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 * `$path_user/games/gameid/`
54 Where `gameid` is unique to each game.
56 The game directory can contain the following files:
58 * `game.conf`, which contains:
59 * `name = <Human-readable full name of the game>` e.g. `name = Minetest`
60 * Optionally, game.conf can also contain
61 `disallowed_mapgens = <comma-separated mapgens>`
62 e.g. `disallowed_mapgens = v5,v6,flat`
63 These mapgens are removed from the list of mapgens for the game.
65 Used to set default settings when running this game.
67 In the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be
69 displayed in the "Games" category in the advanced settings tab.
70 * If the subgame contains a folder called `textures` the server will load it
71 as a texturepack, overriding mod textures.
72 Any server texturepack will override mod textures and the game texturepack.
76 Games can provide custom main menu images. They are put inside a `menu`
77 directory inside the game directory.
79 The images are named `$identifier.png`, where `$identifier` is one of
80 `overlay`, `background`, `footer`, `header`.
81 If you want to specify multiple images for one identifier, add additional
82 images named like `$identifier.$n.png`, with an ascending number $n starting
83 with 1, and a random image will be chosen from the provided ones.
89 * `$path_share/games/gameid/mods/`
91 * `$path_user/games/gameid/mods/`
92 * `$path_user/mods/` (User-installed mods)
93 * `$worldpath/worldmods/`
95 In a run-in-place version (e.g. the distributed windows version):
97 * `minetest-0.4.x/games/gameid/mods/`
98 * `minetest-0.4.x/mods/` (User-installed mods)
99 * `minetest-0.4.x/worlds/worldname/worldmods/`
101 On an installed version on Linux:
103 * `/usr/share/minetest/games/gameid/mods/`
104 * `$HOME/.minetest/mods/` (User-installed mods)
105 * `$HOME/.minetest/worlds/worldname/worldmods`
107 Mod load path for world-specific games
108 --------------------------------------
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds.
114 This happens if the following directory exists:
118 Mods should be then be placed in:
124 Mods can be put in a subdirectory, if the parent directory, which otherwise
125 should be a mod, contains a file named `modpack.txt`. This file shall be
126 empty, except for lines starting with `#`, which are comments.
128 Mod directory structure
129 ------------------------
135 | |-- description.txt
136 | |-- settingtypes.txt
140 | | |-- modname_stuff.png
141 | | `-- modname_something_else.png
150 The location of this directory can be fetched by using
151 `minetest.get_modpath(modname)`.
154 List of mods that have to be loaded before loading this mod.
156 A single line contains a single modname.
158 Optional dependencies can be defined by appending a question mark
159 to a single modname. This means that if the specified mod
160 is missing, it does not prevent this mod from being loaded.
163 A screenshot shown in the mod manager within the main menu. It should
164 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
166 ### `description.txt`
167 A file containing a description to be shown in the Mods tab of the mainmenu.
169 ### `settingtypes.txt`
170 A file in the same format as the one in builtin. It will be parsed by the
171 settings menu and the settings will be displayed in the "Mods" category.
174 The main Lua script. Running this script should register everything it
175 wants to register. Subsequent execution depends on minetest calling the
176 registered callbacks.
178 `minetest.settings` can be used to read custom or existing settings at load
179 time, if necessary. (See `Settings`)
182 Models for entities or meshnodes.
184 ### `textures`, `sounds`, `media`
185 Media files (textures, sounds, whatever) that will be transferred to the
186 client and will be available for use by the mod.
189 Translation files for the clients. (See `Translations`)
191 Naming convention for registered textual names
192 ----------------------------------------------
193 Registered names should generally be in this format:
197 `<whatever>` can have these characters:
201 This is to prevent conflicting names from corrupting maps and is
202 enforced by the mod loader.
205 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
206 So the name should be `experimental:tnt`.
208 Enforcement can be overridden by prefixing the name with `:`. This can
209 be used for overriding the registrations of some other mod.
211 Example: Any mod can redefine `experimental:tnt` by using the name
216 (also that mod is required to have `experimental` as a dependency)
218 The `:` prefix can also be used for maintaining backwards compatibility.
222 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
223 `minetest.register_alias_force(name, convert_to)`.
225 This converts anything called `name` to `convert_to`.
227 The only difference between `minetest.register_alias` and
228 `minetest.register_alias_force` is that if an item called `name` exists,
229 `minetest.register_alias` will do nothing while
230 `minetest.register_alias_force` will unregister it.
232 This can be used for maintaining backwards compatibility.
234 This can also set quick access names for things, e.g. if
235 you have an item called `epiclylongmodname:stuff`, you could do
237 minetest.register_alias("stuff", "epiclylongmodname:stuff")
239 and be able to use `/giveme stuff`.
243 In a game, a certain number of these must be set to tell core mapgens which
244 of the game's nodes are to be used by the core mapgens. For example:
246 minetest.register_alias("mapgen_stone", "default:stone")
248 ### Aliases needed for all mapgens except Mapgen v6
253 "mapgen_water_source"
254 "mapgen_river_water_source"
262 Only needed for registered biomes where 'node_stone' is stone:
264 "mapgen_stair_cobble"
266 Only needed for registered biomes where 'node_stone' is desert stone:
267 "mapgen_desert_stone"
268 "mapgen_stair_desert_stone"
269 Only needed for registered biomes where 'node_stone' is sandstone:
271 "mapgen_sandstonebrick"
272 "mapgen_stair_sandstone_block"
274 ### Aliases needed for Mapgen v6
279 "mapgen_water_source"
282 "mapgen_dirt_with_grass"
285 "mapgen_desert_stone"
287 "mapgen_dirt_with_snow"
298 "mapgen_jungleleaves"
301 "mapgen_pine_needles"
306 "mapgen_stair_cobble"
308 "mapgen_stair_desert_stone"
312 Mods should generally prefix their textures with `modname_`, e.g. given
313 the mod name `foomod`, a texture could be called:
317 Textures are referred to by their complete name, or alternatively by
318 stripping out the file extension:
320 * e.g. `foomod_foothing.png`
321 * e.g. `foomod_foothing`
325 There are various texture modifiers that can be used
326 to generate textures on-the-fly.
328 ### Texture overlaying
329 Textures can be overlaid by putting a `^` between them.
333 default_dirt.png^default_grass_side.png
335 `default_grass_side.png` is overlaid over `default_dirt.png`.
336 The texture with the lower resolution will be automatically upscaled to
337 the higher resolution texture.
340 Textures can be grouped together by enclosing them in `(` and `)`.
342 Example: `cobble.png^(thing1.png^thing2.png)`
344 A texture for `thing1.png^thing2.png` is created and the resulting
345 texture is overlaid on top of `cobble.png`.
348 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
349 passing complex texture names as arguments. Escaping is done with backslash and
350 is required for `^` and `:`.
352 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
354 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
355 on top of `cobble.png`.
357 ### Advanced texture modifiers
362 * `[crack:<t>:<n>:<p>`
363 * `[cracko:<t>:<n>:<p>`
366 * `<t>` = tile count (in each direction)
367 * `<n>` = animation frame count
368 * `<p>` = current animation frame
370 Draw a step of the crack animation on the texture.
371 `crack` draws it normally, while `cracko` lays it over, keeping transparent
376 default_cobble.png^[crack:10:1
378 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
383 * `<file>` = texture to combine
385 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
386 specified coordinates.
390 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
392 #### `[resize:<w>x<h>`
393 Resizes the texture to the given dimensions.
397 default_sandstone.png^[resize:16x16
400 Makes the base image transparent according to the given ratio.
402 `r` must be between 0 and 255.
403 0 means totally transparent. 255 means totally opaque.
407 default_sandstone.png^[opacity:127
409 #### `[invert:<mode>`
410 Inverts the given channels of the base image.
411 Mode may contain the characters "r", "g", "b", "a".
412 Only the channels that are mentioned in the mode string will be inverted.
416 default_apple.png^[invert:rgb
419 Brightens the texture.
423 tnt_tnt_side.png^[brighten
426 Makes the texture completely opaque.
430 default_leaves.png^[noalpha
432 #### `[makealpha:<r>,<g>,<b>`
433 Convert one color to transparency.
437 default_cobble.png^[makealpha:128,128,128
440 * `<t>` = transformation(s) to apply
442 Rotates and/or flips the image.
444 `<t>` can be a number (between 0 and 7) or a transform name.
445 Rotations are counter-clockwise.
448 1 R90 rotate by 90 degrees
449 2 R180 rotate by 180 degrees
450 3 R270 rotate by 270 degrees
452 5 FXR90 flip X then rotate by 90 degrees
454 7 FYR90 flip Y then rotate by 90 degrees
458 default_stone.png^[transformFXR90
460 #### `[inventorycube{<top>{<left>{<right>`
461 Escaping does not apply here and `^` is replaced by `&` in texture names
464 Create an inventory cube texture using the side textures.
468 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
470 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
471 `dirt.png^grass_side.png` textures
473 #### `[lowpart:<percent>:<file>`
474 Blit the lower `<percent>`% part of `<file>` on the texture.
478 base.png^[lowpart:25:overlay.png
480 #### `[verticalframe:<t>:<n>`
481 * `<t>` = animation frame count
482 * `<n>` = current animation frame
484 Crops the texture to a frame of a vertical animation.
488 default_torch_animated.png^[verticalframe:16:8
491 Apply a mask to the base image.
493 The mask is applied using binary AND.
495 #### `[sheet:<w>x<h>:<x>,<y>`
496 Retrieves a tile at position x,y from the base image
497 which it assumes to be a tilesheet with dimensions w,h.
500 #### `[colorize:<color>:<ratio>`
501 Colorize the textures with the given color.
502 `<color>` is specified as a `ColorString`.
503 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
504 it is an int, then it specifies how far to interpolate between the
505 colors where 0 is only the texture color and 255 is only `<color>`. If
506 omitted, the alpha of `<color>` will be used as the ratio. If it is
507 the word "`alpha`", then each texture pixel will contain the RGB of
508 `<color>` and the alpha of `<color>` multiplied by the alpha of the
511 #### `[multiply:<color>`
512 Multiplies texture colors with the given color.
513 `<color>` is specified as a `ColorString`.
514 Result is more like what you'd expect if you put a color on top of another
515 color. Meaning white surfaces get a lot of your new color while black parts
516 don't change very much.
520 The goal of hardware coloring is to simplify the creation of
521 colorful nodes. If your textures use the same pattern, and they only
522 differ in their color (like colored wool blocks), you can use hardware
523 coloring instead of creating and managing many texture files.
524 All of these methods use color multiplication (so a white-black texture
525 with red coloring will result in red-black color).
528 This method is useful if you wish to create nodes/items with
529 the same texture, in different colors, each in a new node/item definition.
532 When you register an item or node, set its `color` field (which accepts a
533 `ColorSpec`) to the desired color.
535 An `ItemStack`s static color can be overwritten by the `color` metadata
536 field. If you set that field to a `ColorString`, that color will be used.
539 Each tile may have an individual static color, which overwrites every
540 other coloring methods. To disable the coloring of a face,
541 set its color to white (because multiplying with white does nothing).
542 You can set the `color` property of the tiles in the node's definition
543 if the tile is in table format.
546 For nodes and items which can have many colors, a palette is more
547 suitable. A palette is a texture, which can contain up to 256 pixels.
548 Each pixel is one possible color for the node/item.
549 You can register one node/item, which can have up to 256 colors.
551 #### Palette indexing
552 When using palettes, you always provide a pixel index for the given
553 node or `ItemStack`. The palette is read from left to right and from
554 top to bottom. If the palette has less than 256 pixels, then it is
555 stretched to contain exactly 256 pixels (after arranging the pixels
556 to one line). The indexing starts from 0.
560 * 16x16 palette, index = 0: the top left corner
561 * 16x16 palette, index = 4: the fifth pixel in the first row
562 * 16x16 palette, index = 16: the pixel below the top left corner
563 * 16x16 palette, index = 255: the bottom right corner
564 * 2 (width)x4 (height) palette, index=31: the top left corner.
565 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
566 to ensure the total 256 pixels.
567 * 2x4 palette, index=32: the top right corner
568 * 2x4 palette, index=63: the top right corner
569 * 2x4 palette, index=64: the pixel below the top left corner
571 #### Using palettes with items
572 When registering an item, set the item definition's `palette` field to
573 a texture. You can also use texture modifiers.
575 The `ItemStack`'s color depends on the `palette_index` field of the
576 stack's metadata. `palette_index` is an integer, which specifies the
577 index of the pixel to use.
579 #### Linking palettes with nodes
580 When registering a node, set the item definition's `palette` field to
581 a texture. You can also use texture modifiers.
582 The node's color depends on its `param2`, so you also must set an
583 appropriate `drawtype`:
585 * `drawtype = "color"` for nodes which use their full `param2` for
586 palette indexing. These nodes can have 256 different colors.
587 The palette should contain 256 pixels.
588 * `drawtype = "colorwallmounted"` for nodes which use the first
589 five bits (most significant) of `param2` for palette indexing.
590 The remaining three bits are describing rotation, as in `wallmounted`
591 draw type. Division by 8 yields the palette index (without stretching the
592 palette). These nodes can have 32 different colors, and the palette
593 should contain 32 pixels.
595 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
596 pixel will be picked from the palette.
597 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
598 pixel will be picked from the palette.
599 * `drawtype = "colorfacedir"` for nodes which use the first
600 three bits of `param2` for palette indexing. The remaining
601 five bits are describing rotation, as in `facedir` draw type.
602 Division by 32 yields the palette index (without stretching the
603 palette). These nodes can have 8 different colors, and the
604 palette should contain 8 pixels.
606 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
607 first (= 0 + 1) pixel will be picked from the palette.
608 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
609 second (= 1 + 1) pixel will be picked from the palette.
611 To colorize a node on the map, set its `param2` value (according
612 to the node's draw type).
614 ### Conversion between nodes in the inventory and the on the map
615 Static coloring is the same for both cases, there is no need
618 If the `ItemStack`'s metadata contains the `color` field, it will be
619 lost on placement, because nodes on the map can only use palettes.
621 If the `ItemStack`'s metadata contains the `palette_index` field, it is
622 automatically transferred between node and item forms by the engine,
623 when a player digs or places a colored node.
624 You can disable this feature by setting the `drop` field of the node
625 to itself (without metadata).
626 To transfer the color to a special drop, you need a drop table.
630 minetest.register_node("mod:stone", {
631 description = "Stone",
632 tiles = {"default_stone.png"},
633 paramtype2 = "color",
634 palette = "palette.png",
637 -- assume that mod:cobblestone also has the same palette
638 {items = {"mod:cobblestone"}, inherit_color = true },
643 ### Colored items in craft recipes
644 Craft recipes only support item strings, but fortunately item strings
645 can also contain metadata. Example craft recipe registration:
647 minetest.register_craft({
648 output = minetest.itemstring_with_palette("wool:block", 3),
656 To set the `color` field, you can use `minetest.itemstring_with_color`.
658 Metadata field filtering in the `recipe` field are not supported yet,
659 so the craft output is independent of the color of the ingredients.
663 Sometimes hardware coloring is not enough, because it affects the
664 whole tile. Soft texture overlays were added to Minetest to allow
665 the dynamic coloring of only specific parts of the node's texture.
666 For example a grass block may have colored grass, while keeping the
669 These overlays are 'soft', because unlike texture modifiers, the layers
670 are not merged in the memory, but they are simply drawn on top of each
671 other. This allows different hardware coloring, but also means that
672 tiles with overlays are drawn slower. Using too much overlays might
675 For inventory and wield images you can specify overlays which
676 hardware coloring does not modify. You have to set `inventory_overlay`
677 and `wield_overlay` fields to an image name.
679 To define a node overlay, simply set the `overlay_tiles` field of the node
680 definition. These tiles are defined in the same way as plain tiles:
681 they can have a texture name, color etc.
682 To skip one face, set that overlay tile to an empty string.
684 Example (colored grass block):
686 minetest.register_node("default:dirt_with_grass", {
687 description = "Dirt with Grass",
688 -- Regular tiles, as usual
689 -- The dirt tile disables palette coloring
690 tiles = {{name = "default_grass.png"},
691 {name = "default_dirt.png", color = "white"}},
692 -- Overlay tiles: define them in the same style
693 -- The top and bottom tile does not have overlay
694 overlay_tiles = {"", "",
695 {name = "default_grass_side.png", tileable_vertical = false}},
696 -- Global color, used in inventory
698 -- Palette in the world
699 paramtype2 = "color",
700 palette = "default_foilage.png",
705 Only Ogg Vorbis files are supported.
707 For positional playing of sounds, only single-channel (mono) files are
708 supported. Otherwise OpenAL will play them non-positionally.
710 Mods should generally prefix their sounds with `modname_`, e.g. given
711 the mod name "`foomod`", a sound could be called:
715 Sounds are referred to by their name with a dot, a single digit and the
716 file extension stripped out. When a sound is played, the actual sound file
717 is chosen randomly from the matching sounds.
719 When playing the sound `foomod_foosound`, the sound is chosen randomly
720 from the available ones of the following files:
722 * `foomod_foosound.ogg`
723 * `foomod_foosound.0.ogg`
724 * `foomod_foosound.1.ogg`
726 * `foomod_foosound.9.ogg`
728 Examples of sound parameter tables:
730 -- Play locationless on all clients
732 gain = 1.0, -- default
733 fade = 0.0, -- default, change to a value > 0 to fade the sound in
734 pitch = 1.0, -- default
736 -- Play locationless to one player
739 gain = 1.0, -- default
740 fade = 0.0, -- default, change to a value > 0 to fade the sound in
741 pitch = 1.0, -- default
743 -- Play locationless to one player, looped
746 gain = 1.0, -- default
749 -- Play in a location
751 pos = {x = 1, y = 2, z = 3},
752 gain = 1.0, -- default
753 max_hear_distance = 32, -- default, uses an euclidean metric
755 -- Play connected to an object, looped
757 object = <an ObjectRef>,
758 gain = 1.0, -- default
759 max_hear_distance = 32, -- default, uses an euclidean metric
763 Looped sounds must either be connected to an object or played locationless to
764 one player using `to_player = name,`
766 ### `SimpleSoundSpec`
768 * e.g. `"default_place_node"`
770 * e.g. `{name = "default_place_node"}`
771 * e.g. `{name = "default_place_node", gain = 1.0}`
772 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
774 Registered definitions of stuff
775 -------------------------------
776 Anything added using certain `minetest.register_*` functions get added to
777 the global `minetest.registered_*` tables.
779 * `minetest.register_entity(name, prototype table)`
780 * added to `minetest.registered_entities[name]`
782 * `minetest.register_node(name, node definition)`
783 * added to `minetest.registered_items[name]`
784 * added to `minetest.registered_nodes[name]`
786 * `minetest.register_tool(name, item definition)`
787 * added to `minetest.registered_items[name]`
789 * `minetest.register_craftitem(name, item definition)`
790 * added to `minetest.registered_items[name]`
792 * `minetest.unregister_item(name)`
793 * Unregisters the item name from engine, and deletes the entry with key
794 * `name` from `minetest.registered_items` and from the associated item
795 * table according to its nature: `minetest.registered_nodes[]` etc
797 * `minetest.register_biome(biome definition)`
798 * returns an integer uniquely identifying the registered biome
799 * added to `minetest.registered_biome` with the key of `biome.name`
800 * if `biome.name` is nil, the key is the returned ID
802 * `minetest.unregister_biome(name)`
803 * Unregisters the biome name from engine, and deletes the entry with key
804 * `name` from `minetest.registered_biome`
806 * `minetest.register_ore(ore definition)`
807 * returns an integer uniquely identifying the registered ore
808 * added to `minetest.registered_ores` with the key of `ore.name`
809 * if `ore.name` is nil, the key is the returned ID
811 * `minetest.register_decoration(decoration definition)`
812 * returns an integer uniquely identifying the registered decoration
813 * added to `minetest.registered_decorations` with the key of
815 * if `decoration.name` is nil, the key is the returned ID
817 * `minetest.register_schematic(schematic definition)`
818 * returns an integer uniquely identifying the registered schematic
819 * added to `minetest.registered_schematic` with the key of `schematic.name`
820 * if `schematic.name` is nil, the key is the returned ID
821 * if the schematic is loaded from a file, schematic.name is set to the
823 * if the function is called when loading the mod, and schematic.name is a
824 relative path, then the current mod path will be prepended to the
827 * `minetest.clear_registered_biomes()`
828 * clears all biomes currently registered
830 * `minetest.clear_registered_ores()`
831 * clears all ores currently registered
833 * `minetest.clear_registered_decorations()`
834 * clears all decorations currently registered
836 * `minetest.clear_registered_schematics()`
837 * clears all schematics currently registered
839 Note that in some cases you will stumble upon things that are not contained
840 in these tables (e.g. when a mod has been removed). Always check for
841 existence before trying to access the fields.
843 Example: If you want to check the drawtype of a node, you could do:
845 local function get_nodedef_field(nodename, fieldname)
846 if not minetest.registered_nodes[nodename] then
849 return minetest.registered_nodes[nodename][fieldname]
851 local drawtype = get_nodedef_field(nodename, "drawtype")
853 Example: `minetest.get_item_group(name, group)` has been implemented as:
855 function minetest.get_item_group(name, group)
856 if not minetest.registered_items[name] or not
857 minetest.registered_items[name].groups[group] then
860 return minetest.registered_items[name].groups[group]
865 Nodes are the bulk data of the world: cubes and other things that take the
866 space of a cube. Huge amounts of them are handled efficiently, but they
869 The definition of a node is stored and can be accessed by name in
871 minetest.registered_nodes[node.name]
873 See "Registered definitions of stuff".
875 Nodes are passed by value between Lua and the engine.
876 They are represented by a table:
878 {name="name", param1=num, param2=num}
880 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
881 them for certain automated functions. If you don't use these functions, you can
882 use them to store arbitrary values.
