1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A `Settings` file that provides meta information about the mod.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 The format is documented in `builtin/settingtypes.txt`.
200 It is parsed by the main menu settings dialogue to list mod-specific
201 settings in the "Mods" category.
205 The main Lua script. Running this script should register everything it
206 wants to register. Subsequent execution depends on minetest calling the
207 registered callbacks.
209 `minetest.settings` can be used to read custom or existing settings at load
210 time, if necessary. (See [`Settings`])
214 Models for entities or meshnodes.
216 ### `textures`, `sounds`, `media`
218 Media files (textures, sounds, whatever) that will be transferred to the
219 client and will be available for use by the mod.
223 Translation files for the clients. (See [Translations])
228 Registered names should generally be in this format:
232 `<whatever>` can have these characters:
236 This is to prevent conflicting names from corrupting maps and is
237 enforced by the mod loader.
239 Registered names can be overridden by prefixing the name with `:`. This can
240 be used for overriding the registrations of some other mod.
242 The `:` prefix can also be used for maintaining backwards compatibility.
246 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
247 So the name should be `experimental:tnt`.
249 Any mod can redefine `experimental:tnt` by using the name
253 when registering it. That mod is required to have `experimental` as a
262 Aliases of itemnames can be added by using
263 `minetest.register_alias(alias, original_name)` or
264 `minetest.register_alias_force(alias, original_name)`.
266 This adds an alias `alias` for the item called `original_name`.
267 From now on, you can use `alias` to refer to the item `original_name`.
269 The only difference between `minetest.register_alias` and
270 `minetest.register_alias_force` is that if an item named `alias` already exists,
271 `minetest.register_alias` will do nothing while
272 `minetest.register_alias_force` will unregister it.
274 This can be used for maintaining backwards compatibility.
276 This can also set quick access names for things, e.g. if
277 you have an item called `epiclylongmodname:stuff`, you could do
279 minetest.register_alias("stuff", "epiclylongmodname:stuff")
281 and be able to use `/giveme stuff`.
286 In a game, a certain number of these must be set to tell core mapgens which
287 of the game's nodes are to be used for core mapgen generation. For example:
289 minetest.register_alias("mapgen_stone", "default:stone")
291 ### Aliases for non-V6 mapgens
293 #### Essential aliases
296 * mapgen_water_source
297 * mapgen_river_water_source
299 `mapgen_river_water_source` is required for mapgens with sloping rivers where
300 it is necessary to have a river liquid node with a short `liquid_range` and
301 `liquid_renewable = false` to avoid flooding.
303 #### Optional aliases
307 Fallback lava node used if cave liquids are not defined in biome definitions.
308 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
312 Fallback node used if dungeon nodes are not defined in biome definitions.
313 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
315 ### Aliases needed for Mapgen V6
318 * mapgen_water_source
321 * mapgen_dirt_with_grass
324 * mapgen_desert_stone
326 * mapgen_dirt_with_snow
335 * mapgen_jungleleaves
338 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play in a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
843 Looped sounds must either be connected to an object or played locationless to
844 one player using `to_player = name,`.
846 A positional sound will only be heard by players that are within
847 `max_hear_distance` of the sound position, at the start of the sound.
853 * e.g. `"default_place_node"`
855 * e.g. `{name = "default_place_node"}`
856 * e.g. `{name = "default_place_node", gain = 1.0}`
857 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
863 These sound files are played back by the engine if provided.
865 * `main_menu`: Looped sound in the main menu (gain = 1.0)
866 * `player_damage`: Played when the local player takes damage (gain = 0.5)
867 * `player_falling_damage`: Played when the local player takes
868 damage by falling (gain = 0.5)
871 Registered definitions
872 ======================
874 Anything added using certain [Registration functions] gets added to one or more
875 of the global [Registered definition tables].
877 Note that in some cases you will stumble upon things that are not contained
878 in these tables (e.g. when a mod has been removed). Always check for
879 existence before trying to access the fields.
