * `set_count(count)`: returns a boolean indicating whether the item was cleared
3782 * `count`: number, unsigned 16 bit integer
3783 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
3784 * `set_wear(wear)`: returns boolean indicating whether item was cleared
3785 * `wear`: number, unsigned 16 bit integer
3786 * `get_meta()`: returns ItemStackMetaRef. See section for more details
3787 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3788 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3789 * `clear()`: removes all items from the stack, making it empty.
3790 * `replace(item)`: replace the contents of this stack.
3791 * `item` can also be an itemstring or table.
3792 * `to_string()`: returns the stack in itemstring form.
3793 * `to_table()`: returns the stack in Lua table form.
3794 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
3795 * `get_free_space()`: returns `get_stack_max() - get_count()`.
3796 * `is_known()`: returns `true` if the item name refers to a defined item type.
3797 * `get_definition()`: returns the item definition table.
3798 * `get_tool_capabilities()`: returns the digging properties of the item,
3799 or those of the hand if none are defined for this item type
3800 * `add_wear(amount)`
3801 * Increases wear by `amount` if the item is a tool
3802 * `amount`: number, integer
3803 * `add_item(item)`: returns leftover `ItemStack`
3804 * Put some item or stack onto this stack
3805 * `item_fits(item)`: returns `true` if item or stack can be fully added to
3807 * `take_item(n)`: returns taken `ItemStack`
3808 * Take (and remove) up to `n` items from this stack
3809 * `n`: number, default: `1`
3810 * `peek_item(n)`: returns taken `ItemStack`
3811 * Copy (don't remove) up to `n` items from this stack
3812 * `n`: number, default: `1`
3815 A 16-bit pseudorandom number generator.
3816 Uses a well-known LCG algorithm introduced by K&R.
3818 It can be created via `PseudoRandom(seed)`.
3821 * `next()`: return next integer random number [`0`...`32767`]
3822 * `next(min, max)`: return next integer random number [`min`...`max`]
3823 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3824 due to the simple implementation making bad distribution otherwise.
3827 A 32-bit pseudorandom number generator.
3828 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3830 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3833 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3834 * `next(min, max)`: return next integer random number [`min`...`max`]
3835 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3836 * This is only a rough approximation of a normal distribution with:
3837 * `mean = (max - min) / 2`, and
3838 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3839 * Increasing `num_trials` improves accuracy of the approximation
3842 Interface for the operating system's crypto-secure PRNG.
3844 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3845 be found on the system.
3848 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3851 A perlin noise generator.
3852 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3853 or `PerlinNoise(noiseparams)`.
3854 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3855 or `minetest.get_perlin(noiseparams)`.
3858 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3859 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3861 ### `PerlinNoiseMap`
3862 A fast, bulk perlin noise generator.
3864 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3865 `minetest.get_perlin_map(noiseparams, size)`.
3867 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
3868 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3871 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3872 nil, this table will be used to store the result instead of creating a new table.
3876 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3877 with values starting at `pos={x=,y=}`
3878 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3879 of 3D noise with values starting at `pos={x=,y=,z=}`
3880 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3881 with values starting at `pos={x=,y=}`
3882 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3883 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3884 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3885 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3886 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3887 takes a chunk of `slice_size`.
3888 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3889 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3890 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3891 the starting position of the most recently calculated noise.
3892 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3893 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3894 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3898 #### About VoxelManip
3899 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3900 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3901 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3902 to with other methods of setting nodes. For example, nodes will not have their construction and
3903 destruction callbacks run, and no rollback information is logged.
3905 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3906 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3907 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3909 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3910 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3911 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3912 using both methods of map manipulation to determine which is most appropriate for your usage.
3914 #### Using VoxelManip
3915 A VoxelManip object can be created any time using either:
3916 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3918 If the optional position parameters are present for either of these routines, the specified region
3919 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3920 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3922 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3923 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3924 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3925 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3927 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3928 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3929 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3931 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3932 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3933 `VoxelManip:get_light_data()` for node light levels, and
3934 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3936 See section 'Flat array format' for more details.
3938 It is very important to understand that the tables returned by any of the above three functions
3939 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3940 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3941 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3942 otherwise explicitly stated.
3944 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3945 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3946 `VoxelManip:set_light_data()` for node light levels, and
3947 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3949 The parameter to each of the above three functions can use any table at all in the same flat array
3950 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3952 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3953 to the map by calling `VoxelManip:write_to_map()`.
3956 ##### Flat array format
3958 `Nx = p2.X - p1.X + 1`,
3959 `Ny = p2.Y - p1.Y + 1`, and
3960 `Nz = p2.Z - p1.Z + 1`.
3962 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3963 the expression `Nx * Ny * Nz`.
3965 Positions offset from p1 are present in the array with the format of:
3969 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3970 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3972 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3973 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3975 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3977 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3981 and the array index for a position p contained completely in p1..p2 is:
3983 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3985 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3986 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3987 for a single point in a flat VoxelManip array.
3990 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3991 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3992 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3993 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3994 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3995 Note that the node being queried needs to have already been been registered.
3997 The following builtin node types have their Content IDs defined as constants:
3999 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4000 * `minetest.CONTENT_AIR`: ID for "air" nodes
4001 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4003 ##### Mapgen VoxelManip objects
4004 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
4005 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
4006 but with a few differences:
4008 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
4009 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
4010 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
4011 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
4012 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
4013 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4014 consistency with the current map state. For this reason, calling any of the following functions:
4015 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4016 will also update the Mapgen VoxelManip object's internal state active on the current thread.