884 The functions of `param1` and `param2` are determined by certain fields in the
887 `param1` is reserved for the engine when `paramtype != "none"`:
890 ^ The value stores light with and without sun in its upper and lower 4 bits
891 respectively. Allows light to propagate from or through the node with
892 light value falling by 1 per node. This is essential for a light source
893 node to spread its light.
895 `param2` is reserved for the engine when any of these are used:
897 liquidtype == "flowing"
898 ^ The level and some flags of the liquid is stored in param2
899 drawtype == "flowingliquid"
900 ^ The drawn liquid level is read from param2
901 drawtype == "torchlike"
902 drawtype == "signlike"
903 paramtype2 == "wallmounted"
904 ^ The rotation of the node is stored in param2. You can make this value
905 by using minetest.dir_to_wallmounted().
906 paramtype2 == "facedir"
907 ^ The rotation of the node is stored in param2. Furnaces and chests are
908 rotated this way. Can be made by using minetest.dir_to_facedir().
910 facedir / 4 = axis direction:
911 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
912 facedir modulo 4 = rotation around that axis
913 paramtype2 == "leveled"
914 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
916 The level of the top face of the nodebox is stored in param2.
917 The other faces are defined by 'fixed = {}' like 'type = "fixed"'
919 The nodebox height is (param2 / 64) nodes.
920 The maximum accepted value of param2 is 127.
922 The height of the 'plantlike' section is stored in param2.
923 The height is (param2 / 16) nodes.
924 paramtype2 == "degrotate"
925 ^ Only valid for "plantlike". The rotation of the node is stored in param2.
926 Values range 0 - 179. The value stored in param2 is multiplied by two to
927 get the actual rotation in degrees of the node.
928 paramtype2 == "meshoptions"
929 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which
930 can be used to change how the client draws plantlike nodes.
931 Bits 0, 1 and 2 form a mesh selector.
932 Currently the following meshes are choosable:
933 0 = a "x" shaped plant (ordinary plant)
934 1 = a "+" shaped plant (just rotated 45 degrees)
935 2 = a "*" shaped plant with 3 faces instead of 2
936 3 = a "#" shaped plant with 4 faces instead of 2
937 4 = a "#" shaped plant with 4 faces that lean outwards
938 5-7 are unused and reserved for future meshes.
939 Bits 3 through 7 are optional flags that can be combined and give these
941 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
942 bit 4 (0x10) - Makes the plant mesh 1.4x larger
943 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
944 bits 6-7 are reserved for future use.
945 paramtype2 == "color"
946 ^ `param2` tells which color is picked from the palette.
947 The palette should have 256 pixels.
948 paramtype2 == "colorfacedir"
949 ^ Same as `facedir`, but with colors.
950 The first three bits of `param2` tells which color
951 is picked from the palette.
952 The palette should have 8 pixels.
953 paramtype2 == "colorwallmounted"
954 ^ Same as `wallmounted`, but with colors.
955 The first five bits of `param2` tells which color
956 is picked from the palette.
957 The palette should have 32 pixels.
958 paramtype2 == "glasslikeliquidlevel"
959 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional"
961 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
963 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
965 Nodes can also contain extra data. See "Node Metadata".
969 There are a bunch of different looking node types.
971 Look for examples in `games/minimal` or `games/minetest_game`.
979 * `glasslike_framed_optional`
981 * `allfaces_optional`
988 * `nodebox` -- See below
989 * `mesh` -- Use models for nodes, see below
990 * `plantlike_rooted` -- See below
992 `*_optional` drawtypes need less rendering time if deactivated
993 (always client side).
997 Node selection boxes are defined using "node boxes"
999 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
1000 number of boxes. It allows defining stuff like stairs and slabs.
1002 A nodebox is defined as any of:
1005 -- A normal cube; the default in most things
1009 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1011 fixed = box OR {box1, box2, ...}
1014 -- A variable height box (or boxes) with the top face position defined
1015 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1017 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1019 fixed = box OR {box1, box2, ...}
1022 -- A box like the selection box for torches
1023 -- (wallmounted param2 is used, if applicable)
1024 type = "wallmounted",
1030 -- A node that has optional boxes depending on neighbouring nodes'
1031 -- presence and type. See also `connects_to`.
1033 fixed = box OR {box1, box2, ...}
1034 connect_top = box OR {box1, box2, ...}
1035 connect_bottom = box OR {box1, box2, ...}
1036 connect_front = box OR {box1, box2, ...}
1037 connect_left = box OR {box1, box2, ...}
1038 connect_back = box OR {box1, box2, ...}
1039 connect_right = box OR {box1, box2, ...}
1040 -- The following `disconnected_*` boxes are the opposites of the
1041 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1042 -- on the respective side, the corresponding disconnected box is drawn.
1043 disconnected_top = box OR {box1, box2, ...}
1044 disconnected_bottom = box OR {box1, box2, ...}
1045 disconnected_front = box OR {box1, box2, ...}
1046 disconnected_left = box OR {box1, box2, ...}
1047 disconnected_back = box OR {box1, box2, ...}
1048 disconnected_right = box OR {box1, box2, ...}
1049 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1050 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1051 neighbours to the sides
1054 A `box` is defined as:
1056 {x1, y1, z1, x2, y2, z2}
1058 A box of a regular node would look like:
1060 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1064 If drawtype `mesh` is used, tiles should hold model materials textures.
1065 Only static meshes are implemented.
1066 For supported model formats see Irrlicht engine documentation.
1068 Rooted plantlike drawtype
1069 -------------------------
1070 The `plantlike_rooted` drawtype was developed to enable underwater plants
1071 without air bubbles around the plants.
1072 It consists of a base cube at the co-ordinates of the node (the seabed /
1073 lakebed / riverbed node) plus a 'plantlike' extension above with a height
1074 defined by param2 (maximum height 16 nodes). This extension visually passes
1075 through any nodes above the base cube without affecting them.
1076 The node is dug by digging the base cube.
1077 The base cube texture tiles are defined as normal, the plantlike extension
1078 uses the defined 'special tile', for example:
1079 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1083 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
1087 Offset that the noise is translated by (i.e. added) after calculation.
1090 Factor that the noise is scaled by (i.e. multiplied) after calculation.
1093 Vector containing values by which each coordinate is divided by before
1095 Higher spread values result in larger noise features.
1097 A value of `{x=250, y=250, z=250}` is common.
1100 Random seed for the noise. Add the world seed to a seed offset for world-unique
1101 noise. In the case of `minetest.get_perlin()`, this value has the world seed
1102 automatically added.
1105 Number of times the noise gradient is accumulated into the noise.
1107 Increase this number to increase the amount of detail in the resulting noise.
1109 A value of `6` is common.
1112 Factor by which the effect of the noise gradient function changes with each
1115 Values less than `1` make the details of successive octaves' noise diminish,
1116 while values greater than `1` make successive octaves stronger.
1118 A value of `0.6` is common.
1121 Factor by which the noise feature sizes change with each successive octave.
1123 A value of `2.0` is common.
1126 Leave this field unset for no special handling.
1128 Currently supported are `defaults`, `eased` and `absvalue`.
1131 Specify this if you would like to keep auto-selection of eased/not-eased while
1132 specifying some other flags.
1135 Maps noise gradient values onto a quintic S-curve before performing
1136 interpolation. This results in smooth, rolling noise.
1137 Disable this (`noeased`) for sharp-looking noise.
1138 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
1142 Accumulates the absolute value of each noise gradient result.
1144 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1149 spread = {x=500, y=500, z=500},
1154 flags = "defaults, absvalue"
1156 ^ A single noise parameter table can be used to get 2D or 3D noise,
1157 when getting 2D noise spread.z is ignored.
1162 These tell in what manner the ore is generated.
1164 All default ores are of the uniformly-distributed scatter type.
1167 Randomly chooses a location and generates a cluster of ore.
1169 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
1170 at that point is greater than the `noise_threshold`, giving the ability to
1171 create a non-equal distribution of ore.
1174 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1175 described by `noise_params` and `noise_threshold`. This is essentially an
1176 improved version of the so-called "stratus" ore seen in some unofficial mods.
1178 This sheet consists of vertical columns of uniform randomly distributed height,
1179 varying between the inclusive range `column_height_min` and `column_height_max`.
1180 If `column_height_min` is not specified, this parameter defaults to 1.
1181 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1182 for reverse compatibility. New code should prefer `column_height_max`.
1184 The `column_midpoint_factor` parameter controls the position of the column at
1185 which ore emanates from.
1186 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
1187 equally starting from each direction.
1188 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
1189 this parameter is not specified, the default is 0.5.
1191 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
1195 Creates a sheet of ore in a cloud-like puff shape.
1197 As with the `sheet` ore type, the size and shape of puffs are described by
1198 `noise_params` and `noise_threshold` and are placed at random vertical
1199 positions within the currently generated chunk.
1201 The vertical top and bottom displacement of each puff are determined by the
1202 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
1205 Creates a deformed sphere of ore according to 3d perlin noise described by
1206 `noise_params`. The maximum size of the blob is `clust_size`, and
1207 `clust_scarcity` has the same meaning as with the `scatter` type.
1210 Creates veins of ore varying in density by according to the intersection of two
1211 instances of 3d perlin noise with different seeds, both described by
1214 `random_factor` varies the influence random chance has on placement of an ore
1215 inside the vein, which is `1` by default. Note that modifying this parameter
1216 may require adjusting `noise_threshold`.
1218 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1221 This ore type is difficult to control since it is sensitive to small changes.
1222 The following is a decent set of parameters to work from:
1227 spread = {x=200, y=200, z=200},
1233 noise_threshold = 1.6
1235 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1236 computationally expensive than any other ore.
1239 Creates a single undulating ore stratum that is continuous across mapchunk
1240 borders and horizontally spans the world.
1242 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
1243 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1244 defines the stratum's vertical thickness (in units of nodes). Due to being
1245 continuous across mapchunk borders the stratum's vertical thickness is
1248 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1249 to y_max in a simple horizontal stratum.
1251 A parameter `stratum_thickness` can be provided instead of the noise parameter
1252 `np_stratum_thickness`, to create a constant thickness.
1254 Leaving out one or both noise parameters makes the ore generation less
1255 intensive, useful when adding multiple strata.
1257 `y_min` and `y_max` define the limits of the ore generation and for performance
1258 reasons should be set as close together as possible but without clipping the
1259 stratum's Y variation.
1261 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1262 solid-ore stratum would require a `clust_scarcity` of 1.
1264 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1265 `random_factor` are ignored by this ore type.
1269 See section "Flag Specifier Format".
1271 Currently supported flags:
1272 `puff_cliffs`, `puff_additive_composition`.
1275 If set, puff ore generation will not taper down large differences in
1276 displacement when approaching the edge of a puff. This flag has no effect for
1277 ore types other than `puff`.
1279 ### `puff_additive_composition`
1280 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
1281 in a negative displacement, the sub-column at that point is not generated. With
1282 this attribute set, puff ore generation will instead generate the absolute
1283 difference in noise displacement values. This flag has no effect for ore types
1288 The varying types of decorations that can be placed.
1291 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1292 a list, if a decoration list is specified). Can specify a certain node it must
1293 spawn next to, such as water or lava, for example. Can also generate a
1294 decoration of random height between a specified lower and upper bound.
1295 This type of decoration is intended for placement of grass, flowers, cacti,
1296 papyri, waterlilies and so on.
1299 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1300 Can specify a probability of a node randomly appearing when placed.
1301 This decoration type is intended to be used for multi-node sized discrete
1302 structures, such as trees, cave spikes, rocks, and so on.
1306 --------------------
1307 A schematic specifier identifies a schematic by either a filename to a
1308 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1309 in the form of a table. This table specifies the following fields:
1311 * The `size` field is a 3D vector containing the dimensions of the provided
1312 schematic. (required)
1313 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th
1314 vertical slice of the schematic to have a `prob / 256 * 100` chance of
1315 occurring. (default: 255)
1316 * The `data` field is a flat table of MapNode tables making up the schematic,
1317 in the order of `[z [y [x]]]`. (required)
1318 Each MapNode table contains:
1319 * `name`: the name of the map node to place (required)
1320 * `prob` (alias `param1`): the probability of this node being placed
1322 * `param2`: the raw param2 value of the node being placed onto the map
1324 * `force_place`: boolean representing if the node should forcibly overwrite
1325 any previous contents (default: false)
1327 About probability values:
1329 * A probability value of `0` or `1` means that node will never appear
1331 * A probability value of `254` or `255` means the node will always appear
1333 * If the probability value `p` is greater than `1`, then there is a
1334 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1338 Schematic attributes
1339 --------------------
1340 See section "Flag Specifier Format".
1342 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1345 * `place_center_x`: Placement of this decoration is centered along the X axis.
1346 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1347 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1348 * `force_placement`: Schematic nodes other than "ignore" will replace existing
1354 The position field is used for all element types.
1356 To account for differing resolutions, the position coordinates are the
1357 percentage of the screen, ranging in value from `0` to `1`.
1359 The name field is not yet used, but should contain a description of what the
1360 HUD element represents. The direction field is the direction in which something
1363 `0` draws from left to right, `1` draws from right to left, `2` draws from
1364 top to bottom, and `3` draws from bottom to top.
1366 The `alignment` field specifies how the item will be aligned. It ranges from
1367 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1368 is to the right/down. Fractional values can be used.
1370 The `offset` field specifies a pixel offset from the position. Contrary to
1371 position, the offset is not scaled to screen size. This allows for some
1372 precisely positioned items in the HUD.
1374 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1377 Below are the specific uses for fields in each type; fields not listed for that
1380 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is
1381 still in the experimental stages.
1384 Displays an image on the HUD.
1386 * `scale`: The scale of the image, with 1 being the original texture size.
1387 Only the X coordinate scale is used (positive values).
1388 Negative values represent that percentage of the screen it
1389 should take; e.g. `x=-100` means 100% (width).
1390 * `text`: The name of the texture that is displayed.
1391 * `alignment`: The alignment of the image.
1392 * `offset`: offset in pixels from position.
1395 Displays text on the HUD.
1397 * `scale`: Defines the bounding rectangle of the text.
1398 A value such as `{x=100, y=100}` should work.
1399 * `text`: The text to be displayed in the HUD element.
1400 * `number`: An integer containing the RGB value of the color used to draw the
1401 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1402 * `alignment`: The alignment of the text.
1403 * `offset`: offset in pixels from position.
1406 Displays a horizontal bar made up of half-images.
1408 * `text`: The name of the texture that is used.
1409 * `number`: The number of half-textures that are displayed.
1410 If odd, will end with a vertically center-split texture.
1412 * `offset`: offset in pixels from position.
1413 * `size`: If used, will force full-image size to this value (override texture
1417 * `text`: The name of the inventory list to be displayed.
1418 * `number`: Number of items in the inventory to be displayed.
1419 * `item`: Position of item that is selected.
1421 * `offset`: offset in pixels from position.
1424 Displays distance to selected world position.
1426 * `name`: The name of the waypoint.
1427 * `text`: Distance suffix. Can be blank.
1428 * `number:` An integer containing the RGB value of the color used to draw the
1430 * `world_pos`: World position of the waypoint.
1432 Representations of simple things
1433 --------------------------------
1437 {x=num, y=num, z=num}
1439 For helper functions see "Vector helpers".
1442 * `{type="nothing"}`
1443 * `{type="node", under=pos, above=pos}`
1444 * `{type="object", ref=ObjectRef}`
1446 Flag Specifier Format
1447 ---------------------
1448 Flags using the standardized flag specifier format can be specified in either
1449 of two ways, by string or table.
1451 The string format is a comma-delimited set of flag names; whitespace and
1452 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1453 flag, and specifying a flag prefixed by the string `"no"` explicitly
1454 clears the flag from whatever the default may be.
1456 In addition to the standard string flag format, the schematic flags field can
1457 also be a table of flag names to boolean values representing whether or not the
1458 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1459 is present, mapped to a boolean of any value, the specified flag is unset.
1461 E.g. A flag field of value
1463 {place_center_x = true, place_center_y=false, place_center_z=true}
1467 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1469 which is equivalent to
1471 "place_center_x, noplace_center_y, place_center_z"
1475 "place_center_x, place_center_z"
1477 since, by default, no schematic attributes are set.
1483 There are three kinds of items: nodes, tools and craftitems.
1485 * Node (`register_node`): A node from the world.
1486 * Tool (`register_tool`): A tool/weapon that can dig and damage
1487 things according to `tool_capabilities`.
1488 * Craftitem (`register_craftitem`): A miscellaneous item.
1491 All item stacks have an amount between 0 to 65535. It is 1 by
1492 default. Tool item stacks can not have an amount greater than 1.
1494 Tools use a wear (=damage) value ranging from 0 to 65535. The
1495 value 0 is the default and used is for unworn tools. The values
1496 1 to 65535 are used for worn tools, where a higher value stands for
1497 a higher wear. Non-tools always have a wear value of 0.
1500 Items and item stacks can exist in three formats: Serializes, table format
1504 This is called "stackstring" or "itemstring". It is a simple string with
1505 1-3 components: the full item identifier, an optional amount and an optional
1508 <identifier> [<amount>[ <wear>]]
1512 * `'default:apple'`: 1 apple
1513 * `'default:dirt 5'`: 5 dirt
1514 * `'default:pick_stone'`: a new stone pickaxe
1515 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1522 {name="default:dirt", count=5, wear=0, metadata=""}
1524 A wooden pick about 1/3 worn out:
1526 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1530 {name="default:apple", count=1, wear=0, metadata=""}
1533 A native C++ format with many helper methods. Useful for converting
1534 between formats. See the Class reference section for details.
1536 When an item must be passed to a function, it can usually be in any of
1542 In a number of places, there is a group table. Groups define the
1543 properties of a thing (item, node, armor of entity, capabilities of
1544 tool) in such a way that the engine and other mods can can interact with
1545 the thing without actually knowing what the thing is.
1548 Groups are stored in a table, having the group names with keys and the
1549 group ratings as values. For example:
1551 groups = {crumbly=3, soil=1}
1554 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1555 -- ^ A more special dirt-kind of thing
1557 Groups always have a rating associated with them. If there is no
1558 useful meaning for a rating for an enabled group, it shall be `1`.
1560 When not defined, the rating of a group defaults to `0`. Thus when you
1561 read groups, you must interpret `nil` and `0` as the same value, `0`.
1563 You can read the rating of a group for an item or a node by using
1565 minetest.get_item_group(itemname, groupname)
1568 Groups of items can define what kind of an item it is (e.g. wool).
1571 In addition to the general item things, groups are used to define whether
1572 a node is destroyable and how long it takes to destroy by a tool.
1574 ### Groups of entities
1575 For entities, groups are, as of now, used only for calculating damage.
1576 The rating is the percentage of damage caused by tools with this damage group.
1577 See "Entity damage mechanism".
1579 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1580 object.set_armor_groups({fleshy=30, cracky=80})
1583 Groups in tools define which groups of nodes and entities they are
1586 ### Groups in crafting recipes
1587 An example: Make meat soup from any meat, any water and any bowl:
1590 output = 'food:meat_soup_raw',
1596 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1599 Another example: Make red wool from white wool and red dye:
1603 output = 'wool:red',
1604 recipe = {'wool:white', 'group:dye,basecolor_red'},
1608 * `immortal`: Disables the group damage system for an entity
1609 * `punch_operable`: For entities; disables the regular damage mechanism for
1610 players punching it by hand or a non-tool item, so that it can do something
1611 else than take damage.
1612 * `level`: Can be used to give an additional sense of progression in the game.
1613 * A larger level will cause e.g. a weapon of a lower level make much less
1614 damage, and get worn out much faster, or not be able to get drops
1615 from destroyed nodes.
1616 * `0` is something that is directly accessible at the start of gameplay
1617 * There is no upper limit
1618 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1619 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1620 * `3`: the node always gets the digging time 0 seconds (torch)
1621 * `disable_jump`: Player (and possibly other things) cannot jump from node
1622 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1623 * `bouncy`: value is bounce speed in percent
1624 * `falling_node`: if there is no walkable block under the node it will fall
1625 * `attached_node`: if the node under it is not a walkable block the node will be
1626 dropped as an item. If the node is wallmounted the wallmounted direction is
1628 * `soil`: saplings will grow on nodes in this group
1629 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1630 connect to each other
1631 * `slippery`: Players and items will slide on the node.
1632 Slipperiness rises steadily with `slippery` value, starting at 1.
1635 ### Known damage and digging time defining groups
1636 * `crumbly`: dirt, sand
1637 * `cracky`: tough but crackable stuff like stone.
1638 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1639 plants, wire, sheets of metal
1640 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1641 * `fleshy`: Living things like animals and the player. This could imply
1642 some blood effects when hitting.
1643 * `explody`: Especially prone to explosions
1644 * `oddly_breakable_by_hand`:
1645 Can be added to nodes that shouldn't logically be breakable by the
1646 hand but are. Somewhat similar to `dig_immediate`, but times are more
1647 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1648 speed of a tool if the tool can dig at a faster speed than this
1649 suggests for the hand.
1651 ### Examples of custom groups
1652 Item groups are often used for defining, well, _groups of items_.
1654 * `meat`: any meat-kind of a thing (rating might define the size or healing
1655 ability or be irrelevant -- it is not defined as of yet)
1656 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1658 * `flammable`: can be set on fire. Rating might define the intensity of the
1659 fire, affecting e.g. the speed of the spreading of an open fire.