883 All nodes register with `minetest.register_node` get added to the table
884 `minetest.registered_nodes`.
886 If you want to check the drawtype of a node, you could do:
888 local function get_nodedef_field(nodename, fieldname)
889 if not minetest.registered_nodes[nodename] then
892 return minetest.registered_nodes[nodename][fieldname]
894 local drawtype = get_nodedef_field(nodename, "drawtype")
902 Nodes are the bulk data of the world: cubes and other things that take the
903 space of a cube. Huge amounts of them are handled efficiently, but they
906 The definition of a node is stored and can be accessed by using
908 minetest.registered_nodes[node.name]
910 See [Registered definitions].
912 Nodes are passed by value between Lua and the engine.
913 They are represented by a table:
915 {name="name", param1=num, param2=num}
917 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
918 them for certain automated functions. If you don't use these functions, you can
919 use them to store arbitrary values.
924 The functions of `param1` and `param2` are determined by certain fields in the
927 `param1` is reserved for the engine when `paramtype != "none"`:
929 * `paramtype = "light"`
930 * The value stores light with and without sun in its upper and lower 4 bits
932 * Required by a light source node to enable spreading its light.
933 * Required by the following drawtypes as they determine their visual
934 brightness from their internal light value:
945 `param2` is reserved for the engine when any of these are used:
947 * `liquidtype = "flowing"`
948 * The level and some flags of the liquid is stored in `param2`
949 * `drawtype = "flowingliquid"`
950 * The drawn liquid level is read from `param2`
951 * `drawtype = "torchlike"`
952 * `drawtype = "signlike"`
953 * `paramtype2 = "wallmounted"`
954 * The rotation of the node is stored in `param2`. You can make this value
955 by using `minetest.dir_to_wallmounted()`.
956 * `paramtype2 = "facedir"`
957 * The rotation of the node is stored in `param2`. Furnaces and chests are
958 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
959 * Values range 0 - 23
960 * facedir / 4 = axis direction:
961 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
962 * facedir modulo 4 = rotation around that axis
963 * `paramtype2 = "leveled"`
964 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
966 * The level of the top face of the nodebox is stored in `param2`.
967 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
969 * The nodebox height is (`param2` / 64) nodes.
970 * The maximum accepted value of `param2` is 127.
972 * The height of the 'plantlike' section is stored in `param2`.
973 * The height is (`param2` / 16) nodes.
974 * `paramtype2 = "degrotate"`
975 * Only valid for "plantlike". The rotation of the node is stored in
977 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
978 get the actual rotation in degrees of the node.
979 * `paramtype2 = "meshoptions"`
980 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
981 can be used to change how the client draws plantlike nodes.
982 * Bits 0, 1 and 2 form a mesh selector.
983 Currently the following meshes are choosable:
984 * 0 = a "x" shaped plant (ordinary plant)
985 * 1 = a "+" shaped plant (just rotated 45 degrees)
986 * 2 = a "*" shaped plant with 3 faces instead of 2
987 * 3 = a "#" shaped plant with 4 faces instead of 2
988 * 4 = a "#" shaped plant with 4 faces that lean outwards
989 * 5-7 are unused and reserved for future meshes.
990 * Bits 3 through 7 are optional flags that can be combined and give these
992 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
993 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
994 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
995 * bits 6-7 are reserved for future use.
996 * `paramtype2 = "color"`
997 * `param2` tells which color is picked from the palette.
998 The palette should have 256 pixels.
999 * `paramtype2 = "colorfacedir"`
1000 * Same as `facedir`, but with colors.
1001 * The first three bits of `param2` tells which color is picked from the
1002 palette. The palette should have 8 pixels.
1003 * `paramtype2 = "colorwallmounted"`
1004 * Same as `wallmounted`, but with colors.
1005 * The first five bits of `param2` tells which color is picked from the
1006 palette. The palette should have 32 pixels.