4017 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
4018 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4020 ##### Other API functions operating on a VoxelManip
4021 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
4022 for these liquid nodes to begin flowing. It is recommended to call this function only after having
4023 written all buffered data back to the VoxelManip object, save for special situations where the modder
4024 desires to only have certain liquid nodes begin flowing.
4026 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
4027 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
4029 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
4030 except instead of placing the specified schematic directly on the map at the specified position, it
4031 will place the schematic inside of the VoxelManip.
4034 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
4035 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
4036 `VoxelManip:get_node_at()`.
4037 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
4038 filled with "ignore" nodes.
4039 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
4040 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
4041 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
4042 object in the same callback it had been created.
4043 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
4044 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
4045 buffer the function can use to write map data to instead of returning a new table each call. This
4046 greatly enhances performance by avoiding unnecessary memory allocations.
4049 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
4050 the region formed by `p1` and `p2`.
4051 * returns actual emerged `pmin`, actual emerged `pmax`
4052 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
4053 * **important**: data must be set using `VoxelManip:set_data()` before calling this
4054 * if `light` is true, then lighting is automatically recalculated.
4055 The default value is true.
4056 If `light` is false, no light calculations happen, and you should correct
4057 all modified blocks with `minetest.fix_light()` as soon as possible.
4058 Keep in mind that modifying the map where light is incorrect can cause
4060 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4061 the `VoxelManip` at that position
4062 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
4063 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
4064 * returns raw node data in the form of an array of node content IDs
4065 * if the param `buffer` is present, this table will be used to store the result instead
4066 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4067 * `update_map()`: Does nothing, kept for compatibility.
4068 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
4069 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4070 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4071 * (`p1`, `p2`) is the area in which lighting is set;
4072 defaults to the whole area if left out
4073 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4074 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4075 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
4076 * `light = day + (night * 16)`
4077 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4079 * expects lighting data in the same format that `get_light_data()` returns
4080 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
4081 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4082 * If the param `buffer` is present, this table will be used to store the result instead
4083 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
4084 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
4085 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4086 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
4088 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
4089 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
4090 * `update_liquids()`: Update liquid flow
4091 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
4092 had been modified since the last read from map, due to a call to
4093 `minetest.set_data()` on the loaded area elsewhere
4094 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4097 A helper class for voxel areas.
4098 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4099 The coordinates are *inclusive*, like most other things in Minetest.
4102 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4103 `MinEdge` and `MaxEdge`
4104 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4105 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4106 * useful for things like `VoxelManip`, raw Schematic specifiers,
4107 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4108 * `indexp(p)`: same as above, except takes a vector
4109 * `position(i)`: returns the absolute position vector corresponding to index `i`
4110 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4111 * `containsp(p)`: same as above, except takes a vector
4112 * `containsi(i)`: same as above, except takes an index `i`
4113 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4114 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4115 * `iterp(minp, maxp)`: same as above, except takes a vector
4118 An interface to read config files in the format of `minetest.conf`.
4120 It can be created via `Settings(filename)`.
4123 * `get(key)`: returns a value
4124 * `get_bool(key)`: returns a boolean
4125 * `get_np_group(key)`: returns a NoiseParams table
4127 * Setting names can't contain whitespace or any of `="{}#`.
4128 * Setting values can't contain the sequence `\n"""`.
4129 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4130 * `set_bool(key, value)`
4131 * See documentation for set() above.
4132 * `set_np_group(key, value)`
4133 * `value` is a NoiseParams table.
4134 * Also, see documentation for set() above.
4135 * `remove(key)`: returns a boolean (`true` for success)
4136 * `get_names()`: returns `{key1,...}`
4137 * `write()`: returns a boolean (`true` for success)
4138 * Writes changes to file.
4139 * `to_table()`: returns `{[key1]=value1,...}`
4142 A raycast on the map. It works with selection boxes.
4143 Can be used as an iterator in a for loop.
4145 The map is loaded as the ray advances. If the
4146 map is modified after the `Raycast` is created,
4147 the changes may or may not have an effect on
4150 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4151 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4152 * `pos1`: start of the ray
4153 * `pos2`: end of the ray
4154 * `objects` : if false, only nodes will be returned. Default is true.
4155 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4158 * `next()`: returns a `pointed_thing`
4159 * Returns the next thing pointed by the ray or nil.
4163 A mapgen object is a construct used in map generation. Mapgen objects can be used
4164 by an `on_generate` callback to speed up operations by avoiding unnecessary
4165 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4166 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4167 was called outside of an `on_generate()` callback, `nil` is returned.
4169 The following Mapgen objects are currently available:
4172 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4173 emerged position, in that order. All mapgens support this object.
4176 Returns an array containing the y coordinates of the ground levels of nodes in
4177 the most recently generated chunk by the current mapgen.
4180 Returns an array containing the biome IDs of nodes in the most recently
4181 generated chunk by the current mapgen.
4184 Returns an array containing the temperature values of nodes in the most
4185 recently generated chunk by the current mapgen.
4188 Returns an array containing the humidity values of nodes in the most recently
4189 generated chunk by the current mapgen.
4192 Returns a table mapping requested generation notification types to arrays of
4193 positions at which the corresponding generated structures are located at within
4194 the current chunk. To set the capture of positions of interest to be recorded
4195 on generate, use `minetest.set_gen_notify()`.