1660 * `wool`: any wool (any origin, any color)
1661 * `metal`: any metal
1662 * `weapon`: any weapon
1663 * `heavy`: anything considerably heavy
1665 ### Digging time calculation specifics
1666 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1667 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1668 faster digging time.
1670 The `level` group is used to limit the toughness of nodes a tool can dig
1671 and to scale the digging times / damage to a greater extent.
1673 **Please do understand this**, otherwise you cannot use the system to it's
1676 Tools define their properties by a list of parameters for groups. They
1677 cannot dig other groups; thus it is important to use a standard bunch of
1678 groups to enable interaction with tools.
1680 #### Tools definition
1683 * Full punch interval
1684 * Maximum drop level
1685 * For an arbitrary list of groups:
1686 * Uses (until the tool breaks)
1687 * Maximum level (usually `0`, `1`, `2` or `3`)
1691 #### Full punch interval
1692 When used as a weapon, the tool will do full damage if this time is spent
1693 between punches. If e.g. half the time is spent, the tool will do half
1696 #### Maximum drop level
1697 Suggests the maximum level of node, when dug with the tool, that will drop
1698 it's useful item. (e.g. iron ore to drop a lump of iron).
1700 This is not automated; it is the responsibility of the node definition
1704 Determines how many uses the tool has when it is used for digging a node,
1705 of this group, of the maximum level. For lower leveled nodes, the use count
1706 is multiplied by `3^leveldiff`.
1708 * `uses=10, leveldiff=0`: actual uses: 10
1709 * `uses=10, leveldiff=1`: actual uses: 30
1710 * `uses=10, leveldiff=2`: actual uses: 90
1713 Tells what is the maximum level of a node of this group that the tool will
1717 List of digging times for different ratings of the group, for nodes of the
1720 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1721 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1722 for this group, and unable to dig the rating `1`, which is the toughest.
1723 Unless there is a matching group that enables digging otherwise.
1725 If the result digging time is 0, a delay of 0.15 seconds is added between
1726 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1727 i.e. players can more quickly click the nodes away instead of holding LMB.
1730 List of damage for groups of entities. See "Entity damage mechanism".
1732 #### Example definition of the capabilities of a tool
1734 tool_capabilities = {
1735 full_punch_interval=1.5,
1738 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1740 damage_groups = {fleshy=2},
1743 This makes the tool be able to dig nodes that fulfil both of these:
1745 * Have the `crumbly` group
1746 * Have a `level` group less or equal to `2`
1748 Table of resulting digging times:
1750 crumbly 0 1 2 3 4 <- level
1752 1 0.80 1.60 1.60 - -
1753 2 0.60 1.20 1.20 - -
1754 3 0.40 0.80 0.80 - -
1756 level diff: 2 1 0 -1 -2
1758 Table of resulting tool uses:
1767 * At `crumbly==0`, the node is not diggable.
1768 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1769 easy nodes to be quickly breakable.
1770 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1772 Entity damage mechanism
1773 -----------------------
1777 foreach group in cap.damage_groups:
1778 damage += cap.damage_groups[group] * limit(actual_interval /
1779 cap.full_punch_interval, 0.0, 1.0)
1780 * (object.armor_groups[group] / 100.0)
1781 -- Where object.armor_groups[group] is 0 for inexistent values
1784 Client predicts damage based on damage groups. Because of this, it is able to
1785 give an immediate response when an entity is damaged or dies; the response is
1786 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1788 Currently a smoke puff will appear when an entity dies.
1790 The group `immortal` completely disables normal damage.
1792 Entities can define a special armor group, which is `punch_operable`. This
1793 group disables the regular damage mechanism for players punching it by hand or
1794 a non-tool item, so that it can do something else than take damage.
1796 On the Lua side, every punch calls:
1798 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1800 This should never be called directly, because damage is usually not handled by
1803 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1804 accessed unless absolutely required, to encourage interoperability.
1805 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1806 * `tool_capabilities` can be `nil`.
1807 * `direction` is a unit vector, pointing from the source of the punch to
1809 * `damage` damage that will be done to entity
1810 Return value of this function will determine if damage is done by this function
1811 (retval true) or shall be done by engine (retval false)
1813 To punch an entity/object in Lua, call:
1815 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1817 * Return value is tool wear.
1818 * Parameters are equal to the above callback.
1819 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1820 will be automatically filled in based on the location of `puncher`.
1824 The instance of a node in the world normally only contains the three values
1825 mentioned in "Nodes". However, it is possible to insert extra data into a
1826 node. It is called "node metadata"; See `NodeMetaRef`.
1828 Node metadata contains two things:
1833 Some of the values in the key-value store are handled specially:
1835 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1836 * `infotext`: Text shown on the screen when the node is pointed at
1840 local meta = minetest.get_meta(pos)
1841 meta:set_string("formspec",
1843 "list[context;main;0,0;8,4;]"..
1844 "list[current_player;main;0,5;8,4;]")
1845 meta:set_string("infotext", "Chest");
1846 local inv = meta:get_inventory()
1847 inv:set_size("main", 8*4)
1848 print(dump(meta:to_table()))
1851 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1852 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1853 [10] = "", [11] = "", [12] = "", [13] = "",
1854 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1855 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1856 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1857 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1861 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1868 Item stacks can store metadata too. See `ItemStackMetaRef`.
1870 Item metadata only contains a key-value store.
1872 Some of the values in the key-value store are handled specially:
1874 * `description`: Set the item stack's description. Defaults to
1876 * `color`: A `ColorString`, which sets the stack's color.
1877 * `palette_index`: If the item has a palette, this is used to get the
1878 current color from the palette.
1882 local meta = stack:get_meta()
1883 meta:set_string("key", "value")
1884 print(dump(meta:to_table()))
1888 Formspec defines a menu. Currently not much else than inventories are
1889 supported. It is a string, with a somewhat strange format.
1891 Spaces and newlines can be inserted between the blocks, as is used in the
1899 list[context;main;0,0;8,4;]
1900 list[current_player;main;0,5;8,4;]
1905 list[context;fuel;2,3;1,1;]
1906 list[context;src;2,1;1,1;]
1907 list[context;dst;5,1;2,2;]
1908 list[current_player;main;0,5;8,4;]
1910 #### Minecraft-like player inventory
1913 image[1,0.6;1,2;player.png]
1914 list[current_player;main;0,3.5;8,4;]
1915 list[current_player;craft;3,0;3,3;]
1916 list[current_player;craftpreview;7,1;1,1;]
1920 #### `size[<W>,<H>,<fixed_size>]`
1921 * Define the size of the menu in inventory slots
1922 * `fixed_size`: `true`/`false` (optional)
1923 * deprecated: `invsize[<W>,<H>;]`
1925 #### `position[<X>,<Y>]`
1926 * Must be used after `size` element.
1927 * Defines the position on the game window of the formspec's `anchor` point.
1928 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1930 * [0.0, 0.0] sets the position to the top left corner of the game window.
1931 * [1.0, 1.0] sets the position to the bottom right of the game window.
1932 * Defaults to the center of the game window [0.5, 0.5].
1934 #### `anchor[<X>,<Y>]`
1935 * Must be used after both `size` and `position` (if present) elements.
1936 * Defines the location of the anchor point within the formspec.
1937 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1939 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1940 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1941 * Defaults to the center of the formspec [0.5, 0.5].
1943 * `position` and `anchor` elements need suitable values to avoid a formspec
1944 extending off the game window due to particular game window sizes.
1946 #### `container[<X>,<Y>]`
1947 * Start of a container block, moves all physical elements in the container by
1949 * Must have matching `container_end`
1950 * Containers can be nested, in which case the offsets are added
1951 (child containers are relative to parent containers)
1953 #### `container_end[]`
1954 * End of a container, following elements are no longer relative to this
1957 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1958 * Show an inventory list
1960 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1961 * Show an inventory list
1963 #### `listring[<inventory location>;<list name>]`
1964 * Allows to create a ring of inventory lists
1965 * Shift-clicking on items in one element of the ring
1966 will send them to the next inventory list inside the ring
1967 * The first occurrence of an element inside the ring will
1968 determine the inventory where items will be sent to
1971 * Shorthand for doing `listring[<inventory location>;<list name>]`
1972 for the last two inventory lists added by list[...]
1974 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1975 * Sets background color of slots as `ColorString`
1976 * Sets background color of slots on mouse hovering
1978 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1979 * Sets background color of slots as `ColorString`
1980 * Sets background color of slots on mouse hovering
1981 * Sets color of slots border
1983 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1984 * Sets background color of slots as `ColorString`
1985 * Sets background color of slots on mouse hovering
1986 * Sets color of slots border
1987 * Sets default background color of tooltips
1988 * Sets default font color of tooltips
1990 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1991 * Adds tooltip for an element
1992 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1993 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1995 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1997 * Position and size units are inventory slots
1999 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2000 * Show an inventory image of registered item/node
2001 * Position and size units are inventory slots
2003 #### `bgcolor[<color>;<fullscreen>]`
2004 * Sets background color of formspec as `ColorString`
2005 * If `true`, the background color is drawn fullscreen (does not effect the size
2008 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2009 * Use a background. Inventory rectangles are not drawn then.
2010 * Position and size units are inventory slots
2011 * Example for formspec 8x4 in 16x resolution: image shall be sized
2012 8 times 16px times 4 times 16px.
2014 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2015 * Use a background. Inventory rectangles are not drawn then.
2016 * Position and size units are inventory slots
2017 * Example for formspec 8x4 in 16x resolution:
2018 image shall be sized 8 times 16px times 4 times 16px
2019 * If `true` the background is clipped to formspec size
2020 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2022 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2023 * Textual password style field; will be sent to server when a button is clicked
2024 * When enter is pressed in field, fields.key_enter_field will be sent with the
2026 * `x` and `y` position the field relative to the top left of the menu
2027 * `w` and `h` are the size of the field
2028 * Fields are a set height, but will be vertically centred on `h`
2029 * Position and size units are inventory slots
2030 * `name` is the name of the field as returned in fields to `on_receive_fields`
2031 * `label`, if not blank, will be text printed on the top left above the field
2032 * See field_close_on_enter to stop enter closing the formspec
2034 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2035 * Textual field; will be sent to server when a button is clicked
2036 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2037 the name of this field.
2038 * `x` and `y` position the field relative to the top left of the menu
2039 * `w` and `h` are the size of the field
2040 * Fields are a set height, but will be vertically centred on `h`
2041 * Position and size units are inventory slots
2042 * `name` is the name of the field as returned in fields to `on_receive_fields`
2043 * `label`, if not blank, will be text printed on the top left above the field
2044 * `default` is the default value of the field
2045 * `default` may contain variable references such as `${text}'` which
2046 will fill the value from the metadata value `text`
2047 * **Note**: no extra text or more than a single variable is supported ATM.
2048 * See `field_close_on_enter` to stop enter closing the formspec
2050 #### `field[<name>;<label>;<default>]`
2051 * As above, but without position/size units
2052 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2053 the name of this field.
2054 * Special field for creating simple forms, such as sign text input
2055 * Must be used without a `size[]` element
2056 * A "Proceed" button will be added automatically
2057 * See `field_close_on_enter` to stop enter closing the formspec
2059 #### `field_close_on_enter[<name>;<close_on_enter>]`
2060 * <name> is the name of the field
2061 * if <close_on_enter> is false, pressing enter in the field will submit the
2062 form but not close it.
2063 * defaults to true when not specified (ie: no tag for a field)
2065 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2066 * Same as fields above, but with multi-line input
2067 * if the text overflows a vertical scrollbar is added
2068 * if the name is empty the textarea is readonly, the label is not displayed.
2070 #### `label[<X>,<Y>;<label>]`
2071 * `x` and `y` work as per field
2072 * `label` is the text on the label
2073 * Position and size units are inventory slots
2075 #### `vertlabel[<X>,<Y>;<label>]`
2076 * Textual label drawn vertically
2077 * `x` and `y` work as per field
2078 * `label` is the text on the label
2079 * Position and size units are inventory slots
2081 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2082 * Clickable button. When clicked, fields will be sent.
2083 * `x`, `y` and `name` work as per field
2084 * `w` and `h` are the size of the button
2085 * Fixed button height. It will be vertically centred on `h`
2086 * `label` is the text on the button
2087 * Position and size units are inventory slots
2089 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2090 * `x`, `y`, `w`, `h`, and `name` work as per button
2091 * `texture name` is the filename of an image
2092 * Position and size units are inventory slots
2094 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2095 * `x`, `y`, `w`, `h`, and `name` work as per button
2096 * `texture name` is the filename of an image
2097 * Position and size units are inventory slots
2098 * `noclip=true` means the image button doesn't need to be within specified
2100 * `drawborder`: draw button border or not
2101 * `pressed texture name` is the filename of an image on pressed state
2103 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2104 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2105 * `item name` is the registered name of an item/node,
2106 tooltip will be made out of its description
2107 to override it use tooltip element
2108 * Position and size units are inventory slots
2110 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2111 * When clicked, fields will be sent and the form will quit.
2113 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2114 * When clicked, fields will be sent and the form will quit.
2116 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2117 * Scrollable item list showing arbitrary text elements
2118 * `x` and `y` position the itemlist relative to the top left of the menu
2119 * `w` and `h` are the size of the itemlist
2120 * `name` fieldname sent to server on doubleclick value is current selected
2122 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2124 * if you want a listelement to start with "#" write "##".
2126 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2127 * Scrollable itemlist showing arbitrary text elements
2128 * `x` and `y` position the item list relative to the top left of the menu
2129 * `w` and `h` are the size of the item list
2130 * `name` fieldname sent to server on doubleclick value is current selected
2132 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2133 * if you want a listelement to start with "#" write "##"
2134 * Index to be selected within textlist
2135 * `true`/`false`: draw transparent background
2136 * See also `minetest.explode_textlist_event`
2137 (main menu: `engine.explode_textlist_event`).
2139 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2140 * Show a tab**header** at specific position (ignores formsize)
2141 * `x` and `y` position the itemlist relative to the top left of the menu
2142 * `name` fieldname data is transferred to Lua
2143 * `caption 1`...: name shown on top of tab
2144 * `current_tab`: index of selected tab 1...
2145 * `transparent` (optional): show transparent
2146 * `draw_border` (optional): draw border
2148 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2149 * Simple colored semitransparent box
2150 * `x` and `y` position the box relative to the top left of the menu
2151 * `w` and `h` are the size of box
2152 * `color` is color specified as a `ColorString`
2154 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2155 * Show a dropdown field
2156 * **Important note**: There are two different operation modes:
2157 1. handle directly on change (only changed dropdown is submitted)
2158 2. read the value on pressing a button (all dropdown values are available)
2159 * `x` and `y` position of dropdown
2161 * Fieldname data is transferred to Lua
2162 * Items to be shown in dropdown
2163 * Index of currently selected dropdown item
2165 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2167 * `x` and `y`: position of checkbox
2168 * `name` fieldname data is transferred to Lua
2169 * `label` to be shown left of checkbox
2170 * `selected` (optional): `true`/`false`
2172 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2174 * There are two ways to use it:
2175 1. handle the changed event (only changed scrollbar is available)
2176 2. read the value on pressing a button (all scrollbars are available)
2177 * `x` and `y`: position of trackbar
2178 * `w` and `h`: width and height
2179 * `orientation`: `vertical`/`horizontal`
2180 * Fieldname data is transferred to Lua
2181 * Value this trackbar is set to (`0`-`1000`)
2182 * See also `minetest.explode_scrollbar_event`
2183 (main menu: `engine.explode_scrollbar_event`).
2185 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2186 * Show scrollable table using options defined by the previous `tableoptions[]`
2187 * Displays cells as defined by the previous `tablecolumns[]`
2188 * `x` and `y`: position the itemlist relative to the top left of the menu
2189 * `w` and `h` are the size of the itemlist
2190 * `name`: fieldname sent to server on row select or doubleclick
2191 * `cell 1`...`cell n`: cell contents given in row-major order
2192 * `selected idx`: index of row to be selected within table (first row = `1`)
2193 * See also `minetest.explode_table_event`
2194 (main menu: `engine.explode_table_event`).
2196 #### `tableoptions[<opt 1>;<opt 2>;...]`
2197 * Sets options for `table[]`
2199 * default text color (`ColorString`), defaults to `#FFFFFF`
2200 * `background=#RRGGBB`
2201 * table background color (`ColorString`), defaults to `#000000`
2202 * `border=<true/false>`
2203 * should the table be drawn with a border? (default: `true`)
2204 * `highlight=#RRGGBB`
2205 * highlight background color (`ColorString`), defaults to `#466432`
2206 * `highlight_text=#RRGGBB`
2207 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2208 * `opendepth=<value>`
2209 * all subtrees up to `depth < value` are open (default value = `0`)
2210 * only useful when there is a column of type "tree"
2212 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2213 * Sets columns for `table[]`
2214 * Types: `text`, `image`, `color`, `indent`, `tree`
2215 * `text`: show cell contents as text
2216 * `image`: cell contents are an image index, use column options to define
2218 * `color`: cell contents are a ColorString and define color of following
2220 * `indent`: cell contents are a number and define indentation of following
2222 * `tree`: same as indent, but user can open and close subtrees
2226 * for `text` and `image`: content alignment within cells.
2227 Available values: `left` (default), `center`, `right`, `inline`
2229 * for `text` and `image`: minimum width in em (default: `0`)
2230 * for `indent` and `tree`: indent width in em (default: `1.5`)
2231 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2232 Exception: defaults to 0 for indent columns
2233 * `tooltip=<value>`: tooltip text (default: empty)
2234 * `image` column options:
2235 * `0=<value>` sets image for image index 0
2236 * `1=<value>` sets image for image index 1
2237 * `2=<value>` sets image for image index 2
2238 * and so on; defined indices need not be contiguous empty or
2239 non-numeric cells are treated as `0`.
2240 * `color` column options:
2241 * `span=<value>`: number of following columns to affect
2242 (default: infinite).
2244 **Note**: do _not_ use a element name starting with `key_`; those names are
2245 reserved to pass key press events to formspec!
2249 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2250 * `"current_player"`: Player to whom the menu is shown
2251 * `"player:<name>"`: Any player
2252 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2253 * `"detached:<name>"`: A detached inventory
2255 Player Inventory lists
2256 ----------------------
2257 * `main`: list containing the default inventory
2258 * `craft`: list containing the craft input
2259 * `craftpreview`: list containing the craft output
2260 * `hand`: list containing an override for the empty hand
2264 `#RGB` defines a color in hexadecimal format.
2266 `#RGBA` defines a color in hexadecimal format and alpha channel.
2268 `#RRGGBB` defines a color in hexadecimal format.
2270 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2272 Named colors are also supported and are equivalent to
2273 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2274 To specify the value of the alpha channel, append `#AA` to the end of the color
2275 name (e.g. `colorname#08`). For named colors the hexadecimal string
2276 representing the alpha value must (always) be two hexadecimal digits.
2280 A ColorSpec specifies a 32-bit color. It can be written in either:
2281 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2282 `colorspec = {a=255, r=0, g=255, b=0}`
2283 numerical form, the raw integer value of an ARGB8 quad:
2284 `colorspec = 0xFF00FF00`
2285 or string form, a ColorString (defined above):
2286 `colorspec = "green"`
2290 Most text can contain escape sequences, that can for example color the text.
2291 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2292 The following functions provide escape sequences:
2294 * `minetest.get_color_escape_sequence(color)`:
2295 * `color` is a ColorString
2296 * The escape sequence sets the text color to `color`
2297 * `minetest.colorize(color, message)`:
2299 `minetest.get_color_escape_sequence(color) ..
2301 minetest.get_color_escape_sequence("#ffffff")`
2302 * `minetest.get_background_escape_sequence(color)`
2303 * `color` is a ColorString
2304 * The escape sequence sets the background of the whole text element to
2305 `color`. Only defined for item descriptions and tooltips.
2306 * `minetest.strip_foreground_colors(str)`
2307 * Removes foreground colors added by `get_color_escape_sequence`.
2308 * `minetest.strip_background_colors(str)`
2309 * Removes background colors added by `get_background_escape_sequence`.
2310 * `minetest.strip_colors(str)`
2311 * Removes all color escape sequences.
2315 For the following functions, `v`, `v1`, `v2` are vectors,
2316 `p1`, `p2` are positions:
2318 * `vector.new(a[, b, c])`:
2320 * A copy of `a` if `a` is a vector.
2321 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2322 * `vector.direction(p1, p2)`:
2323 * Returns a vector of length 1 with direction `p1` to `p2`.
2324 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2325 * `vector.distance(p1, p2)`:
2326 * Returns zero or a positive number, the distance between `p1` and `p2`.
2327 * `vector.length(v)`:
2328 * Returns zero or a positive number, the length of vector `v`.
2329 * `vector.normalize(v)`:
2330 * Returns a vector of length 1 with direction of vector `v`.
2331 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2332 * `vector.floor(v)`:
2333 * Returns a vector, each dimension rounded down.
2334 * `vector.round(v)`:
2335 * Returns a vector, each dimension rounded to nearest integer.
2336 * `vector.apply(v, func)`:
2337 * Returns a vector where the function `func` has been applied to each
2339 * `vector.equals(v1, v2)`:
2340 * Returns a boolean, `true` if the vectors are identical.
2341 * `vector.sort(v1, v2)`:
2342 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2344 For the following functions `x` can be either a vector or a number:
2346 * `vector.add(v, x)`:
2348 * `vector.subtract(v, x)`:
2350 * `vector.multiply(v, x)`:
2351 * Returns a scaled vector or Schur product.
2352 * `vector.divide(v, x)`:
2353 * Returns a scaled vector or Schur quotient.
2357 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2358 human-readable, handles reference loops.