1007 * `paramtype2 = "glasslikeliquidlevel"`
1008 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1010 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1012 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1014 Nodes can also contain extra data. See [Node Metadata].
1019 There are a bunch of different looking node types.
1021 Look for examples in `games/minimal` or `games/minetest_game`.
1024 * A node-sized cube.
1026 * Invisible, uses no texture.
1028 * The cubic source node for a liquid.
1030 * The flowing version of a liquid, appears with various heights and slopes.
1032 * Often used for partially-transparent nodes.
1033 * Only external sides of textures are visible.
1034 * `glasslike_framed`
1035 * All face-connected nodes are drawn as one volume within a surrounding
1037 * The frame appearance is generated from the edges of the first texture
1038 specified in `tiles`. The width of the edges used are 1/16th of texture
1039 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1040 * The glass 'shine' (or other desired detail) on each node face is supplied
1041 by the second texture specified in `tiles`.
1042 * `glasslike_framed_optional`
1043 * This switches between the above 2 drawtypes according to the menu setting
1046 * Often used for partially-transparent nodes.
1047 * External and internal sides of textures are visible.
1048 * `allfaces_optional`
1049 * Often used for leaves nodes.
1050 * This switches between `normal`, `glasslike` and `allfaces` according to
1051 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1052 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1053 is used instead, if present. This allows a visually thicker texture to be
1054 used to compensate for how `glasslike` reduces visual thickness.
1056 * A single vertical texture.
1057 * If placed on top of a node, uses the first texture specified in `tiles`.
1058 * If placed against the underside of a node, uses the second texture
1059 specified in `tiles`.
1060 * If placed on the side of a node, uses the third texture specified in
1061 `tiles` and is perpendicular to that node.
1063 * A single texture parallel to, and mounted against, the top, underside or
1066 * Two vertical and diagonal textures at right-angles to each other.
1067 * See `paramtype2 = "meshoptions"` above for other options.
1069 * When above a flat surface, appears as 6 textures, the central 2 as
1070 `plantlike` plus 4 more surrounding those.
1071 * If not above a surface the central 2 do not appear, but the texture
1072 appears against the faces of surrounding nodes if they are present.
1074 * A 3D model suitable for a wooden fence.
1075 * One placed node appears as a single vertical post.
1076 * Adjacently-placed nodes cause horizontal bars to appear between them.
1078 * Often used for tracks for mining carts.
1079 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1080 curved, t-junction, crossing.
1081 * Each placed node automatically switches to a suitable rotated texture
1082 determined by the adjacent `raillike` nodes, in order to create a
1083 continuous track network.
1084 * Becomes a sloping node if placed against stepped nodes.
1086 * Often used for stairs and slabs.
1087 * Allows defining nodes consisting of an arbitrary number of boxes.
1088 * See [Node boxes] below for more information.
1090 * Uses models for nodes.
1091 * Tiles should hold model materials textures.
1092 * Only static meshes are implemented.
1093 * For supported model formats see Irrlicht engine documentation.
1094 * `plantlike_rooted`
1095 * Enables underwater `plantlike` without air bubbles around the nodes.
1096 * Consists of a base cube at the co-ordinates of the node plus a
1097 `plantlike` extension above with a height of `param2 / 16` nodes.
1098 * The `plantlike` extension visually passes through any nodes above the
1099 base cube without affecting them.
1100 * The base cube texture tiles are defined as normal, the `plantlike`
1101 extension uses the defined special tile, for example:
1102 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1104 `*_optional` drawtypes need less rendering time if deactivated
1105 (always client-side).
1110 Node selection boxes are defined using "node boxes".
1112 A nodebox is defined as any of:
1115 -- A normal cube; the default in most things
1119 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1121 fixed = box OR {box1, box2, ...}
1124 -- A variable height box (or boxes) with the top face position defined
1125 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1127 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1129 fixed = box OR {box1, box2, ...}
1132 -- A box like the selection box for torches
1133 -- (wallmounted param2 is used, if applicable)
1134 type = "wallmounted",
1140 -- A node that has optional boxes depending on neighbouring nodes'
1141 -- presence and type. See also `connects_to`.