4197 Possible fields of the table returned are:
4203 * `large_cave_begin`
4207 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4208 numeric unique decoration ID.
4212 * Functions receive a "luaentity" as `self`:
4213 * It has the member `.name`, which is the registered name `("mod:thing")`
4214 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4215 * The original prototype stuff is visible directly via a metatable
4217 * `on_activate(self, staticdata, dtime_s)`
4218 * Called when the object is instantiated.
4219 * `dtime_s` is the time passed since the object was unloaded, which can
4220 be used for updating the entity state.
4221 * `on_step(self, dtime)`
4222 * Called on every server tick, after movement and collision processing.
4223 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4225 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4226 * Called when somebody punches the object.
4227 * Note that you probably want to handle most punches using the
4228 automatic armor group system.
4229 * `puncher`: an `ObjectRef` (can be `nil`)
4230 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4231 * `tool_capabilities`: capability table of used tool (can be `nil`)
4232 * `dir`: unit vector of direction of punch. Always defined. Points from
4233 the puncher to the punched.
4234 * `on_death(self, killer)`
4235 * Called when the object dies.
4236 * `killer`: an `ObjectRef` (can be `nil`)
4237 * `on_rightclick(self, clicker)`
4238 * `get_staticdata(self)`
4239 * Should return a string that will be passed to `on_activate` when
4240 the object is instantiated the next time.
4245 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4246 Often these bugs appear as subtle shadows in water.
4251 axiom, --string initial tree axiom
4252 rules_a, --string rules set A
4253 rules_b, --string rules set B
4254 rules_c, --string rules set C
4255 rules_d, --string rules set D
4256 trunk, --string trunk node name
4257 leaves, --string leaves node name
4258 leaves2, --string secondary leaves node name
4259 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4260 angle, --num angle in deg
4261 iterations, --num max # of iterations, usually 2 -5
4262 random_level, --num factor to lower nr of iterations, usually 0 - 3
4263 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4264 -- 2x2 nodes or 3x3 in cross shape
4265 thin_branches, --boolean true -> use thin (1 node) branches
4266 fruit, --string fruit node name
4267 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4268 seed, --num random seed; if no seed is provided, the engine will create one
4271 ### Key for Special L-System Symbols used in Axioms
4273 * `G`: move forward one unit with the pen up
4274 * `F`: move forward one unit with the pen down drawing trunks and branches
4275 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4276 * `T`: move forward one unit with the pen down drawing trunks only
4277 * `R`: move forward one unit with the pen down placing fruit
4278 * `A`: replace with rules set A
4279 * `B`: replace with rules set B
4280 * `C`: replace with rules set C
4281 * `D`: replace with rules set D
4282 * `a`: replace with rules set A, chance 90%
4283 * `b`: replace with rules set B, chance 80%
4284 * `c`: replace with rules set C, chance 70%
4285 * `d`: replace with rules set D, chance 60%
4286 * `+`: yaw the turtle right by `angle` parameter
4287 * `-`: yaw the turtle left by `angle` parameter
4288 * `&`: pitch the turtle down by `angle` parameter
4289 * `^`: pitch the turtle up by `angle` parameter
4290 * `/`: roll the turtle to the right by `angle` parameter
4291 * `*`: roll the turtle to the left by `angle` parameter
4292 * `[`: save in stack current state info
4293 * `]`: recover from stack state info
4296 Spawn a small apple tree:
4298 pos = {x=230,y=20,z=4}
4301 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4302 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4303 trunk="default:tree",
4304 leaves="default:leaves",
4308 trunk_type="single",
4311 fruit="default:apple"
4313 minetest.spawn_tree(pos,apple_tree)
4318 ### Object Properties
4322 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4324 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4326 -- ^ For players only. Zoom FOV in degrees.
4327 -- Note that zoom loads and/or generates world beyond the server's maximum
4328 -- send and generate distances, so acts like a telescope.
4329 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4330 -- Defaults to 15 in creative mode, 0 in survival mode.
4331 -- zoom_fov = 0 disables zooming for the player.
4333 -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
4335 collide_with_objects = true, -- collide with other objects if physical = true
4337 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4338 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4339 -- ^ Default, uses collision box dimensions when not set
4340 pointable = true, -- overrides selection box when false
4341 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4342 visual_size = {x = 1, y = 1},
4344 textures = {}, -- number of required textures depends on visual
4345 colors = {}, -- number of required colors depends on visual
4346 spritediv = {x = 1, y = 1},
4347 initial_sprite_basepos = {x = 0, y = 0},
4349 makes_footstep_sound = false,
4350 automatic_rotate = false,
4352 automatic_face_movement_dir = 0.0,
4353 -- ^ Automatically set yaw to movement direction, offset in degrees,
4354 -- 'false' to disable.
4355 automatic_face_movement_max_rotation_per_sec = -1,
4356 -- ^ Limit automatic rotation to this value in degrees per second,
4357 -- value < 0 no limit.
4358 backface_culling = true, -- false to disable backface_culling for model
4360 -- ^ Add this much extra lighting when calculating texture color.
4361 -- Value < 0 disables light's effect on texture color.
4362 -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
4363 nametag = "", -- by default empty, for players their name is shown if empty
4364 nametag_color = <color>, -- sets color of nametag as ColorSpec
4365 infotext = "", -- by default empty, text to be shown when pointed at object
4367 -- ^ If false, never save this object statically. It will simply be deleted when the
4368 -- block gets unloaded.
