1 Minetest Lua Modding API Reference
2 ==================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
10 Content and functionality can be added to Minetest using Lua scripting
11 in run-time loaded mods.
13 A mod is a self-contained bunch of scripts, textures and other related
14 things, which is loaded by and interfaces with Minetest.
16 Mods are contained and ran solely on the server side. Definitions and media
17 files are automatically transferred to the client.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API, and to document it here.
24 If you have any difficulty in understanding this, please read
25 [Programming in Lua](http://www.lua.org/pil/).
29 Mods are loaded during server startup from the mod load paths by running
30 the `init.lua` scripts in a shared environment.
34 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * `$path_user`: `<build directory>`
36 * `$path_share`: `<build directory>`
37 * `RUN_IN_PLACE=0`: (Linux release)
39 * Linux: `/usr/share/minetest`
40 * Windows: `<install directory>/minetest-0.4.x`
42 * Linux: `$HOME/.minetest`
43 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
51 Games are looked up from:
53 * `$path_share/games/<gameid>/`
54 * `$path_user/games/<gameid>/`
56 Where `<gameid>` is unique to each game.
58 The game directory can contain the following files:
60 * `game.conf`, with the following keys:
61 * `name`: Required, human readable name e.g. `name = Minetest`
62 * `description`: Short description to be shown in the content tab
63 * `disallowed_mapgens = <comma-separated mapgens>`
64 e.g. `disallowed_mapgens = v5,v6,flat`
65 These mapgens are removed from the list of mapgens for the game.
67 Used to set default settings when running this game.
69 In the same format as the one in builtin.
70 This settingtypes.txt will be parsed by the menu and the settings will be
71 displayed in the "Games" category in the advanced settings tab.
72 * If the game contains a folder called `textures` the server will load it as a
73 texturepack, overriding mod textures.
74 Any server texturepack will override mod textures and the game texturepack.
79 Games can provide custom main menu images. They are put inside a `menu`
80 directory inside the game directory.
82 The images are named `$identifier.png`, where `$identifier` is one of
83 `overlay`, `background`, `footer`, `header`.
84 If you want to specify multiple images for one identifier, add additional
85 images named like `$identifier.$n.png`, with an ascending number $n starting
86 with 1, and a random image will be chosen from the provided ones.
96 Paths are relative to the directories listed in the Paths section above.
98 * `games/<gameid>/mods/`
100 * `worlds/<worldname>/worldmods/`
102 Mod load path for world-specific games
103 --------------------------------------
104 It is possible to include a game in a world; in this case, no mods or
105 games are loaded or checked from anywhere else.
107 This is useful for e.g. adventure worlds.
109 This happens if the following directory exists:
113 Mods should then be placed in:
119 Mods can be put in a subdirectory, if the parent directory, which otherwise
120 should be a mod, contains a file named `modpack.txt`. This file shall be
121 empty, except for lines starting with `#`, which are comments.
123 Mod directory structure
124 -----------------------
130 │ ├── settingtypes.txt
134 │ │ ├── modname_stuff.png
135 │ │ └── modname_something_else.png
143 The location of this directory can be fetched by using
144 `minetest.get_modpath(modname)`.
147 A key-value store of mod details.
149 * `name`: The mod name. Allows Minetest to determine the mod name even if the
150 folder is wrongly named.
151 * `description`: Description of mod to be shown in the Mods tab of the main
153 * `depends`: A comma separated list of dependencies. These are mods that must be
154 loaded before this mod.
155 * `optional_depends`: A comma separated list of optional dependencies.
156 Like a dependency, but no error if the mod doesn't exist.
158 Note: to support 0.4.x, please also provide depends.txt.
161 A screenshot shown in the mod manager within the main menu. It should
162 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
165 **Deprecated:** you should use mod.conf instead.
167 This file is used if there are no dependencies in mod.conf.
169 List of mods that have to be loaded before loading this mod.
171 A single line contains a single modname.
173 Optional dependencies can be defined by appending a question mark
174 to a single modname. This means that if the specified mod
175 is missing, it does not prevent this mod from being loaded.
177 ### `description.txt`
178 **Deprecated:** you should use mod.conf instead.
180 This file is used if there is no description in mod.conf.
182 A file containing a description to be shown in the Mods tab of the main menu.
184 ### `settingtypes.txt`
185 A file in the same format as the one in builtin. It will be parsed by the
186 settings menu and the settings will be displayed in the "Mods" category.
189 The main Lua script. Running this script should register everything it
190 wants to register. Subsequent execution depends on minetest calling the
191 registered callbacks.
193 `minetest.settings` can be used to read custom or existing settings at load
194 time, if necessary. (See `Settings`)
197 Models for entities or meshnodes.
199 ### `textures`, `sounds`, `media`
200 Media files (textures, sounds, whatever) that will be transferred to the
201 client and will be available for use by the mod.
204 Translation files for the clients. (See `Translations`)
206 Naming convention for registered textual names
207 ----------------------------------------------
208 Registered names should generally be in this format:
212 `<whatever>` can have these characters:
216 This is to prevent conflicting names from corrupting maps and is
217 enforced by the mod loader.
219 Registered names can be overridden by prefixing the name with `:`. This can
220 be used for overriding the registrations of some other mod.
222 The `:` prefix can also be used for maintaining backwards compatibility.
225 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
226 So the name should be `experimental:tnt`.
228 Any mod can redefine `experimental:tnt` by using the name
232 when registering it. That mod is required to have `experimental` as a
241 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
242 `minetest.register_alias_force(name, convert_to)`.
244 This converts anything called `name` to `convert_to`.
246 The only difference between `minetest.register_alias` and
247 `minetest.register_alias_force` is that if an item called `name` exists,
248 `minetest.register_alias` will do nothing while
249 `minetest.register_alias_force` will unregister it.
251 This can be used for maintaining backwards compatibility.
253 This can also set quick access names for things, e.g. if
254 you have an item called `epiclylongmodname:stuff`, you could do
256 minetest.register_alias("stuff", "epiclylongmodname:stuff")
258 and be able to use `/giveme stuff`.
262 In a game, a certain number of these must be set to tell core mapgens which
263 of the game's nodes are to be used by the core mapgens. For example:
265 minetest.register_alias("mapgen_stone", "default:stone")
267 ### Aliases needed for all mapgens except Mapgen v6
271 * mapgen_water_source
272 * mapgen_river_water_source
278 Only needed for registered biomes where 'node_stone' is stone:
281 * mapgen_stair_cobble
284 Only needed for registered biomes where 'node_stone' is desert stone:
286 * mapgen_desert_stone
287 * mapgen_stair_desert_stone
289 Only needed for registered biomes where 'node_stone' is sandstone:
292 * mapgen_sandstonebrick
293 * mapgen_stair_sandstone_block
295 ### Aliases needed for Mapgen v6
297 #### Terrain and biomes
299 * mapgen_water_source
302 * mapgen_dirt_with_grass
305 * mapgen_desert_stone
307 * mapgen_dirt_with_snow
317 * mapgen_jungleleaves
320 * mapgen_pine_needles
324 * mapgen_stair_cobble
326 * mapgen_stair_desert_stone
334 Mods should generally prefix their textures with `modname_`, e.g. given
335 the mod name `foomod`, a texture could be called:
339 Textures are referred to by their complete name, or alternatively by
340 stripping out the file extension:
342 * e.g. `foomod_foothing.png`
343 * e.g. `foomod_foothing`
347 There are various texture modifiers that can be used
348 to generate textures on-the-fly.
350 ### Texture overlaying
351 Textures can be overlaid by putting a `^` between them.
355 default_dirt.png^default_grass_side.png
357 `default_grass_side.png` is overlaid over `default_dirt.png`.
358 The texture with the lower resolution will be automatically upscaled to
359 the higher resolution texture.
362 Textures can be grouped together by enclosing them in `(` and `)`.
364 Example: `cobble.png^(thing1.png^thing2.png)`
366 A texture for `thing1.png^thing2.png` is created and the resulting
367 texture is overlaid on top of `cobble.png`.
370 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
371 passing complex texture names as arguments. Escaping is done with backslash and
372 is required for `^` and `:`.
374 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
376 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
377 on top of `cobble.png`.
379 ### Advanced texture modifiers
384 * `[crack:<t>:<n>:<p>`
385 * `[cracko:<t>:<n>:<p>`
389 * `<t>`: tile count (in each direction)
390 * `<n>`: animation frame count
391 * `<p>`: current animation frame
393 Draw a step of the crack animation on the texture.
394 `crack` draws it normally, while `cracko` lays it over, keeping transparent
399 default_cobble.png^[crack:10:1
401 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
406 * `<file>`: texture to combine
408 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
409 specified coordinates.
413 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
415 #### `[resize:<w>x<h>`
416 Resizes the texture to the given dimensions.
420 default_sandstone.png^[resize:16x16
423 Makes the base image transparent according to the given ratio.
425 `r` must be between 0 (transparent) and 255 (opaque).
429 default_sandstone.png^[opacity:127
431 #### `[invert:<mode>`
432 Inverts the given channels of the base image.
433 Mode may contain the characters "r", "g", "b", "a".
434 Only the channels that are mentioned in the mode string will be inverted.
438 default_apple.png^[invert:rgb
441 Brightens the texture.
445 tnt_tnt_side.png^[brighten
448 Makes the texture completely opaque.
452 default_leaves.png^[noalpha
454 #### `[makealpha:<r>,<g>,<b>`
455 Convert one color to transparency.
459 default_cobble.png^[makealpha:128,128,128
462 * `<t>`: transformation(s) to apply
464 Rotates and/or flips the image.
466 `<t>` can be a number (between 0 and 7) or a transform name.
467 Rotations are counter-clockwise.
470 1 R90 rotate by 90 degrees
471 2 R180 rotate by 180 degrees
472 3 R270 rotate by 270 degrees
474 5 FXR90 flip X then rotate by 90 degrees
476 7 FYR90 flip Y then rotate by 90 degrees
480 default_stone.png^[transformFXR90
482 #### `[inventorycube{<top>{<left>{<right>`
483 Escaping does not apply here and `^` is replaced by `&` in texture names
486 Create an inventory cube texture using the side textures.
490 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
492 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
493 `dirt.png^grass_side.png` textures
495 #### `[lowpart:<percent>:<file>`
496 Blit the lower `<percent>`% part of `<file>` on the texture.
500 base.png^[lowpart:25:overlay.png
502 #### `[verticalframe:<t>:<n>`
503 * `<t>`: animation frame count
504 * `<n>`: current animation frame
506 Crops the texture to a frame of a vertical animation.
510 default_torch_animated.png^[verticalframe:16:8
513 Apply a mask to the base image.
515 The mask is applied using binary AND.
517 #### `[sheet:<w>x<h>:<x>,<y>`
518 Retrieves a tile at position x,y from the base image
519 which it assumes to be a tilesheet with dimensions w,h.
521 #### `[colorize:<color>:<ratio>`
522 Colorize the textures with the given color.
523 `<color>` is specified as a `ColorString`.
524 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
525 it is an int, then it specifies how far to interpolate between the
526 colors where 0 is only the texture color and 255 is only `<color>`. If
527 omitted, the alpha of `<color>` will be used as the ratio. If it is
528 the word "`alpha`", then each texture pixel will contain the RGB of
529 `<color>` and the alpha of `<color>` multiplied by the alpha of the
532 #### `[multiply:<color>`
533 Multiplies texture colors with the given color.
534 `<color>` is specified as a `ColorString`.
535 Result is more like what you'd expect if you put a color on top of another
536 color, meaning white surfaces get a lot of your new color while black parts
537 don't change very much.
541 The goal of hardware coloring is to simplify the creation of
542 colorful nodes. If your textures use the same pattern, and they only
543 differ in their color (like colored wool blocks), you can use hardware
544 coloring instead of creating and managing many texture files.
545 All of these methods use color multiplication (so a white-black texture
546 with red coloring will result in red-black color).
549 This method is useful if you wish to create nodes/items with
550 the same texture, in different colors, each in a new node/item definition.
553 When you register an item or node, set its `color` field (which accepts a
554 `ColorSpec`) to the desired color.
556 An `ItemStack`'s static color can be overwritten by the `color` metadata
557 field. If you set that field to a `ColorString`, that color will be used.
560 Each tile may have an individual static color, which overwrites every
561 other coloring method. To disable the coloring of a face,
562 set its color to white (because multiplying with white does nothing).
563 You can set the `color` property of the tiles in the node's definition
564 if the tile is in table format.
567 For nodes and items which can have many colors, a palette is more
568 suitable. A palette is a texture, which can contain up to 256 pixels.
569 Each pixel is one possible color for the node/item.
570 You can register one node/item, which can have up to 256 colors.
572 #### Palette indexing
573 When using palettes, you always provide a pixel index for the given
574 node or `ItemStack`. The palette is read from left to right and from
575 top to bottom. If the palette has less than 256 pixels, then it is
576 stretched to contain exactly 256 pixels (after arranging the pixels
577 to one line). The indexing starts from 0.
581 * 16x16 palette, index = 0: the top left corner
582 * 16x16 palette, index = 4: the fifth pixel in the first row
583 * 16x16 palette, index = 16: the pixel below the top left corner
584 * 16x16 palette, index = 255: the bottom right corner
585 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
586 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
587 to ensure the total 256 pixels.
588 * 2x4 palette, index = 32: the top right corner
589 * 2x4 palette, index = 63: the top right corner
590 * 2x4 palette, index = 64: the pixel below the top left corner
592 #### Using palettes with items
593 When registering an item, set the item definition's `palette` field to
594 a texture. You can also use texture modifiers.
596 The `ItemStack`'s color depends on the `palette_index` field of the
597 stack's metadata. `palette_index` is an integer, which specifies the
598 index of the pixel to use.
600 #### Linking palettes with nodes
601 When registering a node, set the item definition's `palette` field to
602 a texture. You can also use texture modifiers.
603 The node's color depends on its `param2`, so you also must set an
604 appropriate `paramtype2`:
606 * `paramtype2 = "color"` for nodes which use their full `param2` for
607 palette indexing. These nodes can have 256 different colors.
608 The palette should contain 256 pixels.
609 * `paramtype2 = "colorwallmounted"` for nodes which use the first
610 five bits (most significant) of `param2` for palette indexing.
611 The remaining three bits are describing rotation, as in `wallmounted`
612 paramtype2. Division by 8 yields the palette index (without stretching the
613 palette). These nodes can have 32 different colors, and the palette
614 should contain 32 pixels.
616 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
617 pixel will be picked from the palette.
618 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
619 pixel will be picked from the palette.
620 * `paramtype2 = "colorfacedir"` for nodes which use the first
621 three bits of `param2` for palette indexing. The remaining
622 five bits are describing rotation, as in `facedir` paramtype2.
623 Division by 32 yields the palette index (without stretching the
624 palette). These nodes can have 8 different colors, and the
625 palette should contain 8 pixels.
627 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
628 first (= 0 + 1) pixel will be picked from the palette.
629 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
630 second (= 1 + 1) pixel will be picked from the palette.
632 To colorize a node on the map, set its `param2` value (according
633 to the node's paramtype2).
635 ### Conversion between nodes in the inventory and on the map
636 Static coloring is the same for both cases, there is no need
639 If the `ItemStack`'s metadata contains the `color` field, it will be
640 lost on placement, because nodes on the map can only use palettes.
642 If the `ItemStack`'s metadata contains the `palette_index` field, it is
643 automatically transferred between node and item forms by the engine,
644 when a player digs or places a colored node.
645 You can disable this feature by setting the `drop` field of the node
646 to itself (without metadata).
647 To transfer the color to a special drop, you need a drop table.
651 minetest.register_node("mod:stone", {
652 description = "Stone",
653 tiles = {"default_stone.png"},
654 paramtype2 = "color",
655 palette = "palette.png",
658 -- assume that mod:cobblestone also has the same palette
659 {items = {"mod:cobblestone"}, inherit_color = true },
664 ### Colored items in craft recipes
665 Craft recipes only support item strings, but fortunately item strings
666 can also contain metadata. Example craft recipe registration:
668 minetest.register_craft({
669 output = minetest.itemstring_with_palette("wool:block", 3),
677 To set the `color` field, you can use `minetest.itemstring_with_color`.
679 Metadata field filtering in the `recipe` field are not supported yet,
680 so the craft output is independent of the color of the ingredients.
684 Sometimes hardware coloring is not enough, because it affects the
685 whole tile. Soft texture overlays were added to Minetest to allow
686 the dynamic coloring of only specific parts of the node's texture.
687 For example a grass block may have colored grass, while keeping the
690 These overlays are 'soft', because unlike texture modifiers, the layers
691 are not merged in the memory, but they are simply drawn on top of each
692 other. This allows different hardware coloring, but also means that
693 tiles with overlays are drawn slower. Using too much overlays might
696 For inventory and wield images you can specify overlays which
697 hardware coloring does not modify. You have to set `inventory_overlay`
698 and `wield_overlay` fields to an image name.
700 To define a node overlay, simply set the `overlay_tiles` field of the node
701 definition. These tiles are defined in the same way as plain tiles:
702 they can have a texture name, color etc.
703 To skip one face, set that overlay tile to an empty string.
705 Example (colored grass block):
707 minetest.register_node("default:dirt_with_grass", {
708 description = "Dirt with Grass",
709 -- Regular tiles, as usual
710 -- The dirt tile disables palette coloring
711 tiles = {{name = "default_grass.png"},
712 {name = "default_dirt.png", color = "white"}},
713 -- Overlay tiles: define them in the same style
714 -- The top and bottom tile does not have overlay
715 overlay_tiles = {"", "",
716 {name = "default_grass_side.png", tileable_vertical = false}},
717 -- Global color, used in inventory
719 -- Palette in the world
720 paramtype2 = "color",
721 palette = "default_foilage.png",
730 Only Ogg Vorbis files are supported.
732 For positional playing of sounds, only single-channel (mono) files are
733 supported. Otherwise OpenAL will play them non-positionally.
735 Mods should generally prefix their sounds with `modname_`, e.g. given
736 the mod name "`foomod`", a sound could be called:
740 Sounds are referred to by their name with a dot, a single digit and the
741 file extension stripped out. When a sound is played, the actual sound file
742 is chosen randomly from the matching sounds.
744 When playing the sound `foomod_foosound`, the sound is chosen randomly
745 from the available ones of the following files:
747 * `foomod_foosound.ogg`
748 * `foomod_foosound.0.ogg`
749 * `foomod_foosound.1.ogg`
751 * `foomod_foosound.9.ogg`
753 Examples of sound parameter tables:
755 -- Play locationless on all clients
757 gain = 1.0, -- default
758 fade = 0.0, -- default, change to a value > 0 to fade the sound in
759 pitch = 1.0, -- default
761 -- Play locationless to one player
764 gain = 1.0, -- default
765 fade = 0.0, -- default, change to a value > 0 to fade the sound in
766 pitch = 1.0, -- default
768 -- Play locationless to one player, looped
771 gain = 1.0, -- default
774 -- Play in a location
776 pos = {x = 1, y = 2, z = 3},
777 gain = 1.0, -- default
778 max_hear_distance = 32, -- default, uses an euclidean metric
780 -- Play connected to an object, looped
782 object = <an ObjectRef>,
783 gain = 1.0, -- default
784 max_hear_distance = 32, -- default, uses an euclidean metric
788 Looped sounds must either be connected to an object or played locationless to
789 one player using `to_player = name,`
794 * e.g. `"default_place_node"`
796 * e.g. `{name = "default_place_node"}`
797 * e.g. `{name = "default_place_node", gain = 1.0}`
798 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
803 Registered definitions
804 ======================
806 Anything added using certain `minetest.register_*` functions gets added to
807 the global `minetest.registered_*` tables.
809 * `minetest.register_entity(name, entity definition)`
810 * added to `minetest.registered_entities[name]`
812 * `minetest.register_node(name, node definition)`
813 * added to `minetest.registered_items[name]`
814 * added to `minetest.registered_nodes[name]`
816 * `minetest.register_tool(name, item definition)`
817 * added to `minetest.registered_items[name]`
819 * `minetest.register_craftitem(name, item definition)`
820 * added to `minetest.registered_items[name]`
822 * `minetest.unregister_item(name)`
823 * Unregisters the item name from engine, and deletes the entry with key
824 `name` from `minetest.registered_items` and from the associated item
825 table according to its nature: `minetest.registered_nodes[]` etc
827 * `minetest.register_biome(biome definition)`
828 * returns an integer uniquely identifying the registered biome
829 * added to `minetest.registered_biome` with the key of `biome.name`
830 * if `biome.name` is nil, the key is the returned ID
832 * `minetest.unregister_biome(name)`
833 * Unregisters the biome name from engine, and deletes the entry with key
834 `name` from `minetest.registered_biome`
836 * `minetest.register_ore(ore definition)`
837 * returns an integer uniquely identifying the registered ore
838 * added to `minetest.registered_ores` with the key of `ore.name`
839 * if `ore.name` is nil, the key is the returned ID
841 * `minetest.register_decoration(decoration definition)`
842 * returns an integer uniquely identifying the registered decoration
843 * added to `minetest.registered_decorations` with the key of
845 * if `decoration.name` is nil, the key is the returned ID
847 * `minetest.register_schematic(schematic definition)`
848 * returns an integer uniquely identifying the registered schematic
849 * added to `minetest.registered_schematic` with the key of `schematic.name`
850 * if `schematic.name` is nil, the key is the returned ID
851 * if the schematic is loaded from a file, schematic.name is set to the
853 * if the function is called when loading the mod, and schematic.name is a
854 relative path, then the current mod path will be prepended to the
857 * `minetest.clear_registered_biomes()`
858 * clears all biomes currently registered
860 * `minetest.clear_registered_ores()`
861 * clears all ores currently registered
863 * `minetest.clear_registered_decorations()`
864 * clears all decorations currently registered
866 * `minetest.clear_registered_schematics()`
867 * clears all schematics currently registered
869 Note that in some cases you will stumble upon things that are not contained
870 in these tables (e.g. when a mod has been removed). Always check for
871 existence before trying to access the fields.
873 Example: If you want to check the drawtype of a node, you could do:
875 local function get_nodedef_field(nodename, fieldname)
876 if not minetest.registered_nodes[nodename] then
879 return minetest.registered_nodes[nodename][fieldname]
881 local drawtype = get_nodedef_field(nodename, "drawtype")
883 Example: `minetest.get_item_group(name, group)` has been implemented as:
885 function minetest.get_item_group(name, group)
886 if not minetest.registered_items[name] or not
887 minetest.registered_items[name].groups[group] then
890 return minetest.registered_items[name].groups[group]
899 Nodes are the bulk data of the world: cubes and other things that take the
900 space of a cube. Huge amounts of them are handled efficiently, but they
903 The definition of a node is stored and can be accessed by using
905 minetest.registered_nodes[node.name]
907 See "Registered definitions".
909 Nodes are passed by value between Lua and the engine.
910 They are represented by a table:
912 {name="name", param1=num, param2=num}
914 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
915 them for certain automated functions. If you don't use these functions, you can
916 use them to store arbitrary values.
920 The functions of `param1` and `param2` are determined by certain fields in the
923 `param1` is reserved for the engine when `paramtype != "none"`:
925 * `paramtype = "light"`
926 * The value stores light with and without sun in its upper and lower 4 bits
928 * Required by a light source node to enable spreading its light.
929 * Required by the following drawtypes as they determine their visual
930 brightness from their internal light value:
941 `param2` is reserved for the engine when any of these are used:
943 * `liquidtype = "flowing"`
944 * The level and some flags of the liquid is stored in `param2`
945 * `drawtype = "flowingliquid"`
946 * The drawn liquid level is read from `param2`
947 * `drawtype = "torchlike"`
948 * `drawtype = "signlike"`
949 * `paramtype2 = "wallmounted"`
950 * The rotation of the node is stored in `param2`. You can make this value
951 by using `minetest.dir_to_wallmounted()`.
952 * `paramtype2 = "facedir"`
953 * The rotation of the node is stored in `param2`. Furnaces and chests are
954 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
955 * Values range 0 - 23
956 * facedir / 4 = axis direction:
957 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
958 * facedir modulo 4 = rotation around that axis
959 * `paramtype2 = "leveled"`
960 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
962 * The level of the top face of the nodebox is stored in `param2`.
963 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
965 * The nodebox height is (`param2` / 64) nodes.
966 * The maximum accepted value of `param2` is 127.
968 * The height of the 'plantlike' section is stored in `param2`.
969 * The height is (`param2` / 16) nodes.
970 * `paramtype2 = "degrotate"`
971 * Only valid for "plantlike". The rotation of the node is stored in
973 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
974 get the actual rotation in degrees of the node.