1143 fixed = box OR {box1, box2, ...}
1144 connect_top = box OR {box1, box2, ...}
1145 connect_bottom = box OR {box1, box2, ...}
1146 connect_front = box OR {box1, box2, ...}
1147 connect_left = box OR {box1, box2, ...}
1148 connect_back = box OR {box1, box2, ...}
1149 connect_right = box OR {box1, box2, ...}
1150 -- The following `disconnected_*` boxes are the opposites of the
1151 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1152 -- on the respective side, the corresponding disconnected box is drawn.
1153 disconnected_top = box OR {box1, box2, ...}
1154 disconnected_bottom = box OR {box1, box2, ...}
1155 disconnected_front = box OR {box1, box2, ...}
1156 disconnected_left = box OR {box1, box2, ...}
1157 disconnected_back = box OR {box1, box2, ...}
1158 disconnected_right = box OR {box1, box2, ...}
1159 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1160 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1161 -- neighbours to the sides
1164 A `box` is defined as:
1166 {x1, y1, z1, x2, y2, z2}
1168 A box of a regular node would look like:
1170 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1175 Map terminology and coordinates
1176 ===============================
1178 Nodes, mapblocks, mapchunks
1179 ---------------------------
1181 A 'node' is the fundamental cubic unit of a world and appears to a player as
1182 roughly 1x1x1 meters in size.
1184 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1185 fundamental region of a world that is stored in the world database, sent to
1186 clients and handled by many parts of the engine.
1187 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1188 'node', however 'block' often appears in the API.
1190 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1191 (80x80x80 nodes) and is the volume of world generated in one operation by
1193 The size in mapblocks has been chosen to optimise map generation.
1198 ### Orientation of axes
1200 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1202 ### Node coordinates
1204 Almost all positions used in the API use node coordinates.
1206 ### Mapblock coordinates
1208 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1209 specify a particular mapblock.
1210 For example blockpos (0,0,0) specifies the mapblock that extends from
1211 node position (0,0,0) to node position (15,15,15).
1213 #### Converting node position to the containing blockpos
1215 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1218 * blockpos = math.floor(nodepos / 16)
1220 #### Converting blockpos to min/max node positions
1222 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1226 nodepos = blockpos * 16
1228 nodepos = blockpos * 16 + 15
1239 The position field is used for all element types.
1241 To account for differing resolutions, the position coordinates are the
1242 percentage of the screen, ranging in value from `0` to `1`.
1244 The name field is not yet used, but should contain a description of what the
1245 HUD element represents. The direction field is the direction in which something
1248 `0` draws from left to right, `1` draws from right to left, `2` draws from
1249 top to bottom, and `3` draws from bottom to top.
1251 The `alignment` field specifies how the item will be aligned. It is a table
1252 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1253 moved to the left/up, and `1` is to the right/down. Fractional values can be
1256 The `offset` field specifies a pixel offset from the position. Contrary to
1257 position, the offset is not scaled to screen size. This allows for some
1258 precisely positioned items in the HUD.
1260 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1263 Below are the specific uses for fields in each type; fields not listed for that
1268 Displays an image on the HUD.
1270 * `scale`: The scale of the image, with 1 being the original texture size.
1271 Only the X coordinate scale is used (positive values).
1272 Negative values represent that percentage of the screen it
1273 should take; e.g. `x=-100` means 100% (width).
1274 * `text`: The name of the texture that is displayed.
1275 * `alignment`: The alignment of the image.
1276 * `offset`: offset in pixels from position.
1280 Displays text on the HUD.
1282 * `scale`: Defines the bounding rectangle of the text.
1283 A value such as `{x=100, y=100}` should work.
1284 * `text`: The text to be displayed in the HUD element.