2359 * `obj`: arbitrary variable
2360 * `name`: string, default: `"_"`
2361 * `dumped`: table, default: `{}`
2362 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2363 * `obj`: arbitrary variable
2364 * `dumped`: table, default: `{}`
2365 * `math.hypot(x, y)`
2366 * Get the hypotenuse of a triangle with legs x and y.
2367 Useful for distance calculation.
2368 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2369 * Get the sign of a number.
2370 * tolerance: number, default: `0.0`
2371 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2373 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2374 * `separator`: string, default: `","`
2375 * `include_empty`: boolean, default: `false`
2376 * `max_splits`: number, if it's positive, splits aren't limited,
2378 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2379 string or a pattern (regex), default: `false`
2380 * e.g. `"a,b":split","` returns `{"a","b"}`
2381 * `string:trim()`: returns the string without whitespace pre- and suffixes
2382 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2383 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2384 * Adds newlines to the string to keep it within the specified character
2386 * Note that the returned lines may be longer than the limit since it only
2387 splits at word borders.
2388 * `limit`: number, maximal amount of characters in one line
2389 * `as_table`: boolean, if set to true, a table of lines instead of a string
2390 is returned, default: `false`
2391 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2392 * `pos`: table {x=X, y=Y, z=Z}
2393 * Converts the position `pos` to a human-readable, printable string
2394 * `decimal_places`: number, if specified, the x, y and z values of
2395 the position are rounded to the given decimal place.
2396 * `minetest.string_to_pos(string)`: returns a position or `nil`
2397 * Same but in reverse.
2398 * If the string can't be parsed to a position, nothing is returned.
2399 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2400 * Converts a string representing an area box into two positions
2401 * `minetest.formspec_escape(string)`: returns a string
2402 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2404 * `minetest.is_yes(arg)`
2405 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2406 * `minetest.get_us_time()`
2407 * returns time with microsecond precision. May not return wall time.
2408 * `table.copy(table)`: returns a table
2409 * returns a deep copy of `table`
2410 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2412 * returns the exact position on the surface of a pointed node
2417 Texts can be translated client-side with the help of `minetest.translate` and
2420 ### Translating a string
2421 Two functions are provided to translate strings: `minetest.translate` and
2422 `minetest.get_translator`.
2424 * `minetest.get_translator(textdomain)` is a simple wrapper around
2425 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2426 equivalent to `minetest.translate(textdomain, str, ...)`.
2427 It is intended to be used in the following way, so that it avoids verbose
2428 repetitions of `minetest.translate`:
2430 local S = minetest.get_translator(textdomain)
2433 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2435 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2436 the given `textdomain` for disambiguation. The textdomain must match the
2437 textdomain specified in the translation file in order to get the string
2438 translated. This can be used so that a string is translated differently in
2440 It is advised to use the name of the mod as textdomain whenever possible, to
2441 avoid clashes with other mods.
2442 This function must be given a number of arguments equal to the number of
2443 arguments the translated string expects.
2444 Arguments are literal strings -- they will not be translated, so if you want
2445 them to be, they need to come as outputs of `minetest.translate` as well.
2447 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2448 by the translation of "Red". We can do the following:
2450 local S = minetest.get_translator()
2451 S("@1 Wool", S("Red"))
2453 This will be displayed as "Red Wool" on old clients and on clients that do
2454 not have localization enabled. However, if we have for instance a translation
2455 file named `wool.fr.tr` containing the following:
2460 this will be displayed as "Laine Rouge" on clients with a French locale.
2462 ### Operations on translated strings
2464 The output of `minetest.translate` is a string, with escape sequences adding
2465 additional information to that string so that it can be translated on the
2466 different clients. In particular, you can't expect operations like string.length
2467 to work on them like you would expect them to, or string.gsub to work in the
2468 expected manner. However, string concatenation will still work as expected
2469 (note that you should only use this for things like formspecs; do not translate
2470 sentences by breaking them into parts; arguments should be used instead), and
2471 operations such as `minetest.colorize` which are also concatenation.
2473 ### Translation file format
2474 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2476 The file should be a text file, with the following format:
2478 * Lines beginning with `# textdomain:` (the space is significant) can be used
2479 to specify the text domain of all following translations in the file.
2480 * All other empty lines or lines beginning with `#` are ignored.
2481 * Other lines should be in the format `original=translated`. Both `original`
2482 and `translated` can contain escape sequences beginning with `@` to insert
2483 arguments, literal `@`, `=` or newline (See ### Escapes below).
2484 There must be no extraneous whitespace around the `=` or at the beginning or
2485 the end of the line.
2488 Strings that need to be translated can contain several escapes, preceded by `@`.
2490 * `@@` acts as a literal `@`.
2491 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2492 string that will be inlined when translation. Due to how translations are
2493 implemented, the original translation string **must** have its arguments in
2494 increasing order, without gaps or repetitions, starting from 1.
2495 * `@=` acts as a literal `=`. It is not required in strings given to
2496 `minetest.translate`, but is in translation files to avoid being confused
2497 with the `=` separating the original from the translation.
2498 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2499 As with `@=`, this escape is not required in strings given to
2500 `minetest.translate`, but is in translation files.
2501 * `@n` acts as a literal newline as well.
2503 `minetest` namespace reference
2504 ------------------------------
2508 * `minetest.get_current_modname()`: returns the currently loading mod's name,
2510 * `minetest.get_modpath(modname)`: returns e.g.
2511 `"/home/user/.minetest/usermods/modname"`.
2512 * Useful for loading additional `.lua` modules or static data from mod
2513 * `minetest.get_modnames()`: returns a list of installed mods
2514 * Return a list of installed mods, sorted alphabetically
2515 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2516 * Useful for storing custom data
2517 * `minetest.is_singleplayer()`
2518 * `minetest.features`: Table containing API feature flags
2521 glasslike_framed = true,
2522 nodebox_as_selectionbox = true,
2523 chat_send_player_param3 = true,
2524 get_all_craft_recipes_works = true,
2525 use_texture_alpha = true,
2526 -- ^ The transparency channel of textures can be used optionally
2527 no_legacy_abms = true,
2528 -- ^ Tree and grass ABMs are no longer done from C++
2529 texture_names_parens = true,
2530 -- ^ Texture grouping is possible using parentheses
2531 area_store_custom_ids = true,
2532 -- ^ Unique Area ID for AreaStore:insert_area
2533 add_entity_with_staticdata = true,
2534 -- ^ add_entity supports passing initial staticdata to on_activate
2535 no_chat_message_prediction = true,
2536 -- ^ Chat messages are no longer predicted
2538 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2539 * `arg`: string or table in format `{foo=true, bar=true}`
2540 * `missing_features`: `{foo=true, bar=true}`
2541 * `minetest.get_player_information(player_name)`:
2542 * Returns a table containing information about a player.
2543 Example return value:
2546 address = "127.0.0.1", -- IP address of client
2547 ip_version = 4, -- IPv4 / IPv6
2548 min_rtt = 0.01, -- minimum round trip time
2549 max_rtt = 0.2, -- maximum round trip time
2550 avg_rtt = 0.02, -- average round trip time
2551 min_jitter = 0.01, -- minimum packet time jitter
2552 max_jitter = 0.5, -- maximum packet time jitter
2553 avg_jitter = 0.03, -- average packet time jitter
2554 connection_uptime = 200, -- seconds since client connected
2555 protocol_version = 32, -- protocol version used by client
2556 -- following information is available on debug build only!!!
2557 -- DO NOT USE IN MODS
2558 --ser_vers = 26, -- serialization version used by client
2559 --major = 0, -- major version number
2560 --minor = 4, -- minor version number
2561 --patch = 10, -- patch version number
2562 --vers_string = "0.4.9-git", -- full version string
2563 --state = "Active" -- current client state
2565 * `minetest.mkdir(path)`: returns success.
2566 * Creates a directory specified by `path`, creating parent directories
2567 if they don't exist.
2568 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2570 * nil: return all entries,
2571 * true: return only subdirectory names, or
2572 * false: return only file names.
2573 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2574 * Replaces contents of file at path with new contents in a safe (atomic)
2575 way. Use this instead of below code when writing e.g. database files:
2576 `local f = io.open(path, "wb"); f:write(content); f:close()`
2577 * `minetest.get_version()`: returns a table containing components of the
2578 engine version. Components:
2579 * `project`: Name of the project, eg, "Minetest"
2580 * `string`: Simple version, eg, "1.2.3-dev"
2581 * `hash`: Full git version (only set if available),
2582 eg, "1.2.3-dev-01234567-dirty".
2583 Use this for informational purposes only. The information in the returned
2584 table does not represent the capabilities of the engine, nor is it
2585 reliable or verifiable. Compatible forks will have a different name and
2586 version entirely. To check for the presence of engine features, test
2587 whether the functions exported by the wanted features exist. For example:
2588 `if minetest.check_for_falling then ... end`.
2589 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2590 * `data`: string of data to hash
2591 * `raw`: return raw bytes instead of hex digits, default: false
2594 * `minetest.debug(...)`
2595 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2596 * `minetest.log([level,] text)`
2597 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2598 `"info"`, or `"verbose"`. Default is `"none"`.
2600 ### Registration functions
2601 Call these functions only at load time!
2603 * `minetest.register_entity(name, prototype table)`
2604 * `minetest.register_abm(abm definition)`
2605 * `minetest.register_lbm(lbm definition)`
2606 * `minetest.register_node(name, node definition)`
2607 * `minetest.register_tool(name, item definition)`
2608 * `minetest.register_craftitem(name, item definition)`
2609 * `minetest.unregister_item(name)`
2610 * `minetest.register_alias(name, convert_to)`
2611 * Also use this to set the 'mapgen aliases' needed in a game for the core
2612 * mapgens. See 'Mapgen aliases' section above.
2613 * `minetest.register_alias_force(name, convert_to)`
2614 * `minetest.register_craft(recipe)`
2615 * Check recipe table syntax for different types below.
2616 * `minetest.clear_craft(recipe)`
2617 * Will erase existing craft based either on output item or on input recipe.
2618 * Specify either output or input only. If you specify both, input will be
2619 ignored. For input use the same recipe table syntax as for
2620 `minetest.register_craft(recipe)`. For output specify only the item,
2622 * If no erase candidate could be found, Lua exception will be thrown.
2623 * **Warning**! The type field ("shaped","cooking" or any other) will be
2624 ignored if the recipe contains output. Erasing is then done independently
2625 from the crafting method.
2626 * `minetest.register_ore(ore definition)`
2627 * `minetest.register_biome(biome definition)`
2628 * `minetest.register_decoration(decoration definition)`
2629 * `minetest.override_item(name, redefinition)`
2630 * Overrides fields of an item registered with register_node/tool/craftitem.
2631 * Note: Item must already be defined, (opt)depend on the mod defining it.
2632 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2633 * `minetest.clear_registered_ores()`
2634 * `minetest.clear_registered_biomes()`
2635 * `minetest.clear_registered_decorations()`
2637 ### Global callback registration functions
2638 Call these functions only at load time!
2640 * `minetest.register_globalstep(func(dtime))`
2641 * Called every server step, usually interval of 0.1s
2642 * `minetest.register_on_shutdown(func())`
2643 * Called before server shutdown
2644 * **Warning**: If the server terminates abnormally (i.e. crashes), the
2645 registered callbacks **will likely not be run**. Data should be saved at
2646 semi-frequent intervals as well as on server shutdown.
2647 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2648 * Called when a node has been placed
2649 * If return `true` no item is taken from `itemstack`
2650 * `placer` may be any valid ObjectRef or nil.
2651 * **Not recommended**; use `on_construct` or `after_place_node` in node
2652 definition whenever possible.
2653 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2654 * Called when a node has been dug.
2655 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
2656 definition whenever possible.
2657 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2658 * Called when a node is punched
2659 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2660 * Called after generating a piece of world. Modifying nodes inside the area
2661 is a bit faster than usually.
2662 * `minetest.register_on_newplayer(func(ObjectRef))`
2663 * Called after a new player has been created
2664 * `minetest.register_on_dieplayer(func(ObjectRef))`
2665 * Called when a player dies
2666 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2667 * Called when a player is punched
2668 * `player` - ObjectRef - Player that was punched
2669 * `hitter` - ObjectRef - Player that hit
2670 * `time_from_last_punch`: Meant for disallowing spamming of clicks
2672 * `tool_capabilities`: capability table of used tool (can be nil)
2673 * `dir`: unit vector of direction of punch. Always defined. Points from
2674 the puncher to the punched.
2675 * `damage` - number that represents the damage calculated by the engine
2676 * should return `true` to prevent the default damage mechanism
2677 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2678 * Called when the player gets damaged or healed
2679 * `player`: ObjectRef of the player
2680 * `hp_change`: the amount of change. Negative when it is damage.
2681 * `modifier`: when true, the function should return the actual `hp_change`.
2682 Note: modifiers only get a temporary hp_change that can be modified by
2683 later modifiers. modifiers can return true as a second argument to stop
2684 the execution of further functions. Non-modifiers receive the final hp
2685 change calculated by the modifiers.
2686 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2687 * Called when player is to be respawned
2688 * Called _before_ repositioning of player occurs
2689 * return true in func to disable regular player placement
2690 * `minetest.register_on_prejoinplayer(func(name, ip))`
2691 * Called before a player joins the game
2692 * If it returns a string, the player is disconnected with that string as
2694 * `minetest.register_on_joinplayer(func(ObjectRef))`
2695 * Called when a player joins the game
2696 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2697 * Called when a player leaves the game
2698 * `timed_out`: True for timeout, false for other reasons.
2699 * `minetest.register_on_auth_fail(func(name, ip))`
2700 * Called when a client attempts to log into an account but supplies the
2702 * `ip`: The IP address of the client.
2703 * `name`: The account the client attempted to log into.
2704 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2705 * Called when a player cheats
2706 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2708 * `interacted_too_far`
2709 * `interacted_while_dead`
2710 * `finished_unknown_dig`
2713 * `minetest.register_on_chat_message(func(name, message))`
2714 * Called always when a player says something
2715 * Return `true` to mark the message as handled, which means that it will
2716 not be sent to other players.
2717 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2718 * Called when a button is pressed in player's inventory form
2719 * Newest functions are called first
2720 * If function returns `true`, remaining functions are not called
2721 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2722 * Called when `player` crafts something
2723 * `itemstack` is the output
2724 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
2726 * `craft_inv` is the inventory with the crafting grid
2727 * Return either an `ItemStack`, to replace the output, or `nil`, to not
2729 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2730 * The same as before, except that it is called before the player crafts, to
2731 make craft prediction, and it should not change anything.
2732 * `minetest.register_on_protection_violation(func(pos, name))`
2733 * Called by `builtin` and mods when a player violates protection at a
2734 position (eg, digs a node or punches a protected entity).
2735 * The registered functions can be called using
2736 `minetest.record_protection_violation`.
2737 * The provided function should check that the position is protected by the
2738 mod calling this function before it prints a message, if it does, to
2739 allow for multiple protection mods.
2740 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2741 * Called when an item is eaten, by `minetest.item_eat`
2742 * Return `true` or `itemstack` to cancel the default item eat response
2743 (i.e.: hp increase).
2744 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2745 * Called when `granter` grants the priv `priv` to `name`.
2746 * Note that the callback will be called twice if it's done by a player,
2747 once with granter being the player name, and again with granter being nil.
2748 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2749 * Called when `revoker` revokes the priv `priv` from `name`.
2750 * Note that the callback will be called twice if it's done by a player,
2751 once with revoker being the player name, and again with revoker being nil.
2752 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2753 * Called when `name` user connects with `ip`.
2754 * Return `true` to by pass the player limit
2755 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2756 * Called when an incoming mod channel message is received
2757 * You should have joined some channels to receive events.
2758 * If message comes from a server mod, `sender` field is an empty string.
2760 ### Other registration functions
2761 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2762 * Adds definition to `minetest.registered_chatcommands`
2763 * `minetest.override_chatcommand(name, redefinition)`
2764 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2765 * `minetest.unregister_chatcommand(name)`
2766 * Unregisters a chatcommands registered with `register_chatcommand`.
2767 * `minetest.register_privilege(name, definition)`
2768 * `definition`: `"description text"`
2770 `{description = "description text", give_to_singleplayer = boolean}`
2771 the default of `give_to_singleplayer` is true.
2772 * To allow players with `basic_privs` to grant, see `basic_privs`
2773 minetest.conf setting.
2774 * `on_grant(name, granter_name)`: Called when given to player `name` by
2776 `granter_name` will be nil if the priv was granted by a mod.
2777 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
2779 `revoker_name` will be nil if the priv was revoked by a mod
2780 * Note that the above two callbacks will be called twice if a player is
2781 responsible, once with the player name, and then with a nil player name.
2782 * Return true in the above callbacks to stop register_on_priv_grant or
2783 revoke being called.
2784 * `minetest.register_authentication_handler(authentication handler definition)`
2785 * Registers an auth handler that overrides the builtin one
2786 * This function can be called by a single mod once only.
2789 * `minetest.settings`: Settings object containing all of the settings from the
2790 main config file (`minetest.conf`).
2791 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2792 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2795 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2796 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2797 * Convert between two privilege representations
2798 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2799 * `minetest.check_player_privs(player_or_name, ...)`:
2800 returns `bool, missing_privs`
2801 * A quickhand for checking privileges.
2802 * `player_or_name`: Either a Player object or the name of a player.
2803 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2804 a table, e.g. `{ priva = true, privb = true }`.
2806 * `minetest.check_password_entry(name, entry, password)`
2807 * Returns true if the "password entry" for a player with name matches given
2808 password, false otherwise.
2809 * The "password entry" is the password representation generated by the
2810 engine as returned as part of a `get_auth()` call on the auth handler.
2811 * Only use this function for making it possible to log in via password from
2812 external protocols such as IRC, other uses are frowned upon.
2813 * `minetest.get_password_hash(name, raw_password)`
2814 * Convert a name-password pair to a password hash that Minetest can use.
2815 * The returned value alone is not a good basis for password checks based
2816 on comparing the password hash in the database with the password hash
2817 from the function, with an externally provided password, as the hash
2818 in the db might use the new SRP verifier format.
2819 * For this purpose, use `minetest.check_password_entry` instead.
2820 * `minetest.get_player_ip(name)`: returns an IP address string for the player
2822 * The player needs to be online for this to be successful.
2824 * `minetest.get_auth_handler()`: Return the currently active auth handler
2825 * See the `Authentication handler definition`
2826 * Use this to e.g. get the authentication data for a player:
2827 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2828 * `minetest.notify_authentication_modified(name)`
2829 * Must be called by the authentication handler for privilege changes.
2830 * `name`: string; if omitted, all auth data should be considered modified
2831 * `minetest.set_player_password(name, password_hash)`: Set password hash of
2833 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
2835 * `minetest.auth_reload()`
2836 * See `reload()` in authentication handler definition
2838 `minetest.set_player_password`, `minetest_set_player_privs`,
2839 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
2843 * `minetest.chat_send_all(text)`
2844 * `minetest.chat_send_player(name, text)`
2846 ### Environment access
2847 * `minetest.set_node(pos, node)`
2848 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2849 * Set node at position `pos`
2850 * `node`: table `{name=string, param1=number, param2=number}`
2851 * If param1 or param2 is omitted, it's set to `0`.
2852 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2853 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
2854 * Set node on all positions set in the first argument.
2855 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
2856 * For node specification or position syntax see `minetest.set_node` call
2857 * Faster than set_node due to single call, but still considerably slower than
2858 Voxel Manipulators (LVM) for large numbers of nodes.
2859 Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out
2860 positions which would cause LVMs to waste memory.
2861 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20x faster.
2862 * `minetest.swap_node(pos, node)`
2863 * Set node at position, but don't remove metadata
2864 * `minetest.remove_node(pos)`
2865 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2866 * `minetest.get_node(pos)`
2867 * Returns the node at the given position as table in the format
2868 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2870 * `minetest.get_node_or_nil(pos)`
2871 * Same as `get_node` but returns `nil` for unloaded areas.
2872 * `minetest.get_node_light(pos, timeofday)`
2873 * Gets the light value at the given position. Note that the light value
2874 "inside" the node at the given position is returned, so you usually want
2875 to get the light value of a neighbor.
2876 * `pos`: The position where to measure the light.
2877 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2878 * Returns a number between `0` and `15` or `nil`
2879 * `minetest.place_node(pos, node)`
2880 * Place node with the same effects that a player would cause
2881 * `minetest.dig_node(pos)`
2882 * Dig node with the same effects that a player would cause
2883 * Returns `true` if successful, `false` on failure (e.g. protected location)
2884 * `minetest.punch_node(pos)`
2885 * Punch node with the same effects that a player would cause
2886 * `minetest.spawn_falling_node(pos)`
2887 * Change node into falling node
2888 * Returns `true` if successful, `false` on failure
2890 * `minetest.find_nodes_with_meta(pos1, pos2)`
2891 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2892 * `minetest.get_meta(pos)`
2893 * Get a `NodeMetaRef` at that position
2894 * `minetest.get_node_timer(pos)`
2895 * Get `NodeTimerRef`
2897 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2898 * Returns `ObjectRef`, or `nil` if failed
2899 * `minetest.add_item(pos, item)`: Spawn item
2900 * Returns `ObjectRef`, or `nil` if failed
2901 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2902 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2903 * `radius`: using an euclidean metric
2904 * `minetest.set_timeofday(val)`
2905 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2906 * `minetest.get_timeofday()`
2907 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2908 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2909 * accounting for time changes.