975 * `paramtype2 = "meshoptions"`
976 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
977 can be used to change how the client draws plantlike nodes.
978 * Bits 0, 1 and 2 form a mesh selector.
979 Currently the following meshes are choosable:
980 * 0 = a "x" shaped plant (ordinary plant)
981 * 1 = a "+" shaped plant (just rotated 45 degrees)
982 * 2 = a "*" shaped plant with 3 faces instead of 2
983 * 3 = a "#" shaped plant with 4 faces instead of 2
984 * 4 = a "#" shaped plant with 4 faces that lean outwards
985 * 5-7 are unused and reserved for future meshes.
986 * Bits 3 through 7 are optional flags that can be combined and give these
988 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
989 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
990 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
991 * bits 6-7 are reserved for future use.
992 * `paramtype2 = "color"`
993 * `param2` tells which color is picked from the palette.
994 The palette should have 256 pixels.
995 * `paramtype2 = "colorfacedir"`
996 * Same as `facedir`, but with colors.
997 * The first three bits of `param2` tells which color is picked from the
998 palette. The palette should have 8 pixels.
999 * `paramtype2 = "colorwallmounted"`
1000 * Same as `wallmounted`, but with colors.
1001 * The first five bits of `param2` tells which color is picked from the
1002 palette. The palette should have 32 pixels.
1003 * `paramtype2 = "glasslikeliquidlevel"`
1004 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1006 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1008 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1010 Nodes can also contain extra data. See "Node Metadata".
1014 There are a bunch of different looking node types.
1016 Look for examples in `games/minimal` or `games/minetest_game`.
1019 * A node-sized cube.
1021 * Invisible, uses no texture.
1023 * The cubic source node for a liquid.
1025 * The flowing version of a liquid, appears with various heights and slopes.
1027 * Often used for partially-transparent nodes.
1028 * Only external sides of textures are visible.
1029 * `glasslike_framed`
1030 * All face-connected nodes are drawn as one volume within a surrounding
1032 * The frame appearence is generated from the edges of the first texture
1033 specified in `tiles`. The width of the edges used are 1/16th of texture
1034 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1035 * The glass 'shine' (or other desired detail) on each node face is supplied
1036 by the second texture specified in `tiles`.
1037 * `glasslike_framed_optional`
1038 * This switches between the above 2 drawtypes according to the menu setting
1041 * Often used for partially-transparent nodes.
1042 * External and internal sides of textures are visible.
1043 * `allfaces_optional`
1044 * Often used for leaves nodes.
1045 * This switches between `normal`, `glasslike` and `allfaces` according to
1046 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1047 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1048 is used instead, if present. This allows a visually thicker texture to be
1049 used to compensate for how `glasslike` reduces visual thickness.
1051 * A single vertical texture.
1052 * If placed on top of a node, uses the first texture specified in `tiles`.
1053 * If placed against the underside of a node, uses the second texture
1054 specified in `tiles`.
1055 * If placed on the side of a node, uses the third texture specified in
1056 `tiles` and is perpendicular to that node.
1058 * A single texture parallel to, and mounted against, the top, underside or
1061 * Two vertical and diagonal textures at right-angles to each other.
1062 * See `paramtype2 = "meshoptions"` above for other options.
1064 * When above a flat surface, appears as 6 textures, the central 2 as
1065 `plantlike` plus 4 more surrounding those.
1066 * If not above a surface the central 2 do not appear, but the texture
1067 appears against the faces of surrounding nodes if they are present.
1069 * A 3D model suitable for a wooden fence.
1070 * One placed node appears as a single vertical post.
1071 * Adjacently-placed nodes cause horizontal bars to appear between them.
1073 * Often used for tracks for mining carts.
1074 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1075 curved, t-junction, crossing.
1076 * Each placed node automatically switches to a suitable rotated texture
1077 determined by the adjacent `raillike` nodes, in order to create a
1078 continuous track network.
1079 * Becomes a sloping node if placed against stepped nodes.
1081 * Often used for stairs and slabs.
1082 * Allows defining nodes consisting of an arbitrary number of boxes.
1083 * See 'Node boxes' below for more information.
1085 * Uses models for nodes.
1086 * Tiles should hold model materials textures.
1087 * Only static meshes are implemented.
1088 * For supported model formats see Irrlicht engine documentation.
1089 * `plantlike_rooted`
1090 * Enables underwater `plantlike` without air bubbles around the nodes.
1091 * Consists of a base cube at the co-ordinates of the node plus a
1092 `plantlike` extension above with a height of `param2 / 16` nodes.
1093 * The `plantlike` extension visually passes through any nodes above the
1094 base cube without affecting them.
1095 * The base cube texture tiles are defined as normal, the `plantlike`
1096 extension uses the defined special tile, for example:
1097 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1099 `*_optional` drawtypes need less rendering time if deactivated
1100 (always client-side).
1104 Node selection boxes are defined using "node boxes".
1106 A nodebox is defined as any of:
1109 -- A normal cube; the default in most things
1113 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1115 fixed = box OR {box1, box2, ...}
1118 -- A variable height box (or boxes) with the top face position defined
1119 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1121 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1123 fixed = box OR {box1, box2, ...}
1126 -- A box like the selection box for torches
1127 -- (wallmounted param2 is used, if applicable)
1128 type = "wallmounted",
1134 -- A node that has optional boxes depending on neighbouring nodes'
1135 -- presence and type. See also `connects_to`.
1137 fixed = box OR {box1, box2, ...}
1138 connect_top = box OR {box1, box2, ...}
1139 connect_bottom = box OR {box1, box2, ...}
1140 connect_front = box OR {box1, box2, ...}
1141 connect_left = box OR {box1, box2, ...}
1142 connect_back = box OR {box1, box2, ...}
1143 connect_right = box OR {box1, box2, ...}
1144 -- The following `disconnected_*` boxes are the opposites of the
1145 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1146 -- on the respective side, the corresponding disconnected box is drawn.
1147 disconnected_top = box OR {box1, box2, ...}
1148 disconnected_bottom = box OR {box1, box2, ...}
1149 disconnected_front = box OR {box1, box2, ...}
1150 disconnected_left = box OR {box1, box2, ...}
1151 disconnected_back = box OR {box1, box2, ...}
1152 disconnected_right = box OR {box1, box2, ...}
1153 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1154 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1155 -- neighbours to the sides
1158 A `box` is defined as:
1160 {x1, y1, z1, x2, y2, z2}
1162 A box of a regular node would look like:
1164 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1174 The position field is used for all element types.
1176 To account for differing resolutions, the position coordinates are the
1177 percentage of the screen, ranging in value from `0` to `1`.
1179 The name field is not yet used, but should contain a description of what the
1180 HUD element represents. The direction field is the direction in which something
1183 `0` draws from left to right, `1` draws from right to left, `2` draws from
1184 top to bottom, and `3` draws from bottom to top.
1186 The `alignment` field specifies how the item will be aligned. It ranges from
1187 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1188 is to the right/down. Fractional values can be used.
1190 The `offset` field specifies a pixel offset from the position. Contrary to
1191 position, the offset is not scaled to screen size. This allows for some
1192 precisely positioned items in the HUD.
1194 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1197 Below are the specific uses for fields in each type; fields not listed for that
1201 Displays an image on the HUD.
1203 * `scale`: The scale of the image, with 1 being the original texture size.
1204 Only the X coordinate scale is used (positive values).
1205 Negative values represent that percentage of the screen it
1206 should take; e.g. `x=-100` means 100% (width).
1207 * `text`: The name of the texture that is displayed.
1208 * `alignment`: The alignment of the image.
1209 * `offset`: offset in pixels from position.
1212 Displays text on the HUD.
1214 * `scale`: Defines the bounding rectangle of the text.
1215 A value such as `{x=100, y=100}` should work.
1216 * `text`: The text to be displayed in the HUD element.
1217 * `number`: An integer containing the RGB value of the color used to draw the
1218 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1219 * `alignment`: The alignment of the text.
1220 * `offset`: offset in pixels from position.
1223 Displays a horizontal bar made up of half-images.
1225 * `text`: The name of the texture that is used.
1226 * `number`: The number of half-textures that are displayed.
1227 If odd, will end with a vertically center-split texture.
1229 * `offset`: offset in pixels from position.
1230 * `size`: If used, will force full-image size to this value (override texture
1234 * `text`: The name of the inventory list to be displayed.
1235 * `number`: Number of items in the inventory to be displayed.
1236 * `item`: Position of item that is selected.
1238 * `offset`: offset in pixels from position.
1241 Displays distance to selected world position.
1243 * `name`: The name of the waypoint.
1244 * `text`: Distance suffix. Can be blank.
1245 * `number:` An integer containing the RGB value of the color used to draw the
1247 * `world_pos`: World position of the waypoint.
1252 Representations of simple things
1253 ================================
1258 {x=num, y=num, z=num}
1260 For helper functions see "Spatial Vectors".
1264 * `{type="nothing"}`
1265 * `{type="node", under=pos, above=pos}`
1266 * `{type="object", ref=ObjectRef}`
1271 Flag Specifier Format
1272 =====================
1274 Flags using the standardized flag specifier format can be specified in either
1275 of two ways, by string or table.
1277 The string format is a comma-delimited set of flag names; whitespace and
1278 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1279 flag, and specifying a flag prefixed by the string `"no"` explicitly
1280 clears the flag from whatever the default may be.
1282 In addition to the standard string flag format, the schematic flags field can
1283 also be a table of flag names to boolean values representing whether or not the
1284 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1285 is present, mapped to a boolean of any value, the specified flag is unset.
1287 E.g. A flag field of value
1289 {place_center_x = true, place_center_y=false, place_center_z=true}
1293 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1295 which is equivalent to
1297 "place_center_x, noplace_center_y, place_center_z"
1301 "place_center_x, place_center_z"
1303 since, by default, no schematic attributes are set.
1313 There are three kinds of items: nodes, tools and craftitems.
1315 * Node (`register_node`): A node from the world.
1316 * Tool (`register_tool`): A tool/weapon that can dig and damage
1317 things according to `tool_capabilities`.
1318 * Craftitem (`register_craftitem`): A miscellaneous item.
1322 All item stacks have an amount between 0 to 65535. It is 1 by
1323 default. Tool item stacks can not have an amount greater than 1.
1325 Tools use a wear (damage) value ranging from 0 to 65535. The
1326 value 0 is the default and is used for unworn tools. The values
1327 1 to 65535 are used for worn tools, where a higher value stands for
1328 a higher wear. Non-tools always have a wear value of 0.
1332 Items and item stacks can exist in three formats: Serializes, table format
1335 When an item must be passed to a function, it can usually be in any of
1339 This is called "stackstring" or "itemstring". It is a simple string with
1340 1-3 components: the full item identifier, an optional amount and an optional
1343 <identifier> [<amount>[ <wear>]]
1347 * `'default:apple'`: 1 apple
1348 * `'default:dirt 5'`: 5 dirt
1349 * `'default:pick_stone'`: a new stone pickaxe
1350 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1357 {name="default:dirt", count=5, wear=0, metadata=""}
1359 A wooden pick about 1/3 worn out:
1361 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1365 {name="default:apple", count=1, wear=0, metadata=""}
1368 A native C++ format with many helper methods. Useful for converting
1369 between formats. See the Class reference section for details.
1377 In a number of places, there is a group table. Groups define the
1378 properties of a thing (item, node, armor of entity, capabilities of
1379 tool) in such a way that the engine and other mods can can interact with
1380 the thing without actually knowing what the thing is.
1384 Groups are stored in a table, having the group names with keys and the
1385 group ratings as values. For example:
1388 groups = {crumbly=3, soil=1}
1390 -- A more special dirt-kind of thing
1391 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1393 Groups always have a rating associated with them. If there is no
1394 useful meaning for a rating for an enabled group, it shall be `1`.
1396 When not defined, the rating of a group defaults to `0`. Thus when you
1397 read groups, you must interpret `nil` and `0` as the same value, `0`.
1399 You can read the rating of a group for an item or a node by using
1401 minetest.get_item_group(itemname, groupname)
1405 Groups of items can define what kind of an item it is (e.g. wool).
1409 In addition to the general item things, groups are used to define whether
1410 a node is destroyable and how long it takes to destroy by a tool.
1414 For entities, groups are, as of now, used only for calculating damage.
1415 The rating is the percentage of damage caused by tools with this damage group.
1416 See "Entity damage mechanism".
1418 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1419 object.set_armor_groups({fleshy=30, cracky=80})
1423 Groups in tools define which groups of nodes and entities they are
1426 Groups in crafting recipes
1427 --------------------------
1428 An example: Make meat soup from any meat, any water and any bowl:
1431 output = 'food:meat_soup_raw',
1437 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1440 Another example: Make red wool from white wool and red dye:
1444 output = 'wool:red',
1445 recipe = {'wool:white', 'group:dye,basecolor_red'},
1450 * `immortal`: Disables the group damage system for an entity
1451 * `punch_operable`: For entities; disables the regular damage mechanism for
1452 players punching it by hand or a non-tool item, so that it can do something
1453 else than take damage.
1454 * `level`: Can be used to give an additional sense of progression in the game.
1455 * A larger level will cause e.g. a weapon of a lower level make much less
1456 damage, and get worn out much faster, or not be able to get drops
1457 from destroyed nodes.
1458 * `0` is something that is directly accessible at the start of gameplay
1459 * There is no upper limit
1460 * `dig_immediate`: Player can always pick up node without reducing tool wear
1461 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1462 * `3`: the node always gets the digging time 0 seconds (torch)
1463 * `disable_jump`: Player (and possibly other things) cannot jump from node
1464 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1465 * `bouncy`: value is bounce speed in percent
1466 * `falling_node`: if there is no walkable block under the node it will fall
1467 * `attached_node`: if the node under it is not a walkable block the node will be
1468 dropped as an item. If the node is wallmounted the wallmounted direction is
1470 * `soil`: saplings will grow on nodes in this group
1471 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1472 connect to each other
1473 * `slippery`: Players and items will slide on the node.
1474 Slipperiness rises steadily with `slippery` value, starting at 1.
1477 Known damage and digging time defining groups
1478 ---------------------------------------------
1479 * `crumbly`: dirt, sand
1480 * `cracky`: tough but crackable stuff like stone.
1481 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1482 plants, wire, sheets of metal
1483 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1484 * `fleshy`: Living things like animals and the player. This could imply
1485 some blood effects when hitting.
1486 * `explody`: Especially prone to explosions
1487 * `oddly_breakable_by_hand`:
1488 Can be added to nodes that shouldn't logically be breakable by the
1489 hand but are. Somewhat similar to `dig_immediate`, but times are more
1490 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1491 speed of a tool if the tool can dig at a faster speed than this
1492 suggests for the hand.
1494 Examples of custom groups
1495 -------------------------
1496 Item groups are often used for defining, well, _groups of items_.
1498 * `meat`: any meat-kind of a thing (rating might define the size or healing
1499 ability or be irrelevant -- it is not defined as of yet)
1500 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1502 * `flammable`: can be set on fire. Rating might define the intensity of the
1503 fire, affecting e.g. the speed of the spreading of an open fire.
1504 * `wool`: any wool (any origin, any color)
1505 * `metal`: any metal
1506 * `weapon`: any weapon
1507 * `heavy`: anything considerably heavy
1509 Digging time calculation specifics
1510 ----------------------------------
1511 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1512 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1513 faster digging time.
1515 The `level` group is used to limit the toughness of nodes a tool can dig
1516 and to scale the digging times / damage to a greater extent.
1518 **Please do understand this**, otherwise you cannot use the system to it's
1521 Tools define their properties by a list of parameters for groups. They
1522 cannot dig other groups; thus it is important to use a standard bunch of
1523 groups to enable interaction with tools.
1535 * Full punch interval
1536 * Maximum drop level
1537 * For an arbitrary list of groups:
1538 * Uses (until the tool breaks)
1539 * Maximum level (usually `0`, `1`, `2` or `3`)
1543 ### Full punch interval
1545 When used as a weapon, the tool will do full damage if this time is spent
1546 between punches. If e.g. half the time is spent, the tool will do half
1549 ### Maximum drop level
1551 Suggests the maximum level of node, when dug with the tool, that will drop
1552 it's useful item. (e.g. iron ore to drop a lump of iron).
1554 This is not automated; it is the responsibility of the node definition
1559 Determines how many uses the tool has when it is used for digging a node,
1560 of this group, of the maximum level. For lower leveled nodes, the use count
1561 is multiplied by `3^leveldiff`.
1563 * `uses=10, leveldiff=0`: actual uses: 10
1564 * `uses=10, leveldiff=1`: actual uses: 30
1565 * `uses=10, leveldiff=2`: actual uses: 90
1569 Tells what is the maximum level of a node of this group that the tool will
1574 List of digging times for different ratings of the group, for nodes of the
1577 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1578 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1579 for this group, and unable to dig the rating `1`, which is the toughest.
1580 Unless there is a matching group that enables digging otherwise.
1582 If the result digging time is 0, a delay of 0.15 seconds is added between
1583 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1584 i.e. players can more quickly click the nodes away instead of holding LMB.
1588 List of damage for groups of entities. See "Entity damage mechanism".
1590 Example definition of the capabilities of a tool
1591 ------------------------------------------------
1593 tool_capabilities = {
1594 full_punch_interval=1.5,
1597 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1599 damage_groups = {fleshy=2},
1602 This makes the tool be able to dig nodes that fulfil both of these:
1604 * Have the `crumbly` group
1605 * Have a `level` group less or equal to `2`
1607 Table of resulting digging times:
1609 crumbly 0 1 2 3 4 <- level
1611 1 0.80 1.60 1.60 - -
1612 2 0.60 1.20 1.20 - -
1613 3 0.40 0.80 0.80 - -
1615 level diff: 2 1 0 -1 -2
1617 Table of resulting tool uses:
1626 * At `crumbly==0`, the node is not diggable.
1627 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1628 easy nodes to be quickly breakable.
1629 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1634 Entity damage mechanism
1635 =======================
1640 foreach group in cap.damage_groups:
1641 damage += cap.damage_groups[group]
1642 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1643 * (object.armor_groups[group] / 100.0)
1644 -- Where object.armor_groups[group] is 0 for inexistent values
1647 Client predicts damage based on damage groups. Because of this, it is able to
1648 give an immediate response when an entity is damaged or dies; the response is
1649 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1651 Currently a smoke puff will appear when an entity dies.
1653 The group `immortal` completely disables normal damage.
1655 Entities can define a special armor group, which is `punch_operable`. This
1656 group disables the regular damage mechanism for players punching it by hand or
1657 a non-tool item, so that it can do something else than take damage.
1659 On the Lua side, every punch calls:
1661 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1664 This should never be called directly, because damage is usually not handled by
1667 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1668 accessed unless absolutely required, to encourage interoperability.
1669 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1670 * `tool_capabilities` can be `nil`.
1671 * `direction` is a unit vector, pointing from the source of the punch to
1673 * `damage` damage that will be done to entity
1674 Return value of this function will determine if damage is done by this function
1675 (retval true) or shall be done by engine (retval false)
1677 To punch an entity/object in Lua, call:
1679 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1681 * Return value is tool wear.
1682 * Parameters are equal to the above callback.
1683 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1684 will be automatically filled in based on the location of `puncher`.
1694 The instance of a node in the world normally only contains the three values
1695 mentioned in "Nodes". However, it is possible to insert extra data into a
1696 node. It is called "node metadata"; See `NodeMetaRef`.
1698 Node metadata contains two things:
1703 Some of the values in the key-value store are handled specially:
1705 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1706 * `infotext`: Text shown on the screen when the node is pointed at
1710 local meta = minetest.get_meta(pos)
1711 meta:set_string("formspec",
1713 "list[context;main;0,0;8,4;]"..
1714 "list[current_player;main;0,5;8,4;]")
1715 meta:set_string("infotext", "Chest");
1716 local inv = meta:get_inventory()
1717 inv:set_size("main", 8*4)
1718 print(dump(meta:to_table()))
1721 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1722 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1723 [10] = "", [11] = "", [12] = "", [13] = "",
1724 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1725 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1726 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1727 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1731 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1738 Item stacks can store metadata too. See `ItemStackMetaRef`.
1740 Item metadata only contains a key-value store.
1742 Some of the values in the key-value store are handled specially:
1744 * `description`: Set the item stack's description. Defaults to
1746 * `color`: A `ColorString`, which sets the stack's color.
1747 * `palette_index`: If the item has a palette, this is used to get the
1748 current color from the palette.
1752 local meta = stack:get_meta()
1753 meta:set_string("key", "value")
1754 print(dump(meta:to_table()))
1762 Formspec defines a menu. Currently not much else than inventories are
1763 supported. It is a string, with a somewhat strange format.
1765 Spaces and newlines can be inserted between the blocks, as is used in the
1768 Position and size units are inventory slots, `X` and `Y` position the formspec
1769 element relative to the top left of the menu or container. `W` and `H` are its
1770 width and height values.
1771 When displaying text which can contain formspec code, e.g. text set by a player,
1772 use `minetest.formspec_escape`.
1773 For coloured text you can use `minetest.colorize`.
1775 WARNING: Minetest allows you to add elements to every single formspec instance
1776 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1777 appearing when you don't expect them to. See `no_prepend[]`
1785 list[context;main;0,0;8,4;]
1786 list[current_player;main;0,5;8,4;]
1791 list[context;fuel;2,3;1,1;]
1792 list[context;src;2,1;1,1;]
1793 list[context;dst;5,1;2,2;]
1794 list[current_player;main;0,5;8,4;]
1796 ### Minecraft-like player inventory
1799 image[1,0.6;1,2;player.png]
1800 list[current_player;main;0,3.5;8,4;]
1801 list[current_player;craft;3,0;3,3;]
1802 list[current_player;craftpreview;7,1;1,1;]
1807 ### `size[<W>,<H>,<fixed_size>]`
1808 * Define the size of the menu in inventory slots
1809 * `fixed_size`: `true`/`false` (optional)
1810 * deprecated: `invsize[<W>,<H>;]`
1812 ### `position[<X>,<Y>]`
1813 * Must be used after `size` element.
1814 * Defines the position on the game window of the formspec's `anchor` point.
1815 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1817 * [0.0, 0.0] sets the position to the top left corner of the game window.
1818 * [1.0, 1.0] sets the position to the bottom right of the game window.
1819 * Defaults to the center of the game window [0.5, 0.5].
1821 ### `anchor[<X>,<Y>]`
1822 * Must be used after both `size` and `position` (if present) elements.
1823 * Defines the location of the anchor point within the formspec.
1824 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1826 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1827 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1828 * Defaults to the center of the formspec [0.5, 0.5].
1830 * `position` and `anchor` elements need suitable values to avoid a formspec
1831 extending off the game window due to particular game window sizes.
1834 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1835 * Disables player:set_formspec_prepend() from applying to this formspec.
1837 ### `container[<X>,<Y>]`
1838 * Start of a container block, moves all physical elements in the container by
1840 * Must have matching `container_end`
1841 * Containers can be nested, in which case the offsets are added
1842 (child containers are relative to parent containers)
1844 ### `container_end[]`
1845 * End of a container, following elements are no longer relative to this
1848 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1849 * Show an inventory list
1851 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1852 * Show an inventory list
1854 ### `listring[<inventory location>;<list name>]`
1855 * Allows to create a ring of inventory lists
1856 * Shift-clicking on items in one element of the ring
1857 will send them to the next inventory list inside the ring
1858 * The first occurrence of an element inside the ring will
1859 determine the inventory where items will be sent to
1862 * Shorthand for doing `listring[<inventory location>;<list name>]`
1863 for the last two inventory lists added by list[...]
1865 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1866 * Sets background color of slots as `ColorString`
1867 * Sets background color of slots on mouse hovering
1869 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1870 * Sets background color of slots as `ColorString`
1871 * Sets background color of slots on mouse hovering
1872 * Sets color of slots border
1874 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1875 * Sets background color of slots as `ColorString`
1876 * Sets background color of slots on mouse hovering
1877 * Sets color of slots border
1878 * Sets default background color of tooltips
1879 * Sets default font color of tooltips
1881 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1882 * Adds tooltip for an element
1883 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1884 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1886 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1889 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1890 * Show an inventory image of registered item/node
1892 ### `bgcolor[<color>;<fullscreen>]`
1893 * Sets background color of formspec as `ColorString`
1894 * If `true`, the background color is drawn fullscreen (does not affect the size
1897 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1898 * Use a background. Inventory rectangles are not drawn then.
1899 * Example for formspec 8x4 in 16x resolution: image shall be sized
1900 8 times 16px times 4 times 16px.