1285 * `number`: An integer containing the RGB value of the color used to draw the
1286 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1287 * `alignment`: The alignment of the text.
1288 * `offset`: offset in pixels from position.
1292 Displays a horizontal bar made up of half-images.
1294 * `text`: The name of the texture that is used.
1295 * `number`: The number of half-textures that are displayed.
1296 If odd, will end with a vertically center-split texture.
1298 * `offset`: offset in pixels from position.
1299 * `size`: If used, will force full-image size to this value (override texture
1304 * `text`: The name of the inventory list to be displayed.
1305 * `number`: Number of items in the inventory to be displayed.
1306 * `item`: Position of item that is selected.
1308 * `offset`: offset in pixels from position.
1312 Displays distance to selected world position.
1314 * `name`: The name of the waypoint.
1315 * `text`: Distance suffix. Can be blank.
1316 * `number:` An integer containing the RGB value of the color used to draw the
1318 * `world_pos`: World position of the waypoint.
1323 Representations of simple things
1324 ================================
1329 {x=num, y=num, z=num}
1331 For helper functions see [Spatial Vectors].
1336 * `{type="nothing"}`
1337 * `{type="node", under=pos, above=pos}`
1338 * Indicates a pointed node selection box.
1339 * `under` refers to the node position behind the pointed face.
1340 * `above` refers to the node position in front of the pointed face.
1341 * `{type="object", ref=ObjectRef}`
1343 Exact pointing location (currently only `Raycast` supports these fields):
1345 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1346 point on the selection box which is pointed at. May be in the selection box
1347 if the pointer is in the box too.
1348 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1350 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1351 selected selection box. This specifies which face is pointed at.
1352 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1358 Flag Specifier Format
1359 =====================
1361 Flags using the standardized flag specifier format can be specified in either
1362 of two ways, by string or table.
1364 The string format is a comma-delimited set of flag names; whitespace and
1365 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1366 flag, and specifying a flag prefixed by the string `"no"` explicitly
1367 clears the flag from whatever the default may be.
1369 In addition to the standard string flag format, the schematic flags field can
1370 also be a table of flag names to boolean values representing whether or not the
1371 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1372 is present, mapped to a boolean of any value, the specified flag is unset.
1374 E.g. A flag field of value
1376 {place_center_x = true, place_center_y=false, place_center_z=true}
1380 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1382 which is equivalent to
1384 "place_center_x, noplace_center_y, place_center_z"
1388 "place_center_x, place_center_z"
1390 since, by default, no schematic attributes are set.
1401 There are three kinds of items: nodes, tools and craftitems.
1403 * Node: Can be placed in the world's voxel grid
1404 * Tool: Has a wear property but cannot be stacked. The default use action is to
1405 dig nodes or hit objects according to its tool capabilities.
1406 * Craftitem: Cannot dig nodes or be placed
1411 All item stacks have an amount between 0 and 65535. It is 1 by
1412 default. Tool item stacks can not have an amount greater than 1.
1414 Tools use a wear (damage) value ranging from 0 to 65535. The
1415 value 0 is the default and is used for unworn tools. The values
1416 1 to 65535 are used for worn tools, where a higher value stands for
1417 a higher wear. Non-tools always have a wear value of 0.
1422 Items and item stacks can exist in three formats: Serializes, table format
1425 When an item must be passed to a function, it can usually be in any of
1430 This is called "stackstring" or "itemstring". It is a simple string with
1431 1-3 components: the full item identifier, an optional amount and an optional
1434 <identifier> [<amount>[ <wear>]]
1438 * `'default:apple'`: 1 apple
1439 * `'default:dirt 5'`: 5 dirt
1440 * `'default:pick_stone'`: a new stone pickaxe
1441 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1449 {name="default:dirt", count=5, wear=0, metadata=""}
1451 A wooden pick about 1/3 worn out:
1453 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1457 {name="default:apple", count=1, wear=0, metadata=""}
1461 A native C++ format with many helper methods. Useful for converting
1462 between formats. See the [Class reference] section for details.