2910 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2911 * `radius`: using a maximum metric
2912 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2913 * `search_center` is an optional boolean (default: `false`)
2914 If true `pos` is also checked for the nodes
2915 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2916 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2917 * First return value: Table with all node positions
2918 * Second return value: Table with the count of each node with the node name as index
2919 * Area volume is limited to 4,096,000 nodes
2920 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2921 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2922 * Return value: Table with all node positions with a node air above
2923 * Area volume is limited to 4,096,000 nodes
2924 * `minetest.get_perlin(noiseparams)`
2925 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2926 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2927 * `minetest.get_voxel_manip([pos1, pos2])`
2928 * Return voxel manipulator object.
2929 * Loads the manipulator from the map if positions are passed.
2930 * `minetest.set_gen_notify(flags, {deco_ids})`
2931 * Set the types of on-generate notifications that should be collected.
2932 * `flags` is a flag field with the available flags:
2940 * The second parameter is a list of IDS of decorations which notification
2942 * `minetest.get_gen_notify()`
2943 * Returns a flagstring and a table with the `deco_id`s.
2944 * `minetest.get_decoration_id(decoration_name)
2945 * Returns the decoration ID number for the provided decoration name string,
2946 or `nil` on failure.
2947 * `minetest.get_mapgen_object(objectname)`
2948 * Return requested mapgen object if available (see "Mapgen objects")
2949 * `minetest.get_heat(pos)`
2950 * Returns the heat at the position, or `nil` on failure.
2951 * `minetest.get_humidity(pos)`
2952 * Returns the humidity at the position, or `nil` on failure.
2953 * `minetest.get_biome_data(pos)`
2954 * Returns a table containing:
2955 * `biome` the biome id of the biome at that position
2956 * `heat` the heat at the position
2957 * `humidity` the humidity at the position
2958 * Or returns `nil` on failure.
2959 * `minetest.get_biome_id(biome_name)`
2960 * Returns the biome id, as used in the biomemap Mapgen object and returned
2961 by `minetest.get_biome_data(pos)`, for a given biome_name string.
2962 * `minetest.get_mapgen_params()`
2963 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
2964 * Returns a table containing:
2970 * `minetest.set_mapgen_params(MapgenParams)`
2971 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
2973 * Set map generation parameters.
2974 * Function cannot be called after the registration period; only
2975 initialization and `on_mapgen_init`.
2976 * Takes a table as an argument with the fields:
2982 * Leave field unset to leave that parameter unchanged.
2983 * `flags` contains a comma-delimited string of flags to set, or if the
2984 prefix `"no"` is attached, clears instead.
2985 * `flags` is in the same format and has the same options as `mg_flags` in
2987 * `minetest.get_mapgen_setting(name)`
2988 * Gets the *active* mapgen setting (or nil if none exists) in string
2989 format with the following order of precedence:
2990 1) Settings loaded from map_meta.txt or overrides set during mod execution
2991 2) Settings set by mods without a metafile override
2992 3) Settings explicitly set in the user config file, minetest.conf
2993 4) Settings set as the user config default
2994 * `minetest.get_mapgen_setting_noiseparams(name)`
2995 * Same as above, but returns the value as a NoiseParams table if the
2996 setting `name` exists and is a valid NoiseParams.
2997 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2998 * Sets a mapgen param to `value`, and will take effect if the corresponding
2999 mapgen setting is not already present in map_meta.txt.
3000 * `override_meta` is an optional boolean (default: `false`). If this is set
3001 to true, the setting will become the active setting regardless of the map
3003 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3004 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3005 * Same as above, except value is a NoiseParams table.
3006 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3007 * Sets the noiseparams setting of `name` to the noiseparams table specified
3009 * `set_default` is an optional boolean (default: `true`) that specifies
3010 whether the setting should be applied to the default config or current
3012 * `minetest.get_noiseparams(name)`
3013 * Returns a table of the noiseparams for name.
3014 * `minetest.generate_ores(vm, pos1, pos2)`
3015 * Generate all registered ores within the VoxelManip `vm` and in the area
3016 from `pos1` to `pos2`.
3017 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3018 * `minetest.generate_decorations(vm, pos1, pos2)`
3019 * Generate all registered decorations within the VoxelManip `vm` and in the
3020 area from `pos1` to `pos2`.
3021 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3022 * `minetest.clear_objects([options])`
3023 * Clear all objects in the environment
3024 * Takes an optional table as an argument with the field `mode`.
3025 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
3026 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
3027 clear objects in unloaded mapblocks only when the mapblocks are next activated.
3028 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3029 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
3030 fetched from memory, loaded from disk, or if inexistent, generates them.
3031 * If `callback` is a valid Lua function, this will be called for each block emerged.
3032 * The function signature of callback is:
3033 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
3034 * `blockpos` is the *block* coordinates of the block that had been emerged
3035 * `action` could be one of the following constant values:
3036 * `minetest.EMERGE_CANCELLED`
3037 * `minetest.EMERGE_ERRORED`
3038 * `minetest.EMERGE_FROM_MEMORY`
3039 * `minetest.EMERGE_FROM_DISK`
3040 * `minetest.EMERGE_GENERATED`
3041 * `calls_remaining` is the number of callbacks to be expected after this one
3042 * `param` is the user-defined parameter passed to emerge_area (or nil if the
3043 parameter was absent)
3044 * `minetest.delete_area(pos1, pos2)`
3045 * delete all mapblocks in the area from pos1 to pos2, inclusive
3046 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
3047 * Checks if there is anything other than air between pos1 and pos2.
3048 * Returns false if something is blocking the sight.
3049 * Returns the position of the blocking node when `false`
3050 * `pos1`: First position
3051 * `pos2`: Second position
3052 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
3053 * Creates a `Raycast` object.
3054 * `pos1`: start of the ray
3055 * `pos2`: end of the ray
3056 * `objects` : if false, only nodes will be returned. Default is `true`.
3057 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
3058 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
3059 * returns table containing path
3060 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
3061 * `pos1`: start position
3062 * `pos2`: end position
3063 * `searchdistance`: number of blocks to search in each direction using a maximum metric
3064 * `max_jump`: maximum height difference to consider walkable
3065 * `max_drop`: maximum height difference to consider droppable
3066 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
3067 * `minetest.spawn_tree (pos, {treedef})`
3068 * spawns L-system tree at given `pos` with definition in `treedef` table
3069 * `minetest.transforming_liquid_add(pos)`
3070 * add node to liquid update queue
3071 * `minetest.get_node_max_level(pos)`
3072 * get max available level for leveled node
3073 * `minetest.get_node_level(pos)`
3074 * get level of leveled node (water, snow)
3075 * `minetest.set_node_level(pos, level)`
3076 * set level of leveled node, default `level` equals `1`
3077 * if `totallevel > maxlevel`, returns rest (`total-max`).
3078 * `minetest.add_node_level(pos, level)`
3079 * increase level of leveled node by level, default `level` equals `1`
3080 * if `totallevel > maxlevel`, returns rest (`total-max`)
3081 * can be negative for decreasing
3082 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
3083 * resets the light in a cuboid-shaped part of
3084 the map and removes lighting bugs.
3085 * Loads the area if it is not loaded.
3086 * `pos1` is the corner of the cuboid with the least coordinates
3087 (in node coordinates), inclusive.
3088 * `pos2` is the opposite corner of the cuboid, inclusive.
3089 * The actual updated cuboid might be larger than the specified one,
3090 because only whole map blocks can be updated.
3091 The actual updated area consists of those map blocks that intersect
3092 with the given cuboid.
3093 * However, the neighborhood of the updated area might change
3094 as well, as light can spread out of the cuboid, also light
3096 * returns `false` if the area is not fully generated,
3098 * `minetest.check_single_for_falling(pos)`
3099 * causes an unsupported `group:falling_node` node to fall and causes an
3100 unattached `group:attached_node` node to fall.
3101 * does not spread these updates to neighbours.
3102 * `minetest.check_for_falling(pos)`
3103 * causes an unsupported `group:falling_node` node to fall and causes an
3104 unattached `group:attached_node` node to fall.
3105 * spread these updates to neighbours and can cause a cascade
3107 * `minetest.get_spawn_level(x, z)`
3108 * Returns a player spawn y co-ordinate for the provided (x, z) co-ordinates,
3109 or `nil` for an unsuitable spawn point.
3110 * For most mapgens a 'suitable spawn point' is one with y between
3111 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
3112 so `nil` will be returned for many (x, z) co-ordinates.
3113 * The spawn level returned is for a player spawn in unmodified terrain.
3114 * The spawn level is intentionally above terrain level to cope with full-node
3118 You can find mod channels communication scheme in `docs/mod_channels.png`.
3120 * `minetest.mod_channel_join(channel_name)`
3121 * Server joins channel `channel_name`, and creates it if necessary. You
3122 should listen from incoming messages with `minetest.register_on_modchannel_message`
3123 call to receive incoming messages
3126 `minetest.get_inventory(location)`: returns an `InvRef`
3129 * `{type="player", name="celeron55"}`
3130 * `{type="node", pos={x=, y=, z=}}`
3131 * `{type="detached", name="creative"}`
3132 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
3133 * callbacks: See "Detached inventory callbacks"
3134 * `player_name`: Make detached inventory available to one player exclusively,
3135 by default they will be sent to every player (even if not used).
3136 Note that this parameter is mostly just a workaround and will be removed in future releases.
3137 * Creates a detached inventory. If it already exists, it is cleared.
3138 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3139 returns left over ItemStack
3140 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3143 * `minetest.show_formspec(playername, formname, formspec)`
3144 * `playername`: name of player to show formspec
3145 * `formname`: name passed to `on_player_receive_fields` callbacks.
3146 It should follow the `"modname:<whatever>"` naming convention
3147 * `formspec`: formspec to display
3148 * `minetest.close_formspec(playername, formname)`
3149 * `playername`: name of player to close formspec
3150 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
3152 * calling `show_formspec(playername, formname, "")` is equal to this expression
3153 * to close a formspec regardless of the formname, call
3154 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3155 * `minetest.formspec_escape(string)`: returns a string
3156 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
3157 * `minetest.explode_table_event(string)`: returns a table
3158 * returns e.g. `{type="CHG", row=1, column=2}`
3160 * `"INV"`: no row selected)
3161 * `"CHG"`: selected)
3162 * `"DCL"`: double-click
3163 * `minetest.explode_textlist_event(string)`: returns a table
3164 * returns e.g. `{type="CHG", index=1}`
3166 * `"INV"`: no row selected)
3167 * `"CHG"`: selected)
3168 * `"DCL"`: double-click
3169 * `minetest.explode_scrollbar_event(string)`: returns a table
3170 * returns e.g. `{type="CHG", value=500}`
3172 * `"INV"`: something failed
3173 * `"CHG"`: has been changed
3174 * `"VAL"`: not changed
3177 * `minetest.inventorycube(img1, img2, img3)`
3178 * Returns a string for making an image of a cube (useful as an item image)
3179 * `minetest.get_pointed_thing_position(pointed_thing, above)`
3180 * Get position of a `pointed_thing` (that you can get from somewhere)
3181 * `minetest.dir_to_facedir(dir, is6d)`
3182 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
3183 * passing something non-`nil`/`false` for the optional second parameter causes it to
3184 take the y component into account
3185 * `minetest.facedir_to_dir(facedir)`
3186 * Convert a facedir back into a vector aimed directly out the "back" of a node
3187 * `minetest.dir_to_wallmounted(dir)`
3188 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
3189 * `minetest.wallmounted_to_dir(wallmounted)`
3190 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
3191 * `minetest.dir_to_yaw(dir)`
3192 * Convert a vector into a yaw (angle)
3193 * `minetest.yaw_to_dir(yaw)`
3194 * Convert yaw (angle) to a vector
3195 * `minetest.is_colored_paramtype(ptype)`
3196 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
3197 information (`color`, `colorwallmounted` or `colorfacedir`).
3198 * `minetest.strip_param2_color(param2, paramtype2)`
3199 * Removes everything but the color information from the
3200 given `param2` value.
3201 * Returns `nil` if the given `paramtype2` does not contain color information
3202 * `minetest.get_node_drops(nodename, toolname)`
3203 * Returns list of item names.
3204 * **Note**: This will be removed or modified in a future version.
3205 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
3206 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3207 * `input.width` = for example `3`
3208 * `input.items` = for example
3209 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3210 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3211 * `output.time` = a number, if unsuccessful: `0`
3212 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3213 `decremented_input.items`
3214 * `decremented_input` = like `input`
3215 * `minetest.get_craft_recipe(output)`: returns input
3216 * returns last registered recipe for output item (node)
3217 * `output` is a node or item type such as `"default:torch"`
3218 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3219 * `input.width` = for example `3`
3220 * `input.items` = for example
3221 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3222 * `input.items` = `nil` if no recipe found
3223 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3224 * returns indexed table with all registered recipes for query item (node)
3225 or `nil` if no recipe was found
3226 * recipe entry table:
3229 method = 'normal' or 'cooking' or 'fuel'
3230 width = 0-3, 0 means shapeless recipe
3231 items = indexed [1-9] table with recipe items
3232 output = string with item name and quantity
3234 * Example query for `"default:gold_ingot"` will return table:
3237 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3238 items = {1 = "default:gold_lump"}},
3239 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3240 items = {1 = "default:goldblock"}}
3242 * `minetest.handle_node_drops(pos, drops, digger)`
3243 * `drops`: list of itemstrings
3244 * Handles drops from nodes after digging: Default action is to put them into
3246 * Can be overridden to get different functionality (e.g. dropping items on
3248 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
3249 * Creates an item string which contains palette index information
3250 for hardware colorization. You can use the returned string
3251 as an output in a craft recipe.
3252 * `item`: the item stack which becomes colored. Can be in string,
3253 table and native form.
3254 * `palette_index`: this index is added to the item stack
3255 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3256 * Creates an item string which contains static color information
3257 for hardware colorization. Use this method if you wish to colorize
3258 an item that does not own a palette. You can use the returned string
3259 as an output in a craft recipe.
3260 * `item`: the item stack which becomes colored. Can be in string,
3261 table and native form.
3262 * `colorstring`: the new color of the item stack
3265 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3266 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3267 * Find who has done something to a node, or near a node
3268 * `actor`: `"player:<name>"`, also `"liquid"`.
3269 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
3270 * Revert latest actions of someone
3271 * `actor`: `"player:<name>"`, also `"liquid"`.
3273 ### Defaults for the `on_*` item definition functions
3274 These functions return the leftover itemstack.
3276 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3277 * Place item as a node
3278 * `param2` overrides `facedir` and wallmounted `param2`
3279 * returns `itemstack, success`
3280 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3282 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3283 * Use one of the above based on what the item is.
3284 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3285 * **Note**: is not called when wielded item overrides `on_place`
3286 * `param2` overrides `facedir` and wallmounted `param2`
3287 * returns `itemstack, success`
3288 * `minetest.item_drop(itemstack, dropper, pos)`
3290 * `minetest.item_eat(hp_change, replace_with_item)`
3292 * `replace_with_item` is the itemstring which is added to the inventory.
3293 If the player is eating a stack, then replace_with_item goes to a
3294 different spot. Can be `nil`
3295 * See `minetest.do_item_eat`
3297 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3298 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3299 * Calls functions registered by `minetest.register_on_punchnode()`
3300 * `minetest.node_dig(pos, node, digger)`
3301 * Checks if node can be dug, puts item into inventory, removes node
3302 * Calls functions registered by `minetest.registered_on_dignodes()`
3305 * `minetest.sound_play(spec, parameters)`: returns a handle
3306 * `spec` is a `SimpleSoundSpec`
3307 * `parameters` is a sound parameter table
3308 * `minetest.sound_stop(handle)`
3309 * `minetest.sound_fade(handle, step, gain)`
3310 * `handle` is a handle returned by `minetest.sound_play`
3311 * `step` determines how fast a sound will fade.
3312 Negative step will lower the sound volume, positive step will increase the sound volume
3313 * `gain` the target gain for the fade.
3316 * `minetest.after(time, func, ...)`
3317 * Call the function `func` after `time` seconds, may be fractional
3318 * Optional: Variable number of arguments that are passed to `func`
3321 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients.
3322 * `reconnect` == true displays a reconnect button
3323 * `delay` adds an optional delay (in seconds) before shutdown.
3324 Negative delay cancels the current active shutdown.
3325 Zero delay triggers an immediate shutdown.
3326 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3327 * `minetest.get_server_status()`: returns server status string
3328 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3329 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3330 * As auth data is not removed, minetest.player_exists will continue to return true.
3331 Call the below method as well if you want to remove auth data too.
3332 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3333 * `minetest.remove_player_auth(name)`: remove player authentication data
3334 * Returns boolean indicating success (false if player nonexistant)
3337 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3338 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3339 * `minetest.ban_player(name)`: ban a player
3340 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3341 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3344 * `minetest.add_particle(particle definition)`
3345 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3346 size, collisiondetection, texture, playername)`
3348 * `minetest.add_particlespawner(particlespawner definition)`
3349 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3350 * Returns an `id`, and -1 if adding didn't succeed
3351 * `Deprecated: minetest.add_particlespawner(amount, time,
3355 minexptime, maxexptime,
3357 collisiondetection, texture, playername)`
3359 * `minetest.delete_particlespawner(id, player)`
3360 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3361 * If playername is specified, only deletes on the player's client, otherwise on all clients
3364 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3365 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3366 * Apply the specified probability and per-node force-place to the specified nodes
3367 according to the `probability_list`.
3368 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3369 * `pos` is the 3D vector specifying the absolute coordinates of the
3370 node being modified,
3371 * `prob` is an integer value from `0` to `255` that encodes probability and
3372 per-node force-place. Probability has levels 0-127, then 128 is added to
3373 encode per-node force-place.
3374 For probability stated as 0-255, divide by 2 and round down to get values
3375 0-127, then add 128 to apply per-node force-place.
3376 * If there are two or more entries with the same pos value, the
3378 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3379 * If `probability_list` equals `nil`, no probabilities are applied.
3380 * Apply the specified probability to the specified horizontal slices according to the
3382 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3383 * `ypos` indicates the y position of the slice with a probability applied,
3384 the lowest slice being `ypos = 0`.
3385 * If slice probability list equals `nil`, no slice probabilities are applied.
3386 * Saves schematic in the Minetest Schematic format to filename.
3388 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
3389 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3390 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3391 * If the `rotation` parameter is omitted, the schematic is not rotated.
3392 * `replacements` = `{["old_name"] = "convert_to", ...}`
3393 * `force_placement` is a boolean indicating whether nodes other than `air` and
3394 `ignore` are replaced by the schematic
3395 * Returns nil if the schematic could not be loaded.
3396 * **Warning**: Once you have loaded a schematic from a file, it will be cached. Future calls
3397 will always use the cached version and the replacement list defined for it,
3398 regardless of whether the file or the replacement list parameter have changed.
3399 The only way to load the file anew is to restart the server.
3400 * `flags` is a flag field with the available flags:
3405 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
3406 * This function is analogous to minetest.place_schematic, but places a schematic onto the
3407 specified VoxelManip object `vmanip` instead of the whole map.
3408 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3409 containing the full area required, and true if the whole schematic was able to fit.
3410 * Returns nil if the schematic could not be loaded.
3411 * After execution, any external copies of the VoxelManip contents are invalidated.
3412 * `flags` is a flag field with the available flags:
3417 * `minetest.serialize_schematic(schematic, format, options)`
3418 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3419 * in the `format` of either "mts" or "lua".
3420 * "mts" - a string containing the binary MTS data used in the MTS file format
3421 * "lua" - a string containing Lua code representing the schematic in table format
3422 * `options` is a table containing the following optional parameters:
3423 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3424 * position comments for every X row generated in the schematic data for easier reading.
3425 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3426 * will use that number of spaces as indentation instead of a tab character.
3429 * `minetest.request_http_api()`:
3430 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3431 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3432 otherwise returns `nil`.
3433 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3435 * Only works at init time and must be called from the mod's main scope (not from a function).
3436 * Function only exists if minetest server was built with cURL support.
3437 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3439 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3440 * Performs given request asynchronously and calls callback upon completion
3441 * callback: `function(HTTPRequestResult res)`
3442 * Use this HTTP function if you are unsure, the others are for advanced use.
3443 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3444 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3445 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3446 * Return response data for given asynchronous HTTP request
3449 * `minetest.get_mod_storage()`:
3450 * returns reference to mod private `StorageRef`
3451 * must be called during mod load time
3454 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3455 * `minetest.is_player(o)`: boolean, whether `o` is a player
3456 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3457 * `minetest.hud_replace_builtin(name, hud_definition)`
3458 * Replaces definition of a builtin hud element
3459 * `name`: `"breath"` or `"health"`
3460 * `hud_definition`: definition to replace builtin definition
3461 * `minetest.send_join_message(player_name)`
3462 * This function can be overridden by mods to change the join message.
3463 * `minetest.send_leave_message(player_name, timed_out)`
3464 * This function can be overridden by mods to change the leave message.
3465 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3466 * `pos`: table {x=number, y=number, z=number},
3467 * Gives a unique hash number for a node position (16+16+16=48bit)
3468 * `minetest.get_position_from_hash(hash)`: returns a position
3469 * Inverse transform of `minetest.hash_node_position`
3470 * `minetest.get_item_group(name, group)`: returns a rating
3471 * Get rating of a group of an item. (`0` means: not in group)
3472 * `minetest.get_node_group(name, group)`: returns a rating
3473 * Deprecated: An alias for the former.