4369 -- The get_staticdata() callback is never called then.
4370 -- Defaults to 'true'
4373 ### Entity definition (`register_entity`)
4376 -- Deprecated: Everything in object properties is read directly from here
4378 initial_properties = --[[<initial object properties>]],
4380 on_activate = function(self, staticdata, dtime_s),
4381 on_step = function(self, dtime),
4382 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4383 on_rightclick = function(self, clicker),
4384 get_staticdata = function(self),
4385 -- ^ Called sometimes; the string returned is passed to on_activate when
4386 -- the entity is re-activated from static state
4388 -- Also you can define arbitrary member variables here (see item definition for
4390 _custom_field = whatever,
4393 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4396 label = "Lava cooling",
4397 -- ^ Descriptive label for profiling purposes (optional).
4398 -- Definitions with identical labels will be listed as one.
4399 -- In the following two fields, also group:groupname will work.
4400 nodenames = {"default:lava_source"},
4401 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4402 ^ If left out or empty, any neighbor will do ]]
4403 interval = 1.0, -- Operation interval in seconds
4404 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4405 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4406 ^ The chance value is temporarily reduced when returning to
4407 an area to simulate time lost by the area being unattended.
4408 ^ Note chance value can often be reduced to 1 ]]
4409 action = func(pos, node, active_object_count, active_object_count_wider),
4412 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4415 label = "Upgrade legacy doors",
4416 -- ^ Descriptive label for profiling purposes (optional).
4417 -- Definitions with identical labels will be listed as one.
4418 name = "modname:replace_legacy_door",
4419 nodenames = {"default:lava_source"},
4420 -- ^ List of node names to trigger the LBM on.
4421 -- Also non-registered nodes will work.
4422 -- Groups (as of group:groupname) will work as well.
4423 run_at_every_load = false,
4424 -- ^ Whether to run the LBM's action every time a block gets loaded,
4425 -- and not just for blocks that were saved last time before LBMs were
4426 -- introduced to the world.
4427 action = func(pos, node),
4430 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4433 description = "Steel Axe",
4434 groups = {}, -- key = name, value = rating; rating = 1..3.
4435 if rating not applicable, use 1.
4436 e.g. {wool = 1, fluffy = 3}
4437 {soil = 2, outerspace = 1, crumbly = 1}
4438 {bendy = 2, snappy = 1},
4439 {hard = 1, metal = 1, spikes = 1}
4440 inventory_image = "default_tool_steelaxe.png",
4441 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4446 ^ An image file containing the palette of a node.
4447 ^ You can set the currently used color as the
4448 ^ "palette_index" field of the item stack metadata.
4449 ^ The palette is always stretched to fit indices
4450 ^ between 0 and 255, to ensure compatibility with
4451 ^ "colorfacedir" and "colorwallmounted" nodes.
4453 color = "0xFFFFFFFF",
4455 ^ The color of the item. The palette overrides this.
4457 wield_scale = {x = 1, y = 1, z = 1},
4460 liquids_pointable = false,
4461 tool_capabilities = {
4462 full_punch_interval = 1.0,
4466 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4468 damage_groups = {groupname = damage},
4470 node_placement_prediction = nil,
4472 ^ If nil and item is node, prediction is made automatically
4473 ^ If nil and item is not a node, no prediction is made
4474 ^ If "" and item is anything, no prediction is made
4475 ^ Otherwise should be name of node which the client immediately places
4476 on ground when the player places the item. Server will always update
4477 actual result to client in a short moment.
4479 node_dig_prediction = "air",
4481 ^ if "", no prediction is made
4482 ^ if "air", node is removed
4483 ^ Otherwise should be name of node which the client immediately places
4484 upon digging. Server will always update actual result shortly.
4487 breaks = "default_tool_break", -- tools only
4488 place = --[[<SimpleSoundSpec>]],
4491 on_place = func(itemstack, placer, pointed_thing),
4493 ^ Shall place item and return the leftover itemstack
4494 ^ The placer may be any ObjectRef or nil.
4495 ^ default: minetest.item_place ]]
4496 on_secondary_use = func(itemstack, user, pointed_thing),
4498 ^ Same as on_place but called when pointing at nothing.
4499 ^ The user may be any ObjectRef or nil.
4500 ^ pointed_thing : always { type = "nothing" }
4502 on_drop = func(itemstack, dropper, pos),
4504 ^ Shall drop item and return the leftover itemstack
4505 ^ The dropper may be any ObjectRef or nil.
4506 ^ default: minetest.item_drop ]]
4507 on_use = func(itemstack, user, pointed_thing),
4510 ^ Function must return either nil if no item shall be removed from
4511 inventory, or an itemstack to replace the original itemstack.
4512 e.g. itemstack:take_item(); return itemstack
4513 ^ Otherwise, the function is free to do what it wants.
4514 ^ The user may be any ObjectRef or nil.
4515 ^ The default functions handle regular use cases.
4517 after_use = func(itemstack, user, node, digparams),
4520 ^ If defined, should return an itemstack and will be called instead of
4521 wearing out the tool. If returns nil, does nothing.
4522 If after_use doesn't exist, it is the same as:
4523 function(itemstack, user, node, digparams)
4524 itemstack:add_wear(digparams.wear)
4527 ^ The user may be any ObjectRef or nil.