1902 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1903 * Use a background. Inventory rectangles are not drawn then.
1904 * Example for formspec 8x4 in 16x resolution:
1905 image shall be sized 8 times 16px times 4 times 16px
1906 * If `auto_clip` is `true`, the background is clipped to the formspec size
1907 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1909 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1910 * Textual password style field; will be sent to server when a button is clicked
1911 * When enter is pressed in field, fields.key_enter_field will be sent with the
1913 * Fields are a set height, but will be vertically centred on `H`
1914 * `name` is the name of the field as returned in fields to `on_receive_fields`
1915 * `label`, if not blank, will be text printed on the top left above the field
1916 * See field_close_on_enter to stop enter closing the formspec
1918 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1919 * Textual field; will be sent to server when a button is clicked
1920 * When enter is pressed in field, `fields.key_enter_field` will be sent with
1921 the name of this field.
1922 * Fields are a set height, but will be vertically centred on `H`
1923 * `name` is the name of the field as returned in fields to `on_receive_fields`
1924 * `label`, if not blank, will be text printed on the top left above the field
1925 * `default` is the default value of the field
1926 * `default` may contain variable references such as `${text}` which
1927 will fill the value from the metadata value `text`
1928 * **Note**: no extra text or more than a single variable is supported ATM.
1929 * See `field_close_on_enter` to stop enter closing the formspec
1931 ### `field[<name>;<label>;<default>]`
1932 * As above, but without position/size units
1933 * When enter is pressed in field, `fields.key_enter_field` will be sent with
1934 the name of this field.
1935 * Special field for creating simple forms, such as sign text input
1936 * Must be used without a `size[]` element
1937 * A "Proceed" button will be added automatically
1938 * See `field_close_on_enter` to stop enter closing the formspec
1940 ### `field_close_on_enter[<name>;<close_on_enter>]`
1941 * <name> is the name of the field
1942 * if <close_on_enter> is false, pressing enter in the field will submit the
1943 form but not close it.
1944 * defaults to true when not specified (ie: no tag for a field)
1946 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1947 * Same as fields above, but with multi-line input
1948 * If the text overflows, a vertical scrollbar is added.
1949 * If the name is empty, the textarea is read-only and
1950 the background is not shown, which corresponds to a multi-line label.
1952 ### `label[<X>,<Y>;<label>]`
1953 * The label formspec element displays the text set in `label`
1954 at the specified position.
1955 * The text is displayed directly without automatic line breaking,
1956 so label should not be used for big text chunks.
1958 ### `vertlabel[<X>,<Y>;<label>]`
1959 * Textual label drawn vertically
1960 * `label` is the text on the label
1962 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1963 * Clickable button. When clicked, fields will be sent.
1964 * Fixed button height. It will be vertically centred on `H`
1965 * `label` is the text on the button
1967 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1968 * `texture name` is the filename of an image
1970 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1971 * `texture name` is the filename of an image
1972 * `noclip=true` means the image button doesn't need to be within specified
1974 * `drawborder`: draw button border or not
1975 * `pressed texture name` is the filename of an image on pressed state
1977 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1978 * `item name` is the registered name of an item/node,
1979 tooltip will be made out of its description
1980 to override it use tooltip element
1982 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1983 * When clicked, fields will be sent and the form will quit.
1985 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1986 * When clicked, fields will be sent and the form will quit.
1988 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1989 * Scrollable item list showing arbitrary text elements
1990 * `name` fieldname sent to server on doubleclick value is current selected
1992 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
1994 * if you want a listelement to start with "#" write "##".
1996 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1997 * Scrollable itemlist showing arbitrary text elements
1998 * `name` fieldname sent to server on doubleclick value is current selected
2000 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2001 * if you want a listelement to start with "#" write "##"
2002 * Index to be selected within textlist
2003 * `true`/`false`: draw transparent background
2004 * See also `minetest.explode_textlist_event`
2005 (main menu: `core.explode_textlist_event`).
2007 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2008 * Show a tab**header** at specific position (ignores formsize)
2009 * `name` fieldname data is transferred to Lua
2010 * `caption 1`...: name shown on top of tab
2011 * `current_tab`: index of selected tab 1...
2012 * `transparent` (optional): show transparent
2013 * `draw_border` (optional): draw border
2015 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2016 * Simple colored box
2017 * `color` is color specified as a `ColorString`.
2018 If the alpha component is left blank, the box will be semitransparent.
2020 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2021 * Show a dropdown field
2022 * **Important note**: There are two different operation modes:
2023 1. handle directly on change (only changed dropdown is submitted)
2024 2. read the value on pressing a button (all dropdown values are available)
2025 * `x` and `y` position of dropdown
2027 * Fieldname data is transferred to Lua
2028 * Items to be shown in dropdown
2029 * Index of currently selected dropdown item
2031 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2033 * `name` fieldname data is transferred to Lua
2034 * `label` to be shown left of checkbox
2035 * `selected` (optional): `true`/`false`
2037 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2039 * There are two ways to use it:
2040 1. handle the changed event (only changed scrollbar is available)
2041 2. read the value on pressing a button (all scrollbars are available)
2042 * `orientation`: `vertical`/`horizontal`
2043 * Fieldname data is transferred to Lua
2044 * Value this trackbar is set to (`0`-`1000`)
2045 * See also `minetest.explode_scrollbar_event`
2046 (main menu: `core.explode_scrollbar_event`).
2048 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2049 * Show scrollable table using options defined by the previous `tableoptions[]`
2050 * Displays cells as defined by the previous `tablecolumns[]`
2051 * `name`: fieldname sent to server on row select or doubleclick
2052 * `cell 1`...`cell n`: cell contents given in row-major order
2053 * `selected idx`: index of row to be selected within table (first row = `1`)
2054 * See also `minetest.explode_table_event`
2055 (main menu: `core.explode_table_event`).
2057 ### `tableoptions[<opt 1>;<opt 2>;...]`
2058 * Sets options for `table[]`
2060 * default text color (`ColorString`), defaults to `#FFFFFF`
2061 * `background=#RRGGBB`
2062 * table background color (`ColorString`), defaults to `#000000`
2063 * `border=<true/false>`
2064 * should the table be drawn with a border? (default: `true`)
2065 * `highlight=#RRGGBB`
2066 * highlight background color (`ColorString`), defaults to `#466432`
2067 * `highlight_text=#RRGGBB`
2068 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2069 * `opendepth=<value>`
2070 * all subtrees up to `depth < value` are open (default value = `0`)
2071 * only useful when there is a column of type "tree"
2073 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2074 * Sets columns for `table[]`
2075 * Types: `text`, `image`, `color`, `indent`, `tree`
2076 * `text`: show cell contents as text
2077 * `image`: cell contents are an image index, use column options to define
2079 * `color`: cell contents are a ColorString and define color of following
2081 * `indent`: cell contents are a number and define indentation of following
2083 * `tree`: same as indent, but user can open and close subtrees
2087 * for `text` and `image`: content alignment within cells.
2088 Available values: `left` (default), `center`, `right`, `inline`
2090 * for `text` and `image`: minimum width in em (default: `0`)
2091 * for `indent` and `tree`: indent width in em (default: `1.5`)
2092 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2093 Exception: defaults to 0 for indent columns
2094 * `tooltip=<value>`: tooltip text (default: empty)
2095 * `image` column options:
2096 * `0=<value>` sets image for image index 0
2097 * `1=<value>` sets image for image index 1
2098 * `2=<value>` sets image for image index 2
2099 * and so on; defined indices need not be contiguous empty or
2100 non-numeric cells are treated as `0`.
2101 * `color` column options:
2102 * `span=<value>`: number of following columns to affect
2103 (default: infinite).
2105 **Note**: do _not_ use a element name starting with `key_`; those names are
2106 reserved to pass key press events to formspec!
2116 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2117 * `"current_player"`: Player to whom the menu is shown
2118 * `"player:<name>"`: Any player
2119 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2120 * `"detached:<name>"`: A detached inventory
2122 Player Inventory lists
2123 ----------------------
2124 * `main`: list containing the default inventory
2125 * `craft`: list containing the craft input
2126 * `craftpreview`: list containing the craft output
2127 * `hand`: list containing an override for the empty hand
2137 `#RGB` defines a color in hexadecimal format.
2139 `#RGBA` defines a color in hexadecimal format and alpha channel.
2141 `#RRGGBB` defines a color in hexadecimal format.
2143 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2145 Named colors are also supported and are equivalent to
2146 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2147 To specify the value of the alpha channel, append `#AA` to the end of the color
2148 name (e.g. `colorname#08`). For named colors the hexadecimal string
2149 representing the alpha value must (always) be two hexadecimal digits.
2153 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2156 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2157 * `colorspec = {a=255, r=0, g=255, b=0}`
2158 * numerical form: The raw integer value of an ARGB8 quad:
2159 * `colorspec = 0xFF00FF00`
2160 * string form: A ColorString (defined above):
2161 * `colorspec = "green"`
2169 Most text can contain escape sequences, that can for example color the text.
2170 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2171 The following functions provide escape sequences:
2173 * `minetest.get_color_escape_sequence(color)`:
2174 * `color` is a ColorString
2175 * The escape sequence sets the text color to `color`
2176 * `minetest.colorize(color, message)`:
2178 `minetest.get_color_escape_sequence(color) ..
2180 minetest.get_color_escape_sequence("#ffffff")`
2181 * `minetest.get_background_escape_sequence(color)`
2182 * `color` is a ColorString
2183 * The escape sequence sets the background of the whole text element to
2184 `color`. Only defined for item descriptions and tooltips.
2185 * `minetest.strip_foreground_colors(str)`
2186 * Removes foreground colors added by `get_color_escape_sequence`.
2187 * `minetest.strip_background_colors(str)`
2188 * Removes background colors added by `get_background_escape_sequence`.
2189 * `minetest.strip_colors(str)`
2190 * Removes all color escape sequences.
2198 For the following functions, `v`, `v1`, `v2` are vectors,
2199 `p1`, `p2` are positions:
2201 * `vector.new(a[, b, c])`:
2203 * A copy of `a` if `a` is a vector.
2204 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2205 * `vector.direction(p1, p2)`:
2206 * Returns a vector of length 1 with direction `p1` to `p2`.
2207 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2208 * `vector.distance(p1, p2)`:
2209 * Returns zero or a positive number, the distance between `p1` and `p2`.
2210 * `vector.length(v)`:
2211 * Returns zero or a positive number, the length of vector `v`.
2212 * `vector.normalize(v)`:
2213 * Returns a vector of length 1 with direction of vector `v`.
2214 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2215 * `vector.floor(v)`:
2216 * Returns a vector, each dimension rounded down.
2217 * `vector.round(v)`:
2218 * Returns a vector, each dimension rounded to nearest integer.
2219 * `vector.apply(v, func)`:
2220 * Returns a vector where the function `func` has been applied to each
2222 * `vector.equals(v1, v2)`:
2223 * Returns a boolean, `true` if the vectors are identical.
2224 * `vector.sort(v1, v2)`:
2225 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2227 For the following functions `x` can be either a vector or a number:
2229 * `vector.add(v, x)`:
2231 * `vector.subtract(v, x)`:
2233 * `vector.multiply(v, x)`:
2234 * Returns a scaled vector or Schur product.
2235 * `vector.divide(v, x)`:
2236 * Returns a scaled vector or Schur quotient.
2244 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2245 human-readable, handles reference loops.
2246 * `obj`: arbitrary variable
2247 * `name`: string, default: `"_"`
2248 * `dumped`: table, default: `{}`
2249 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2250 * `obj`: arbitrary variable
2251 * `dumped`: table, default: `{}`
2252 * `math.hypot(x, y)`
2253 * Get the hypotenuse of a triangle with legs x and y.
2254 Useful for distance calculation.
2255 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2256 * Get the sign of a number.
2257 * tolerance: number, default: `0.0`
2258 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2260 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2261 * `separator`: string, default: `","`
2262 * `include_empty`: boolean, default: `false`
2263 * `max_splits`: number, if it's negative, splits aren't limited,
2265 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2266 string or a pattern (regex), default: `false`
2267 * e.g. `"a,b":split","` returns `{"a","b"}`
2268 * `string:trim()`: returns the string without whitespace pre- and suffixes
2269 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2270 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2271 * Adds newlines to the string to keep it within the specified character
2273 * Note that the returned lines may be longer than the limit since it only
2274 splits at word borders.
2275 * `limit`: number, maximal amount of characters in one line
2276 * `as_table`: boolean, if set to true, a table of lines instead of a string
2277 is returned, default: `false`
2278 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2279 * `pos`: table {x=X, y=Y, z=Z}
2280 * Converts the position `pos` to a human-readable, printable string
2281 * `decimal_places`: number, if specified, the x, y and z values of
2282 the position are rounded to the given decimal place.
2283 * `minetest.string_to_pos(string)`: returns a position or `nil`
2284 * Same but in reverse.
2285 * If the string can't be parsed to a position, nothing is returned.
2286 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2287 * Converts a string representing an area box into two positions
2288 * `minetest.formspec_escape(string)`: returns a string
2289 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2291 * `minetest.is_yes(arg)`
2292 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2293 * `minetest.is_nan(arg)`
2294 * returns true when the passed number represents NaN.
2295 * `minetest.get_us_time()`
2296 * returns time with microsecond precision. May not return wall time.
2297 * `table.copy(table)`: returns a table
2298 * returns a deep copy of `table`
2299 * `table.insert_all(table, other_table)`:
2300 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2302 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2304 * returns the exact position on the surface of a pointed node
2312 Texts can be translated client-side with the help of `minetest.translate` and
2315 Translating a string
2316 --------------------
2317 Two functions are provided to translate strings: `minetest.translate` and
2318 `minetest.get_translator`.
2320 * `minetest.get_translator(textdomain)` is a simple wrapper around
2321 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2322 equivalent to `minetest.translate(textdomain, str, ...)`.
2323 It is intended to be used in the following way, so that it avoids verbose
2324 repetitions of `minetest.translate`:
2326 local S = minetest.get_translator(textdomain)
2329 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2331 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2332 the given `textdomain` for disambiguation. The textdomain must match the
2333 textdomain specified in the translation file in order to get the string
2334 translated. This can be used so that a string is translated differently in
2336 It is advised to use the name of the mod as textdomain whenever possible, to
2337 avoid clashes with other mods.
2338 This function must be given a number of arguments equal to the number of
2339 arguments the translated string expects.
2340 Arguments are literal strings -- they will not be translated, so if you want
2341 them to be, they need to come as outputs of `minetest.translate` as well.
2343 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2344 by the translation of "Red". We can do the following:
2346 local S = minetest.get_translator()
2347 S("@1 Wool", S("Red"))
2349 This will be displayed as "Red Wool" on old clients and on clients that do
2350 not have localization enabled. However, if we have for instance a translation
2351 file named `wool.fr.tr` containing the following:
2356 this will be displayed as "Laine Rouge" on clients with a French locale.
2358 Operations on translated strings
2359 --------------------------------
2361 The output of `minetest.translate` is a string, with escape sequences adding
2362 additional information to that string so that it can be translated on the
2363 different clients. In particular, you can't expect operations like string.length
2364 to work on them like you would expect them to, or string.gsub to work in the
2365 expected manner. However, string concatenation will still work as expected
2366 (note that you should only use this for things like formspecs; do not translate
2367 sentences by breaking them into parts; arguments should be used instead), and
2368 operations such as `minetest.colorize` which are also concatenation.
2370 Translation file format
2371 -----------------------
2372 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2373 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2374 The file should be a text file, with the following format:
2376 * Lines beginning with `# textdomain:` (the space is significant) can be used
2377 to specify the text domain of all following translations in the file.
2378 * All other empty lines or lines beginning with `#` are ignored.
2379 * Other lines should be in the format `original=translated`. Both `original`
2380 and `translated` can contain escape sequences beginning with `@` to insert
2381 arguments, literal `@`, `=` or newline (See ### Escapes below).
2382 There must be no extraneous whitespace around the `=` or at the beginning or
2383 the end of the line.
2387 Strings that need to be translated can contain several escapes, preceded by `@`.
2389 * `@@` acts as a literal `@`.
2390 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2391 string that will be inlined when translated. Due to how translations are
2392 implemented, the original translation string **must** have its arguments in
2393 increasing order, without gaps or repetitions, starting from 1.
2394 * `@=` acts as a literal `=`. It is not required in strings given to
2395 `minetest.translate`, but is in translation files to avoid being confused
2396 with the `=` separating the original from the translation.
2397 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2398 As with `@=`, this escape is not required in strings given to
2399 `minetest.translate`, but is in translation files.
2400 * `@n` acts as a literal newline as well.
2408 Perlin noise creates a continuously-varying value depending on the input values.
2409 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2410 The result is used during map generation to create the terrain shape, vary heat
2411 and humidity to distribute biomes, vary the density of decorations or vary the
2414 Structure of perlin noise
2415 -------------------------
2416 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2417 The smooth wavy noise it generates has a single characteristic scale, almost
2418 like a 'wavelength', so on its own does not create fine detail.
2419 Due to this perlin noise combines several octaves to create variation on
2420 multiple scales. Each additional octave has a smaller 'wavelength' than the
2423 This combination results in noise varying very roughly between -2.0 and 2.0 and
2424 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2425 and offset the noise variation.
2427 The final perlin noise variation is created as follows:
2429 noise = offset + scale * (octave1 +
2430 octave2 * persistence +
2431 octave3 * persistence ^ 2 +
2432 octave4 * persistence ^ 3 +
2437 Noise Parameters are commonly called `NoiseParams`.
2440 After the multiplication by `scale` this is added to the result and is the final
2441 step in creating the noise value.
2442 Can be positive or negative.
2445 Once all octaves have been combined, the result is multiplied by this.
2446 Can be positive or negative.
2449 For octave1, this is roughly the change of input value needed for a very large
2450 variation in the noise value generated by octave1. It is almost like a
2451 'wavelength' for the wavy noise variation.
2452 Each additional octave has a 'wavelength' that is smaller than the previous
2453 octave, to create finer detail. `spread` will therefore roughly be the typical
2454 size of the largest structures in the final noise variation.
2456 `spread` is a vector with values for x, y, z to allow the noise variation to be
2457 stretched or compressed in the desired axes.
2458 Values are positive numbers.
2461 This is a whole number that determines the entire pattern of the noise
2462 variation. Altering it enables different noise patterns to be created.
2463 With other parameters equal, different seeds produce different noise patterns
2464 and identical seeds produce identical noise patterns.
2466 For this parameter you can randomly choose any whole number. Usually it is
2467 preferable for this to be different from other seeds, but sometimes it is useful
2468 to be able to create identical noise patterns.
2470 When used in mapgen this is actually a 'seed offset', it is added to the
2471 'world seed' to create the seed used by the noise, to ensure the noise has a
2472 different pattern in different worlds.
2475 The number of simple noise generators that are combined.
2476 A whole number, 1 or more.
2477 Each additional octave adds finer detail to the noise but also increases the
2478 noise calculation load.
2479 3 is a typical minimum for a high quality, complex and natural-looking noise
2480 variation. 1 octave has a slight 'gridlike' appearence.
2482 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2483 size of the finest detail you require. For example:
2484 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2485 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2486 512, 256, 128, 64, 32, 16 nodes.
2487 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2490 Each additional octave has an amplitude that is the amplitude of the previous
2491 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2492 as is often helpful and natural to do so.
2493 Since this controls the balance of fine detail to large-scale detail
2494 `persistence` can be thought of as the 'roughness' of the noise.
2496 A positive or negative non-zero number, often between 0.3 and 1.0.
2497 A common medium value is 0.5, such that each octave has half the amplitude of
2498 the previous octave.
2499 This may need to be tuned when altering `lacunarity`; when doing so consider
2500 that a common medium value is 1 / lacunarity.
2503 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2504 previous octave multiplied by 1 / lacunarity, to create finer detail.
2505 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2507 A positive number no smaller than 1.0.
2508 Values below 2.0 create higher quality noise at the expense of requiring more
2509 octaves to cover a paticular range of 'wavelengths'.
2512 Leave this field unset for no special handling.
2513 Currently supported are `defaults`, `eased` and `absvalue`:
2516 Specify this if you would like to keep auto-selection of eased/not-eased while
2517 specifying some other flags.
2520 Maps noise gradient values onto a quintic S-curve before performing
2521 interpolation. This results in smooth, rolling noise.
2522 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2524 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2526 Easing a 3D noise significantly increases the noise calculation load, so use
2530 The absolute value of each octave's noise variation is used when combining the
2531 octaves. The final perlin noise variation is created as follows:
2533 noise = offset + scale * (abs(octave1) +
2534 abs(octave2) * persistence +
2535 abs(octave3) * persistence ^ 2 +
2536 abs(octave4) * persistence ^ 3 +
2540 For 2D or 3D perlin noise or perlin noise maps:
2545 spread = {x = 500, y = 500, z = 500},
2550 flags = "defaults, absvalue",
2553 For 2D noise the Z component of `spread` is still defined but is ignored.
2554 A single noise parameter table can be used for 2D or 3D noise.
2564 These tell in what manner the ore is generated.
2566 All default ores are of the uniformly-distributed scatter type.
2569 Randomly chooses a location and generates a cluster of ore.
2571 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2572 at that point is greater than the `noise_threshold`, giving the ability to
2573 create a non-equal distribution of ore.
2576 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2577 described by `noise_params` and `noise_threshold`. This is essentially an
2578 improved version of the so-called "stratus" ore seen in some unofficial mods.
2580 This sheet consists of vertical columns of uniform randomly distributed height,
2581 varying between the inclusive range `column_height_min` and `column_height_max`.
2582 If `column_height_min` is not specified, this parameter defaults to 1.
2583 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2584 for reverse compatibility. New code should prefer `column_height_max`.
2586 The `column_midpoint_factor` parameter controls the position of the column at
2587 which ore emanates from.
2588 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2589 equally starting from each direction.
2590 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2591 this parameter is not specified, the default is 0.5.
2593 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2597 Creates a sheet of ore in a cloud-like puff shape.
2599 As with the `sheet` ore type, the size and shape of puffs are described by
2600 `noise_params` and `noise_threshold` and are placed at random vertical
2601 positions within the currently generated chunk.
2603 The vertical top and bottom displacement of each puff are determined by the
2604 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2607 Creates a deformed sphere of ore according to 3d perlin noise described by
2608 `noise_params`. The maximum size of the blob is `clust_size`, and
2609 `clust_scarcity` has the same meaning as with the `scatter` type.
2612 Creates veins of ore varying in density by according to the intersection of two
2613 instances of 3d perlin noise with different seeds, both described by
2616 `random_factor` varies the influence random chance has on placement of an ore
2617 inside the vein, which is `1` by default. Note that modifying this parameter
2618 may require adjusting `noise_threshold`.
2620 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2623 This ore type is difficult to control since it is sensitive to small changes.
2624 The following is a decent set of parameters to work from:
2629 spread = {x=200, y=200, z=200},
2636 noise_threshold = 1.6
2638 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2639 computationally expensive than any other ore.
2642 Creates a single undulating ore stratum that is continuous across mapchunk
2643 borders and horizontally spans the world.
2645 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2646 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2647 defines the stratum's vertical thickness (in units of nodes). Due to being
2648 continuous across mapchunk borders the stratum's vertical thickness is
2651 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2652 to y_max in a simple horizontal stratum.
2654 A parameter `stratum_thickness` can be provided instead of the noise parameter
2655 `np_stratum_thickness`, to create a constant thickness.
2657 Leaving out one or both noise parameters makes the ore generation less
2658 intensive, useful when adding multiple strata.
2660 `y_min` and `y_max` define the limits of the ore generation and for performance
2661 reasons should be set as close together as possible but without clipping the
2662 stratum's Y variation.
2664 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2665 solid-ore stratum would require a `clust_scarcity` of 1.
2667 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2668 `random_factor` are ignored by this ore type.
2672 See section "Flag Specifier Format".
2674 Currently supported flags:
2675 `puff_cliffs`, `puff_additive_composition`.
2678 If set, puff ore generation will not taper down large differences in
2679 displacement when approaching the edge of a puff. This flag has no effect for
2680 ore types other than `puff`.
2682 ### `puff_additive_composition`
2683 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2684 in a negative displacement, the sub-column at that point is not generated. With
2685 this attribute set, puff ore generation will instead generate the absolute
2686 difference in noise displacement values. This flag has no effect for ore types
2695 The varying types of decorations that can be placed.
2699 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2700 a list, if a decoration list is specified). Can specify a certain node it must
2701 spawn next to, such as water or lava, for example. Can also generate a
2702 decoration of random height between a specified lower and upper bound.