3474 * `minetest.raillike_group(name)`: returns a rating
3475 * Returns rating of the connect_to_raillike group corresponding to name
3476 * If name is not yet the name of a connect_to_raillike group, a new group id
3477 * is created, with that name
3478 * `minetest.get_content_id(name)`: returns an integer
3479 * Gets the internal content ID of `name`
3480 * `minetest.get_name_from_content_id(content_id)`: returns a string
3481 * Gets the name of the content with that content ID
3482 * `minetest.parse_json(string[, nullvalue])`: returns something
3483 * Convert a string containing JSON data into the Lua equivalent
3484 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3485 * On success returns a table, a string, a number, a boolean or `nullvalue`
3486 * On failure outputs an error message and returns `nil`
3487 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3488 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3489 * Convert a Lua table into a JSON string
3490 * styled: Outputs in a human-readable format if this is set, defaults to false
3491 * Unserializable things like functions and userdata will cause an error.
3492 * **Warning**: JSON is more strict than the Lua table format.
3493 1. You can only use strings and positive integers of at least one as keys.
3494 2. You can not mix string and integer keys.
3495 This is due to the fact that JSON has two distinct array and object values.
3496 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3497 * `minetest.serialize(table)`: returns a string
3498 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3499 into string form readable by `minetest.deserialize`
3500 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3501 * `minetest.deserialize(string)`: returns a table
3502 * Convert a string returned by `minetest.deserialize` into a table
3503 * `string` is loaded in an empty sandbox environment.
3504 * Will load functions, but they cannot access the global environment.
3505 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3506 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3507 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3508 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3509 * Compress a string of data.
3510 * `method` is a string identifying the compression method to be used.
3511 * Supported compression methods:
3512 * Deflate (zlib): `"deflate"`
3513 * `...` indicates method-specific arguments. Currently defined arguments are:
3514 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3515 * `minetest.decompress(compressed_data, method, ...)`: returns data
3516 * Decompress a string of data (using ZLib).
3517 * See documentation on `minetest.compress()` for supported compression methods.
3518 * currently supported.
3519 * `...` indicates method-specific arguments. Currently, no methods use this.
3520 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3521 * Each argument is a 8 Bit unsigned integer
3522 * Returns the ColorString from rgb or rgba values
3523 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3524 * `minetest.encode_base64(string)`: returns string encoded in base64
3525 * Encodes a string in base64.
3526 * `minetest.decode_base64(string)`: returns string
3527 * Decodes a string encoded in base64.
3528 * `minetest.is_protected(pos, name)`: returns boolean
3529 * Returns true, if player `name` shouldn't be able to dig at `pos` or do other
3530 actions, definable by mods, due to some mod-defined ownership-like concept.
3531 Returns false or nil, if the player is allowed to do such actions.
3532 * `name` will be "" for non-players or unknown players.
3533 * This function should be overridden by protection mods and should be used to
3534 check if a player can interact at a position.
3535 * This function should call the old version of itself if the position is not
3536 protected by the mod.
3539 local old_is_protected = minetest.is_protected
3540 function minetest.is_protected(pos, name)
3541 if mymod:position_protected_from(pos, name) then
3544 return old_is_protected(pos, name)
3546 * `minetest.record_protection_violation(pos, name)`
3547 * This function calls functions registered with
3548 `minetest.register_on_protection_violation`.
3549 * `minetest.is_area_protected(pos1, pos2, player_name, interval)
3550 * Returns the position of the first node that `player_name` may not modify in
3551 the specified cuboid between `pos1` and `pos2`.
3552 * Returns `false` if no protections were found.
3553 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
3554 The points are spaced evenly throughout the volume and have a spacing
3555 similar to, but no larger than, `interval`.
3556 * All corners and edges of the defined volume are checked.
3557 * `interval` defaults to 4.
3558 * `interval` should be carefully chosen and maximised to avoid an excessive
3559 number of points being checked.
3560 * Like `minetest.is_protected`, this function may be extended or overwritten by
3561 mods to provide a faster implementation to check the cuboid for intersections.
3562 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3563 * Attempt to predict the desired orientation of the facedir-capable node
3564 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3565 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3566 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3567 is an optional table containing extra tweaks to the placement code:
3568 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3569 orientation on the wall.
3570 * `force_wall` : if `true`, always place the node in wall orientation.
3571 * `force_ceiling`: if `true`, always place on the ceiling.
3572 * `force_floor`: if `true`, always place the node on the floor.
3573 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3574 the floor or ceiling
3575 * The first four options are mutually-exclusive; the last in the list takes
3576 precedence over the first.
3577 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3578 * calls `rotate_and_place()` with infinitestacks set according to the state of
3579 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3582 * `minetest.forceload_block(pos[, transient])`
3583 * forceloads the position `pos`.
3584 * returns `true` if area could be forceloaded
3585 * If `transient` is `false` or absent, the forceload will be persistent
3586 (saved between server runs). If `true`, the forceload will be transient
3587 (not saved between server runs).
3589 * `minetest.forceload_free_block(pos[, transient])`
3590 * stops forceloading the position `pos`
3591 * If `transient` is `false` or absent, frees a persistent forceload.
3592 If `true`, frees a transient forceload.
3594 * `minetest.request_insecure_environment()`: returns an environment containing
3595 insecure functions if the calling mod has been listed as trusted in the
3596 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3597 * Only works at init time and must be called from the mod's main scope (not from a function).
3598 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3601 * `minetest.global_exists(name)`
3602 * Checks if a global variable has been set, without triggering a warning.
3605 * `minetest.env`: `EnvRef` of the server environment and world.
3606 * Any function in the minetest namespace can be called using the syntax
3607 `minetest.env:somefunction(somearguments)`
3608 instead of `minetest.somefunction(somearguments)`
3609 * Deprecated, but support is not to be dropped soon
3612 * `minetest.registered_items`
3613 * Map of registered items, indexed by name
3614 * `minetest.registered_nodes`
3615 * Map of registered node definitions, indexed by name
3616 * `minetest.registered_craftitems`
3617 * Map of registered craft item definitions, indexed by name
3618 * `minetest.registered_tools`
3619 * Map of registered tool definitions, indexed by name
3620 * `minetest.registered_entities`
3621 * Map of registered entity prototypes, indexed by name
3622 * `minetest.object_refs`
3623 * Map of object references, indexed by active object id
3624 * `minetest.luaentities`
3625 * Map of Lua entities, indexed by active object id
3626 * `minetest.registered_chatcommands`
3627 * Map of registered chat command definitions, indexed by name
3628 * `minetest.registered_ores`
3629 * List of registered ore definitions.
3630 * `minetest.registered_biomes`
3631 * List of registered biome definitions.
3632 * `minetest.registered_decorations`
3633 * List of registered decoration definitions.
3640 An interface to use mod channels on client and server
3643 * `leave()`: leave the mod channel.
3644 * Server leaves channel `channel_name`.
3645 * No more incoming or outgoing messages can be sent to this channel from server mods.
3646 * This invalidate all future object usage
3647 * Ensure your set mod_channel to nil after that to free Lua resources
3648 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3649 * `send_all(message)`: Send `message` though the mod channel.
3650 * If mod channel is not writeable or invalid, message will be dropped.
3651 * Message size is limited to 65535 characters by protocol.
3654 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3657 * `set_string(name, value)`
3658 * `get_string(name)`
3659 * `set_int(name, value)`
3661 * `set_float(name, value)`
3663 * `to_table()`: returns `nil` or a table with keys:
3664 * `fields`: key-value storage
3665 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3666 * `from_table(nil or {})`
3667 * Any non-table value will clear the metadata
3668 * See "Node Metadata" for an example
3669 * returns `true` on success
3671 * returns `true` if this metadata has the same key-value pairs as `other`
3674 Node metadata: reference extra data and functionality stored in a node.
3675 Can be obtained via `minetest.get_meta(pos)`.
3678 * All methods in MetaDataRef
3679 * `get_inventory()`: returns `InvRef`
3680 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3681 This will prevent them from being sent to the client. Note that the "private"
3682 status will only be remembered if an associated key-value pair exists, meaning
3683 it's best to call this when initializing all other meta (e.g. `on_construct`).
3685 ### `ItemStackMetaRef`
3686 ItemStack metadata: reference extra data and functionality stored in a stack.
3687 Can be obtained via `item:get_meta()`.
3690 * All methods in MetaDataRef
3691 * `set_tool_capabilities([tool_capabilities])`
3692 * overrides the item's tool capabilities
3693 * a nil value will clear the override data and restore the original behavior
3696 Mod metadata: per mod metadata, saved automatically.
3697 Can be obtained via `minetest.get_mod_storage()` during load time.
3700 * All methods in MetaDataRef
3703 Node Timers: a high resolution persistent per-node timer.
3704 Can be gotten via `minetest.get_node_timer(pos)`.
3707 * `set(timeout,elapsed)`
3708 * set a timer's state
3709 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3710 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3711 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3714 * equivalent to `set(timeout,0)`
3717 * `get_timeout()`: returns current timeout in seconds
3718 * if `timeout` equals `0`, timer is inactive
3719 * `get_elapsed()`: returns current elapsed time in seconds
3720 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3721 * `is_started()`: returns boolean state of timer
3722 * returns `true` if timer is started, otherwise `false`
3725 Moving things in the game are generally these.
3727 This is basically a reference to a C++ `ServerActiveObject`
3730 * `remove()`: remove object (after returning from Lua)
3731 * Note: Doesn't work on players, use `minetest.kick_player` instead
3732 * `get_pos()`: returns `{x=num, y=num, z=num}`
3733 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3734 * `move_to(pos, continuous=false)`: interpolated move
3735 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3736 * `puncher` = another `ObjectRef`,
3737 * `time_from_last_punch` = time since last punch action of the puncher
3738 * `direction`: can be `nil`
3739 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3740 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3741 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3742 * `get_inventory()`: returns an `InvRef`
3743 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3744 * `get_wield_index()`: returns the index of the wielded item
3745 * `get_wielded_item()`: returns an `ItemStack`
3746 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3747 * `set_armor_groups({group1=rating, group2=rating, ...})`
3748 * `get_armor_groups()`: returns a table with the armor group ratings
3749 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3750 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3751 * `frame_speed`: number, default: `15.0`
3752 * `frame_blend`: number, default: `0.0`
3753 * `frame_loop`: boolean, default: `true`
3754 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3755 * `set_animation_frame_speed(frame_speed)`
3756 * `frame_speed`: number, default: `15.0`
3757 * `set_attach(parent, bone, position, rotation)`
3759 * `position`: `{x=num, y=num, z=num}` (relative)
3760 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3761 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3763 * `set_bone_position(bone, position, rotation)`
3765 * `position`: `{x=num, y=num, z=num}` (relative)
3766 * `rotation`: `{x=num, y=num, z=num}`
3767 * `get_bone_position(bone)`: returns position and rotation of the bone
3768 * `set_properties(object property table)`
3769 * `get_properties()`: returns object property table
3770 * `is_player()`: returns true for players, false otherwise
3771 * `get_nametag_attributes()`
3772 * returns a table with the attributes of the nametag of an object
3774 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3777 * `set_nametag_attributes(attributes)`
3778 * sets the attributes of the nametag of an object
3782 text = "My Nametag",
3785 ##### LuaEntitySAO-only (no-op for other objects)
3786 * `set_velocity(vel)`
3787 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3788 * `get_velocity()`: returns the velocity, a vector
3789 * `set_acceleration(acc)`
3791 * `get_acceleration()`: returns the acceleration, a vector
3792 * `set_yaw(radians)`
3793 * `get_yaw()`: returns number in radians
3794 * `set_texture_mod(mod)`
3795 * `get_texture_mod()` returns current texture modifier
3796 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3797 * Select sprite from spritesheet with optional animation and Dungeon Master
3798 style texture selection based on yaw relative to camera
3799 * `p`: {x=number, y=number}, the coordinate of the first frame
3800 (x: column, y: row), default: `{x=0, y=0}`
3801 * `num_frames`: number, default: `1`
3802 * `framelength`: number, default: `0.2`
3803 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3804 Master mob, default: `false`
3805 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3808 ##### Player-only (no-op for other objects)
3809 * `get_player_name()`: returns `""` if is not a player
3810 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3811 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3812 * `get_look_dir()`: get camera direction as a unit vector
3813 * `get_look_vertical()`: pitch in radians
3814 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3815 * `get_look_horizontal()`: yaw in radians
3816 * Angle is counter-clockwise from the +z direction.
3817 * `set_look_vertical(radians)`: sets look pitch
3818 * radians - Angle from looking forward, where positive is downwards.
3819 * `set_look_horizontal(radians)`: sets look yaw
3820 * radians - Angle from the +z direction, where positive is counter-clockwise.
3821 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3822 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3823 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3824 * Angle is counter-clockwise from the +x direction.
3825 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3826 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3827 * `get_breath()`: returns players breath
3828 * `set_breath(value)`: sets players breath
3830 * `0`: player is drowning
3831 * max: bubbles bar is not shown
3832 * See Object Properties for more information
3833 * `set_attribute(attribute, value)`:
3834 * Sets an extra attribute with value on player.
3835 * `value` must be a string, or a number which will be converted to a string.
3836 * If `value` is `nil`, remove attribute from player.
3837 * `get_attribute(attribute)`:
3838 * Returns value (a string) for extra attribute.
3839 * Returns `nil` if no attribute found.
3840 * `set_inventory_formspec(formspec)`
3841 * Redefine player's inventory form
3842 * Should usually be called in `on_joinplayer`
3843 * `get_inventory_formspec()`: returns a formspec string
3844 * `get_player_control()`: returns table with player pressed keys
3845 * The table consists of fields with boolean value representing the pressed
3846 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3847 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3848 sneak=true, aux1=false, down=false, up=false}`
3849 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3850 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3852 * `set_physics_override(override_table)`
3853 * `override_table` is a table with the following fields:
3854 * `speed`: multiplier to default walking speed value (default: `1`)
3855 * `jump`: multiplier to default jump value (default: `1`)
3856 * `gravity`: multiplier to default gravity value (default: `1`)
3857 * `sneak`: whether player can sneak (default: `true`)
3858 * `sneak_glitch`: whether player can use the new move code replications
3859 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3861 * `new_move`: use new move/sneak code. When `false` the exact old code
3862 is used for the specific old sneak behaviour (default: `true`)
3863 * `get_physics_override()`: returns the table given to `set_physics_override`
3864 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3866 * `hud_remove(id)`: remove the HUD element of the specified id
3867 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3868 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3869 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3870 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3871 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3872 `minimap`, `minimap_radar`
3873 * pass a table containing a `true`/`false` value of each flag to be set or unset
3874 * if a flag equals `nil`, the flag is not modified
3875 * note that setting `minimap` modifies the client's permission to view the minimap -
3876 * the client may locally elect to not view the minimap
3877 * minimap `radar` is only usable when `minimap` is true
3878 * `hud_get_flags()`: returns a table containing status of hud flags
3879 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3880 breathbar=true, minimap=true, minimap_radar=true}`
3881 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3882 * `count`: number of items, must be between `1` and `23`
3883 * `hud_get_hotbar_itemcount`: returns number of visible items
3884 * `hud_set_hotbar_image(texturename)`
3885 * sets background image for hotbar
3886 * `hud_get_hotbar_image`: returns texturename
3887 * `hud_set_hotbar_selected_image(texturename)`
3888 * sets image for selected item of hotbar
3889 * `hud_get_hotbar_selected_image`: returns texturename
3890 * `set_sky(bgcolor, type, {texture names}, clouds)`
3891 * `bgcolor`: ColorSpec, defaults to white
3892 * `type`: Available types:
3893 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3894 * `"skybox"`: Uses 6 textures, `bgcolor` used
3895 * `"plain"`: Uses 0 textures, `bgcolor` used
3896 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3897 `"plain"` custom skyboxes (default: `true`)
3898 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3899 * `set_clouds(parameters)`: set cloud parameters
3900 * `parameters` is a table with the following optional fields:
3901 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3902 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3903 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3904 ColorSpec (alpha ignored, default `#000000`)
3905 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3906 * `thickness`: cloud thickness in nodes (default `16`)
3907 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3908 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3909 * `override_day_night_ratio(ratio or nil)`
3910 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3911 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3912 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3913 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
3914 set animation for player model in third person view
3916 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3917 {x=168, y=187}, -- < walk animation key frames
3918 {x=189, y=198}, -- < dig animation key frames
3919 {x=200, y=219}, -- < walk+dig animation key frames
3920 frame_speed=30): -- < animation frame speed
3921 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3922 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3923 * in first person view
3924 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3925 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3928 An `InvRef` is a reference to an inventory.
3931 * `is_empty(listname)`: return `true` if list is empty
3932 * `get_size(listname)`: get size of a list
3933 * `set_size(listname, size)`: set size of a list
3934 * returns `false` on error (e.g. invalid `listname` or `size`)
3935 * `get_width(listname)`: get width of a list
3936 * `set_width(listname, width)`: set width of list; currently used for crafting
3937 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3938 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3939 * `get_list(listname)`: return full list
3940 * `set_list(listname, list)`: set full list (size will not change)
3941 * `get_lists()`: returns list of inventory lists
3942 * `set_lists(lists)`: sets inventory lists (size will not change)
3943 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3944 * `room_for_item(listname, stack):` returns `true` if the stack of items
3945 can be fully added to the list
3946 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3947 the stack of items can be fully taken from the list.
3948 If `match_meta` is false, only the items' names are compared (default: `false`).
3949 * `remove_item(listname, stack)`: take as many items as specified from the list,
3950 returns the items that were actually removed (as an `ItemStack`) -- note that
3951 any item metadata is ignored, so attempting to remove a specific unique
3952 item this way will likely remove the wrong one -- to do that use `set_stack`
3953 with an empty `ItemStack`
3954 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3955 * returns `{type="undefined"}` in case location is not known
3958 A fast access data structure to store areas, and find areas near a given position or area.
3959 Every area has a `data` string attribute to store additional information.
3960 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3961 If you chose the parameter-less constructor, a fast implementation will be automatically
3965 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3966 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3967 Returns nil if specified area id does not exist.
3968 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3969 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3971 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3972 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3973 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3974 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3975 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3976 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3977 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3978 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3979 or insertions are likely to fail due to conflicts.
3980 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3981 Only needed for efficiency, and only some implementations profit.
3982 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3983 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3984 Calling invalidates the cache, so that its elements have to be newly generated.
3987 enabled = boolean, -- whether to enable, default true
3988 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3989 prefiltered lists for, minimum 16, default 64
3990 limit = number, -- the cache's size, minimum 20, default 1000
3992 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3993 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3994 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3995 Returns success and, optionally, an error message.
3996 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3999 An `ItemStack` is a stack of items.
4001 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4002 an itemstring, a table or `nil`.
4005 * `is_empty()`: returns `true` if stack is empty.
4006 * `get_name()`: returns item name (e.g. `"default:stone"`).
4007 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
4008 * `get_count()`: Returns number of items on the stack.
4009 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4010 * `count`: number, unsigned 16 bit integer
4011 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4012 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4013 * `wear`: number, unsigned 16 bit integer
4014 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4015 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
4016 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4017 * `clear()`: removes all items from the stack, making it empty.
4018 * `replace(item)`: replace the contents of this stack.
4019 * `item` can also be an itemstring or table.
4020 * `to_string()`: returns the stack in itemstring form.
4021 * `to_table()`: returns the stack in Lua table form.
4022 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
4023 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4024 * `is_known()`: returns `true` if the item name refers to a defined item type.
4025 * `get_definition()`: returns the item definition table.
4026 * `get_tool_capabilities()`: returns the digging properties of the item,
4027 or those of the hand if none are defined for this item type
4028 * `add_wear(amount)`
4029 * Increases wear by `amount` if the item is a tool
4030 * `amount`: number, integer
4031 * `add_item(item)`: returns leftover `ItemStack`
4032 * Put some item or stack onto this stack
4033 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4035 * `take_item(n)`: returns taken `ItemStack`
4036 * Take (and remove) up to `n` items from this stack
4037 * `n`: number, default: `1`
4038 * `peek_item(n)`: returns taken `ItemStack`
4039 * Copy (don't remove) up to `n` items from this stack
4040 * `n`: number, default: `1`
4043 A 16-bit pseudorandom number generator.
4044 Uses a well-known LCG algorithm introduced by K&R.
4046 It can be created via `PseudoRandom(seed)`.
4049 * `next()`: return next integer random number [`0`...`32767`]
4050 * `next(min, max)`: return next integer random number [`min`...`max`]
4051 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
4052 due to the simple implementation making bad distribution otherwise.
4055 A 32-bit pseudorandom number generator.
4056 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
4058 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
4061 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
4062 * `next(min, max)`: return next integer random number [`min`...`max`]
4063 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
4064 * This is only a rough approximation of a normal distribution with:
4065 * `mean = (max - min) / 2`, and
4066 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
4067 * Increasing `num_trials` improves accuracy of the approximation
4070 Interface for the operating system's crypto-secure PRNG.
4072 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
4073 be found on the system.
4076 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
4079 A perlin noise generator.
4080 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
4081 or `PerlinNoise(noiseparams)`.
4082 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
4083 or `minetest.get_perlin(noiseparams)`.
4086 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
4087 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
4089 ### `PerlinNoiseMap`
4090 A fast, bulk perlin noise generator.
4092 It can be created via `PerlinNoiseMap(noiseparams, size)` or
4093 `minetest.get_perlin_map(noiseparams, size)`.
4095 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
4096 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
4099 For each of the functions with an optional `buffer` parameter: If `buffer` is not
4100 nil, this table will be used to store the result instead of creating a new table.
4104 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
4105 with values starting at `pos={x=,y=}`
4106 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
4107 of 3D noise with values starting at `pos={x=,y=,z=}`
4108 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
4109 with values starting at `pos={x=,y=}`
4110 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
4111 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
4112 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
4113 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
4114 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
4115 takes a chunk of `slice_size`.
4116 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
4117 `noisevals = noise:get_map_slice({y=20}, {y=2})`
4118 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
4119 the starting position of the most recently calculated noise.