4529 _custom_field = whatever,
4531 ^ Add your own custom fields. By convention, all custom field names
4532 should start with `_` to avoid naming collisions with future engine
4539 * `{name="image.png", animation={Tile Animation definition}}`
4540 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4541 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4542 * backface culling enabled by default for most nodes
4543 * tileable flags are info for shaders, how they should treat texture
4544 when displacement mapping is used
4545 Directions are from the point of view of the tile texture,
4546 not the node it's on
4547 * align style determines whether the texture will be rotated with the node
4548 or kept aligned with its surroundings. "user" means that client
4549 setting will be used, similar to `glasslike_framed_optional`.
4550 Note: supported by solid nodes and nodeboxes only.
4551 * scale is used to make texture span several (exactly `scale`) nodes,
4552 instead of just one, in each direction. Works for world-aligned
4554 Note that as the effect is applied on per-mapblock basis, `16` should
4555 be equally divisible by `scale` or you may get wrong results.
4556 * `{name="image.png", color=ColorSpec}`
4557 * the texture's color will be multiplied with this color.
4558 * the tile's color overrides the owning node's color in all cases.
4559 * deprecated, yet still supported field names:
4562 ### Tile animation definition
4565 type = "vertical_frames",
4567 -- ^ specify width of a frame in pixels
4569 -- ^ specify height of a frame in pixels
4571 -- ^ specify full loop length
4577 -- ^ specify width in number of frames
4579 -- ^ specify height in number of frames
4581 -- ^ specify length of a single frame
4584 ### Node definition (`register_node`)
4587 -- <all fields allowed in item definitions>,
4589 drawtype = "normal", -- See "Node drawtypes"
4590 visual_scale = 1.0, --[[
4591 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4592 ^ "firelike", "mesh".
4593 ^ For plantlike and firelike, the image will start at the bottom of the
4594 ^ node, for the other drawtypes the image will be centered on the node.
4595 ^ Note that positioning for "torchlike" may still change. ]]
4596 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4597 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4598 ^ List can be shortened to needed length ]]
4599 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4600 ^ Same as `tiles`, but these textures are drawn on top of the
4601 ^ base tiles. You can use this to colorize only specific parts of
4602 ^ your texture. If the texture name is an empty string, that
4603 ^ overlay is not drawn. Since such tiles are drawn twice, it
4604 ^ is not recommended to use overlays on very common nodes. ]]
4605 special_tiles = {tile definition 1, Tile definition 2}, --[[
4606 ^ Special textures of node; used rarely (old field name: special_materials)
4607 ^ List can be shortened to needed length ]]
4608 color = ColorSpec, --[[
4609 ^ The node's original color will be multiplied with this color.
4610 ^ If the node has a palette, then this setting only has an effect
4611 ^ in the inventory and on the wield item. ]]
4612 use_texture_alpha = false, -- Use texture's alpha channel
4613 palette = "palette.png", --[[
4614 ^ The node's `param2` is used to select a pixel from the image
4615 ^ (pixels are arranged from left to right and from top to bottom).
4616 ^ The node's color will be multiplied with the selected pixel's
4617 ^ color. Tiles can override this behavior.
4618 ^ Only when `paramtype2` supports palettes. ]]
4619 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4620 paramtype = "none", -- See "Nodes" --[[
4621 ^ paramtype = "light" allows light to propagate from or through the node with light value
4622 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4623 paramtype2 = "none", -- See "Nodes"
4624 place_param2 = nil, -- Force value for param2 when player places node
4625 is_ground_content = true, -- If false, the cave generator will not carve through this
4626 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4627 walkable = true, -- If true, objects collide with node
4628 pointable = true, -- If true, can be pointed at
4629 diggable = true, -- If false, can never be dug
4630 climbable = false, -- If true, can be climbed on (ladder)
4631 buildable_to = false, -- If true, placed nodes can replace this node
4632 floodable = false, --[[
4633 ^ If true, liquids flow into and replace this node.
4634 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4635 liquidtype = "none", -- "none"/"source"/"flowing"
4636 liquid_alternative_flowing = "", -- Flowing version of source liquid
4637 liquid_alternative_source = "", -- Source version of flowing liquid
4638 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4639 liquid_renewable = true, --[[
4640 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4642 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4643 ^ Allows defining the nodebox height without using param2.
4644 ^ The nodebox height is 'leveled' / 64 nodes.
4645 ^ The maximum value of 'leveled' is 127. ]]
4646 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4647 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4648 light_source = 0, --[[
4649 ^ Amount of light emitted by node.
4650 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4651 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4652 damage_per_second = 0, -- If player is inside node, this damage is caused
4653 node_box = {type="regular"}, -- See "Node boxes"
4654 connects_to = nodenames, --[[
4655 * Used for nodebox nodes with the type == "connected"
4656 * Specifies to what neighboring nodes connections will be drawn
4657 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4658 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4659 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4661 selection_box = {type="regular"}, -- See "Node boxes" --[[
4662 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4663 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4664 legacy_wallmounted = false, -- Support maps made in and before January 2012
4665 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4666 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4667 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4668 ^ caveats: not all models will properly wave
4669 ^ plantlike drawtype nodes can only wave like plants
4670 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4672 footstep = <SimpleSoundSpec>,
4673 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4674 dug = <SimpleSoundSpec>,
4675 place = <SimpleSoundSpec>,
4676 place_failed = <SimpleSoundSpec>,
4678 drop = "", -- Name of dropped node when dug. Default is the node itself.
4681 max_items = 1, -- Maximum number of items to drop.
4682 items = { -- Choose max_items randomly from this list.