2703 This type of decoration is intended for placement of grass, flowers, cacti,
2704 papyri, waterlilies and so on.
2708 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2709 Can specify a probability of a node randomly appearing when placed.
2710 This decoration type is intended to be used for multi-node sized discrete
2711 structures, such as trees, cave spikes, rocks, and so on.
2720 --------------------
2721 A schematic specifier identifies a schematic by either a filename to a
2722 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2723 in the form of a table. This table specifies the following fields:
2725 * The `size` field is a 3D vector containing the dimensions of the provided
2726 schematic. (required field)
2727 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2728 sets the probability of a particular horizontal slice of the schematic being
2729 placed. (optional field)
2730 `ypos` = 0 for the lowest horizontal slice of a schematic.
2731 The default of `prob` is 255.
2732 * The `data` field is a flat table of MapNode tables making up the schematic,
2733 in the order of `[z [y [x]]]`. (required field)
2734 Each MapNode table contains:
2735 * `name`: the name of the map node to place (required)
2736 * `prob` (alias `param1`): the probability of this node being placed
2738 * `param2`: the raw param2 value of the node being placed onto the map
2740 * `force_place`: boolean representing if the node should forcibly overwrite
2741 any previous contents (default: false)
2743 About probability values:
2745 * A probability value of `0` or `1` means that node will never appear
2747 * A probability value of `254` or `255` means the node will always appear
2749 * If the probability value `p` is greater than `1`, then there is a
2750 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2753 Schematic attributes
2754 --------------------
2755 See section "Flag Specifier Format".
2757 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2760 * `place_center_x`: Placement of this decoration is centered along the X axis.
2761 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2762 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2763 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2769 Lua Voxel Manipulator
2770 =====================
2774 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2775 facility. The purpose of this object is for fast, low-level, bulk access to
2776 reading and writing Map content. As such, setting map nodes through VoxelManip
2777 will lack many of the higher level features and concepts you may be used to
2778 with other methods of setting nodes. For example, nodes will not have their
2779 construction and destruction callbacks run, and no rollback information is
2782 It is important to note that VoxelManip is designed for speed, and *not* ease
2783 of use or flexibility. If your mod requires a map manipulation facility that
2784 will handle 100% of all edge cases, or the use of high level node placement
2785 features, perhaps `minetest.set_node()` is better suited for the job.
2787 In addition, VoxelManip might not be faster, or could even be slower, for your
2788 specific use case. VoxelManip is most effective when setting large areas of map
2789 at once - for example, if only setting a 3x3x3 node area, a
2790 `minetest.set_node()` loop may be more optimal. Always profile code using both
2791 methods of map manipulation to determine which is most appropriate for your
2794 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2795 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2799 A VoxelManip object can be created any time using either:
2800 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2802 If the optional position parameters are present for either of these routines,
2803 the specified region will be pre-loaded into the VoxelManip object on creation.
2804 Otherwise, the area of map you wish to manipulate must first be loaded into the
2805 VoxelManip object using `VoxelManip:read_from_map()`.
2807 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2808 formed by these positions indicate the minimum and maximum (respectively)
2809 positions of the area actually loaded in the VoxelManip, which may be larger
2810 than the area requested. For convenience, the loaded area coordinates can also
2811 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2813 Now that the VoxelManip object is populated with map data, your mod can fetch a
2814 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2815 which retrieves an individual node in a MapNode formatted table at the position
2816 requested is the simplest method to use, but also the slowest.
2818 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2821 * `VoxelManip:get_data()` for node content (in Content ID form, see section
2823 * `VoxelManip:get_light_data()` for node light levels, and
2824 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2826 See section 'Flat array format' for more details.
2828 It is very important to understand that the tables returned by any of the above
2829 three functions represent a snapshot of the VoxelManip's internal state at the
2830 time of the call. This copy of the data will not magically update itself if
2831 another function modifies the internal VoxelManip state.
2832 Any functions that modify a VoxelManip's contents work on the VoxelManip's
2833 internal state unless otherwise explicitly stated.
2835 Once the bulk data has been edited to your liking, the internal VoxelManip
2836 state can be set using:
2838 * `VoxelManip:set_data()` for node content (in Content ID form, see section
2840 * `VoxelManip:set_light_data()` for node light levels, and
2841 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
2843 The parameter to each of the above three functions can use any table at all in
2844 the same flat array format as produced by `get_data()` etc. and is not required
2845 to be a table retrieved from `get_data()`.
2847 Once the internal VoxelManip state has been modified to your liking, the
2848 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
2851 ### Flat array format
2853 `Nx = p2.X - p1.X + 1`,
2854 `Ny = p2.Y - p1.Y + 1`, and
2855 `Nz = p2.Z - p1.Z + 1`.
2857 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
2858 including the value of the expression `Nx * Ny * Nz`.
2860 Positions offset from p1 are present in the array with the format of:
2864 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
2865 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
2867 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
2868 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
2870 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
2872 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
2876 and the array index for a position p contained completely in p1..p2 is:
2878 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
2880 Note that this is the same "flat 3D array" format as
2881 `PerlinNoiseMap:get3dMap_flat()`.
2882 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation
2883 of the index for a single point in a flat VoxelManip array.
2886 A Content ID is a unique integer identifier for a specific node type.
2887 These IDs are used by VoxelManip in place of the node name string for
2888 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
2889 `minetest.get_content_id()` to look up the Content ID for the specified node
2890 name, and `minetest.get_name_from_content_id()` to look up the node name string
2891 for a given Content ID.
2892 After registration of a node, its Content ID will remain the same throughout
2893 execution of the mod.
2894 Note that the node being queried needs to have already been been registered.
2896 The following builtin node types have their Content IDs defined as constants:
2898 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
2899 * `minetest.CONTENT_AIR`: ID for "air" nodes
2900 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
2902 ### Mapgen VoxelManip objects
2903 Inside of `on_generated()` callbacks, it is possible to retrieve the same
2904 VoxelManip object used by the core's Map Generator (commonly abbreviated
2905 Mapgen). Most of the rules previously described still apply but with a few
2908 * The Mapgen VoxelManip object is retrieved using:
2909 `minetest.get_mapgen_object("voxelmanip")`
2910 * This VoxelManip object already has the region of map just generated loaded
2911 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
2912 a Mapgen VoxelManip.
2913 * The `on_generated()` callbacks of some mods may place individual nodes in the
2914 generated area using non-VoxelManip map modification methods. Because the
2915 same Mapgen VoxelManip object is passed through each `on_generated()`
2916 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
2917 consistency with the current map state. For this reason, calling any of the
2918 following functions:
2919 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
2920 will also update the Mapgen VoxelManip object's internal state active on the
2922 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
2923 necessary to update lighting information using either:
2924 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
2926 ### Other API functions operating on a VoxelManip
2927 If any VoxelManip contents were set to a liquid node,
2928 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
2929 flowing. It is recommended to call this function only after having written all
2930 buffered data back to the VoxelManip object, save for special situations where
2931 the modder desires to only have certain liquid nodes begin flowing.
2933 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
2934 will generate all registered decorations and ores throughout the full area
2935 inside of the specified VoxelManip object.
2937 `minetest.place_schematic_on_vmanip()` is otherwise identical to
2938 `minetest.place_schematic()`, except instead of placing the specified schematic
2939 directly on the map at the specified position, it will place the schematic
2940 inside the VoxelManip.
2943 * Attempting to read data from a VoxelManip object before map is read will
2944 result in a zero-length array table for `VoxelManip:get_data()`, and an
2945 "ignore" node at any position for `VoxelManip:get_node_at()`.
2946 * If either a region of map has not yet been generated or is out-of-bounds of
2947 the map, that region is filled with "ignore" nodes.
2948 * Other mods, or the core itself, could possibly modify the area of map
2949 currently loaded into a VoxelManip object. With the exception of Mapgen
2950 VoxelManips (see above section), the internal buffers are not updated. For
2951 this reason, it is strongly encouraged to complete the usage of a particular
2952 VoxelManip object in the same callback it had been created.
2953 * If a VoxelManip object will be used often, such as in an `on_generated()`
2954 callback, consider passing a file-scoped table as the optional parameter to
2955 `VoxelManip:get_data()`, which serves as a static buffer the function can use
2956 to write map data to instead of returning a new table each call. This greatly
2957 enhances performance by avoiding unnecessary memory allocations.
2961 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
2962 containing the region formed by `p1` and `p2`.
2963 * returns actual emerged `pmin`, actual emerged `pmax`
2964 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
2966 * **important**: data must be set using `VoxelManip:set_data()` before
2968 * if `light` is true, then lighting is automatically recalculated.
2969 The default value is true.
2970 If `light` is false, no light calculations happen, and you should correct
2971 all modified blocks with `minetest.fix_light()` as soon as possible.
2972 Keep in mind that modifying the map where light is incorrect can cause
2974 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2975 the `VoxelManip` at that position
2976 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2978 * `get_data([buffer])`: Retrieves the node content data loaded into the
2979 `VoxelManip` object.
2980 * returns raw node data in the form of an array of node content IDs
2981 * if the param `buffer` is present, this table will be used to store the
2983 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2984 * `update_map()`: Does nothing, kept for compatibility.
2985 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
2987 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2988 * To be used only by a `VoxelManip` object from
2989 `minetest.get_mapgen_object`.
2990 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
2992 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2993 * Returns an array (indices 1 to volume) of integers ranging from `0` to
2995 * Each value is the bitwise combination of day and night light values
2997 * `light = day + (night * 16)`
2998 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
2999 in the `VoxelManip`.
3000 * expects lighting data in the same format that `get_light_data()` returns
3001 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3002 `VoxelManip` object.
3003 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3005 * If the param `buffer` is present, this table will be used to store the
3007 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3009 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3011 * To be used only by a `VoxelManip` object from
3012 `minetest.get_mapgen_object`.
3013 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3014 area if left out or nil.
3015 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3016 generated mapchunk above are propagated down into the mapchunk, defaults
3017 to `true` if left out.
3018 * `update_liquids()`: Update liquid flow
3019 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3020 manipulator had been modified since the last read from map, due to a call to
3021 `minetest.set_data()` on the loaded area elsewhere.
3022 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3026 A helper class for voxel areas.
3027 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3028 The coordinates are *inclusive*, like most other things in Minetest.
3031 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3032 `MinEdge` and `MaxEdge`.
3033 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3035 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3037 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3038 * The position (x, y, z) is not checked for being inside the area volume,
3039 being outside can cause an incorrect index result.
3040 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3041 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3042 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3043 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3044 is not checked for being inside the area volume.
3045 * `position(i)`: returns the absolute position vector corresponding to index
3047 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3048 `MinEdge` and `MaxEdge`.
3049 * `containsp(p)`: same as above, except takes a vector
3050 * `containsi(i)`: same as above, except takes an index `i`
3051 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3053 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3055 * `iterp(minp, maxp)`: same as above, except takes a vector
3063 A mapgen object is a construct used in map generation. Mapgen objects can be
3064 used by an `on_generate` callback to speed up operations by avoiding
3065 unnecessary recalculations, these can be retrieved using the
3066 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3067 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3068 callback, `nil` is returned.
3070 The following Mapgen objects are currently available:
3074 This returns three values; the `VoxelManip` object to be used, minimum and
3075 maximum emerged position, in that order. All mapgens support this object.
3079 Returns an array containing the y coordinates of the ground levels of nodes in
3080 the most recently generated chunk by the current mapgen.
3084 Returns an array containing the biome IDs of nodes in the most recently
3085 generated chunk by the current mapgen.
3089 Returns an array containing the temperature values of nodes in the most
3090 recently generated chunk by the current mapgen.
3094 Returns an array containing the humidity values of nodes in the most recently
3095 generated chunk by the current mapgen.
3099 Returns a table mapping requested generation notification types to arrays of
3100 positions at which the corresponding generated structures are located within
3101 the current chunk. To set the capture of positions of interest to be recorded
3102 on generate, use `minetest.set_gen_notify()`.
3103 For decorations, the returned positions are the ground surface 'place_on'
3104 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3105 node above the returned position and possibly displaced by 'place_offset_y'.
3107 Possible fields of the table returned are:
3113 * `large_cave_begin`
3117 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3118 numeric unique decoration ID.
3126 Functions receive a "luaentity" as `self`:
3128 * It has the member `.name`, which is the registered name `("mod:thing")`
3129 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3130 * The original prototype stuff is visible directly via a metatable
3134 * `on_activate(self, staticdata, dtime_s)`
3135 * Called when the object is instantiated.
3136 * `dtime_s` is the time passed since the object was unloaded, which can be
3137 used for updating the entity state.
3138 * `on_step(self, dtime)`
3139 * Called on every server tick, after movement and collision processing.
3140 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3142 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3143 * Called when somebody punches the object.
3144 * Note that you probably want to handle most punches using the automatic
3146 * `puncher`: an `ObjectRef` (can be `nil`)
3147 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3149 * `tool_capabilities`: capability table of used tool (can be `nil`)
3150 * `dir`: unit vector of direction of punch. Always defined. Points from the
3151 puncher to the punched.
3152 * `on_death(self, killer)`
3153 * Called when the object dies.
3154 * `killer`: an `ObjectRef` (can be `nil`)
3155 * `on_rightclick(self, clicker)`
3156 * `on_attach_child(self, child)`
3157 * `child`: an `ObjectRef` of the child that attaches
3158 * `on_detach_child(self, child)`
3159 * `child`: an `ObjectRef` of the child that detaches
3160 * `on_detach(self, parent)`
3161 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3162 * This happens before the parent object is removed from the world
3163 * `get_staticdata(self)`
3164 * Should return a string that will be passed to `on_activate` when the
3165 object is instantiated the next time.
3177 axiom, --string initial tree axiom
3178 rules_a, --string rules set A
3179 rules_b, --string rules set B
3180 rules_c, --string rules set C
3181 rules_d, --string rules set D
3182 trunk, --string trunk node name
3183 leaves, --string leaves node name
3184 leaves2, --string secondary leaves node name
3185 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3186 angle, --num angle in deg
3187 iterations, --num max # of iterations, usually 2 -5
3188 random_level, --num factor to lower nr of iterations, usually 0 - 3
3189 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3190 -- 2x2 nodes or 3x3 in cross shape
3191 thin_branches, --boolean true -> use thin (1 node) branches
3192 fruit, --string fruit node name
3193 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3194 seed, --num random seed, if no seed is provided, the engine
3198 Key for special L-System symbols used in axioms
3199 -----------------------------------------------
3201 * `G`: move forward one unit with the pen up
3202 * `F`: move forward one unit with the pen down drawing trunks and branches
3203 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3204 * `T`: move forward one unit with the pen down drawing trunks only
3205 * `R`: move forward one unit with the pen down placing fruit
3206 * `A`: replace with rules set A
3207 * `B`: replace with rules set B
3208 * `C`: replace with rules set C
3209 * `D`: replace with rules set D
3210 * `a`: replace with rules set A, chance 90%
3211 * `b`: replace with rules set B, chance 80%
3212 * `c`: replace with rules set C, chance 70%
3213 * `d`: replace with rules set D, chance 60%
3214 * `+`: yaw the turtle right by `angle` parameter
3215 * `-`: yaw the turtle left by `angle` parameter
3216 * `&`: pitch the turtle down by `angle` parameter
3217 * `^`: pitch the turtle up by `angle` parameter
3218 * `/`: roll the turtle to the right by `angle` parameter
3219 * `*`: roll the turtle to the left by `angle` parameter
3220 * `[`: save in stack current state info
3221 * `]`: recover from stack state info
3225 Spawn a small apple tree:
3227 pos = {x=230,y=20,z=4}
3230 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3231 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3232 trunk="default:tree",
3233 leaves="default:leaves",
3237 trunk_type="single",
3240 fruit="default:apple"
3242 minetest.spawn_tree(pos,apple_tree)
3247 'minetest' namespace reference
3248 ==============================
3253 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3255 * `minetest.get_modpath(modname)`: returns e.g.
3256 `"/home/user/.minetest/usermods/modname"`.
3257 * Useful for loading additional `.lua` modules or static data from mod
3258 * `minetest.get_modnames()`: returns a list of installed mods
3259 * Return a list of installed mods, sorted alphabetically
3260 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3261 * Useful for storing custom data
3262 * `minetest.is_singleplayer()`
3263 * `minetest.features`: Table containing API feature flags
3266 glasslike_framed = true,
3267 nodebox_as_selectionbox = true,
3268 chat_send_player_param3 = true,
3269 get_all_craft_recipes_works = true,
3270 -- The transparency channel of textures can optionally be used on
3272 use_texture_alpha = true,
3273 -- Tree and grass ABMs are no longer done from C++
3274 no_legacy_abms = true,
3275 -- Texture grouping is possible using parentheses
3276 texture_names_parens = true,
3277 -- Unique Area ID for AreaStore:insert_area
3278 area_store_custom_ids = true,
3279 -- add_entity supports passing initial staticdata to on_activate
3280 add_entity_with_staticdata = true,
3281 -- Chat messages are no longer predicted
3282 no_chat_message_prediction = true,
3283 -- The transparency channel of textures can optionally be used on
3284 -- objects (ie: players and lua entities)
3285 object_use_texture_alpha = true
3288 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3289 * `arg`: string or table in format `{foo=true, bar=true}`
3290 * `missing_features`: `{foo=true, bar=true}`
3291 * `minetest.get_player_information(player_name)`: Table containing information
3292 about a player. Example return value:
3295 address = "127.0.0.1", -- IP address of client
3296 ip_version = 4, -- IPv4 / IPv6
3297 min_rtt = 0.01, -- minimum round trip time
3298 max_rtt = 0.2, -- maximum round trip time
3299 avg_rtt = 0.02, -- average round trip time
3300 min_jitter = 0.01, -- minimum packet time jitter
3301 max_jitter = 0.5, -- maximum packet time jitter
3302 avg_jitter = 0.03, -- average packet time jitter
3303 connection_uptime = 200, -- seconds since client connected
3304 protocol_version = 32, -- protocol version used by client
3305 -- following information is available on debug build only!!!
3306 -- DO NOT USE IN MODS
3307 --ser_vers = 26, -- serialization version used by client
3308 --major = 0, -- major version number
3309 --minor = 4, -- minor version number
3310 --patch = 10, -- patch version number
3311 --vers_string = "0.4.9-git", -- full version string
3312 --state = "Active" -- current client state
3315 * `minetest.mkdir(path)`: returns success.
3316 * Creates a directory specified by `path`, creating parent directories
3317 if they don't exist.
3318 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3320 * nil: return all entries,
3321 * true: return only subdirectory names, or
3322 * false: return only file names.
3323 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3324 * Replaces contents of file at path with new contents in a safe (atomic)
3325 way. Use this instead of below code when writing e.g. database files:
3326 `local f = io.open(path, "wb"); f:write(content); f:close()`
3327 * `minetest.get_version()`: returns a table containing components of the
3328 engine version. Components:
3329 * `project`: Name of the project, eg, "Minetest"
3330 * `string`: Simple version, eg, "1.2.3-dev"
3331 * `hash`: Full git version (only set if available),
3332 eg, "1.2.3-dev-01234567-dirty".
3333 Use this for informational purposes only. The information in the returned
3334 table does not represent the capabilities of the engine, nor is it
3335 reliable or verifiable. Compatible forks will have a different name and
3336 version entirely. To check for the presence of engine features, test
3337 whether the functions exported by the wanted features exist. For example:
3338 `if minetest.check_for_falling then ... end`.
3339 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3340 * `data`: string of data to hash
3341 * `raw`: return raw bytes instead of hex digits, default: false
3345 * `minetest.debug(...)`
3346 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3347 * `minetest.log([level,] text)`
3348 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3349 `"info"`, or `"verbose"`. Default is `"none"`.
3351 Registration functions
3352 ----------------------
3353 Call these functions only at load time!
3355 * `minetest.register_entity(name, entity definition)`
3356 * `minetest.register_abm(abm definition)`
3357 * `minetest.register_lbm(lbm definition)`
3358 * `minetest.register_node(name, node definition)`
3359 * `minetest.register_tool(name, item definition)`
3360 * `minetest.register_craftitem(name, item definition)`
3361 * `minetest.unregister_item(name)`
3362 * `minetest.register_alias(name, convert_to)`
3363 * Also use this to set the 'mapgen aliases' needed in a game for the core
3364 * mapgens. See 'Mapgen aliases' section above.
3365 * `minetest.register_alias_force(name, convert_to)`
3366 * `minetest.register_craft(recipe)`
3367 * Check recipe table syntax for different types below.
3368 * `minetest.clear_craft(recipe)`
3369 * Will erase existing craft based either on output item or on input recipe.
3370 * Specify either output or input only. If you specify both, input will be
3371 ignored. For input use the same recipe table syntax as for
3372 `minetest.register_craft(recipe)`. For output specify only the item,
3374 * If no erase candidate could be found, Lua exception will be thrown.
3375 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3376 ignored if the recipe contains output. Erasing is then done independently
3377 from the crafting method.
3378 * `minetest.register_ore(ore definition)`
3379 * `minetest.register_biome(biome definition)`
3380 * `minetest.register_decoration(decoration definition)`
3381 * `minetest.override_item(name, redefinition)`
3382 * Overrides fields of an item registered with register_node/tool/craftitem.
3383 * Note: Item must already be defined, (opt)depend on the mod defining it.
3384 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
3385 * `minetest.clear_registered_ores()`
3386 * `minetest.clear_registered_biomes()`
3387 * `minetest.clear_registered_decorations()`
3389 Global callback registration functions
3390 --------------------------------------
3391 Call these functions only at load time!
3393 * `minetest.register_globalstep(func(dtime))`
3394 * Called every server step, usually interval of 0.1s
3395 * `minetest.register_on_mods_loaded(func())`
3396 * Called after mods have finished loading and before the media is cached or the
3398 * `minetest.register_on_shutdown(func())`
3399 * Called before server shutdown
3400 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3401 registered callbacks **will likely not be run**. Data should be saved at
3402 semi-frequent intervals as well as on server shutdown.
3403 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3404 * Called when a node has been placed
3405 * If return `true` no item is taken from `itemstack`
3406 * `placer` may be any valid ObjectRef or nil.
3407 * **Not recommended**; use `on_construct` or `after_place_node` in node
3408 definition whenever possible.
3409 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
3410 * Called when a node has been dug.
3411 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3412 definition whenever possible.
3413 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
3414 * Called when a node is punched
3415 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
3416 * Called after generating a piece of world. Modifying nodes inside the area
3417 is a bit faster than usually.
3418 * `minetest.register_on_newplayer(func(ObjectRef))`
3419 * Called after a new player has been created
3420 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3421 * Called when a player is punched
3422 * `player`: ObjectRef - Player that was punched
3423 * `hitter`: ObjectRef - Player that hit
3424 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3426 * `tool_capabilities`: Capability table of used tool (can be nil)
3427 * `dir`: Unit vector of direction of punch. Always defined. Points from
3428 the puncher to the punched.
3429 * `damage`: Number that represents the damage calculated by the engine
3430 * should return `true` to prevent the default damage mechanism
3431 * `minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)`
3432 * Called when the player gets damaged or healed
3433 * `player`: ObjectRef of the player
3434 * `hp_change`: the amount of change. Negative when it is damage.
3435 * `reason`: a PlayerHPChangeReason table.
3436 * The `type` field will have one of the following values:
3437 * `set_hp`: A mod or the engine called `set_hp` without
3438 giving a type - use this for custom damage types.
3439 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3441 * `node_damage`: damage_per_second from a neighbouring node.
3444 * Any of the above types may have additional fields from mods.
3445 * `reason.from` will be `mod` or `engine`.
3446 * `modifier`: when true, the function should return the actual `hp_change`.
3447 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3448 modifiers can return true as a second argument to stop the execution of further functions.
3449 Non-modifiers receive the final hp change calculated by the modifiers.
3450 * `minetest.register_on_dieplayer(func(ObjectRef, reason))`
3451 * Called when a player dies
3452 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3453 * `minetest.register_on_respawnplayer(func(ObjectRef))`
3454 * Called when player is to be respawned
3455 * Called _before_ repositioning of player occurs
3456 * return true in func to disable regular player placement
3457 * `minetest.register_on_prejoinplayer(func(name, ip))`
3458 * Called before a player joins the game
3459 * If it returns a string, the player is disconnected with that string as
3461 * `minetest.register_on_joinplayer(func(ObjectRef))`
3462 * Called when a player joins the game
3463 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
3464 * Called when a player leaves the game
3465 * `timed_out`: True for timeout, false for other reasons.