4120 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
4121 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
4122 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
4126 #### About VoxelManip
4127 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
4128 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
4129 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
4130 to with other methods of setting nodes. For example, nodes will not have their construction and
4131 destruction callbacks run, and no rollback information is logged.
4133 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
4134 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
4135 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
4137 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
4138 VoxelManip is most effective when setting very large areas of map at once - for example, if only
4139 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
4140 using both methods of map manipulation to determine which is most appropriate for your usage.
4142 #### Using VoxelManip
4143 A VoxelManip object can be created any time using either:
4144 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4146 If the optional position parameters are present for either of these routines, the specified region
4147 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
4148 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
4150 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
4151 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
4152 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
4153 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4155 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
4156 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
4157 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
4159 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
4160 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
4161 `VoxelManip:get_light_data()` for node light levels, and
4162 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4164 See section 'Flat array format' for more details.
4166 It is very important to understand that the tables returned by any of the above three functions
4167 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
4168 data will *not* magically update itself if another function modifies the internal VoxelManip state.
4169 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
4170 otherwise explicitly stated.
4172 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
4173 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
4174 `VoxelManip:set_light_data()` for node light levels, and
4175 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4177 The parameter to each of the above three functions can use any table at all in the same flat array
4178 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
4180 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
4181 to the map by calling `VoxelManip:write_to_map()`.
4184 ##### Flat array format
4186 `Nx = p2.X - p1.X + 1`,
4187 `Ny = p2.Y - p1.Y + 1`, and
4188 `Nz = p2.Z - p1.Z + 1`.
4190 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
4191 the expression `Nx * Ny * Nz`.
4193 Positions offset from p1 are present in the array with the format of:
4197 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4198 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4200 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4201 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4203 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4205 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4209 and the array index for a position p contained completely in p1..p2 is:
4211 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4213 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
4214 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
4215 for a single point in a flat VoxelManip array.
4218 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
4219 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4220 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
4221 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
4222 After registration of a node, its Content ID will remain the same throughout execution of the mod.
4223 Note that the node being queried needs to have already been been registered.
4225 The following builtin node types have their Content IDs defined as constants:
4227 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4228 * `minetest.CONTENT_AIR`: ID for "air" nodes
4229 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4231 ##### Mapgen VoxelManip objects
4232 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
4233 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
4234 but with a few differences:
4236 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
4237 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
4238 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
4239 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
4240 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
4241 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4242 consistency with the current map state. For this reason, calling any of the following functions:
4243 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4244 will also update the Mapgen VoxelManip object's internal state active on the current thread.
4245 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
4246 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4248 ##### Other API functions operating on a VoxelManip
4249 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
4250 for these liquid nodes to begin flowing. It is recommended to call this function only after having
4251 written all buffered data back to the VoxelManip object, save for special situations where the modder
4252 desires to only have certain liquid nodes begin flowing.
4254 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
4255 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
4257 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
4258 except instead of placing the specified schematic directly on the map at the specified position, it
4259 will place the schematic inside of the VoxelManip.
4262 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
4263 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
4264 `VoxelManip:get_node_at()`.
4265 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
4266 filled with "ignore" nodes.
4267 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
4268 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
4269 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
4270 object in the same callback it had been created.
4271 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
4272 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
4273 buffer the function can use to write map data to instead of returning a new table each call. This
4274 greatly enhances performance by avoiding unnecessary memory allocations.
4277 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
4278 the region formed by `p1` and `p2`.
4279 * returns actual emerged `pmin`, actual emerged `pmax`
4280 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
4281 * **important**: data must be set using `VoxelManip:set_data()` before calling this
4282 * if `light` is true, then lighting is automatically recalculated.
4283 The default value is true.
4284 If `light` is false, no light calculations happen, and you should correct
4285 all modified blocks with `minetest.fix_light()` as soon as possible.
4286 Keep in mind that modifying the map where light is incorrect can cause
4288 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4289 the `VoxelManip` at that position
4290 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
4291 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
4292 * returns raw node data in the form of an array of node content IDs
4293 * if the param `buffer` is present, this table will be used to store the result instead
4294 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4295 * `update_map()`: Does nothing, kept for compatibility.
4296 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
4297 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4298 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4299 * (`p1`, `p2`) is the area in which lighting is set;
4300 defaults to the whole area if left out
4301 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4302 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4303 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
4304 * `light = day + (night * 16)`
4305 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4307 * expects lighting data in the same format that `get_light_data()` returns
4308 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
4309 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4310 * If the param `buffer` is present, this table will be used to store the result instead
4311 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
4312 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
4313 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4314 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
4316 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
4317 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
4318 * `update_liquids()`: Update liquid flow
4319 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
4320 had been modified since the last read from map, due to a call to
4321 `minetest.set_data()` on the loaded area elsewhere
4322 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4325 A helper class for voxel areas.
4326 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4327 The coordinates are *inclusive*, like most other things in Minetest.
4330 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4331 `MinEdge` and `MaxEdge`
4332 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4333 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4334 * useful for things like `VoxelManip`, raw Schematic specifiers,
4335 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4336 * `indexp(p)`: same as above, except takes a vector
4337 * `position(i)`: returns the absolute position vector corresponding to index `i`
4338 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4339 * `containsp(p)`: same as above, except takes a vector
4340 * `containsi(i)`: same as above, except takes an index `i`
4341 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4342 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4343 * `iterp(minp, maxp)`: same as above, except takes a vector
4346 An interface to read config files in the format of `minetest.conf`.
4348 It can be created via `Settings(filename)`.
4351 * `get(key)`: returns a value
4352 * `get_bool(key, [default])`: returns a boolean
4353 * `default` is the value returned if `key` is not found.
4354 * Returns `nil` if `key` is not found and `default` not specified.
4355 * `get_np_group(key)`: returns a NoiseParams table
4357 * Setting names can't contain whitespace or any of `="{}#`.
4358 * Setting values can't contain the sequence `\n"""`.
4359 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4360 * `set_bool(key, value)`
4361 * See documentation for set() above.
4362 * `set_np_group(key, value)`
4363 * `value` is a NoiseParams table.
4364 * Also, see documentation for set() above.
4365 * `remove(key)`: returns a boolean (`true` for success)
4366 * `get_names()`: returns `{key1,...}`
4367 * `write()`: returns a boolean (`true` for success)
4368 * Writes changes to file.
4369 * `to_table()`: returns `{[key1]=value1,...}`
4372 A raycast on the map. It works with selection boxes.
4373 Can be used as an iterator in a for loop.
4375 The map is loaded as the ray advances. If the
4376 map is modified after the `Raycast` is created,
4377 the changes may or may not have an effect on
4380 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4381 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4382 * `pos1`: start of the ray
4383 * `pos2`: end of the ray
4384 * `objects` : if false, only nodes will be returned. Default is true.
4385 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4388 * `next()`: returns a `pointed_thing`
4389 * Returns the next thing pointed by the ray or nil.
4393 A mapgen object is a construct used in map generation. Mapgen objects can be used
4394 by an `on_generate` callback to speed up operations by avoiding unnecessary
4395 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4396 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4397 was called outside of an `on_generate()` callback, `nil` is returned.
4399 The following Mapgen objects are currently available:
4402 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4403 emerged position, in that order. All mapgens support this object.
4406 Returns an array containing the y coordinates of the ground levels of nodes in
4407 the most recently generated chunk by the current mapgen.
4410 Returns an array containing the biome IDs of nodes in the most recently
4411 generated chunk by the current mapgen.
4414 Returns an array containing the temperature values of nodes in the most
4415 recently generated chunk by the current mapgen.
4418 Returns an array containing the humidity values of nodes in the most recently
4419 generated chunk by the current mapgen.
4422 Returns a table mapping requested generation notification types to arrays of
4423 positions at which the corresponding generated structures are located within
4424 the current chunk. To set the capture of positions of interest to be recorded
4425 on generate, use `minetest.set_gen_notify()`.
4426 For decorations, the returned positions are the ground surface 'place_on' nodes,
4427 not the decorations themselves. A 'simple' type decoration is often 1 node above
4428 the returned position and possibly displaced by 'place_offset_y'.
4430 Possible fields of the table returned are:
4436 * `large_cave_begin`
4440 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4441 numeric unique decoration ID.
4445 * Functions receive a "luaentity" as `self`:
4446 * It has the member `.name`, which is the registered name `("mod:thing")`
4447 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4448 * The original prototype stuff is visible directly via a metatable
4450 * `on_activate(self, staticdata, dtime_s)`
4451 * Called when the object is instantiated.
4452 * `dtime_s` is the time passed since the object was unloaded, which can
4453 be used for updating the entity state.
4454 * `on_step(self, dtime)`
4455 * Called on every server tick, after movement and collision processing.
4456 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4458 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4459 * Called when somebody punches the object.
4460 * Note that you probably want to handle most punches using the
4461 automatic armor group system.
4462 * `puncher`: an `ObjectRef` (can be `nil`)
4463 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4464 * `tool_capabilities`: capability table of used tool (can be `nil`)
4465 * `dir`: unit vector of direction of punch. Always defined. Points from
4466 the puncher to the punched.
4467 * `on_death(self, killer)`
4468 * Called when the object dies.
4469 * `killer`: an `ObjectRef` (can be `nil`)
4470 * `on_rightclick(self, clicker)`
4471 * `get_staticdata(self)`
4472 * Should return a string that will be passed to `on_activate` when
4473 the object is instantiated the next time.
4478 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4479 Often these bugs appear as subtle shadows in water.
4484 axiom, --string initial tree axiom
4485 rules_a, --string rules set A
4486 rules_b, --string rules set B
4487 rules_c, --string rules set C
4488 rules_d, --string rules set D
4489 trunk, --string trunk node name
4490 leaves, --string leaves node name
4491 leaves2, --string secondary leaves node name
4492 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4493 angle, --num angle in deg
4494 iterations, --num max # of iterations, usually 2 -5
4495 random_level, --num factor to lower nr of iterations, usually 0 - 3
4496 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4497 -- 2x2 nodes or 3x3 in cross shape
4498 thin_branches, --boolean true -> use thin (1 node) branches
4499 fruit, --string fruit node name
4500 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4501 seed, --num random seed; if no seed is provided, the engine will create one
4504 ### Key for Special L-System Symbols used in Axioms
4506 * `G`: move forward one unit with the pen up
4507 * `F`: move forward one unit with the pen down drawing trunks and branches
4508 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4509 * `T`: move forward one unit with the pen down drawing trunks only
4510 * `R`: move forward one unit with the pen down placing fruit
4511 * `A`: replace with rules set A
4512 * `B`: replace with rules set B
4513 * `C`: replace with rules set C
4514 * `D`: replace with rules set D
4515 * `a`: replace with rules set A, chance 90%
4516 * `b`: replace with rules set B, chance 80%
4517 * `c`: replace with rules set C, chance 70%
4518 * `d`: replace with rules set D, chance 60%
4519 * `+`: yaw the turtle right by `angle` parameter
4520 * `-`: yaw the turtle left by `angle` parameter
4521 * `&`: pitch the turtle down by `angle` parameter
4522 * `^`: pitch the turtle up by `angle` parameter
4523 * `/`: roll the turtle to the right by `angle` parameter
4524 * `*`: roll the turtle to the left by `angle` parameter
4525 * `[`: save in stack current state info
4526 * `]`: recover from stack state info
4529 Spawn a small apple tree:
4531 pos = {x=230,y=20,z=4}
4534 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4535 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4536 trunk="default:tree",
4537 leaves="default:leaves",
4541 trunk_type="single",
4544 fruit="default:apple"
4546 minetest.spawn_tree(pos,apple_tree)
4551 ### Object Properties
4555 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4557 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4559 -- ^ For players only. Zoom FOV in degrees.
4560 -- Note that zoom loads and/or generates world beyond the server's maximum
4561 -- send and generate distances, so acts like a telescope.
4562 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4563 -- Defaults to 15 in creative mode, 0 in survival mode.
4564 -- zoom_fov = 0 disables zooming for the player.
4566 -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
4568 collide_with_objects = true, -- collide with other objects if physical = true
4570 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4571 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4572 -- ^ Default, uses collision box dimensions when not set.
4573 -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
4575 pointable = true, -- overrides selection box when false
4576 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4577 -- ^ "cube" is a node-sized cube.
4578 -- ^ "sprite" is a flat texture always facing the player.
4579 -- ^ "upright_sprite" is a vertical flat texture.
4580 -- ^ "mesh" uses the defined mesh model.
4581 -- ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua).
4582 -- For this use 'textures = {itemname}'.
4583 -- If the item has a 'wield_image' the object will be an extrusion of that,
4585 -- If 'itemname' is a cubic node or nodebox the object will appear identical
4587 -- If 'itemname' is a plantlike node the object will be an extrusion of its
4589 -- Otherwise for non-node items, the object will be an extrusion of
4590 -- 'inventory_image'.
4591 visual_size = {x = 1, y = 1},
4592 -- ^ `x` multiplies horizontal (X and Z) visual size.
4593 -- ^ `y` multiplies vertical (Y) visual size.
4595 textures = {}, -- number of required textures depends on visual
4596 -- ^ "cube" uses 6 textures in the way a node does.
4597 -- ^ "sprite" uses 1 texture.
4598 -- ^ "upright_sprite" uses 2 textures: {front, back}.
4599 -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
4600 colors = {}, -- number of required colors depends on visual
4601 spritediv = {x = 1, y = 1},
4602 -- ^ Used with spritesheet textures for animation and/or frame selection according
4603 -- to position relative to player.
4604 -- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
4605 initial_sprite_basepos = {x = 0, y = 0},
4606 -- ^ Used with spritesheet textures.
4607 -- ^ Defines the {column, row} position of the initially used frame in the
4610 makes_footstep_sound = false,
4611 automatic_rotate = 0,
4612 -- ^ Set constant rotation in radians per second, positive or negative.
4613 -- ^ Set to 0 to disable constant rotation.
4615 automatic_face_movement_dir = 0.0,
4616 -- ^ Automatically set yaw to movement direction, offset in degrees,
4617 -- 'false' to disable.
4618 automatic_face_movement_max_rotation_per_sec = -1,
4619 -- ^ Limit automatic rotation to this value in degrees per second,
4620 -- value < 0 no limit.
4621 backface_culling = true, -- false to disable backface_culling for model
4623 -- ^ Add this much extra lighting when calculating texture color.
4624 -- Value < 0 disables light's effect on texture color.
4625 -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
4626 nametag = "", -- by default empty, for players their name is shown if empty
4627 nametag_color = <color>, -- sets color of nametag as ColorSpec
4628 infotext = "", -- by default empty, text to be shown when pointed at object
4630 -- ^ If false, never save this object statically. It will simply be deleted when the
4631 -- block gets unloaded.
4632 -- The get_staticdata() callback is never called then.
4633 -- Defaults to 'true'
4636 ### Entity definition (`register_entity`)
4639 -- Deprecated: Everything in object properties is read directly from here
4641 initial_properties = --[[<initial object properties>]],
4643 on_activate = function(self, staticdata, dtime_s),
4644 on_step = function(self, dtime),
4645 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4646 on_rightclick = function(self, clicker),
4647 get_staticdata = function(self),
4648 -- ^ Called sometimes; the string returned is passed to on_activate when
4649 -- the entity is re-activated from static state
4651 -- Also you can define arbitrary member variables here (see item definition for
4653 _custom_field = whatever,
4656 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4659 label = "Lava cooling",
4660 ^ Descriptive label for profiling purposes (optional).
4661 Definitions with identical labels will be listed as one.
4662 nodenames = {"default:lava_source"},
4663 ^ Apply `action` function to these nodes.
4664 ^ `group:groupname` can also be used here.
4665 neighbors = {"default:water_source", "default:water_flowing"},
4666 ^ Only apply `action` to nodes that have one of, or any
4667 combination of, these neighbors.
4668 ^ If left out or empty, any neighbor will do.
4669 ^ `group:groupname` can also be used here.
4671 ^ Operation interval in seconds.
4673 ^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
4675 ^ If true, catch-up behaviour is enabled: The `chance` value is temporarily
4676 reduced when returning to an area to simulate time lost by the area being
4677 unattended. Note that the `chance` value can often be reduced to 1.
4678 action = function(pos, node, active_object_count, active_object_count_wider),
4679 ^ Function triggered for each qualifying node.
4680 ^ `active_object_count` is number of active objects in the node's mapblock.
4681 ^ `active_object_count_wider` is number of active objects in the node's
4682 mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
4683 are unloaded an estmate is calculated for them based on loaded mapblocks.
4686 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4689 label = "Upgrade legacy doors",
4690 -- ^ Descriptive label for profiling purposes (optional).
4691 -- Definitions with identical labels will be listed as one.
4692 name = "modname:replace_legacy_door",
4693 nodenames = {"default:lava_source"},
4694 -- ^ List of node names to trigger the LBM on.
4695 -- Also non-registered nodes will work.
4696 -- Groups (as of group:groupname) will work as well.
4697 run_at_every_load = false,
4698 -- ^ Whether to run the LBM's action every time a block gets loaded,
4699 -- and not just for blocks that were saved last time before LBMs were
4700 -- introduced to the world.
4701 action = func(pos, node),
4704 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4707 description = "Steel Axe",
4708 groups = {}, -- key = name, value = rating; rating = 1..3.
4709 if rating not applicable, use 1.
4710 e.g. {wool = 1, fluffy = 3}
4711 {soil = 2, outerspace = 1, crumbly = 1}
4712 {bendy = 2, snappy = 1},
4713 {hard = 1, metal = 1, spikes = 1}
4714 inventory_image = "default_tool_steelaxe.png",
4715 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4720 ^ An image file containing the palette of a node.
4721 ^ You can set the currently used color as the
4722 ^ "palette_index" field of the item stack metadata.
4723 ^ The palette is always stretched to fit indices
4724 ^ between 0 and 255, to ensure compatibility with
4725 ^ "colorfacedir" and "colorwallmounted" nodes.
4727 color = "0xFFFFFFFF",
4729 ^ The color of the item. The palette overrides this.
4731 wield_scale = {x = 1, y = 1, z = 1},
4734 liquids_pointable = false,
4735 tool_capabilities = {
4736 full_punch_interval = 1.0,
4740 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4742 damage_groups = {groupname = damage},
4744 node_placement_prediction = nil,
4746 ^ If nil and item is node, prediction is made automatically
4747 ^ If nil and item is not a node, no prediction is made
4748 ^ If "" and item is anything, no prediction is made
4749 ^ Otherwise should be name of node which the client immediately places
4750 on ground when the player places the item. Server will always update
4751 actual result to client in a short moment.
4753 node_dig_prediction = "air",
4755 ^ if "", no prediction is made
4756 ^ if "air", node is removed
4757 ^ Otherwise should be name of node which the client immediately places
4758 upon digging. Server will always update actual result shortly.
4761 breaks = "default_tool_break", -- tools only
4762 place = --[[<SimpleSoundSpec>]],
4765 on_place = func(itemstack, placer, pointed_thing),
4767 ^ Shall place item and return the leftover itemstack
4768 ^ The placer may be any ObjectRef or nil.
4769 ^ default: minetest.item_place ]]
4770 on_secondary_use = func(itemstack, user, pointed_thing),
4772 ^ Same as on_place but called when pointing at nothing.
4773 ^ The user may be any ObjectRef or nil.
4774 ^ pointed_thing : always { type = "nothing" }
4776 on_drop = func(itemstack, dropper, pos),
4778 ^ Shall drop item and return the leftover itemstack
4779 ^ The dropper may be any ObjectRef or nil.
4780 ^ default: minetest.item_drop ]]
4781 on_use = func(itemstack, user, pointed_thing),
4784 ^ Function must return either nil if no item shall be removed from
4785 inventory, or an itemstack to replace the original itemstack.
4786 e.g. itemstack:take_item(); return itemstack
4787 ^ Otherwise, the function is free to do what it wants.
4788 ^ The user may be any ObjectRef or nil.
4789 ^ The default functions handle regular use cases.
4791 after_use = func(itemstack, user, node, digparams),
4794 ^ If defined, should return an itemstack and will be called instead of
4795 wearing out the tool. If returns nil, does nothing.
4796 If after_use doesn't exist, it is the same as:
4797 function(itemstack, user, node, digparams)
4798 itemstack:add_wear(digparams.wear)
4801 ^ The user may be any ObjectRef or nil.
4803 _custom_field = whatever,
4805 ^ Add your own custom fields. By convention, all custom field names
4806 should start with `_` to avoid naming collisions with future engine
4813 * `{name="image.png", animation={Tile Animation definition}}`
4814 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4815 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4816 * backface culling enabled by default for most nodes
4817 * tileable flags are info for shaders, how they should treat texture
4818 when displacement mapping is used
4819 Directions are from the point of view of the tile texture,
4820 not the node it's on
4821 * align style determines whether the texture will be rotated with the node
4822 or kept aligned with its surroundings. "user" means that client
4823 setting will be used, similar to `glasslike_framed_optional`.
4824 Note: supported by solid nodes and nodeboxes only.
4825 * scale is used to make texture span several (exactly `scale`) nodes,
4826 instead of just one, in each direction. Works for world-aligned
4828 Note that as the effect is applied on per-mapblock basis, `16` should
4829 be equally divisible by `scale` or you may get wrong results.
4830 * `{name="image.png", color=ColorSpec}`
4831 * the texture's color will be multiplied with this color.
4832 * the tile's color overrides the owning node's color in all cases.