4684 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4685 rarity = 1, -- Probability of dropping is 1 / rarity.
4686 inherit_color = true, -- To inherit palette color from the node
4691 on_construct = func(pos), --[[
4692 ^ Node constructor; called after adding node
4693 ^ Can set up metadata and stuff like that
4694 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4696 on_destruct = func(pos), --[[
4697 ^ Node destructor; called before removing node
4698 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4700 after_destruct = func(pos, oldnode), --[[
4701 ^ Node destructor; called after removing node
4702 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4704 on_flood = func(pos, oldnode, newnode), --[[
4705 ^ Called when a liquid (newnode) is about to flood oldnode, if
4706 ^ it has `floodable = true` in the nodedef. Not called for bulk
4707 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4708 ^ return true the node is not flooded, but on_flood callback will
4709 ^ most likely be called over and over again every liquid update
4710 ^ interval. Default: nil.
4711 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4713 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4714 ^ Called after constructing node when node was placed using
4715 minetest.item_place_node / minetest.place_node
4716 ^ If return true no item is taken from itemstack
4717 ^ `placer` may be any valid ObjectRef or nil
4719 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4720 ^ oldmetadata is in table format
4721 ^ Called after destructing node when node was dug using
4722 minetest.node_dig / minetest.dig_node
4724 can_dig = function(pos, [player]) --[[
4725 ^ returns true if node can be dug, or false if not
4728 on_punch = func(pos, node, puncher, pointed_thing), --[[
4729 ^ default: minetest.node_punch
4730 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4731 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4733 ^ itemstack will hold clicker's wielded item
4734 ^ Shall return the leftover itemstack
4735 ^ Note: pointed_thing can be nil, if a mod calls this function
4736 This function does not get triggered by clients <=0.4.16 if the
4737 "formspec" node metadata field is set ]]
4739 on_dig = func(pos, node, digger), --[[
4740 ^ default: minetest.node_dig
4741 ^ By default: checks privileges, wears out tool and removes node ]]
4743 on_timer = function(pos,elapsed), --[[
4745 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4746 ^ elapsed is the total time passed since the timer was started
4747 ^ return true to run the timer for another cycle with the same timeout value ]]
4749 on_receive_fields = func(pos, formname, fields, sender), --[[
4750 ^ fields = {name1 = value1, name2 = value2, ...}
4751 ^ Called when an UI form (e.g. sign text input) returns data
4754 allow_metadata_inventory_move = func(pos, from_list, from_index,
4755 to_list, to_index, count, player), --[[
4756 ^ Called when a player wants to move items inside the inventory
4757 ^ Return value: number of items allowed to move ]]
4759 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4760 ^ Called when a player wants to put something into the inventory
4761 ^ Return value: number of items allowed to put
4762 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4764 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4765 ^ Called when a player wants to take something out of the inventory
4766 ^ Return value: number of items allowed to take
4767 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4769 on_metadata_inventory_move = func(pos, from_list, from_index,
4770 to_list, to_index, count, player),
4771 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4772 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4773 ^ Called after the actual action has happened, according to what was allowed.
4774 ^ No return value ]]
4776 on_blast = func(pos, intensity), --[[
4777 ^ intensity: 1.0 = mid range of regular TNT
4778 ^ If defined, called when an explosion touches the node, instead of
4779 removing the node ]]
4782 ### Recipe for `register_craft` (shaped)
4785 output = 'default:pick_stone',
4787 {'default:cobble', 'default:cobble', 'default:cobble'},
4788 {'', 'default:stick', ''},
4789 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4791 replacements = --[[<optional list of item pairs,
4792 replace one input item with another item on crafting>]]
4795 ### Recipe for `register_craft` (shapeless)
4799 output = 'mushrooms:mushroom_stew',
4802 "mushrooms:mushroom_brown",
4803 "mushrooms:mushroom_red",
4805 replacements = --[[<optional list of item pairs,
4806 replace one input item with another item on crafting>]]
4809 ### Recipe for `register_craft` (tool repair)
4812 type = "toolrepair",
4813 additional_wear = -0.02,
4816 ### Recipe for `register_craft` (cooking)
4820 output = "default:glass",
4821 recipe = "default:sand",
4825 ### Recipe for `register_craft` (furnace fuel)
4829 recipe = "default:leaves",
4833 ### Ore definition (`register_ore`)
4835 See 'Ore types' section above for essential information.
4838 ore_type = "scatter",
4839 ore = "default:stone_with_coal",
4841 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
4842 wherein = "default:stone",
4843 -- ^ a list of nodenames is supported too
4844 clust_scarcity = 8 * 8 * 8,
4845 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4846 -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
4848 -- ^ Number of ores in a cluster
4850 -- ^ Size of the bounding box of the cluster
4851 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
4855 -- ^ Lower and upper limits for ore.
4857 -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
4858 noise_threshold = 0.5,
4859 -- ^ If noise is above this threshold, ore is placed. Not needed for a
4860 -- ^ uniform distribution.
4864 spread = {x = 100, y = 100, z = 100},
4869 -- ^ NoiseParams structure describing one of the perlin noises used for ore
4871 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
4872 -- ^ Omit from "scatter" ore for a uniform ore distribution.
4873 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
4874 biomes = {"desert", "rainforest"}
4875 -- ^ List of biomes in which this decoration occurs.
4876 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
4877 -- ^ used does not support biomes.