3466 * `minetest.register_on_auth_fail(func(name, ip))`
3467 * Called when a client attempts to log into an account but supplies the
3469 * `ip`: The IP address of the client.
3470 * `name`: The account the client attempted to log into.
3471 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
3472 * Called when a player cheats
3473 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3475 * `interacted_too_far`
3476 * `interacted_while_dead`
3477 * `finished_unknown_dig`
3480 * `minetest.register_on_chat_message(func(name, message))`
3481 * Called always when a player says something
3482 * Return `true` to mark the message as handled, which means that it will
3483 not be sent to other players.
3484 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
3485 * Called when a button is pressed in player's inventory form
3486 * Newest functions are called first
3487 * If function returns `true`, remaining functions are not called
3488 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
3489 * Called when `player` crafts something
3490 * `itemstack` is the output
3491 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3493 * `craft_inv` is the inventory with the crafting grid
3494 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3496 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
3497 * The same as before, except that it is called before the player crafts, to
3498 make craft prediction, and it should not change anything.
3499 * `minetest.register_allow_player_inventory_action(func(player, inventory, action, inventory_info))`
3500 * Determinates how much of a stack may be taken, put or moved to a
3502 * `player` (type `ObjectRef`) is the player who modified the inventory
3503 `inventory` (type `InvRef`).
3504 * List of possible `action` (string) values and their
3505 `inventory_info` (table) contents:
3506 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3507 * `put`: `{listname=string, index=number, stack=ItemStack}`
3508 * `take`: Same as `put`
3509 * Return a numeric value to limit the amount of items to be taken, put or
3510 moved. A value of `-1` for `take` will make the source stack infinite.
3511 * `minetest.register_on_player_inventory_action(func(player, inventory, action, inventory_info))`
3512 * Called after a take, put or move event from/to/in a player inventory
3513 * Function arguments: see `minetest.register_allow_player_inventory_action`
3514 * Does not accept or handle any return value.
3515 * `minetest.register_on_protection_violation(func(pos, name))`
3516 * Called by `builtin` and mods when a player violates protection at a
3517 position (eg, digs a node or punches a protected entity).
3518 * The registered functions can be called using
3519 `minetest.record_protection_violation`.
3520 * The provided function should check that the position is protected by the
3521 mod calling this function before it prints a message, if it does, to
3522 allow for multiple protection mods.
3523 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3524 * Called when an item is eaten, by `minetest.item_eat`
3525 * Return `true` or `itemstack` to cancel the default item eat response
3526 (i.e.: hp increase).
3527 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3528 * Called when `granter` grants the priv `priv` to `name`.
3529 * Note that the callback will be called twice if it's done by a player,
3530 once with granter being the player name, and again with granter being nil.
3531 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3532 * Called when `revoker` revokes the priv `priv` from `name`.
3533 * Note that the callback will be called twice if it's done by a player,
3534 once with revoker being the player name, and again with revoker being nil.
3535 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3536 * Called when `name` user connects with `ip`.
3537 * Return `true` to by pass the player limit
3538 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
3539 * Called when an incoming mod channel message is received
3540 * You should have joined some channels to receive events.
3541 * If message comes from a server mod, `sender` field is an empty string.
3543 Other registration functions
3544 ----------------------------
3545 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3546 * Adds definition to `minetest.registered_chatcommands`
3547 * `minetest.override_chatcommand(name, redefinition)`
3548 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3549 * `minetest.unregister_chatcommand(name)`
3550 * Unregisters a chatcommands registered with `register_chatcommand`.
3551 * `minetest.register_privilege(name, definition)`
3552 * `definition`: `"description text"`
3554 `{description = "description text", give_to_singleplayer = boolean}`
3555 the default of `give_to_singleplayer` is true.
3556 * To allow players with `basic_privs` to grant, see `basic_privs`
3557 minetest.conf setting.
3558 * `on_grant(name, granter_name)`: Called when given to player `name` by
3560 `granter_name` will be nil if the priv was granted by a mod.
3561 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
3563 `revoker_name` will be nil if the priv was revoked by a mod
3564 * Note that the above two callbacks will be called twice if a player is
3565 responsible, once with the player name, and then with a nil player name.
3566 * Return true in the above callbacks to stop register_on_priv_grant or
3567 revoke being called.
3568 * `minetest.register_authentication_handler(authentication handler definition)`
3569 * Registers an auth handler that overrides the builtin one
3570 * This function can be called by a single mod once only.
3574 * `minetest.settings`: Settings object containing all of the settings from the
3575 main config file (`minetest.conf`).
3576 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3577 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3581 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3582 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3583 * Convert between two privilege representations
3584 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3585 * `minetest.check_player_privs(player_or_name, ...)`:
3586 returns `bool, missing_privs`
3587 * A quickhand for checking privileges.
3588 * `player_or_name`: Either a Player object or the name of a player.
3589 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3590 a table, e.g. `{ priva = true, privb = true }`.
3592 * `minetest.check_password_entry(name, entry, password)`
3593 * Returns true if the "password entry" for a player with name matches given
3594 password, false otherwise.
3595 * The "password entry" is the password representation generated by the
3596 engine as returned as part of a `get_auth()` call on the auth handler.
3597 * Only use this function for making it possible to log in via password from
3598 external protocols such as IRC, other uses are frowned upon.
3599 * `minetest.get_password_hash(name, raw_password)`
3600 * Convert a name-password pair to a password hash that Minetest can use.
3601 * The returned value alone is not a good basis for password checks based
3602 on comparing the password hash in the database with the password hash
3603 from the function, with an externally provided password, as the hash
3604 in the db might use the new SRP verifier format.
3605 * For this purpose, use `minetest.check_password_entry` instead.
3606 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3608 * The player needs to be online for this to be successful.
3610 * `minetest.get_auth_handler()`: Return the currently active auth handler
3611 * See the `Authentication handler definition`
3612 * Use this to e.g. get the authentication data for a player:
3613 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3614 * `minetest.notify_authentication_modified(name)`
3615 * Must be called by the authentication handler for privilege changes.
3616 * `name`: string; if omitted, all auth data should be considered modified
3617 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3619 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3621 * `minetest.auth_reload()`
3622 * See `reload()` in authentication handler definition
3624 `minetest.set_player_password`, `minetest_set_player_privs`,
3625 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3630 * `minetest.chat_send_all(text)`
3631 * `minetest.chat_send_player(name, text)`
3635 * `minetest.set_node(pos, node)`
3636 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3637 * Set node at position `pos`
3638 * `node`: table `{name=string, param1=number, param2=number}`
3639 * If param1 or param2 is omitted, it's set to `0`.
3640 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3641 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3642 * Set node on all positions set in the first argument.
3643 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3644 * For node specification or position syntax see `minetest.set_node` call
3645 * Faster than set_node due to single call, but still considerably slower
3646 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3647 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3648 in spread out positions which would cause LVMs to waste memory.
3649 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3651 * `minetest.swap_node(pos, node)`
3652 * Set node at position, but don't remove metadata
3653 * `minetest.remove_node(pos)`
3654 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3655 * `minetest.get_node(pos)`
3656 * Returns the node at the given position as table in the format
3657 `{name="node_name", param1=0, param2=0}`,
3658 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3659 * `minetest.get_node_or_nil(pos)`
3660 * Same as `get_node` but returns `nil` for unloaded areas.
3661 * `minetest.get_node_light(pos, timeofday)`
3662 * Gets the light value at the given position. Note that the light value
3663 "inside" the node at the given position is returned, so you usually want
3664 to get the light value of a neighbor.
3665 * `pos`: The position where to measure the light.
3666 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3667 * Returns a number between `0` and `15` or `nil`
3668 * `minetest.place_node(pos, node)`
3669 * Place node with the same effects that a player would cause
3670 * `minetest.dig_node(pos)`
3671 * Dig node with the same effects that a player would cause
3672 * Returns `true` if successful, `false` on failure (e.g. protected location)
3673 * `minetest.punch_node(pos)`
3674 * Punch node with the same effects that a player would cause
3675 * `minetest.spawn_falling_node(pos)`
3676 * Change node into falling node
3677 * Returns `true` if successful, `false` on failure
3679 * `minetest.find_nodes_with_meta(pos1, pos2)`
3680 * Get a table of positions of nodes that have metadata within a region
3682 * `minetest.get_meta(pos)`
3683 * Get a `NodeMetaRef` at that position
3684 * `minetest.get_node_timer(pos)`
3685 * Get `NodeTimerRef`
3687 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3689 * Returns `ObjectRef`, or `nil` if failed
3690 * `minetest.add_item(pos, item)`: Spawn item
3691 * Returns `ObjectRef`, or `nil` if failed
3692 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3693 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3695 * `radius`: using an euclidean metric
3696 * `minetest.set_timeofday(val)`
3697 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3698 * `minetest.get_timeofday()`
3699 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3701 * `minetest.get_day_count()`: returns number days elapsed since world was
3703 * accounts for time changes.
3704 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3706 * `radius`: using a maximum metric
3707 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3708 * `search_center` is an optional boolean (default: `false`)
3709 If true `pos` is also checked for the nodes
3710 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3712 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3713 * First return value: Table with all node positions
3714 * Second return value: Table with the count of each node with the node name
3716 * Area volume is limited to 4,096,000 nodes
3717 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3719 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3720 * Return value: Table with all node positions with a node air above
3721 * Area volume is limited to 4,096,000 nodes
3722 * `minetest.get_perlin(noiseparams)`
3723 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3724 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3725 * `minetest.get_voxel_manip([pos1, pos2])`
3726 * Return voxel manipulator object.
3727 * Loads the manipulator from the map if positions are passed.
3728 * `minetest.set_gen_notify(flags, {deco_ids})`
3729 * Set the types of on-generate notifications that should be collected.
3730 * `flags` is a flag field with the available flags:
3738 * The second parameter is a list of IDs of decorations which notification
3740 * `minetest.get_gen_notify()`
3741 * Returns a flagstring and a table with the `deco_id`s.
3742 * `minetest.get_decoration_id(decoration_name)`
3743 * Returns the decoration ID number for the provided decoration name string,
3744 or `nil` on failure.
3745 * `minetest.get_mapgen_object(objectname)`
3746 * Return requested mapgen object if available (see "Mapgen objects")
3747 * `minetest.get_heat(pos)`
3748 * Returns the heat at the position, or `nil` on failure.
3749 * `minetest.get_humidity(pos)`
3750 * Returns the humidity at the position, or `nil` on failure.
3751 * `minetest.get_biome_data(pos)`
3752 * Returns a table containing:
3753 * `biome` the biome id of the biome at that position
3754 * `heat` the heat at the position
3755 * `humidity` the humidity at the position
3756 * Or returns `nil` on failure.
3757 * `minetest.get_biome_id(biome_name)`
3758 * Returns the biome id, as used in the biomemap Mapgen object and returned
3759 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3760 * `minetest.get_biome_name(biome_id)`
3761 * Returns the biome name string for the provided biome id, or `nil` on
3763 * If no biomes have been registered, such as in mgv6, returns `default`.
3764 * `minetest.get_mapgen_params()`
3765 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3766 * Returns a table containing:
3772 * `minetest.set_mapgen_params(MapgenParams)`
3773 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3775 * Set map generation parameters.
3776 * Function cannot be called after the registration period; only
3777 initialization and `on_mapgen_init`.
3778 * Takes a table as an argument with the fields:
3784 * Leave field unset to leave that parameter unchanged.
3785 * `flags` contains a comma-delimited string of flags to set, or if the
3786 prefix `"no"` is attached, clears instead.
3787 * `flags` is in the same format and has the same options as `mg_flags` in
3789 * `minetest.get_mapgen_setting(name)`
3790 * Gets the *active* mapgen setting (or nil if none exists) in string
3791 format with the following order of precedence:
3792 1) Settings loaded from map_meta.txt or overrides set during mod
3794 2) Settings set by mods without a metafile override
3795 3) Settings explicitly set in the user config file, minetest.conf
3796 4) Settings set as the user config default
3797 * `minetest.get_mapgen_setting_noiseparams(name)`
3798 * Same as above, but returns the value as a NoiseParams table if the
3799 setting `name` exists and is a valid NoiseParams.
3800 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3801 * Sets a mapgen param to `value`, and will take effect if the corresponding
3802 mapgen setting is not already present in map_meta.txt.
3803 * `override_meta` is an optional boolean (default: `false`). If this is set
3804 to true, the setting will become the active setting regardless of the map
3806 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3807 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3808 * Same as above, except value is a NoiseParams table.
3809 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3810 * Sets the noiseparams setting of `name` to the noiseparams table specified
3812 * `set_default` is an optional boolean (default: `true`) that specifies
3813 whether the setting should be applied to the default config or current
3815 * `minetest.get_noiseparams(name)`
3816 * Returns a table of the noiseparams for name.
3817 * `minetest.generate_ores(vm, pos1, pos2)`
3818 * Generate all registered ores within the VoxelManip `vm` and in the area
3819 from `pos1` to `pos2`.
3820 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3821 * `minetest.generate_decorations(vm, pos1, pos2)`
3822 * Generate all registered decorations within the VoxelManip `vm` and in the
3823 area from `pos1` to `pos2`.
3824 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3825 * `minetest.clear_objects([options])`
3826 * Clear all objects in the environment
3827 * Takes an optional table as an argument with the field `mode`.
3828 * mode = `"full"` : Load and go through every mapblock, clearing
3830 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
3831 clear objects in unloaded mapblocks only when the
3832 mapblocks are next activated.
3833 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3834 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
3835 asynchronously fetched from memory, loaded from disk, or if inexistent,
3837 * If `callback` is a valid Lua function, this will be called for each block
3839 * The function signature of callback is:
3840 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
3841 * `blockpos` is the *block* coordinates of the block that had been
3843 * `action` could be one of the following constant values:
3844 * `minetest.EMERGE_CANCELLED`
3845 * `minetest.EMERGE_ERRORED`
3846 * `minetest.EMERGE_FROM_MEMORY`
3847 * `minetest.EMERGE_FROM_DISK`
3848 * `minetest.EMERGE_GENERATED`
3849 * `calls_remaining` is the number of callbacks to be expected after
3851 * `param` is the user-defined parameter passed to emerge_area (or
3852 nil if the parameter was absent).
3853 * `minetest.delete_area(pos1, pos2)`
3854 * delete all mapblocks in the area from pos1 to pos2, inclusive
3855 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
3856 * Checks if there is anything other than air between pos1 and pos2.
3857 * Returns false if something is blocking the sight.
3858 * Returns the position of the blocking node when `false`
3859 * `pos1`: First position
3860 * `pos2`: Second position
3861 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
3862 * Creates a `Raycast` object.
3863 * `pos1`: start of the ray
3864 * `pos2`: end of the ray
3865 * `objects`: if false, only nodes will be returned. Default is `true`.
3866 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
3867 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
3868 * returns table containing path
3869 * returns a table of 3D points representing a path from `pos1` to `pos2` or
3871 * `pos1`: start position
3872 * `pos2`: end position
3873 * `searchdistance`: number of blocks to search in each direction using a
3875 * `max_jump`: maximum height difference to consider walkable
3876 * `max_drop`: maximum height difference to consider droppable
3877 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
3878 * `minetest.spawn_tree (pos, {treedef})`
3879 * spawns L-system tree at given `pos` with definition in `treedef` table
3880 * `minetest.transforming_liquid_add(pos)`
3881 * add node to liquid update queue
3882 * `minetest.get_node_max_level(pos)`
3883 * get max available level for leveled node
3884 * `minetest.get_node_level(pos)`
3885 * get level of leveled node (water, snow)
3886 * `minetest.set_node_level(pos, level)`
3887 * set level of leveled node, default `level` equals `1`
3888 * if `totallevel > maxlevel`, returns rest (`total-max`).
3889 * `minetest.add_node_level(pos, level)`
3890 * increase level of leveled node by level, default `level` equals `1`
3891 * if `totallevel > maxlevel`, returns rest (`total-max`)
3892 * can be negative for decreasing
3893 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
3894 * resets the light in a cuboid-shaped part of
3895 the map and removes lighting bugs.
3896 * Loads the area if it is not loaded.
3897 * `pos1` is the corner of the cuboid with the least coordinates
3898 (in node coordinates), inclusive.
3899 * `pos2` is the opposite corner of the cuboid, inclusive.
3900 * The actual updated cuboid might be larger than the specified one,
3901 because only whole map blocks can be updated.
3902 The actual updated area consists of those map blocks that intersect
3903 with the given cuboid.
3904 * However, the neighborhood of the updated area might change
3905 as well, as light can spread out of the cuboid, also light
3907 * returns `false` if the area is not fully generated,
3909 * `minetest.check_single_for_falling(pos)`
3910 * causes an unsupported `group:falling_node` node to fall and causes an
3911 unattached `group:attached_node` node to fall.
3912 * does not spread these updates to neighbours.
3913 * `minetest.check_for_falling(pos)`
3914 * causes an unsupported `group:falling_node` node to fall and causes an
3915 unattached `group:attached_node` node to fall.
3916 * spread these updates to neighbours and can cause a cascade
3918 * `minetest.get_spawn_level(x, z)`
3919 * Returns a player spawn y co-ordinate for the provided (x, z)
3920 co-ordinates, or `nil` for an unsuitable spawn point.
3921 * For most mapgens a 'suitable spawn point' is one with y between
3922 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
3923 so `nil` will be returned for many (x, z) co-ordinates.
3924 * The spawn level returned is for a player spawn in unmodified terrain.
3925 * The spawn level is intentionally above terrain level to cope with
3926 full-node biome 'dust' nodes.
3930 You can find mod channels communication scheme in `doc/mod_channels.png`.
3932 * `minetest.mod_channel_join(channel_name)`
3933 * Server joins channel `channel_name`, and creates it if necessary. You
3934 should listen for incoming messages with
3935 `minetest.register_on_modchannel_message`
3939 `minetest.get_inventory(location)`: returns an `InvRef`
3942 * `{type="player", name="celeron55"}`
3943 * `{type="node", pos={x=, y=, z=}}`
3944 * `{type="detached", name="creative"}`
3945 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
3947 * `callbacks`: See "Detached inventory callbacks"
3948 * `player_name`: Make detached inventory available to one player
3949 exclusively, by default they will be sent to every player (even if not
3951 Note that this parameter is mostly just a workaround and will be removed
3953 * Creates a detached inventory. If it already exists, it is cleared.
3954 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3955 returns left over ItemStack.
3956 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3960 * `minetest.show_formspec(playername, formname, formspec)`
3961 * `playername`: name of player to show formspec
3962 * `formname`: name passed to `on_player_receive_fields` callbacks.
3963 It should follow the `"modname:<whatever>"` naming convention
3964 * `formspec`: formspec to display
3965 * `minetest.close_formspec(playername, formname)`
3966 * `playername`: name of player to close formspec
3967 * `formname`: has to exactly match the one given in `show_formspec`, or the
3968 formspec will not close.
3969 * calling `show_formspec(playername, formname, "")` is equal to this
3971 * to close a formspec regardless of the formname, call
3972 `minetest.close_formspec(playername, "")`.
3973 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3974 * `minetest.formspec_escape(string)`: returns a string
3975 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3977 * `minetest.explode_table_event(string)`: returns a table
3978 * returns e.g. `{type="CHG", row=1, column=2}`
3980 * `"INV"`: no row selected
3982 * `"DCL"`: double-click
3983 * `minetest.explode_textlist_event(string)`: returns a table
3984 * returns e.g. `{type="CHG", index=1}`
3986 * `"INV"`: no row selected
3988 * `"DCL"`: double-click
3989 * `minetest.explode_scrollbar_event(string)`: returns a table
3990 * returns e.g. `{type="CHG", value=500}`
3992 * `"INV"`: something failed
3993 * `"CHG"`: has been changed
3994 * `"VAL"`: not changed
3998 * `minetest.inventorycube(img1, img2, img3)`
3999 * Returns a string for making an image of a cube (useful as an item image)
4000 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4001 * Get position of a `pointed_thing` (that you can get from somewhere)
4002 * `minetest.dir_to_facedir(dir, is6d)`
4003 * Convert a vector to a facedir value, used in `param2` for
4004 `paramtype2="facedir"`.
4005 * passing something non-`nil`/`false` for the optional second parameter
4006 causes it to take the y component into account.
4007 * `minetest.facedir_to_dir(facedir)`
4008 * Convert a facedir back into a vector aimed directly out the "back" of a
4010 * `minetest.dir_to_wallmounted(dir)`
4011 * Convert a vector to a wallmounted value, used for
4012 `paramtype2="wallmounted"`.
4013 * `minetest.wallmounted_to_dir(wallmounted)`
4014 * Convert a wallmounted value back into a vector aimed directly out the
4016 * `minetest.dir_to_yaw(dir)`
4017 * Convert a vector into a yaw (angle)
4018 * `minetest.yaw_to_dir(yaw)`
4019 * Convert yaw (angle) to a vector
4020 * `minetest.is_colored_paramtype(ptype)`
4021 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4022 color information (`color`, `colorwallmounted` or `colorfacedir`).
4023 * `minetest.strip_param2_color(param2, paramtype2)`
4024 * Removes everything but the color information from the
4025 given `param2` value.
4026 * Returns `nil` if the given `paramtype2` does not contain color
4028 * `minetest.get_node_drops(nodename, toolname)`
4029 * Returns list of item names.
4030 * **Note**: This will be removed or modified in a future version.
4031 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4032 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4033 * `input.width` = for example `3`
4034 * `input.items` = for example
4035 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4036 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4037 * `output.time` = a number, if unsuccessful: `0`
4038 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4039 `decremented_input.items`
4040 * `decremented_input` = like `input`
4041 * `minetest.get_craft_recipe(output)`: returns input
4042 * returns last registered recipe for output item (node)
4043 * `output` is a node or item type such as `"default:torch"`
4044 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4045 * `input.width` = for example `3`
4046 * `input.items` = for example
4047 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4048 * `input.items` = `nil` if no recipe found
4049 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4050 * returns indexed table with all registered recipes for query item (node)
4051 or `nil` if no recipe was found.
4052 * recipe entry table:
4053 * `method`: 'normal' or 'cooking' or 'fuel'
4054 * `width`: 0-3, 0 means shapeless recipe
4055 * `items`: indexed [1-9] table with recipe items
4056 * `output`: string with item name and quantity
4057 * Example query for `"default:gold_ingot"` will return table:
4060 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4061 items = {1 = "default:gold_lump"}},
4062 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4063 items = {1 = "default:goldblock"}}
4065 * `minetest.handle_node_drops(pos, drops, digger)`
4066 * `drops`: list of itemstrings
4067 * Handles drops from nodes after digging: Default action is to put them
4068 into digger's inventory.
4069 * Can be overridden to get different functionality (e.g. dropping items on
4071 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4073 * Creates an item string which contains palette index information
4074 for hardware colorization. You can use the returned string
4075 as an output in a craft recipe.
4076 * `item`: the item stack which becomes colored. Can be in string,
4077 table and native form.
4078 * `palette_index`: this index is added to the item stack
4079 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4080 * Creates an item string which contains static color information
4081 for hardware colorization. Use this method if you wish to colorize
4082 an item that does not own a palette. You can use the returned string
4083 as an output in a craft recipe.
4084 * `item`: the item stack which becomes colored. Can be in string,
4085 table and native form.
4086 * `colorstring`: the new color of the item stack
4090 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4091 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4092 * Find who has done something to a node, or near a node
4093 * `actor`: `"player:<name>"`, also `"liquid"`.
4094 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4095 `boolean, log_messages`.
4096 * Revert latest actions of someone
4097 * `actor`: `"player:<name>"`, also `"liquid"`.
4099 Defaults for the `on_*` item definition functions
4100 -------------------------------------------------
4101 These functions return the leftover itemstack.
4103 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4104 * Place item as a node
4105 * `param2` overrides `facedir` and wallmounted `param2`
4106 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4107 for the newly placed node to prevent a callback and placement loop
4108 * returns `itemstack, success`
4109 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4111 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4112 * Use one of the above based on what the item is.
4113 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4114 * **Note**: is not called when wielded item overrides `on_place`
4115 * `param2` overrides `facedir` and wallmounted `param2`
4116 * returns `itemstack, success`
4117 * `minetest.item_drop(itemstack, dropper, pos)`
4119 * `minetest.item_eat(hp_change, replace_with_item)`
4121 * `replace_with_item` is the itemstring which is added to the inventory.