4833 * deprecated, yet still supported field names:
4836 ### Tile animation definition
4839 type = "vertical_frames",
4841 -- ^ specify width of a frame in pixels
4843 -- ^ specify height of a frame in pixels
4845 -- ^ specify full loop length
4851 -- ^ specify width in number of frames
4853 -- ^ specify height in number of frames
4855 -- ^ specify length of a single frame
4858 ### Node definition (`register_node`)
4861 -- <all fields allowed in item definitions>,
4863 drawtype = "normal", -- See "Node drawtypes"
4864 visual_scale = 1.0, --[[
4865 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4866 ^ "firelike", "mesh".
4867 ^ For plantlike and firelike, the image will start at the bottom of the
4868 ^ node, for the other drawtypes the image will be centered on the node.
4869 ^ Note that positioning for "torchlike" may still change. ]]
4870 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4871 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4872 ^ List can be shortened to needed length ]]
4873 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4874 ^ Same as `tiles`, but these textures are drawn on top of the
4875 ^ base tiles. You can use this to colorize only specific parts of
4876 ^ your texture. If the texture name is an empty string, that
4877 ^ overlay is not drawn. Since such tiles are drawn twice, it
4878 ^ is not recommended to use overlays on very common nodes. ]]
4879 special_tiles = {tile definition 1, Tile definition 2}, --[[
4880 ^ Special textures of node; used rarely (old field name: special_materials)
4881 ^ List can be shortened to needed length ]]
4882 color = ColorSpec, --[[
4883 ^ The node's original color will be multiplied with this color.
4884 ^ If the node has a palette, then this setting only has an effect
4885 ^ in the inventory and on the wield item. ]]
4886 use_texture_alpha = false, -- Use texture's alpha channel
4887 palette = "palette.png", --[[
4888 ^ The node's `param2` is used to select a pixel from the image
4889 ^ (pixels are arranged from left to right and from top to bottom).
4890 ^ The node's color will be multiplied with the selected pixel's
4891 ^ color. Tiles can override this behavior.
4892 ^ Only when `paramtype2` supports palettes. ]]
4893 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4894 paramtype = "none", -- See "Nodes" --[[
4895 ^ paramtype = "light" allows light to propagate from or through the node with light value
4896 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4897 paramtype2 = "none", -- See "Nodes"
4898 place_param2 = nil, -- Force value for param2 when player places node
4899 is_ground_content = true, -- If false, the cave generator will not carve through this
4900 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4901 walkable = true, -- If true, objects collide with node
4902 pointable = true, -- If true, can be pointed at
4903 diggable = true, -- If false, can never be dug
4904 climbable = false, -- If true, can be climbed on (ladder)
4905 buildable_to = false, -- If true, placed nodes can replace this node
4906 floodable = false, --[[
4907 ^ If true, liquids flow into and replace this node.
4908 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4909 liquidtype = "none", -- "none"/"source"/"flowing"
4910 liquid_alternative_flowing = "", -- Flowing version of source liquid
4911 liquid_alternative_source = "", -- Source version of flowing liquid
4912 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4913 liquid_renewable = true, --[[
4914 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4916 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4917 ^ Allows defining the nodebox height without using param2.
4918 ^ The nodebox height is 'leveled' / 64 nodes.
4919 ^ The maximum value of 'leveled' is 127. ]]
4920 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4921 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4922 light_source = 0, --[[
4923 ^ Amount of light emitted by node.
4924 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4925 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4926 damage_per_second = 0, -- If player is inside node, this damage is caused
4927 node_box = {type="regular"}, -- See "Node boxes"
4928 connects_to = nodenames, --[[
4929 * Used for nodebox nodes with the type == "connected"
4930 * Specifies to what neighboring nodes connections will be drawn
4931 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4932 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4933 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4935 selection_box = {type="regular"}, -- See "Node boxes" --[[
4936 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4937 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4938 legacy_wallmounted = false, -- Support maps made in and before January 2012
4939 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4940 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4941 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4942 ^ caveats: not all models will properly wave
4943 ^ plantlike drawtype nodes can only wave like plants
4944 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4946 footstep = <SimpleSoundSpec>,
4947 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4948 dug = <SimpleSoundSpec>,
4949 place = <SimpleSoundSpec>,
4950 place_failed = <SimpleSoundSpec>,
4952 drop = "", -- Name of dropped node when dug. Default is the node itself.
4955 max_items = 1, -- Maximum number of items to drop.
4956 items = { -- Choose max_items randomly from this list.
4958 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4959 rarity = 1, -- Probability of dropping is 1 / rarity.
4960 inherit_color = true, -- To inherit palette color from the node
4965 on_construct = func(pos), --[[
4966 ^ Node constructor; called after adding node
4967 ^ Can set up metadata and stuff like that
4968 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4970 on_destruct = func(pos), --[[
4971 ^ Node destructor; called before removing node
4972 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4974 after_destruct = func(pos, oldnode), --[[
4975 ^ Node destructor; called after removing node
4976 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4978 on_flood = func(pos, oldnode, newnode), --[[
4979 ^ Called when a liquid (newnode) is about to flood oldnode, if
4980 ^ it has `floodable = true` in the nodedef. Not called for bulk
4981 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4982 ^ return true the node is not flooded, but on_flood callback will
4983 ^ most likely be called over and over again every liquid update
4984 ^ interval. Default: nil.
4985 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4987 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
4988 ^ Called when oldnode is about be converted to an item, but before the
4989 node is deleted from the world or the drops are added. This is generally
4990 the result of either the node being dug or an attached node becoming detached.
4991 ^ drops is a table of ItemStacks, so any metadata to be preserved can be
4992 added directly to one or more of the dropped items. See "ItemStackMetaRef".
4994 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4995 ^ Called after constructing node when node was placed using
4996 minetest.item_place_node / minetest.place_node
4997 ^ If return true no item is taken from itemstack
4998 ^ `placer` may be any valid ObjectRef or nil
5000 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
5001 ^ oldmetadata is in table format
5002 ^ Called after destructing node when node was dug using
5003 minetest.node_dig / minetest.dig_node
5005 can_dig = function(pos, [player]) --[[
5006 ^ returns true if node can be dug, or false if not
5009 on_punch = func(pos, node, puncher, pointed_thing), --[[
5010 ^ default: minetest.node_punch
5011 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
5012 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
5014 ^ itemstack will hold clicker's wielded item
5015 ^ Shall return the leftover itemstack
5016 ^ Note: pointed_thing can be nil, if a mod calls this function
5017 This function does not get triggered by clients <=0.4.16 if the
5018 "formspec" node metadata field is set ]]
5020 on_dig = func(pos, node, digger), --[[
5021 ^ default: minetest.node_dig
5022 ^ By default: checks privileges, wears out tool and removes node ]]
5024 on_timer = function(pos,elapsed), --[[
5026 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
5027 ^ elapsed is the total time passed since the timer was started
5028 ^ return true to run the timer for another cycle with the same timeout value ]]
5030 on_receive_fields = func(pos, formname, fields, sender), --[[
5031 ^ fields = {name1 = value1, name2 = value2, ...}
5032 ^ Called when an UI form (e.g. sign text input) returns data
5035 allow_metadata_inventory_move = func(pos, from_list, from_index,
5036 to_list, to_index, count, player), --[[
5037 ^ Called when a player wants to move items inside the inventory
5038 ^ Return value: number of items allowed to move ]]
5040 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
5041 ^ Called when a player wants to put something into the inventory
5042 ^ Return value: number of items allowed to put
5043 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5045 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
5046 ^ Called when a player wants to take something out of the inventory
5047 ^ Return value: number of items allowed to take
5048 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5050 on_metadata_inventory_move = func(pos, from_list, from_index,
5051 to_list, to_index, count, player),
5052 on_metadata_inventory_put = func(pos, listname, index, stack, player),
5053 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
5054 ^ Called after the actual action has happened, according to what was allowed.
5055 ^ No return value ]]
5057 on_blast = func(pos, intensity), --[[
5058 ^ intensity: 1.0 = mid range of regular TNT
5059 ^ If defined, called when an explosion touches the node, instead of
5060 removing the node ]]
5063 ### Recipe for `register_craft` (shaped)
5066 output = 'default:pick_stone',
5068 {'default:cobble', 'default:cobble', 'default:cobble'},
5069 {'', 'default:stick', ''},
5070 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
5072 replacements = --[[<optional list of item pairs,
5073 replace one input item with another item on crafting>]]
5076 ### Recipe for `register_craft` (shapeless)
5080 output = 'mushrooms:mushroom_stew',
5083 "mushrooms:mushroom_brown",
5084 "mushrooms:mushroom_red",
5086 replacements = --[[<optional list of item pairs,
5087 replace one input item with another item on crafting>]]
5090 ### Recipe for `register_craft` (tool repair)
5093 type = "toolrepair",
5094 additional_wear = -0.02,
5097 ### Recipe for `register_craft` (cooking)
5101 output = "default:glass",
5102 recipe = "default:sand",
5106 ### Recipe for `register_craft` (furnace fuel)
5110 recipe = "default:leaves",
5114 ### Ore definition (`register_ore`)
5116 See 'Ore types' section above for essential information.
5119 ore_type = "scatter",
5120 ore = "default:stone_with_coal",
5122 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
5123 wherein = "default:stone",
5124 -- ^ a list of nodenames is supported too
5125 clust_scarcity = 8 * 8 * 8,
5126 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
5127 -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
5129 -- ^ Number of ores in a cluster
5131 -- ^ Size of the bounding box of the cluster
5132 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
5136 -- ^ Lower and upper limits for ore.
5138 -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
5139 noise_threshold = 0.5,
5140 -- ^ If noise is above this threshold, ore is placed. Not needed for a
5141 -- ^ uniform distribution.
5145 spread = {x = 100, y = 100, z = 100},
5150 -- ^ NoiseParams structure describing one of the perlin noises used for ore
5152 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
5153 -- ^ Omit from "scatter" ore for a uniform ore distribution.
5154 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
5155 biomes = {"desert", "rainforest"}
5156 -- ^ List of biomes in which this decoration occurs.
5157 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
5158 -- ^ used does not support biomes.
5159 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5160 column_height_min = 1,
5161 column_height_max = 16,
5162 column_midpoint_factor = 0.5,
5163 -- ^ See 'Ore types' section above.
5164 -- ^ The above 3 parameters are only valid for "sheet" ore.
5168 spread = {x = 100, y = 100, z = 100},
5176 spread = {x = 100, y = 100, z = 100},
5181 -- ^ See 'Ore types' section above.
5182 -- ^ The above 2 parameters are only valid for "puff" ore.
5183 random_factor = 1.0,
5184 -- ^ See 'Ore types' section above.
5185 -- ^ Only valid for "vein" ore.
5186 np_stratum_thickness = {
5189 spread = {x = 100, y = 100, z = 100},
5194 stratum_thickness = 8,
5195 -- ^ See 'Ore types' section above.
5196 -- ^ The above 2 parameters are only valid for "stratum" ore.
5199 ### Biome definition (`register_biome`)
5203 node_dust = "default:snow",
5204 -- ^ Node dropped onto upper surface after all else is generated.
5205 node_top = "default:dirt_with_snow",
5207 -- ^ Node forming surface layer of biome and thickness of this layer.
5208 node_filler = "default:permafrost",
5210 -- ^ Node forming lower layer of biome and thickness of this layer.
5211 node_stone = "default:bluestone",
5212 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
5213 node_water_top = "default:ice",
5214 depth_water_top = 10,
5215 -- ^ Node forming a surface layer in seawater with the defined thickness.
5217 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
5218 node_river_water = "default:ice",
5219 -- ^ Node that replaces river water in mapgens that use default:river_water.
5220 node_riverbed = "default:gravel",
5222 -- ^ Node placed under river water and thickness of this layer.
5225 -- ^ Upper and lower limits for biome.
5226 -- ^ Alternatively you can use xyz limits as shown below.
5227 max_pos = {x = 31000, y = 128, z = 31000},
5228 min_pos = {x = -31000, y = 9, z = -31000},
5229 -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
5230 -- ^ Biome is limited to a cuboid defined by these positions.
5231 -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
5232 -- ^ 31000 in 'max_pos'.
5234 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
5235 -- ^ blend with the biome above.
5236 -- ^ Set to 0 for no vertical blend. Defaults to 0.
5238 humidity_point = 50,
5239 -- ^ Characteristic temperature and humidity for the biome.
5240 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5241 -- ^ humidity as axes. The resulting voronoi cells determine the
5242 -- ^ distribution of the biomes.
5243 -- ^ Heat and humidity have average values of 50, vary mostly between
5244 -- ^ 0 and 100 but can exceed these values.
5247 ### Decoration definition (`register_decoration`)
5250 deco_type = "simple", -- See "Decoration types"
5251 place_on = "default:dirt_with_grass",
5252 -- ^ Node (or list of nodes) that the decoration can be placed on
5254 -- ^ Size of divisions made in the chunk being generated.
5255 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
5257 -- ^ Ratio of the area to be uniformly filled by the decoration.
5258 -- ^ Used only if noise_params is not specified.
5259 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
5260 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
5261 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
5262 biomes = {"Oceanside", "Hills", "Plains"},
5263 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
5264 -- ^ and ignored if the Mapgen being used does not support biomes.
5265 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5268 -- ^ Lower and upper limits for decoration.
5269 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
5270 spawn_by = "default:water",
5271 -- ^ Node (or list of nodes) that the decoration only spawns next to.
5272 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
5273 -- ^ one plane level with the 'place_on' node and a plane one node above that.
5275 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
5276 -- ^ If absent or -1, decorations occur next to any nodes.
5277 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
5278 -- ^ Flags for all decoration types.
5279 -- ^ "liquid_surface": Instead of placement on the highest solid surface
5280 -- ^ in a mapchunk column, placement is on the highest liquid surface.
5281 -- ^ Placement is disabled if solid nodes are found above the liquid
5283 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
5284 -- ^ by the decoration.
5285 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
5286 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
5287 -- ^ ceiling surfaces, for example in caves.
5288 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5289 -- ^ effect of 'place_offset_y' is inverted.
5290 -- ^ If a single decoration registration has both flags the floor and
5291 -- ^ ceiling decorations will be aligned vertically and may sometimes
5292 -- ^ meet to form a column.
5294 ----- Simple-type parameters
5295 decoration = "default:grass",
5296 -- ^ The node name used as the decoration.
5297 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
5299 -- ^ Decoration height in nodes.
5300 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
5302 -- ^ Upper limit of the randomly selected height.
5303 -- ^ If absent, the parameter 'height' is used as a constant.
5305 -- ^ Param2 value of decoration nodes.
5306 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
5308 -- ^ Upper limit of the randomly selected param2.
5309 -- ^ If absent, the parameter 'param2' is used as a constant.
5311 -- ^ Y offset of the decoration base node relative to the standard base
5313 -- ^ Can be positive or negative. Default is 0.
5314 -- ^ Effect is inverted for "all_ceilings" decorations.
5315 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5316 -- ^ to the 'place_on' node.
5318 ----- Schematic-type parameters
5319 schematic = "foobar.mts",
5320 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
5321 -- ^ specified Minetest schematic file.
5322 -- ^ - OR -, could be the ID of a previously registered schematic
5323 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
5324 -- ^ and an optional table yslice_prob:
5326 size = {x=4, y=6, z=4},
5328 {name="default:cobble", param1=255, param2=0},
5329 {name="default:dirt_with_grass", param1=255, param2=0},
5330 {name="ignore", param1=255, param2=0},
5331 {name="air", param1=255, param2=0},
5340 -- ^ See 'Schematic specifier' for details.
5341 replacements = {["oldname"] = "convert_to", ...},
5342 flags = "place_center_x, place_center_y, place_center_z",
5343 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5344 rotation = "90" -- rotate schematic 90 degrees on placement
5345 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5347 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5348 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5350 -- ^ Can be positive or negative. Default is 0.
5351 -- ^ Effect is inverted for "all_ceilings" decorations.
5352 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5353 -- ^ to the 'place_on' node.
5356 ### Chat command definition (`register_chatcommand`)
5359 params = "<name> <privilege>", -- Short parameter description
5360 description = "Remove privilege from player", -- Full description
5361 privs = {privs=true}, -- Require the "privs" privilege to run
5362 func = function(name, param), -- Called when command is run.
5363 -- Returns boolean success and text output.
5366 Note that in params, use of symbols is as follows:
5368 * `<>` signifies a placeholder to be replaced when the command is used. For example,
5369 when a player name is needed: `<name>`
5370 * `[]` signifies param is optional and not required when the command is used. For
5371 example, if you require param1 but param2 is optional: `<param1> [<param2>]`
5372 * `|` signifies exclusive or. The command requires one param from the options
5373 provided. For example: `<param1> | <param2>`
5374 * `()` signifies grouping. For example, when param1 and param2 are both required,
5375 or only param3 is required: `(<param1> <param2>) | <param3>`
5377 ### Detached inventory callbacks
5380 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5381 -- ^ Called when a player wants to move items inside the inventory
5382 -- ^ Return value: number of items allowed to move
5384 allow_put = func(inv, listname, index, stack, player),
5385 -- ^ Called when a player wants to put something into the inventory
5386 -- ^ Return value: number of items allowed to put
5387 -- ^ Return value: -1: Allow and don't modify item count in inventory
5389 allow_take = func(inv, listname, index, stack, player),
5390 -- ^ Called when a player wants to take something out of the inventory
5391 -- ^ Return value: number of items allowed to take
5392 -- ^ Return value: -1: Allow and don't modify item count in inventory
5394 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5395 on_put = func(inv, listname, index, stack, player),
5396 on_take = func(inv, listname, index, stack, player),
5397 -- ^ Called after the actual action has happened, according to what was allowed.
5398 -- ^ No return value
5401 ### HUD Definition (`hud_add`, `hud_get`)
5404 hud_elem_type = "image", -- see HUD element types
5405 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
5406 position = {x=0.5, y=0.5},
5407 -- ^ Left corner position of element
5413 -- ^ Selected item in inventory. 0 for no item selected.
5415 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5416 alignment = {x=0, y=0},
5417 -- ^ See "HUD Element Types"
5418 offset = {x=0, y=0},
5419 -- ^ See "HUD Element Types"
5420 size = { x=100, y=100 },
5421 -- ^ Size of element in pixels
5424 ### Particle definition (`add_particle`)
5427 pos = {x=0, y=0, z=0},
5428 velocity = {x=0, y=0, z=0},
5429 acceleration = {x=0, y=0, z=0},
5430 -- ^ Spawn particle at pos with velocity and acceleration
5432 -- ^ Disappears after expirationtime seconds
5434 collisiondetection = false,
5435 -- ^ collisiondetection: if true collides with physical objects
5436 collision_removal = false,
5437 -- ^ collision_removal: if true then particle is removed when it collides,
5438 -- ^ requires collisiondetection = true to have any effect
5440 -- ^ vertical: if true faces player using y axis only
5441 texture = "image.png",
5442 -- ^ Uses texture (string)
5443 playername = "singleplayer",
5444 -- ^ optional, if specified spawns particle only on the player's client
5445 animation = {Tile Animation definition},
5446 -- ^ optional, specifies how to animate the particle texture
5448 -- ^ optional, specify particle self-luminescence in darkness
5452 ### `ParticleSpawner` definition (`add_particlespawner`)
5457 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5458 minpos = {x=0, y=0, z=0},
5459 maxpos = {x=0, y=0, z=0},
5460 minvel = {x=0, y=0, z=0},
5461 maxvel = {x=0, y=0, z=0},
5462 minacc = {x=0, y=0, z=0},
5463 maxacc = {x=0, y=0, z=0},
5468 -- ^ The particle's properties are random values in between the bounds:
5469 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5470 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5471 collisiondetection = false,
5472 -- ^ collisiondetection: if true uses collision detection
5473 collision_removal = false,
5474 -- ^ collision_removal: if true then particle is removed when it collides,
5475 -- ^ requires collisiondetection = true to have any effect
5476 attached = ObjectRef,
5477 -- ^ attached: if defined, particle positions, velocities and accelerations
5478 -- ^ are relative to this object's position and yaw.
5480 -- ^ vertical: if true faces player using y axis only
5481 texture = "image.png",
5482 -- ^ Uses texture (string)
5483 playername = "singleplayer"
5484 -- ^ Playername is optional, if specified spawns particle only on the player's client
5485 animation = {Tile Animation definition},
5486 -- ^ optional, specifies how to animate the particle texture
5488 -- ^ optional, specify particle self-luminescence in darkness
5491 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5494 url = "http://example.org",
5496 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5497 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5498 -- ^ Optional, if specified a POST request with post_data is performed.
5499 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5500 -- ^ as x-www-form-urlencoded key-value pairs.
5501 -- ^ If post_data ist not specified, a GET request is performed instead.
5502 user_agent = "ExampleUserAgent",
5503 -- ^ Optional, if specified replaces the default minetest user agent with given string
5504 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5505 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5506 -- ^ that the header strings follow HTTP specification ("Key: Value").
5508 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5511 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5515 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5517 -- ^ If true, the request was successful
5519 -- ^ If true, the request timed out
5521 -- ^ HTTP status code
5525 ### Authentication handler definition
5528 get_auth = func(name),
5529 -- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
5530 -- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
5531 create_auth = func(name, password),
5532 -- ^ Create new auth data for player `name`
5533 -- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
5534 delete_auth = func(name),
5535 -- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
5536 set_password = func(name, password),
5537 -- ^ Set password of player `name` to `password`
5538 Auth data should be created if not present
5539 set_privileges = func(name, privileges),
5540 -- ^ Set privileges of player `name`
5541 -- ^ `privileges` is in table form, auth data should be created if not present
5543 -- ^ Reload authentication data from the storage location
5544 -- ^ Returns boolean indicating success
5545 record_login = func(name),
5546 -- ^ Called when player joins, used for keeping track of last_login
5548 -- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database