4878 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4879 column_height_min = 1,
4880 column_height_max = 16,
4881 column_midpoint_factor = 0.5,
4882 -- ^ See 'Ore types' section above.
4883 -- ^ The above 3 parameters are only valid for "sheet" ore.
4887 spread = {x = 100, y = 100, z = 100},
4895 spread = {x = 100, y = 100, z = 100},
4900 -- ^ See 'Ore types' section above.
4901 -- ^ The above 2 parameters are only valid for "puff" ore.
4902 random_factor = 1.0,
4903 -- ^ See 'Ore types' section above.
4904 -- ^ Only valid for "vein" ore.
4905 np_stratum_thickness = {
4908 spread = {x = 100, y = 100, z = 100},
4913 stratum_thickness = 8,
4914 -- ^ See 'Ore types' section above.
4915 -- ^ The above 2 parameters are only valid for "stratum" ore.
4918 ### Biome definition (`register_biome`)
4922 node_dust = "default:snow",
4923 -- ^ Node dropped onto upper surface after all else is generated.
4924 node_top = "default:dirt_with_snow",
4926 -- ^ Node forming surface layer of biome and thickness of this layer.
4927 node_filler = "default:permafrost",
4929 -- ^ Node forming lower layer of biome and thickness of this layer.
4930 node_stone = "default:bluestone",
4931 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4932 node_water_top = "default:ice",
4933 depth_water_top = 10,
4934 -- ^ Node forming a surface layer in seawater with the defined thickness.
4936 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4937 node_river_water = "default:ice",
4938 -- ^ Node that replaces river water in mapgens that use default:river_water.
4939 node_riverbed = "default:gravel",
4941 -- ^ Node placed under river water and thickness of this layer.
4944 -- ^ Lower and upper limits for biome.
4946 humidity_point = 50,
4947 -- ^ Characteristic average temperature and humidity for the biome.
4948 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4949 -- ^ and humidity as axes. The resulting voronoi cells determine which
4950 -- ^ heat/humidity points belong to which biome, and therefore determine
4951 -- ^ the area and location of each biome in the world.
4952 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4953 -- ^ diagram to result in roughly equal size biomes.
4954 -- ^ Heat and humidity have average values of 50, vary mostly between
4955 -- ^ 0 and 100 but also often exceed these values.
4956 -- ^ Heat is not in degrees Celsius, both values are abstract.
4959 ### Decoration definition (`register_decoration`)
4962 deco_type = "simple", -- See "Decoration types"
4963 place_on = "default:dirt_with_grass",
4964 -- ^ Node (or list of nodes) that the decoration can be placed on
4966 -- ^ Size of divisions made in the chunk being generated.
4967 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4969 -- ^ Ratio of the area to be uniformly filled by the decoration.
4970 -- ^ Used only if noise_params is not specified.
4971 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4972 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4973 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4974 biomes = {"Oceanside", "Hills", "Plains"},
4975 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4976 -- ^ and ignored if the Mapgen being used does not support biomes.
4977 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4980 -- ^ Lower and upper limits for decoration.
4981 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
4982 spawn_by = "default:water",
4983 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4984 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4985 -- ^ one plane level with the 'place_on' node and a plane one node above that.
4987 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4988 -- ^ If absent or -1, decorations occur next to any nodes.
4989 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
4990 -- ^ Flags for all decoration types.
4991 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4992 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4993 -- ^ Placement is disabled if solid nodes are found above the liquid
4995 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
4996 -- ^ by the decoration.
4997 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
4998 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
4999 -- ^ ceiling surfaces, for example in caves.
5000 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5001 -- ^ effect of 'place_offset_y' is inverted.
5002 -- ^ If a single decoration registration has both flags the floor and
5003 -- ^ ceiling decorations will be aligned vertically and may sometimes
5004 -- ^ meet to form a column.
5006 ----- Simple-type parameters
5007 decoration = "default:grass",
5008 -- ^ The node name used as the decoration.
5009 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
5011 -- ^ Decoration height in nodes.
5012 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
5014 -- ^ Upper limit of the randomly selected height.
5015 -- ^ If absent, the parameter 'height' is used as a constant.
5017 -- ^ Param2 value of decoration nodes.
5018 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
5020 -- ^ Upper limit of the randomly selected param2.
5021 -- ^ If absent, the parameter 'param2' is used as a constant.
5023 -- ^ Y offset of the decoration base node relative to the standard base
5025 -- ^ Can be positive or negative. Default is 0.
5026 -- ^ Effect is inverted for "all_ceilings" decorations.
5027 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5028 -- ^ to the 'place_on' node.
5030 ----- Schematic-type parameters
5031 schematic = "foobar.mts",
5032 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
5033 -- ^ specified Minetest schematic file.
5034 -- ^ - OR -, could be the ID of a previously registered schematic
5035 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
5036 -- ^ and an optional table yslice_prob:
5038 size = {x=4, y=6, z=4},
5040 {name="default:cobble", param1=255, param2=0},
5041 {name="default:dirt_with_grass", param1=255, param2=0},
5042 {name="ignore", param1=255, param2=0},
5043 {name="air", param1=255, param2=0},
5052 -- ^ See 'Schematic specifier' for details.
5053 replacements = {["oldname"] = "convert_to", ...},
5054 flags = "place_center_x, place_center_y, place_center_z",
5055 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5056 rotation = "90" -- rotate schematic 90 degrees on placement
5057 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5059 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5060 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5062 -- ^ Can be positive or negative. Default is 0.