4122 If the player is eating a stack, then replace_with_item goes to a
4123 different spot. Can be `nil`
4124 * See `minetest.do_item_eat`
4126 Defaults for the `on_punch` and `on_dig` node definition callbacks
4127 ------------------------------------------------------------------
4128 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4129 * Calls functions registered by `minetest.register_on_punchnode()`
4130 * `minetest.node_dig(pos, node, digger)`
4131 * Checks if node can be dug, puts item into inventory, removes node
4132 * Calls functions registered by `minetest.registered_on_dignodes()`
4136 * `minetest.sound_play(spec, parameters)`: returns a handle
4137 * `spec` is a `SimpleSoundSpec`
4138 * `parameters` is a sound parameter table
4139 * `minetest.sound_stop(handle)`
4140 * `minetest.sound_fade(handle, step, gain)`
4141 * `handle` is a handle returned by `minetest.sound_play`
4142 * `step` determines how fast a sound will fade.
4143 Negative step will lower the sound volume, positive step will increase
4145 * `gain` the target gain for the fade.
4149 * `minetest.after(time, func, ...)`
4150 * Call the function `func` after `time` seconds, may be fractional
4151 * Optional: Variable number of arguments that are passed to `func`
4155 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4156 server shutdown. Will display `message` to clients.
4157 * `reconnect` == true displays a reconnect button
4158 * `delay` adds an optional delay (in seconds) before shutdown.
4159 Negative delay cancels the current active shutdown.
4160 Zero delay triggers an immediate shutdown.
4161 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4162 * `minetest.get_server_status(name, joined)`
4163 * Returns the server status string when a player joins or when the command
4164 `/status` is called. Returns `nil` or an empty string when the message is
4166 * `joined`: Boolean value, indicates whether the function was called when
4168 * This function may be overwritten by mods to customize the status message.
4169 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4170 * `minetest.remove_player(name)`: remove player from database (if they are not
4172 * As auth data is not removed, minetest.player_exists will continue to
4173 return true. Call the below method as well if you want to remove auth
4175 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4176 * `minetest.remove_player_auth(name)`: remove player authentication data
4177 * Returns boolean indicating success (false if player nonexistant)
4181 * `minetest.get_ban_list()`: returns the ban list
4182 (same as `minetest.get_ban_description("")`).
4183 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4184 * `minetest.ban_player(name)`: ban a player
4185 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4186 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4191 * `minetest.add_particle(particle definition)`
4192 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4193 expirationtime, size, collisiondetection, texture, playername)`
4195 * `minetest.add_particlespawner(particlespawner definition)`
4196 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4197 over `time` seconds.
4198 * Returns an `id`, and -1 if adding didn't succeed
4199 * Deprecated: `minetest.add_particlespawner(amount, time,
4203 minexptime, maxexptime,
4205 collisiondetection, texture, playername)`
4207 * `minetest.delete_particlespawner(id, player)`
4208 * Delete `ParticleSpawner` with `id` (return value from
4209 `minetest.add_particlespawner`).
4210 * If playername is specified, only deletes on the player's client,
4211 otherwise on all clients.
4215 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4216 * Create a schematic from the volume of map specified by the box formed by
4218 * Apply the specified probability and per-node force-place to the specified
4219 nodes according to the `probability_list`.
4220 * `probability_list` is an array of tables containing two fields, `pos`
4222 * `pos` is the 3D vector specifying the absolute coordinates of the
4223 node being modified,
4224 * `prob` is an integer value from `0` to `255` that encodes
4225 probability and per-node force-place. Probability has levels
4226 0-127, then 128 may be added to encode per-node force-place.
4227 For probability stated as 0-255, divide by 2 and round down to
4228 get values 0-127, then add 128 to apply per-node force-place.
4229 * If there are two or more entries with the same pos value, the
4231 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4233 * If `probability_list` equals `nil`, no probabilities are applied.
4234 * Apply the specified probability to the specified horizontal slices
4235 according to the `slice_prob_list`.
4236 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4238 * `ypos` indicates the y position of the slice with a probability
4239 applied, the lowest slice being `ypos = 0`.
4240 * If slice probability list equals `nil`, no slice probabilities
4242 * Saves schematic in the Minetest Schematic format to filename.
4244 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4245 * Place the schematic specified by schematic (see: Schematic specifier) at
4247 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4248 * If the `rotation` parameter is omitted, the schematic is not rotated.
4249 * `replacements` = `{["old_name"] = "convert_to", ...}`
4250 * `force_placement` is a boolean indicating whether nodes other than `air`
4251 and `ignore` are replaced by the schematic.
4252 * Returns nil if the schematic could not be loaded.
4253 * **Warning**: Once you have loaded a schematic from a file, it will be
4254 cached. Future calls will always use the cached version and the
4255 replacement list defined for it, regardless of whether the file or the
4256 replacement list parameter have changed. The only way to load the file
4257 anew is to restart the server.
4258 * `flags` is a flag field with the available flags:
4263 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4264 * This function is analogous to minetest.place_schematic, but places a
4265 schematic onto the specified VoxelManip object `vmanip` instead of the
4267 * Returns false if any part of the schematic was cut-off due to the
4268 VoxelManip not containing the full area required, and true if the whole
4269 schematic was able to fit.
4270 * Returns nil if the schematic could not be loaded.
4271 * After execution, any external copies of the VoxelManip contents are
4273 * `flags` is a flag field with the available flags:
4278 * `minetest.serialize_schematic(schematic, format, options)`
4279 * Return the serialized schematic specified by schematic
4280 (see: Schematic specifier)
4281 * in the `format` of either "mts" or "lua".
4282 * "mts" - a string containing the binary MTS data used in the MTS file
4284 * "lua" - a string containing Lua code representing the schematic in table
4286 * `options` is a table containing the following optional parameters:
4287 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4288 generated will have (X, Z) position comments for every X row
4289 generated in the schematic data for easier reading.
4290 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4291 the Lua code generated will use that number of spaces as indentation
4292 instead of a tab character.
4296 * `minetest.request_http_api()`:
4297 * returns `HTTPApiTable` containing http functions if the calling mod has
4298 been granted access by being listed in the `secure.http_mods` or
4299 `secure.trusted_mods` setting, otherwise returns `nil`.
4300 * The returned table contains the functions `fetch`, `fetch_async` and
4301 `fetch_async_get` described below.
4302 * Only works at init time and must be called from the mod's main scope
4303 (not from a function).
4304 * Function only exists if minetest server was built with cURL support.
4305 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4307 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4308 * Performs given request asynchronously and calls callback upon completion
4309 * callback: `function(HTTPRequestResult res)`
4310 * Use this HTTP function if you are unsure, the others are for advanced use
4311 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4312 * Performs given request asynchronously and returns handle for
4313 `HTTPApiTable.fetch_async_get`
4314 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4315 * Return response data for given asynchronous HTTP request
4319 * `minetest.get_mod_storage()`:
4320 * returns reference to mod private `StorageRef`
4321 * must be called during mod load time
4325 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4326 * `minetest.is_player(o)`: boolean, whether `o` is a player
4327 * `minetest.player_exists(name)`: boolean, whether player exists
4328 (regardless of online status)
4329 * `minetest.hud_replace_builtin(name, hud_definition)`
4330 * Replaces definition of a builtin hud element
4331 * `name`: `"breath"` or `"health"`
4332 * `hud_definition`: definition to replace builtin definition
4333 * `minetest.send_join_message(player_name)`
4334 * This function can be overridden by mods to change the join message.
4335 * `minetest.send_leave_message(player_name, timed_out)`
4336 * This function can be overridden by mods to change the leave message.
4337 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4338 * `pos`: table {x=number, y=number, z=number},
4339 * Gives a unique hash number for a node position (16+16+16=48bit)
4340 * `minetest.get_position_from_hash(hash)`: returns a position
4341 * Inverse transform of `minetest.hash_node_position`
4342 * `minetest.get_item_group(name, group)`: returns a rating
4343 * Get rating of a group of an item. (`0` means: not in group)
4344 * `minetest.get_node_group(name, group)`: returns a rating
4345 * Deprecated: An alias for the former.
4346 * `minetest.raillike_group(name)`: returns a rating
4347 * Returns rating of the connect_to_raillike group corresponding to name
4348 * If name is not yet the name of a connect_to_raillike group, a new group
4349 id is created, with that name.
4350 * `minetest.get_content_id(name)`: returns an integer
4351 * Gets the internal content ID of `name`
4352 * `minetest.get_name_from_content_id(content_id)`: returns a string
4353 * Gets the name of the content with that content ID
4354 * `minetest.parse_json(string[, nullvalue])`: returns something
4355 * Convert a string containing JSON data into the Lua equivalent
4356 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4357 * On success returns a table, a string, a number, a boolean or `nullvalue`
4358 * On failure outputs an error message and returns `nil`
4359 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4360 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4362 * Convert a Lua table into a JSON string
4363 * styled: Outputs in a human-readable format if this is set, defaults to
4365 * Unserializable things like functions and userdata will cause an error.
4366 * **Warning**: JSON is more strict than the Lua table format.
4367 1. You can only use strings and positive integers of at least one as
4369 2. You can not mix string and integer keys.
4370 This is due to the fact that JSON has two distinct array and object
4372 * Example: `write_json({10, {a = false}})`,
4373 returns `"[10, {\"a\": false}]"`
4374 * `minetest.serialize(table)`: returns a string
4375 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4376 into string form readable by `minetest.deserialize`
4377 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4378 * `minetest.deserialize(string)`: returns a table
4379 * Convert a string returned by `minetest.deserialize` into a table
4380 * `string` is loaded in an empty sandbox environment.
4381 * Will load functions, but they cannot access the global environment.
4382 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4383 returns `{foo='bar'}`
4384 * Example: `deserialize('print("foo")')`, returns `nil`
4385 (function call fails), returns
4386 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4387 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4388 * Compress a string of data.
4389 * `method` is a string identifying the compression method to be used.
4390 * Supported compression methods:
4391 * Deflate (zlib): `"deflate"`
4392 * `...` indicates method-specific arguments. Currently defined arguments
4394 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4395 * `minetest.decompress(compressed_data, method, ...)`: returns data
4396 * Decompress a string of data (using ZLib).
4397 * See documentation on `minetest.compress()` for supported compression
4399 * `...` indicates method-specific arguments. Currently, no methods use this
4400 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4401 * Each argument is a 8 Bit unsigned integer
4402 * Returns the ColorString from rgb or rgba values
4403 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4404 * `minetest.encode_base64(string)`: returns string encoded in base64
4405 * Encodes a string in base64.
4406 * `minetest.decode_base64(string)`: returns string
4407 * Decodes a string encoded in base64.
4408 * `minetest.is_protected(pos, name)`: returns boolean
4409 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4410 other actions, definable by mods, due to some mod-defined ownership-like
4412 * Returns false or nil, if the player is allowed to do such actions.
4413 * `name` will be "" for non-players or unknown players.
4414 * This function should be overridden by protection mods and should be used
4415 to check if a player can interact at a position.
4416 * This function should call the old version of itself if the position is
4417 not protected by the mod.
4420 local old_is_protected = minetest.is_protected
4421 function minetest.is_protected(pos, name)
4422 if mymod:position_protected_from(pos, name) then
4425 return old_is_protected(pos, name)
4427 * `minetest.record_protection_violation(pos, name)`
4428 * This function calls functions registered with
4429 `minetest.register_on_protection_violation`.
4430 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4431 * Returns the position of the first node that `player_name` may not modify
4432 in the specified cuboid between `pos1` and `pos2`.
4433 * Returns `false` if no protections were found.
4434 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4435 The points are spaced evenly throughout the volume and have a spacing
4436 similar to, but no larger than, `interval`.
4437 * All corners and edges of the defined volume are checked.
4438 * `interval` defaults to 4.
4439 * `interval` should be carefully chosen and maximised to avoid an excessive
4440 number of points being checked.
4441 * Like `minetest.is_protected`, this function may be extended or
4442 overwritten by mods to provide a faster implementation to check the
4443 cuboid for intersections.
4444 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4445 orient_flags, prevent_after_place])`
4446 * Attempt to predict the desired orientation of the facedir-capable node
4447 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4448 or hanging from the ceiling).
4449 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4450 stacks are handled normally.
4451 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4452 * `invert_wall`: if `true`, place wall-orientation on the ground and
4453 ground-orientation on the wall.
4454 * `force_wall` : if `true`, always place the node in wall orientation.
4455 * `force_ceiling`: if `true`, always place on the ceiling.
4456 * `force_floor`: if `true`, always place the node on the floor.
4457 * `force_facedir`: if `true`, forcefully reset the facedir to north
4458 when placing on the floor or ceiling.
4459 * The first four options are mutually-exclusive; the last in the list
4460 takes precedence over the first.
4461 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4462 * Returns the new itemstack after placement
4463 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4464 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4465 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4466 parameter and `prevent_after_place` set to `true`.
4468 * `minetest.forceload_block(pos[, transient])`
4469 * forceloads the position `pos`.
4470 * returns `true` if area could be forceloaded
4471 * If `transient` is `false` or absent, the forceload will be persistent
4472 (saved between server runs). If `true`, the forceload will be transient
4473 (not saved between server runs).
4475 * `minetest.forceload_free_block(pos[, transient])`
4476 * stops forceloading the position `pos`
4477 * If `transient` is `false` or absent, frees a persistent forceload.
4478 If `true`, frees a transient forceload.
4480 * `minetest.request_insecure_environment()`: returns an environment containing
4481 insecure functions if the calling mod has been listed as trusted in the
4482 `secure.trusted_mods` setting or security is disabled, otherwise returns
4484 * Only works at init time and must be called from the mod's main scope (not
4486 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4487 IT IN A LOCAL VARIABLE!**
4489 * `minetest.global_exists(name)`
4490 * Checks if a global variable has been set, without triggering a warning.
4494 * `minetest.env`: `EnvRef` of the server environment and world.
4495 * Any function in the minetest namespace can be called using the syntax
4496 `minetest.env:somefunction(somearguments)`
4497 instead of `minetest.somefunction(somearguments)`
4498 * Deprecated, but support is not to be dropped soon
4502 * `minetest.registered_items`
4503 * Map of registered items, indexed by name
4504 * `minetest.registered_nodes`
4505 * Map of registered node definitions, indexed by name
4506 * `minetest.registered_craftitems`
4507 * Map of registered craft item definitions, indexed by name
4508 * `minetest.registered_tools`
4509 * Map of registered tool definitions, indexed by name
4510 * `minetest.registered_entities`
4511 * Map of registered entity prototypes, indexed by name
4512 * `minetest.object_refs`
4513 * Map of object references, indexed by active object id
4514 * `minetest.luaentities`
4515 * Map of Lua entities, indexed by active object id
4516 * `minetest.registered_chatcommands`
4517 * Map of registered chat command definitions, indexed by name
4518 * `minetest.registered_ores`
4519 * List of registered ore definitions.
4520 * `minetest.registered_biomes`
4521 * List of registered biome definitions.
4522 * `minetest.registered_decorations`
4523 * List of registered decoration definitions.
4531 Sorted alphabetically.
4535 A fast access data structure to store areas, and find areas near a given
4537 Every area has a `data` string attribute to store additional information.
4538 You can create an empty `AreaStore` by calling `AreaStore()`, or
4539 `AreaStore(type_name)`.
4540 If you chose the parameter-less constructor, a fast implementation will be
4541 automatically chosen for you.
4544 * `get_area(id, include_borders, include_data)`: returns the area with the id
4546 (optional) Boolean values `include_borders` and `include_data` control what's
4548 Returns nil if specified area id does not exist.
4549 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4550 that contain the position `pos`.
4551 (optional) Boolean values `include_borders` and `include_data` control what's
4553 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4554 returns all areas that contain all nodes inside the area specified by `edge1`
4555 and `edge2` (inclusive).
4556 If `accept_overlap` is true, also areas are returned that have nodes in
4557 common with the specified area.
4558 (optional) Boolean values `include_borders` and `include_data` control what's
4560 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4561 Returns the new area's ID, or nil if the insertion failed.
4562 The (inclusive) positions `edge1` and `edge2` describe the area.
4563 `data` is a string stored with the area. If passed, `id` will be used as the
4564 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4565 the `id` parameter you must always use it, or insertions are likely to fail
4567 * `reserve(count)`: reserves resources for at most `count` many contained
4569 Only needed for efficiency, and only some implementations profit.
4570 * `remove_area(id)`: removes the area with the given id from the store, returns
4572 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4573 Calling invalidates the cache, so that its elements have to be newly
4577 enabled = boolean, -- whether to enable, default true
4578 block_radius = number, -- the radius (in nodes) of the areas the cache
4579 generates prefiltered lists for, minimum 16,
4581 limit = number, -- the cache's size, minimum 20, default 1000
4583 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4585 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4587 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4589 Returns success and, optionally, an error message.
4590 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4595 An `InvRef` is a reference to an inventory.
4598 * `is_empty(listname)`: return `true` if list is empty
4599 * `get_size(listname)`: get size of a list
4600 * `set_size(listname, size)`: set size of a list
4601 * returns `false` on error (e.g. invalid `listname` or `size`)
4602 * `get_width(listname)`: get width of a list
4603 * `set_width(listname, width)`: set width of list; currently used for crafting
4604 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4605 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4606 * `get_list(listname)`: return full list
4607 * `set_list(listname, list)`: set full list (size will not change)
4608 * `get_lists()`: returns list of inventory lists
4609 * `set_lists(lists)`: sets inventory lists (size will not change)
4610 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4612 * `room_for_item(listname, stack):` returns `true` if the stack of items
4613 can be fully added to the list
4614 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4615 the stack of items can be fully taken from the list.
4616 If `match_meta` is false, only the items' names are compared
4618 * `remove_item(listname, stack)`: take as many items as specified from the
4619 list, returns the items that were actually removed (as an `ItemStack`)
4620 -- note that any item metadata is ignored, so attempting to remove a specific
4621 unique item this way will likely remove the wrong one -- to do that use
4622 `set_stack` with an empty `ItemStack`.
4623 * `get_location()`: returns a location compatible to
4624 `minetest.get_inventory(location)`.
4625 * returns `{type="undefined"}` in case location is not known
4629 An `ItemStack` is a stack of items.
4631 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4632 an itemstring, a table or `nil`.
4635 * `is_empty()`: returns `true` if stack is empty.
4636 * `get_name()`: returns item name (e.g. `"default:stone"`).
4637 * `set_name(item_name)`: returns a boolean indicating whether the item was
4639 * `get_count()`: Returns number of items on the stack.
4640 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4641 * `count`: number, unsigned 16 bit integer
4642 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4643 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4644 * `wear`: number, unsigned 16 bit integer
4645 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4646 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4648 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4649 * `clear()`: removes all items from the stack, making it empty.
4650 * `replace(item)`: replace the contents of this stack.
4651 * `item` can also be an itemstring or table.
4652 * `to_string()`: returns the stack in itemstring form.
4653 * `to_table()`: returns the stack in Lua table form.
4654 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4656 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4657 * `is_known()`: returns `true` if the item name refers to a defined item type.
4658 * `get_definition()`: returns the item definition table.
4659 * `get_tool_capabilities()`: returns the digging properties of the item,
4660 or those of the hand if none are defined for this item type
4661 * `add_wear(amount)`
4662 * Increases wear by `amount` if the item is a tool
4663 * `amount`: number, integer
4664 * `add_item(item)`: returns leftover `ItemStack`
4665 * Put some item or stack onto this stack
4666 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4668 * `take_item(n)`: returns taken `ItemStack`
4669 * Take (and remove) up to `n` items from this stack
4670 * `n`: number, default: `1`
4671 * `peek_item(n)`: returns taken `ItemStack`
4672 * Copy (don't remove) up to `n` items from this stack
4673 * `n`: number, default: `1`
4677 ItemStack metadata: reference extra data and functionality stored in a stack.
4678 Can be obtained via `item:get_meta()`.
4681 * All methods in MetaDataRef
4682 * `set_tool_capabilities([tool_capabilities])`
4683 * Overrides the item's tool capabilities
4684 * A nil value will clear the override data and restore the original
4689 See `StorageRef`, `NodeMetaRef`, `ItemStackMetaRef`, and `PlayerMetaRef`.
4692 * `contains(key)`: Returns true if key present, otherwise false.
4693 * Returns `nil` when the MetaData is inexistent.
4694 * `get(key)`: Returns `nil` if key not present, else the stored string.
4695 * `set_string(key, value)`: Value of `""` will delete the key.
4696 * `get_string(key)`: Returns `""` if key not present.
4697 * `set_int(key, value)`
4698 * `get_int(key)`: Returns `0` if key not present.
4699 * `set_float(key, value)`
4700 * `get_float(key)`: Returns `0` if key not present.
4701 * `to_table()`: returns `nil` or a table with keys:
4702 * `fields`: key-value storage
4703 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
4704 * `from_table(nil or {})`
4705 * Any non-table value will clear the metadata
4706 * See "Node Metadata" for an example
4707 * returns `true` on success
4709 * returns `true` if this metadata has the same key-value pairs as `other`
4713 An interface to use mod channels on client and server
4716 * `leave()`: leave the mod channel.
4717 * Server leaves channel `channel_name`.
4718 * No more incoming or outgoing messages can be sent to this channel from
4720 * This invalidate all future object usage.
4721 * Ensure you set mod_channel to nil after that to free Lua resources.
4722 * `is_writeable()`: returns true if channel is writeable and mod can send over
4724 * `send_all(message)`: Send `message` though the mod channel.
4725 * If mod channel is not writeable or invalid, message will be dropped.
4726 * Message size is limited to 65535 characters by protocol.
4730 Node metadata: reference extra data and functionality stored in a node.
4731 Can be obtained via `minetest.get_meta(pos)`.
4734 * All methods in MetaDataRef
4735 * `get_inventory()`: returns `InvRef`
4736 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
4737 This will prevent them from being sent to the client. Note that the "private"
4738 status will only be remembered if an associated key-value pair exists,
4739 meaning it's best to call this when initializing all other meta (e.g.
4744 Node Timers: a high resolution persistent per-node timer.
4745 Can be gotten via `minetest.get_node_timer(pos)`.
4748 * `set(timeout,elapsed)`
4749 * set a timer's state
4750 * `timeout` is in seconds, and supports fractional values (0.1 etc)
4751 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
4752 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
4756 * equivalent to `set(timeout,0)`
4759 * `get_timeout()`: returns current timeout in seconds
4760 * if `timeout` equals `0`, timer is inactive
4761 * `get_elapsed()`: returns current elapsed time in seconds
4762 * the node's `on_timer` function will be called after `(timeout - elapsed)`
4764 * `is_started()`: returns boolean state of timer
4765 * returns `true` if timer is started, otherwise `false`
4769 Moving things in the game are generally these.
4771 This is basically a reference to a C++ `ServerActiveObject`
4774 * `remove()`: remove object (after returning from Lua)
4775 * Note: Doesn't work on players, use `minetest.kick_player` instead
4776 * `get_pos()`: returns `{x=num, y=num, z=num}`
4777 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
4778 * `move_to(pos, continuous=false)`: interpolated move
4779 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
4780 * `puncher` = another `ObjectRef`,
4781 * `time_from_last_punch` = time since last punch action of the puncher
4782 * `direction`: can be `nil`
4783 * `right_click(clicker)`; `clicker` is another `ObjectRef`
4784 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
4785 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
4786 * See reason in register_on_player_hpchange
4787 * `get_inventory()`: returns an `InvRef`
4788 * `get_wield_list()`: returns the name of the inventory list the wielded item
4790 * `get_wield_index()`: returns the index of the wielded item
4791 * `get_wielded_item()`: returns an `ItemStack`
4792 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
4794 * `set_armor_groups({group1=rating, group2=rating, ...})`
4795 * `get_armor_groups()`: returns a table with the armor group ratings
4796 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
4797 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
4798 * `frame_speed`: number, default: `15.0`
4799 * `frame_blend`: number, default: `0.0`
4800 * `frame_loop`: boolean, default: `true`
4801 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
4803 * `set_animation_frame_speed(frame_speed)`
4804 * `frame_speed`: number, default: `15.0`
4805 * `set_attach(parent, bone, position, rotation)`
4807 * `position`: `{x=num, y=num, z=num}` (relative)
4808 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
4809 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
4812 * `set_bone_position(bone, position, rotation)`
4814 * `position`: `{x=num, y=num, z=num}` (relative)
4815 * `rotation`: `{x=num, y=num, z=num}`
4816 * `get_bone_position(bone)`: returns position and rotation of the bone
4817 * `set_properties(object property table)`
4818 * `get_properties()`: returns object property table
4819 * `is_player()`: returns true for players, false otherwise
4820 * `get_nametag_attributes()`
4821 * returns a table with the attributes of the nametag of an object
4823 color = {a=0..255, r=0..255, g=0..255, b=0..255},
4826 * `set_nametag_attributes(attributes)`
4827 * sets the attributes of the nametag of an object
4831 text = "My Nametag",
4834 #### LuaEntitySAO-only (no-op for other objects)
4835 * `set_velocity(vel)`
4836 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
4837 * `add_velocity(vel)`
4838 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
4839 * In comparison to using get_velocity, adding the velocity and then using
4840 set_velocity, add_velocity is supposed to avoid synchronization problems.
4841 * `get_velocity()`: returns the velocity, a vector
4842 * `set_acceleration(acc)`
4844 * `get_acceleration()`: returns the acceleration, a vector
4845 * `set_yaw(radians)`
4846 * `get_yaw()`: returns number in radians
4847 * `set_texture_mod(mod)`
4848 * `get_texture_mod()` returns current texture modifier
4849 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
4850 * Select sprite from spritesheet with optional animation and Dungeon Master
4851 style texture selection based on yaw relative to camera
4852 * `p`: {x=number, y=number}, the coordinate of the first frame
4853 (x: column, y: row), default: `{x=0, y=0}`
4854 * `num_frames`: number, default: `1`
4855 * `framelength`: number, default: `0.2`
4856 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
4857 Master mob, default: `false`
4858 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
4861 #### Player-only (no-op for other objects)
4862 * `get_player_name()`: returns `""` if is not a player
4863 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
4864 table {x, y, z} representing the player's instantaneous velocity in nodes/s
4865 * `get_look_dir()`: get camera direction as a unit vector
4866 * `get_look_vertical()`: pitch in radians
4867 * Angle ranges between -pi/2 and pi/2, which are straight up and down
4869 * `get_look_horizontal()`: yaw in radians
4870 * Angle is counter-clockwise from the +z direction.
4871 * `set_look_vertical(radians)`: sets look pitch
4872 * radians: Angle from looking forward, where positive is downwards.
4873 * `set_look_horizontal(radians)`: sets look yaw
4874 * radians: Angle from the +z direction, where positive is counter-clockwise.
4875 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
4876 `get_look_vertical`.
4877 * Angle ranges between -pi/2 and pi/2, which are straight down and up
4879 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
4880 `get_look_horizontal`.
4881 * Angle is counter-clockwise from the +x direction.
4882 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
4883 `set_look_vertical`.
4884 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
4885 `set_look_horizontal`.
4886 * `get_breath()`: returns players breath
4887 * `set_breath(value)`: sets players breath
4889 * `0`: player is drowning
4890 * max: bubbles bar is not shown
4891 * See Object properties for more information
4892 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
4893 * Sets an extra attribute with value on player.
4894 * `value` must be a string, or a number which will be converted to a
4896 * If `value` is `nil`, remove attribute from player.
4897 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
4898 * Returns value (a string) for extra attribute.
4899 * Returns `nil` if no attribute found.
4900 * `get_meta()`: Returns a PlayerMetaRef.
4901 * `set_inventory_formspec(formspec)`
4902 * Redefine player's inventory form
4903 * Should usually be called in `on_joinplayer`
4904 * `get_inventory_formspec()`: returns a formspec string
4905 * `set_formspec_prepend(formspec)`:
4906 * the formspec string will be added to every formspec shown to the user,
4907 except for those with a no_prepend[] tag.
4908 * This should be used to set style elements such as background[] and
4909 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
4910 * Only affects formspecs shown after this is called.
4911 * `get_formspec_prepend(formspec)`: returns a formspec string.
4912 * `get_player_control()`: returns table with player pressed keys
4913 * The table consists of fields with boolean value representing the pressed
4914 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
4915 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
4916 sneak=true, aux1=false, down=false, up=false}`
4917 * `get_player_control_bits()`: returns integer with bit packed player pressed
4919 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
4921 * `set_physics_override(override_table)`
4922 * `override_table` is a table with the following fields:
4923 * `speed`: multiplier to default walking speed value (default: `1`)
4924 * `jump`: multiplier to default jump value (default: `1`)
4925 * `gravity`: multiplier to default gravity value (default: `1`)
4926 * `sneak`: whether player can sneak (default: `true`)
4927 * `sneak_glitch`: whether player can use the new move code replications
4928 of the old sneak side-effects: sneak ladders and 2 node sneak jump
4930 * `new_move`: use new move/sneak code. When `false` the exact old code
4931 is used for the specific old sneak behaviour (default: `true`)
4932 * `get_physics_override()`: returns the table given to `set_physics_override`
4933 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
4935 * `hud_remove(id)`: remove the HUD element of the specified id
4936 * `hud_change(id, stat, value)`: change a value of a previously added HUD
4938 * element `stat` values:
4939 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
4940 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
4941 * `hud_set_flags(flags)`: sets specified HUD flags of player.
4942 * `flags`: A table with the following fields set to boolean values
4950 * If a flag equals `nil`, the flag is not modified
4951 * `minimap`: Modifies the client's permission to view the minimap.
4952 The client may locally elect to not view the minimap.
4953 * `minimap_radar` is only usable when `minimap` is true
4954 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
4955 * See `hud_set_flags` for a list of flags that can be toggled.
4956 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
4957 * `count`: number of items, must be between `1` and `23`
4958 * `hud_get_hotbar_itemcount`: returns number of visible items
4959 * `hud_set_hotbar_image(texturename)`
4960 * sets background image for hotbar
4961 * `hud_get_hotbar_image`: returns texturename
4962 * `hud_set_hotbar_selected_image(texturename)`
4963 * sets image for selected item of hotbar
4964 * `hud_get_hotbar_selected_image`: returns texturename
4965 * `set_sky(bgcolor, type, {texture names}, clouds)`
4966 * `bgcolor`: ColorSpec, defaults to white
4967 * `type`: Available types:
4968 * `"regular"`: Uses 0 textures, `bgcolor` ignored
4969 * `"skybox"`: Uses 6 textures, `bgcolor` used
4970 * `"plain"`: Uses 0 textures, `bgcolor` used
4971 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
4972 `"plain"` custom skyboxes (default: `true`)
4973 * `get_sky()`: returns bgcolor, type, table of textures, clouds
4974 * `set_clouds(parameters)`: set cloud parameters
4975 * `parameters` is a table with the following optional fields:
4976 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
4977 * `color`: basic cloud color with alpha channel, ColorSpec
4978 (default `#fff0f0e5`).
4979 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
4980 ColorSpec (alpha ignored, default `#000000`)
4981 * `height`: cloud height, i.e. y of cloud base (default per conf,
4983 * `thickness`: cloud thickness in nodes (default `16`)
4984 * `speed`: 2D cloud speed + direction in nodes per second
4985 (default `{x=0, z=-2}`).
4986 * `get_clouds()`: returns a table with the current cloud parameters as in
4988 * `override_day_night_ratio(ratio or nil)`
4989 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
4991 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
4992 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
4993 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
4994 set animation for player model in third person view
4996 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
4997 {x=168, y=187}, -- walk animation key frames
4998 {x=189, y=198}, -- dig animation key frames
4999 {x=200, y=219}, -- walk+dig animation key frames
5000 frame_speed=30): -- animation frame speed
5001 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5003 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5005 * in first person view
5006 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5007 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5011 A 32-bit pseudorandom number generator.
5012 Uses PCG32, an algorithm of the permuted congruential generator family,
5013 offering very strong randomness.
5015 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5018 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5019 * `next(min, max)`: return next integer random number [`min`...`max`]
5020 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5021 random number [`min`...`max`].
5022 * This is only a rough approximation of a normal distribution with:
5023 * `mean = (max - min) / 2`, and
5024 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5025 * Increasing `num_trials` improves accuracy of the approximation
5029 A perlin noise generator.
5030 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5031 or `PerlinNoise(noiseparams)`.
5032 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5033 or `minetest.get_perlin(noiseparams)`.
5036 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5037 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5041 A fast, bulk perlin noise generator.
5043 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5044 `minetest.get_perlin_map(noiseparams, size)`.
5046 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5047 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5050 For each of the functions with an optional `buffer` parameter: If `buffer` is
5051 not nil, this table will be used to store the result instead of creating a new
5055 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5056 with values starting at `pos={x=,y=}`
5057 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5058 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5059 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5060 array of 2D noise with values starting at `pos={x=,y=}`
5061 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5062 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5063 is stored internally.
5064 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5065 is stored internally.
5066 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5067 returns a slice of the most recently computed noise results. The result slice
5068 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5069 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5071 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5072 It is important to note that `slice_offset` offset coordinates begin at 1,
5073 and are relative to the starting position of the most recently calculated
5075 To grab a single vertical column of noise starting at map coordinates
5076 x = 1023, y=1000, z = 1000:
5077 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5078 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5083 Uses the same method of storage as the deprecated player attribute API, so
5084 data there will also be in player meta.
5085 Can be obtained using `player:get_meta()`.
5088 * All methods in MetaDataRef
5092 A 16-bit pseudorandom number generator.
5093 Uses a well-known LCG algorithm introduced by K&R.
5095 It can be created via `PseudoRandom(seed)`.
5098 * `next()`: return next integer random number [`0`...`32767`]
5099 * `next(min, max)`: return next integer random number [`min`...`max`]
5100 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5101 due to the simple implementation making bad distribution otherwise.
5105 A raycast on the map. It works with selection boxes.
5106 Can be used as an iterator in a for loop.
5108 The map is loaded as the ray advances. If the map is modified after the
5109 `Raycast` is created, the changes may or may not have an effect on the object.
5111 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5112 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5114 * `pos1`: start of the ray
5115 * `pos2`: end of the ray
5116 * `objects`: if false, only nodes will be returned. Default is true.
5117 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5120 * `next()`: returns a `pointed_thing`
5121 * Returns the next thing pointed by the ray or nil.
5125 Interface for the operating system's crypto-secure PRNG.
5127 It can be created via `SecureRandom()`. The constructor returns nil if a
5128 secure random device cannot be found on the system.
5131 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5132 random bytes, as a string.
5136 An interface to read config files in the format of `minetest.conf`.
5138 It can be created via `Settings(filename)`.
5141 * `get(key)`: returns a value
5142 * `get_bool(key, [default])`: returns a boolean
5143 * `default` is the value returned if `key` is not found.
5144 * Returns `nil` if `key` is not found and `default` not specified.
5145 * `get_np_group(key)`: returns a NoiseParams table
5147 * Setting names can't contain whitespace or any of `="{}#`.
5148 * Setting values can't contain the sequence `\n"""`.
5149 * Setting names starting with "secure." can't be set on the main settings
5150 object (`minetest.settings`).
5151 * `set_bool(key, value)`
5152 * See documentation for set() above.
5153 * `set_np_group(key, value)`
5154 * `value` is a NoiseParams table.
5155 * Also, see documentation for set() above.
5156 * `remove(key)`: returns a boolean (`true` for success)
5157 * `get_names()`: returns `{key1,...}`
5158 * `write()`: returns a boolean (`true` for success)
5159 * Writes changes to file.
5160 * `to_table()`: returns `{[key1]=value1,...}`
5164 Mod metadata: per mod metadata, saved automatically.
5165 Can be obtained via `minetest.get_mod_storage()` during load time.
5168 * All methods in MetaDataRef
5179 Used by `ObjectRef` methods.
5183 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
5185 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
5187 -- ^ For players only. Zoom FOV in degrees.
5188 -- Note that zoom loads and/or generates world beyond the server's
5189 -- maximum send and generate distances, so acts like a telescope.
5190 -- Smaller zoomFOV values increase the distance loaded and/or generated.
5191 -- Defaults to 15 in creative mode, 0 in survival mode.
5192 -- zoom_fov = 0 disables zooming for the player.
5194 -- ^ For players only. Camera height above feet position in nodes.
5195 -- Defaults to 1.625.
5197 collide_with_objects = true,
5198 -- ^ Collide with other objects if physical = true.
5200 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5201 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5202 -- ^ Default, uses collision box dimensions when not set.
5203 -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5206 -- ^ Overrides selection box when false.
5207 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
5208 -- ^ "cube" is a node-sized cube.
5209 -- ^ "sprite" is a flat texture always facing the player.
5210 -- ^ "upright_sprite" is a vertical flat texture.
5211 -- ^ "mesh" uses the defined mesh model.
5212 -- ^ "wielditem" is used for dropped items
5213 -- (see builtin/game/item_entity.lua).
5214 -- For this use 'textures = {itemname}'.
5215 -- If the item has a 'wield_image' the object will be an extrusion of
5217 -- If 'itemname' is a cubic node or nodebox the object will appear
5218 -- identical to 'itemname'.
5219 -- If 'itemname' is a plantlike node the object will be an extrusion of
5221 -- Otherwise for non-node items, the object will be an extrusion of
5222 -- 'inventory_image'.
5223 visual_size = {x = 1, y = 1},
5224 -- ^ `x` multiplies horizontal (X and Z) visual size.
5225 -- ^ `y` multiplies vertical (Y) visual size.
5228 -- ^ Number of required textures depends on visual.
5229 -- ^ "cube" uses 6 textures in the way a node does.
5230 -- ^ "sprite" uses 1 texture.
5231 -- ^ "upright_sprite" uses 2 textures: {front, back}.
5232 -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5234 -- ^ Number of required colors depends on visual.
5235 use_texture_alpha = false,
5236 -- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem"
5237 -- ^ Note: currently causes visual issues when viewed through other
5238 -- ^ semi-transparent materials such as water.
5239 spritediv = {x = 1, y = 1},
5240 -- ^ Used with spritesheet textures for animation and/or frame selection
5241 -- according to position relative to player.
5242 -- ^ Defines the number of columns and rows in the spritesheet:
5244 initial_sprite_basepos = {x = 0, y = 0},
5245 -- ^ Used with spritesheet textures.
5246 -- ^ Defines the {column, row} position of the initially used frame in the
5249 makes_footstep_sound = false,
5250 automatic_rotate = 0,
5251 -- ^ Set constant rotation in radians per second, positive or negative.
5252 -- ^ Set to 0 to disable constant rotation.
5254 automatic_face_movement_dir = 0.0,
5255 -- ^ Automatically set yaw to movement direction, offset in degrees,
5256 -- 'false' to disable.
5257 automatic_face_movement_max_rotation_per_sec = -1,
5258 -- ^ Limit automatic rotation to this value in degrees per second,
5259 -- value < 0 no limit.
5260 backface_culling = true,
5261 -- ^ Set to false to disable backface_culling for model.
5263 -- ^ Add this much extra lighting when calculating texture color.
5264 -- Value < 0 disables light's effect on texture color.
5265 -- For faking self-lighting, UI style entities, or programmatic coloring
5268 -- ^ By default empty, for players their name is shown if empty.
5269 nametag_color = <color>,
5270 -- ^ Sets color of nametag as ColorSpec.
5272 -- ^ By default empty, text to be shown when pointed at object.
5274 -- ^ If false, never save this object statically. It will simply be
5275 -- deleted when the block gets unloaded.
5276 -- The get_staticdata() callback is never called then.
5277 -- Defaults to 'true'
5283 Used by `minetest.register_entity`.
5286 initial_properties = {
5288 mesh = "boats_boat.obj",
5291 -- ^ A table of object properties, see the `Object properties` section.
5292 -- ^ Object properties being read directly from the entity definition
5293 -- table is deprecated. Define object properties in this
5294 -- `initial_properties` table instead.
5295 on_activate = function(self, staticdata, dtime_s),
5296 on_step = function(self, dtime),
5297 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5298 on_rightclick = function(self, clicker),
5299 get_staticdata = function(self),
5300 -- ^ Called sometimes; the string returned is passed to on_activate when
5301 -- the entity is re-activated from static state
5303 _custom_field = whatever,
5304 -- ^ You can define arbitrary member variables here (see item definition
5305 -- for more info) by using a '_' prefix.
5308 ABM (ActiveBlockModifier) definition
5309 ------------------------------------
5311 Used by `minetest.register_abm`.
5314 label = "Lava cooling",
5315 ^ Descriptive label for profiling purposes (optional).
5316 Definitions with identical labels will be listed as one.
5317 nodenames = {"default:lava_source"},
5318 ^ Apply `action` function to these nodes.
5319 ^ `group:groupname` can also be used here.
5320 neighbors = {"default:water_source", "default:water_flowing"},
5321 ^ Only apply `action` to nodes that have one of, or any
5322 combination of, these neighbors.
5323 ^ If left out or empty, any neighbor will do.
5324 ^ `group:groupname` can also be used here.
5326 ^ Operation interval in seconds.
5328 ^ Chance of triggering `action` per-node per-interval is 1.0 / this
5331 ^ If true, catch-up behaviour is enabled: The `chance` value is
5332 temporarily reduced when returning to an area to simulate time lost
5333 by the area being unattended. Note that the `chance` value can often
5335 action = function(pos, node, active_object_count, active_object_count_wider),
5336 ^ Function triggered for each qualifying node.
5337 ^ `active_object_count` is number of active objects in the node's
5339 ^ `active_object_count_wider` is number of active objects in the node's
5340 mapblock plus all 26 neighboring mapblocks. If any neighboring
5341 mapblocks are unloaded an estmate is calculated for them based on
5345 LBM (LoadingBlockModifier) definition
5346 -------------------------------------
5348 Used by `minetest.register_lbm`.
5351 label = "Upgrade legacy doors",
5352 -- ^ Descriptive label for profiling purposes (optional).
5353 -- Definitions with identical labels will be listed as one.
5354 name = "modname:replace_legacy_door",
5355 nodenames = {"default:lava_source"},
5356 -- ^ List of node names to trigger the LBM on.
5357 -- Also non-registered nodes will work.
5358 -- Groups (as of group:groupname) will work as well.
5359 run_at_every_load = false,
5360 -- ^ Whether to run the LBM's action every time a block gets loaded,
5361 -- and not just for blocks that were saved last time before LBMs were
5362 -- introduced to the world.
5363 action = func(pos, node),
5369 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5370 `minetest.register_tool`.
5373 description = "Steel Axe",
5374 groups = {}, -- key = name, value = rating; rating = 1..3.
5375 if rating not applicable, use 1.
5376 e.g. {wool = 1, fluffy = 3}
5377 {soil = 2, outerspace = 1, crumbly = 1}
5378 {bendy = 2, snappy = 1},
5379 {hard = 1, metal = 1, spikes = 1}
5380 inventory_image = "default_tool_steelaxe.png",
5381 inventory_overlay = "overlay.png",
5382 ^ An overlay which does not get colorized.
5387 ^ An image file containing the palette of a node.
5388 ^ You can set the currently used color as the
5389 ^ "palette_index" field of the item stack metadata.
5390 ^ The palette is always stretched to fit indices
5391 ^ between 0 and 255, to ensure compatibility with
5392 ^ "colorfacedir" and "colorwallmounted" nodes.
5394 color = "0xFFFFFFFF",
5395 ^ The color of the item. The palette overrides this.
5396 wield_scale = {x = 1, y = 1, z = 1},
5399 liquids_pointable = false,
5400 tool_capabilities = {
5401 full_punch_interval = 1.0,
5405 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5406 uses = 20, maxlevel = 2},
5408 damage_groups = {groupname = damage},
5410 node_placement_prediction = nil,
5412 ^ If nil and item is node, prediction is made automatically
5413 ^ If nil and item is not a node, no prediction is made
5414 ^ If "" and item is anything, no prediction is made
5415 ^ Otherwise should be name of node which the client immediately places
5416 on ground when the player places the item. Server will always update
5417 actual result to client in a short moment.
5419 node_dig_prediction = "air",
5421 ^ if "", no prediction is made
5422 ^ if "air", node is removed
5423 ^ Otherwise should be name of node which the client immediately places
5424 upon digging. Server will always update actual result shortly.
5427 breaks = "default_tool_break", -- tools only
5428 place = --[[<SimpleSoundSpec>]],
5431 on_place = func(itemstack, placer, pointed_thing),
5433 ^ Shall place item and return the leftover itemstack
5434 ^ The placer may be any ObjectRef or nil.
5435 ^ default: minetest.item_place ]]
5436 on_secondary_use = func(itemstack, user, pointed_thing),
5438 ^ Same as on_place but called when pointing at nothing.
5439 ^ The user may be any ObjectRef or nil.
5440 ^ pointed_thing : always { type = "nothing" }
5442 on_drop = func(itemstack, dropper, pos),
5444 ^ Shall drop item and return the leftover itemstack
5445 ^ The dropper may be any ObjectRef or nil.
5446 ^ default: minetest.item_drop ]]
5447 on_use = func(itemstack, user, pointed_thing),
5450 ^ Function must return either nil if no item shall be removed from
5451 inventory, or an itemstack to replace the original itemstack.
5452 e.g. itemstack:take_item(); return itemstack
5453 ^ Otherwise, the function is free to do what it wants.
5454 ^ The user may be any ObjectRef or nil.
5455 ^ The default functions handle regular use cases.
5457 after_use = func(itemstack, user, node, digparams),
5460 ^ If defined, should return an itemstack and will be called instead of
5461 wearing out the tool. If returns nil, does nothing.
5462 If after_use doesn't exist, it is the same as:
5463 function(itemstack, user, node, digparams)
5464 itemstack:add_wear(digparams.wear)
5467 ^ The user may be any ObjectRef or nil.
5469 _custom_field = whatever,
5471 ^ Add your own custom fields. By convention, all custom field names
5472 should start with `_` to avoid naming collisions with future engine
5480 * `{name="image.png", animation={Tile Animation definition}}`
5481 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5482 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5483 * backface culling enabled by default for most nodes
5484 * tileable flags are info for shaders, how they should treat texture
5485 when displacement mapping is used
5486 Directions are from the point of view of the tile texture,
5487 not the node it's on
5488 * align style determines whether the texture will be rotated with the node
5489 or kept aligned with its surroundings. "user" means that client
5490 setting will be used, similar to `glasslike_framed_optional`.
5491 Note: supported by solid nodes and nodeboxes only.
5492 * scale is used to make texture span several (exactly `scale`) nodes,
5493 instead of just one, in each direction. Works for world-aligned
5495 Note that as the effect is applied on per-mapblock basis, `16` should
5496 be equally divisible by `scale` or you may get wrong results.
5497 * `{name="image.png", color=ColorSpec}`
5498 * the texture's color will be multiplied with this color.
5499 * the tile's color overrides the owning node's color in all cases.
5500 * deprecated, yet still supported field names:
5503 Tile animation definition
5504 -------------------------
5507 type = "vertical_frames",
5509 -- ^ specify width of a frame in pixels
5511 -- ^ specify height of a frame in pixels
5513 -- ^ specify full loop length
5519 -- ^ specify width in number of frames
5521 -- ^ specify height in number of frames
5523 -- ^ specify length of a single frame
5529 Used by `minetest.register_node`.
5532 -- <all fields allowed in item definitions>,
5534 drawtype = "normal", -- See "Node drawtypes"
5535 visual_scale = 1.0, --[[
5536 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
5537 ^ "firelike", "mesh".
5538 ^ For plantlike and firelike, the image will start at the bottom of the
5539 ^ node, for the other drawtypes the image will be centered on the node.
5540 ^ Note that positioning for "torchlike" may still change. ]]
5541 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5542 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z
5543 ^ Old field name was 'tile_images'.
5544 ^ List can be shortened to needed length ]]
5545 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5546 ^ Same as `tiles`, but these textures are drawn on top of the
5547 ^ base tiles. You can use this to colorize only specific parts of
5548 ^ your texture. If the texture name is an empty string, that
5549 ^ overlay is not drawn. Since such tiles are drawn twice, it
5550 ^ is not recommended to use overlays on very common nodes. ]]
5551 special_tiles = {tile definition 1, Tile definition 2}, --[[
5552 ^ Special textures of node; used rarely
5553 ^ Old field name was 'special_materials'.
5554 ^ List can be shortened to needed length ]]
5555 color = ColorSpec, --[[
5556 ^ The node's original color will be multiplied with this color.
5557 ^ If the node has a palette, then this setting only has an effect
5558 ^ in the inventory and on the wield item. ]]
5559 use_texture_alpha = false,
5560 ^ Use texture's alpha channel.
5561 palette = "palette.png", --[[
5562 ^ The node's `param2` is used to select a pixel from the image
5563 ^ (pixels are arranged from left to right and from top to bottom).
5564 ^ The node's color will be multiplied with the selected pixel's
5565 ^ color. Tiles can override this behavior.
5566 ^ Only when `paramtype2` supports palettes. ]]
5567 post_effect_color = "green#0F",
5568 ^ Screen tint if player is inside node, see "ColorSpec".
5569 paramtype = "none", -- See "Nodes".
5570 paramtype2 = "none", -- See "Nodes"
5571 place_param2 = nil, -- Force value for param2 when player places node
5572 is_ground_content = true,
5573 ^ If false, the cave generator will not carve through this node.