5063 -- ^ Effect is inverted for "all_ceilings" decorations.
5064 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5065 -- ^ to the 'place_on' node.
5068 ### Chat command definition (`register_chatcommand`)
5071 params = "<name> <privilege>", -- Short parameter description
5072 description = "Remove privilege from player", -- Full description
5073 privs = {privs=true}, -- Require the "privs" privilege to run
5074 func = function(name, param), -- Called when command is run.
5075 -- Returns boolean success and text output.
5078 ### Detached inventory callbacks
5081 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5082 -- ^ Called when a player wants to move items inside the inventory
5083 -- ^ Return value: number of items allowed to move
5085 allow_put = func(inv, listname, index, stack, player),
5086 -- ^ Called when a player wants to put something into the inventory
5087 -- ^ Return value: number of items allowed to put
5088 -- ^ Return value: -1: Allow and don't modify item count in inventory
5090 allow_take = func(inv, listname, index, stack, player),
5091 -- ^ Called when a player wants to take something out of the inventory
5092 -- ^ Return value: number of items allowed to take
5093 -- ^ Return value: -1: Allow and don't modify item count in inventory
5095 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5096 on_put = func(inv, listname, index, stack, player),
5097 on_take = func(inv, listname, index, stack, player),
5098 -- ^ Called after the actual action has happened, according to what was allowed.
5099 -- ^ No return value
5102 ### HUD Definition (`hud_add`, `hud_get`)
5105 hud_elem_type = "image", -- see HUD element types
5106 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
5107 position = {x=0.5, y=0.5},
5108 -- ^ Left corner position of element
5114 -- ^ Selected item in inventory. 0 for no item selected.
5116 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5117 alignment = {x=0, y=0},
5118 -- ^ See "HUD Element Types"
5119 offset = {x=0, y=0},
5120 -- ^ See "HUD Element Types"
5121 size = { x=100, y=100 },
5122 -- ^ Size of element in pixels
5125 ### Particle definition (`add_particle`)
5128 pos = {x=0, y=0, z=0},
5129 velocity = {x=0, y=0, z=0},
5130 acceleration = {x=0, y=0, z=0},
5131 -- ^ Spawn particle at pos with velocity and acceleration
5133 -- ^ Disappears after expirationtime seconds
5135 collisiondetection = false,
5136 -- ^ collisiondetection: if true collides with physical objects
5137 collision_removal = false,
5138 -- ^ collision_removal: if true then particle is removed when it collides,
5139 -- ^ requires collisiondetection = true to have any effect
5141 -- ^ vertical: if true faces player using y axis only
5142 texture = "image.png",
5143 -- ^ Uses texture (string)
5144 playername = "singleplayer",
5145 -- ^ optional, if specified spawns particle only on the player's client
5146 animation = {Tile Animation definition},
5147 -- ^ optional, specifies how to animate the particle texture
5149 -- ^ optional, specify particle self-luminescence in darkness
5153 ### `ParticleSpawner` definition (`add_particlespawner`)
5158 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5159 minpos = {x=0, y=0, z=0},
5160 maxpos = {x=0, y=0, z=0},
5161 minvel = {x=0, y=0, z=0},
5162 maxvel = {x=0, y=0, z=0},
5163 minacc = {x=0, y=0, z=0},
5164 maxacc = {x=0, y=0, z=0},
5169 -- ^ The particle's properties are random values in between the bounds:
5170 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5171 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5172 collisiondetection = false,
5173 -- ^ collisiondetection: if true uses collision detection
5174 collision_removal = false,
5175 -- ^ collision_removal: if true then particle is removed when it collides,
5176 -- ^ requires collisiondetection = true to have any effect
5177 attached = ObjectRef,
5178 -- ^ attached: if defined, particle positions, velocities and accelerations
5179 -- ^ are relative to this object's position and yaw.
5181 -- ^ vertical: if true faces player using y axis only
5182 texture = "image.png",
5183 -- ^ Uses texture (string)
5184 playername = "singleplayer"
5185 -- ^ Playername is optional, if specified spawns particle only on the player's client
5188 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5191 url = "http://example.org",
5193 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5194 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5195 -- ^ Optional, if specified a POST request with post_data is performed.
5196 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5197 -- ^ as x-www-form-urlencoded key-value pairs.
5198 -- ^ If post_data ist not specified, a GET request is performed instead.
5199 user_agent = "ExampleUserAgent",
5200 -- ^ Optional, if specified replaces the default minetest user agent with given string
5201 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5202 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5203 -- ^ that the header strings follow HTTP specification ("Key: Value").
5205 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5208 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5212 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5214 -- ^ If true, the request was successful
5216 -- ^ If true, the request timed out
5218 -- ^ HTTP status code
5222 ### Authentication handler definition
5225 get_auth = func(name),
5226 -- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
5227 -- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
5228 create_auth = func(name, password),
5229 -- ^ Create new auth data for player `name`
5230 -- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
5231 delete_auth = func(name),
5232 -- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
5233 set_password = func(name, password),
5234 -- ^ Set password of player `name` to `password`
5235 Auth data should be created if not present
5236 set_privileges = func(name, privileges),
5237 -- ^ Set privileges of player `name`
5238 -- ^ `privileges` is in table form, auth data should be created if not present
5240 -- ^ Reload authentication data from the storage location
5241 -- ^ Returns boolean indicating success
5242 record_login = func(name),
5243 -- ^ Called when player joins, used for keeping track of last_login
5245 -- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database