5574 sunlight_propagates = false,
5575 ^ If true, sunlight will go infinitely through this.
5576 walkable = true, -- If true, objects collide with node
5577 pointable = true, -- If true, can be pointed at
5578 diggable = true, -- If false, can never be dug
5579 climbable = false, -- If true, can be climbed on (ladder)
5580 buildable_to = false, -- If true, placed nodes can replace this node
5581 floodable = false, --[[
5582 ^ If true, liquids flow into and replace this node.
5583 ^ Warning: making a liquid node 'floodable' will cause problems. ]]
5584 liquidtype = "none", -- "none"/"source"/"flowing"
5585 liquid_alternative_flowing = "", -- Flowing version of source liquid
5586 liquid_alternative_source = "", -- Source version of flowing liquid
5587 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5588 liquid_renewable = true, --[[
5589 ^ If true, a new liquid source can be created by placing two or more
5592 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
5593 ^ Allows defining the nodebox height without using param2.
5594 ^ The nodebox height is 'leveled' / 64 nodes.
5595 ^ The maximum value of 'leveled' is 127. ]]
5596 liquid_range = 8, -- number of flowing nodes around source (max. 8)
5598 ^ Player will take this amount of damage if no bubbles are left.
5599 light_source = 0, --[[
5600 ^ Amount of light emitted by node.
5601 ^ To set the maximum (currently 14), use the value
5602 ^ 'minetest.LIGHT_MAX'.
5603 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5605 damage_per_second = 0,
5606 ^ If player is inside node, this damage is caused.
5607 node_box = {type="regular"}, -- See "Node boxes"
5608 connects_to = nodenames, --[[
5609 ^ Used for nodebox nodes with the type == "connected"
5610 ^ Specifies to what neighboring nodes connections will be drawn
5611 ^ e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
5612 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5614 ^ Tells connected nodebox nodes to connect only to these sides of this
5620 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5623 ^ Custom selection box definition. Multiple boxes can be defined.
5624 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box
5625 ^ definition is used for the selection box.
5629 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5632 ^ Custom collision box definition. Multiple boxes can be defined.
5633 ^ If drawtype "nodebox" is used and collision_box is nil, then node_box
5634 ^ definition is used for the collision box.
5635 ^ For both of the above a box is defined as:
5636 ^ {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
5637 legacy_facedir_simple = false,
5638 ^ Support maps made in and before January 2012.
5639 legacy_wallmounted = false,
5640 ^ Support maps made in and before January 2012.
5642 ^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5643 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
5644 ^ 2 - wave node like leaves (whole node moves side-to-side)
5645 ^ caveats: not all models will properly wave.
5646 ^ plantlike drawtype nodes can only wave like plants.
5647 ^ allfaces_optional drawtype nodes can only wave like leaves. --]]
5649 footstep = <SimpleSoundSpec>,
5650 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5651 dug = <SimpleSoundSpec>,
5652 place = <SimpleSoundSpec>,
5653 place_failed = <SimpleSoundSpec>,
5656 ^ Name of dropped node when dug. Default is the node itself.
5659 max_items = 1, -- Maximum number of items to drop.
5660 items = { -- Choose max_items randomly from this list.
5662 items = {"foo:bar", "baz:frob"}, -- Items to drop.
5663 rarity = 1, -- Probability of dropping is 1 / rarity.
5664 inherit_color = true, -- To inherit palette color from the
5670 on_construct = func(pos), --[[
5671 ^ Node constructor; called after adding node
5672 ^ Can set up metadata and stuff like that
5673 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5676 on_destruct = func(pos), --[[
5677 ^ Node destructor; called before removing node
5678 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5681 after_destruct = func(pos, oldnode), --[[
5682 ^ Node destructor; called after removing node
5683 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5686 on_flood = func(pos, oldnode, newnode), --[[
5687 ^ Called when a liquid (newnode) is about to flood oldnode, if
5688 ^ it has `floodable = true` in the nodedef. Not called for bulk
5689 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
5690 ^ return true the node is not flooded, but on_flood callback will
5691 ^ most likely be called over and over again every liquid update
5692 ^ interval. Default: nil.
5693 ^ Warning: making a liquid node 'floodable' will cause problems. ]]
5695 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
5696 ^ Called when oldnode is about be converted to an item, but before the
5697 ^ node is deleted from the world or the drops are added. This is
5698 ^ generally the result of either the node being dug or an attached node
5699 ^ becoming detached.
5700 ^ drops is a table of ItemStacks, so any metadata to be preserved can
5701 ^ be added directly to one or more of the dropped items. See
5702 ^ "ItemStackMetaRef".
5705 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
5706 ^ Called after constructing node when node was placed using
5707 ^ minetest.item_place_node / minetest.place_node
5708 ^ If return true no item is taken from itemstack
5709 ^ `placer` may be any valid ObjectRef or nil
5712 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
5713 ^ oldmetadata is in table format
5714 ^ Called after destructing node when node was dug using
5715 ^ minetest.node_dig / minetest.dig_node
5718 can_dig = function(pos, [player]) --[[
5719 ^ returns true if node can be dug, or false if not
5722 on_punch = func(pos, node, puncher, pointed_thing), --[[
5723 ^ default: minetest.node_punch
5724 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
5726 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
5729 ^ itemstack will hold clicker's wielded item
5730 ^ Shall return the leftover itemstack
5731 ^ Note: pointed_thing can be nil, if a mod calls this function
5732 ^ This function does not get triggered by clients <=0.4.16 if the
5733 ^ "formspec" node metadata field is set ]]
5735 on_dig = func(pos, node, digger), --[[
5736 ^ default: minetest.node_dig
5737 ^ By default: checks privileges, wears out tool and removes node ]]
5739 on_timer = function(pos,elapsed), --[[
5741 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
5742 ^ elapsed is the total time passed since the timer was started
5743 ^ return true to run the timer for another cycle with the same timeout
5746 on_receive_fields = func(pos, formname, fields, sender), --[[
5747 ^ fields = {name1 = value1, name2 = value2, ...}
5748 ^ Called when an UI form (e.g. sign text input) returns data
5751 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5753 ^ Called when a player wants to move items inside the inventory
5754 ^ Return value: number of items allowed to move ]]
5756 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
5758 ^ Called when a player wants to put something into the inventory
5759 ^ Return value: number of items allowed to put
5760 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5762 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
5764 ^ Called when a player wants to take something out of the inventory
5765 ^ Return value: number of items allowed to take
5766 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5768 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5769 on_metadata_inventory_put = func(pos, listname, index, stack, player),
5770 on_metadata_inventory_take = func(pos, listname, index, stack, player),
5772 ^ Called after the actual action has happened, according to what was
5774 ^ No return value ]]
5776 on_blast = func(pos, intensity), --[[
5777 ^ intensity: 1.0 = mid range of regular TNT
5778 ^ If defined, called when an explosion touches the node, instead of
5779 removing the node ]]
5785 Used by `minetest.register_craft`.
5790 output = 'default:pick_stone',
5792 {'default:cobble', 'default:cobble', 'default:cobble'},
5793 {'', 'default:stick', ''},
5794 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
5796 replacements = --[[<optional list of item pairs,
5797 replace one input item with another item on crafting>]]
5804 output = 'mushrooms:mushroom_stew',
5807 "mushrooms:mushroom_brown",
5808 "mushrooms:mushroom_red",
5810 replacements = --[[<optional list of item pairs,
5811 replace one input item with another item on crafting>]]
5817 type = "toolrepair",
5818 additional_wear = -0.02,
5825 output = "default:glass",
5826 recipe = "default:sand",
5834 recipe = "default:leaves",
5841 Used by `minetest.register_ore`.
5843 See 'Ore types' section above for essential information.
5846 ore_type = "scatter",
5847 ore = "default:stone_with_coal",
5849 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
5850 wherein = "default:stone",
5851 -- ^ a list of nodenames is supported too
5852 clust_scarcity = 8 * 8 * 8,
5853 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
5854 -- ^ If the desired average distance between ores is 'd', set this to
5857 -- ^ Number of ores in a cluster
5859 -- ^ Size of the bounding box of the cluster
5860 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
5861 -- ^ nodes are coal ore.
5864 -- ^ Lower and upper limits for ore.
5866 -- ^ Attributes for this ore generation, see 'Ore attributes' section
5868 noise_threshold = 0.5,
5869 -- ^ If noise is above this threshold, ore is placed. Not needed for a
5870 -- ^ uniform distribution.
5874 spread = {x = 100, y = 100, z = 100},
5879 -- ^ NoiseParams structure describing one of the perlin noises used for
5880 -- ^ ore distribution.
5881 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
5882 -- ^ Omit from "scatter" ore for a uniform ore distribution.
5883 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to
5885 biomes = {"desert", "rainforest"}
5886 -- ^ List of biomes in which this decoration occurs.
5887 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen
5888 -- ^ being used does not support biomes.
5889 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5890 column_height_min = 1,
5891 column_height_max = 16,
5892 column_midpoint_factor = 0.5,
5893 -- ^ See 'Ore types' section above.
5894 -- ^ The above 3 parameters are only valid for "sheet" ore.
5898 spread = {x = 100, y = 100, z = 100},
5906 spread = {x = 100, y = 100, z = 100},
5911 -- ^ See 'Ore types' section above.
5912 -- ^ The above 2 parameters are only valid for "puff" ore.
5913 random_factor = 1.0,
5914 -- ^ See 'Ore types' section above.
5915 -- ^ Only valid for "vein" ore.
5916 np_stratum_thickness = {
5919 spread = {x = 100, y = 100, z = 100},
5924 stratum_thickness = 8,
5925 -- ^ See 'Ore types' section above.
5926 -- ^ The above 2 parameters are only valid for "stratum" ore.
5932 Used by `minetest.register_biome`.
5936 node_dust = "default:snow",
5937 -- ^ Node dropped onto upper surface after all else is generated.
5938 node_top = "default:dirt_with_snow",
5940 -- ^ Node forming surface layer of biome and thickness of this layer.
5941 node_filler = "default:permafrost",
5943 -- ^ Node forming lower layer of biome and thickness of this layer.
5944 node_stone = "default:bluestone",
5945 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
5946 node_water_top = "default:ice",
5947 depth_water_top = 10,
5948 -- ^ Node forming a surface layer in seawater with the defined thickness.
5950 -- ^ Node that replaces all seawater nodes not in the defined surface
5952 node_river_water = "default:ice",
5953 -- ^ Node that replaces river water in mapgens that use
5954 -- ^ default:river_water.
5955 node_riverbed = "default:gravel",
5957 -- ^ Node placed under river water and thickness of this layer.
5958 node_cave_liquid = "default:water_source",
5959 -- ^ Nodes placed as a blob of liquid in 50% of large caves.
5960 -- ^ If absent, cave liquids fall back to classic behaviour of lava or
5961 -- ^ water distributed according to a hardcoded 3D noise.
5962 node_dungeon = "default:cobble",
5963 -- ^ Node used for primary dungeon structure.
5964 -- ^ If absent, dungeon materials fall back to classic behaviour.
5965 -- ^ If present, the following two nodes are also used.
5966 node_dungeon_alt = "default:mossycobble",
5967 -- ^ Node used for randomly-distributed alternative structure nodes.
5968 -- ^ If alternative structure nodes are not wanted leave this absent for
5969 -- ^ performance reasons.
5970 node_dungeon_stair = "stairs:stair_cobble",
5971 -- ^ Node used for dungeon stairs.
5972 -- ^ If absent, stairs fall back to 'node_dungeon'.
5975 -- ^ Upper and lower limits for biome.
5976 -- ^ Alternatively you can use xyz limits as shown below.
5977 max_pos = {x = 31000, y = 128, z = 31000},
5978 min_pos = {x = -31000, y = 9, z = -31000},
5979 -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
5980 -- ^ Biome is limited to a cuboid defined by these positions.
5981 -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
5982 -- ^ 31000 in 'max_pos'.
5984 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
5985 -- ^ blend with the biome above.
5986 -- ^ Set to 0 for no vertical blend. Defaults to 0.
5988 humidity_point = 50,
5989 -- ^ Characteristic temperature and humidity for the biome.
5990 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5991 -- ^ humidity as axes. The resulting voronoi cells determine the
5992 -- ^ distribution of the biomes.
5993 -- ^ Heat and humidity have average values of 50, vary mostly between
5994 -- ^ 0 and 100 but can exceed these values.
5997 Decoration definition
5998 ---------------------
6000 Used by `minetest.register_decoration`.
6003 deco_type = "simple", -- See "Decoration types"
6004 place_on = "default:dirt_with_grass",
6005 -- ^ Node (or list of nodes) that the decoration can be placed on
6007 -- ^ Size of the square divisions of the mapchunk being generated.
6008 -- ^ Determines the resolution of noise variation if used.
6009 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made
6010 -- ^ equal to the chunk size.
6012 -- ^ The value determines 'decorations per surface node'.
6013 -- ^ Used only if noise_params is not specified.
6014 -- ^ If >= 10.0 complete coverage is enabled and decoration placement uses
6015 -- ^ a different and much faster method.
6019 spread = {x = 100, y = 100, z = 100},
6026 -- ^ NoiseParams structure describing the perlin noise used for decoration
6028 -- ^ A noise value is calculated for each square division and determines
6029 -- ^ 'decorations per surface node' within each division.
6030 -- ^ If the noise value >= 10.0 complete coverage is enabled and decoration
6031 -- ^ placement uses a different and much faster method.
6032 biomes = {"Oceanside", "Hills", "Plains"},
6033 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes
6034 -- ^ if this is omitted, and ignored if the Mapgen being used does not
6035 -- ^ support biomes.
6036 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
6039 -- ^ Lower and upper limits for decoration.
6040 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
6041 spawn_by = "default:water",
6042 -- ^ Node (or list of nodes) that the decoration only spawns next to.
6043 -- ^ Checks two horizontal planes of 8 neighbouring nodes (including
6044 -- ^ diagonal neighbours), one plane level with the 'place_on' node and a
6045 -- ^ plane one node above that.
6047 -- ^ Number of spawn_by nodes that must be surrounding the decoration
6048 -- ^ position to occur.
6049 -- ^ If absent or -1, decorations occur next to any nodes.
6050 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6051 -- ^ Flags for all decoration types.
6052 -- ^ "liquid_surface": Instead of placement on the highest solid surface
6053 -- ^ in a mapchunk column, placement is on the highest liquid surface.
6054 -- ^ Placement is disabled if solid nodes are found above the liquid
6056 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
6057 -- ^ by the decoration.
6058 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
6059 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
6060 -- ^ ceiling surfaces, for example in caves and dungeons.
6061 -- ^ Ceiling decorations act as an inversion of floor decorations so the
6062 -- ^ effect of 'place_offset_y' is inverted.
6063 -- ^ Y-slice probabilities do not function correctly for ceiling
6064 -- ^ schematic decorations as the behaviour is unchanged.
6065 -- ^ If a single decoration registration has both flags the floor and
6066 -- ^ ceiling decorations will be aligned vertically.
6068 ----- Simple-type parameters
6069 decoration = "default:grass",
6070 -- ^ The node name used as the decoration.
6071 -- ^ If instead a list of strings, a randomly selected node from the list
6072 -- ^ is placed as the decoration.
6074 -- ^ Decoration height in nodes.
6075 -- ^ If height_max is not 0, this is the lower limit of a randomly
6076 -- ^ selected height.
6078 -- ^ Upper limit of the randomly selected height.
6079 -- ^ If absent, the parameter 'height' is used as a constant.
6081 -- ^ Param2 value of decoration nodes.
6082 -- ^ If param2_max is not 0, this is the lower limit of a randomly
6083 -- ^ selected param2.
6085 -- ^ Upper limit of the randomly selected param2.
6086 -- ^ If absent, the parameter 'param2' is used as a constant.
6088 -- ^ Y offset of the decoration base node relative to the standard base
6090 -- ^ Can be positive or negative. Default is 0.
6091 -- ^ Effect is inverted for "all_ceilings" decorations.
6092 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6093 -- ^ to the 'place_on' node.
6095 ----- Schematic-type parameters
6096 schematic = "foobar.mts",
6097 -- ^ If schematic is a string, it is the filepath relative to the current
6098 -- ^ working directory of the specified Minetest schematic file.
6099 -- ^ - OR -, could be the ID of a previously registered schematic
6100 -- ^ - OR -, could instead be a table containing two mandatory fields,
6101 -- ^ size and data, and an optional table yslice_prob:
6103 size = {x = 4, y = 6, z = 4},
6105 {name = "default:cobble", param1 = 255, param2 = 0},
6106 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6107 {name = "air", param1 = 255, param2 = 0},
6111 {ypos = 2, prob = 128},
6112 {ypos = 5, prob = 64},
6116 -- ^ See 'Schematic specifier' for details.
6117 replacements = {["oldname"] = "convert_to", ...},
6118 flags = "place_center_x, place_center_y, place_center_z",
6119 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
6121 -- ^ Rotation can be "0", "90", "180", "270", or "random".
6123 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
6124 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
6126 -- ^ Can be positive or negative. Default is 0.
6127 -- ^ Effect is inverted for "all_ceilings" decorations.
6128 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6129 -- ^ to the 'place_on' node.
6132 Chat command definition
6133 -----------------------
6135 Used by `minetest.register_chatcommand`.
6138 params = "<name> <privilege>", -- Short parameter description
6139 description = "Remove privilege from player", -- Full description
6140 privs = {privs=true}, -- Require the "privs" privilege to run
6141 func = function(name, param), -- Called when command is run.
6142 -- Returns boolean success and text
6146 Note that in params, use of symbols is as follows:
6148 * `<>` signifies a placeholder to be replaced when the command is used. For
6149 example, when a player name is needed: `<name>`
6150 * `[]` signifies param is optional and not required when the command is used.
6151 For example, if you require param1 but param2 is optional:
6152 `<param1> [<param2>]`
6153 * `|` signifies exclusive or. The command requires one param from the options
6154 provided. For example: `<param1> | <param2>`
6155 * `()` signifies grouping. For example, when param1 and param2 are both
6156 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6158 Detached inventory callbacks
6159 ----------------------------
6161 Used by `minetest.create_detached_inventory`.
6164 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6165 -- ^ Called when a player wants to move items inside the inventory
6166 -- ^ Return value: number of items allowed to move
6168 allow_put = func(inv, listname, index, stack, player),
6169 -- ^ Called when a player wants to put something into the inventory
6170 -- ^ Return value: number of items allowed to put
6171 -- ^ Return value: -1: Allow and don't modify item count in inventory
6173 allow_take = func(inv, listname, index, stack, player),
6174 -- ^ Called when a player wants to take something out of the inventory
6175 -- ^ Return value: number of items allowed to take
6176 -- ^ Return value: -1: Allow and don't modify item count in inventory
6178 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6179 on_put = func(inv, listname, index, stack, player),
6180 on_take = func(inv, listname, index, stack, player),
6181 -- ^ Called after the actual action has happened, according to what was
6183 -- ^ No return value
6189 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6192 hud_elem_type = "image", -- see HUD element types
6193 -- ^ type of HUD element, can be either of "image", "text", "statbar",
6195 position = {x=0.5, y=0.5},
6196 -- ^ Left corner position of element
6198 scale = {x = 2, y = 2},
6202 -- ^ Selected item in inventory. 0 for no item selected.
6204 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6205 alignment = {x=0, y=0},
6206 -- ^ See "HUD Element Types"
6207 offset = {x=0, y=0},
6208 -- ^ See "HUD Element Types"
6209 size = { x=100, y=100 },
6210 -- ^ Size of element in pixels
6216 Used by `minetest.add_particle`.
6219 pos = {x=0, y=0, z=0},
6220 velocity = {x=0, y=0, z=0},
6221 acceleration = {x=0, y=0, z=0},
6222 -- ^ Spawn particle at pos with velocity and acceleration
6224 -- ^ Disappears after expirationtime seconds
6226 collisiondetection = false,
6227 -- ^ collisiondetection: if true collides with physical objects
6228 collision_removal = false,
6229 -- ^ collision_removal: if true then particle is removed when it collides,
6230 -- ^ requires collisiondetection = true to have any effect
6232 -- ^ vertical: if true faces player using y axis only
6233 texture = "image.png",
6234 -- ^ Uses texture (string)
6235 playername = "singleplayer",
6236 -- ^ Optional, if specified spawns particle only on the player's client
6237 animation = {Tile Animation definition},
6238 -- ^ Optional, specifies how to animate the particle texture
6240 -- ^ Optional, specify particle self-luminescence in darkness.
6245 `ParticleSpawner` definition
6246 ----------------------------
6248 Used by `minetest.add_particlespawner`.
6253 -- ^ If time is 0 has infinite lifespan and spawns the amount on a
6254 -- ^ per-second basis.
6255 minpos = {x=0, y=0, z=0},
6256 maxpos = {x=0, y=0, z=0},
6257 minvel = {x=0, y=0, z=0},
6258 maxvel = {x=0, y=0, z=0},
6259 minacc = {x=0, y=0, z=0},
6260 maxacc = {x=0, y=0, z=0},
6265 -- ^ The particle's properties are random values in between the bounds:
6266 -- ^ minpos/maxpos, minvel/maxvel (velocity),
6267 -- ^ minacc/maxacc (acceleration), minsize/maxsize,
6268 -- ^ minexptime/maxexptime (expirationtime).
6269 collisiondetection = false,
6270 -- ^ collisiondetection: if true uses collision detection
6271 collision_removal = false,
6272 -- ^ collision_removal: if true then particle is removed when it collides,
6273 -- ^ requires collisiondetection = true to have any effect
6274 attached = ObjectRef,
6275 -- ^ attached: if defined, particle positions, velocities and
6276 -- ^ accelerations are relative to this object's position and yaw.
6278 -- ^ vertical: if true faces player using y axis only
6279 texture = "image.png",
6280 -- ^ Uses texture (string)
6281 playername = "singleplayer"
6282 -- ^ Playername is optional, if specified spawns particle only on the
6283 -- ^ player's client.
6284 animation = {Tile Animation definition},
6285 -- ^ Optional, specifies how to animate the particle texture
6287 -- ^ Optional, specify particle self-luminescence in darkness.
6291 `HTTPRequest` definition
6292 ------------------------
6294 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6297 url = "http://example.org",
6299 -- ^ Timeout for connection in seconds. Default is 3 seconds.
6300 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6301 -- ^ Optional, if specified a POST request with post_data is performed.
6302 -- ^ Accepts both a string and a table. If a table is specified, encodes
6303 -- ^ table as x-www-form-urlencoded key-value pairs.
6304 -- ^ If post_data ist not specified, a GET request is performed instead.
6305 user_agent = "ExampleUserAgent",
6306 -- ^ Optional, if specified replaces the default minetest user agent with
6308 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6309 -- ^ Optional, if specified adds additional headers to the HTTP request.
6310 -- ^ You must make sure that the header strings follow HTTP specification
6311 -- ^ ("Key: Value").
6313 -- ^ Optional, if true performs a multipart HTTP request.
6314 -- ^ Default is false.
6317 `HTTPRequestResult` definition
6318 ------------------------------
6320 Passed to `HTTPApiTable.fetch` callback. Returned by
6321 `HTTPApiTable.fetch_async_get`.
6325 -- ^ If true, the request has finished (either succeeded, failed or timed
6328 -- ^ If true, the request was successful
6330 -- ^ If true, the request timed out
6332 -- ^ HTTP status code
6336 Authentication handler definition
6337 ---------------------------------
6339 Used by `minetest.register_authentication_handler`.
6342 get_auth = func(name),
6343 -- ^ Get authentication data for existing player `name` (`nil` if player
6345 -- ^ returns following structure:
6346 -- ^ `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6347 create_auth = func(name, password),
6348 -- ^ Create new auth data for player `name`
6349 -- ^ Note that `password` is not plain-text but an arbitrary
6350 -- ^ representation decided by the engine
6351 delete_auth = func(name),
6352 -- ^ Delete auth data of player `name`, returns boolean indicating success
6353 -- ^ (false if player nonexistant).
6354 set_password = func(name, password),
6355 -- ^ Set password of player `name` to `password`
6356 Auth data should be created if not present
6357 set_privileges = func(name, privileges),
6358 -- ^ Set privileges of player `name`
6359 -- ^ `privileges` is in table form, auth data should be created if not
6362 -- ^ Reload authentication data from the storage location
6363 -- ^ Returns boolean indicating success
6364 record_login = func(name),
6365 -- ^ Called when player joins, used for keeping track of last_login
6367 -- ^ Returns an iterator (use with `for` loops) for all player names
6368 -- ^ currently in the auth database.