1470 In a number of places, there is a group table. Groups define the
1471 properties of a thing (item, node, armor of entity, capabilities of
1472 tool) in such a way that the engine and other mods can can interact with
1473 the thing without actually knowing what the thing is.
1478 Groups are stored in a table, having the group names with keys and the
1479 group ratings as values. For example:
1482 groups = {crumbly=3, soil=1}
1484 -- A more special dirt-kind of thing
1485 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1487 Groups always have a rating associated with them. If there is no
1488 useful meaning for a rating for an enabled group, it shall be `1`.
1490 When not defined, the rating of a group defaults to `0`. Thus when you
1491 read groups, you must interpret `nil` and `0` as the same value, `0`.
1493 You can read the rating of a group for an item or a node by using
1495 minetest.get_item_group(itemname, groupname)
1500 Groups of items can define what kind of an item it is (e.g. wool).
1505 In addition to the general item things, groups are used to define whether
1506 a node is destroyable and how long it takes to destroy by a tool.
1511 For entities, groups are, as of now, used only for calculating damage.
1512 The rating is the percentage of damage caused by tools with this damage group.
1513 See [Entity damage mechanism].
1515 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1516 object.set_armor_groups({fleshy=30, cracky=80})
1521 Groups in tools define which groups of nodes and entities they are
1524 Groups in crafting recipes
1525 --------------------------
1527 An example: Make meat soup from any meat, any water and any bowl:
1530 output = 'food:meat_soup_raw',
1536 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1539 Another example: Make red wool from white wool and red dye:
1543 output = 'wool:red',
1544 recipe = {'wool:white', 'group:dye,basecolor_red'},
1550 The asterisk `(*)` after a group name describes that there is no engine
1551 functionality bound to it, and implementation is left up as a suggestion
1554 ### Node, item and tool groups
1556 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1557 that the item should be hidden in item lists.
1560 ### Node-only groups
1562 * `attached_node`: if the node under it is not a walkable block the node will be
1563 dropped as an item. If the node is wallmounted the wallmounted direction is
1565 * `bouncy`: value is bounce speed in percent
1566 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1567 connect to each other
1568 * `dig_immediate`: Player can always pick up node without reducing tool wear
1569 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1570 * `3`: the node always gets the digging time 0 seconds (torch)
1571 * `disable_jump`: Player (and possibly other things) cannot jump from node
1572 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1573 * `falling_node`: if there is no walkable block under the node it will fall
1574 * `float`: the node will not fall through liquids
1575 * `level`: Can be used to give an additional sense of progression in the game.
1576 * A larger level will cause e.g. a weapon of a lower level make much less
1577 damage, and get worn out much faster, or not be able to get drops
1578 from destroyed nodes.
1579 * `0` is something that is directly accessible at the start of gameplay
1580 * There is no upper limit
1581 * See also: `leveldiff` in [Tools]
1582 * `slippery`: Players and items will slide on the node.
1583 Slipperiness rises steadily with `slippery` value, starting at 1.
1586 ### Tool-only groups
1588 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1589 `"toolrepair"` crafting recipe
1592 ### `ObjectRef` groups
1594 * `immortal`: Skips all damage and breath handling for an object. This group
1595 will also hide the integrated HUD status bars for players, and is
1596 automatically set to all players when damage is disabled on the server.
1597 * `punch_operable`: For entities; disables the regular damage mechanism for
1598 players punching it by hand or a non-tool item, so that it can do something
1599 else than take damage.
1603 Known damage and digging time defining groups
1604 ---------------------------------------------
1606 * `crumbly`: dirt, sand
1607 * `cracky`: tough but crackable stuff like stone.
1608 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1609 plants, wire, sheets of metal
1610 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1611 * `fleshy`: Living things like animals and the player. This could imply
1612 some blood effects when hitting.
1613 * `explody`: Especially prone to explosions
1614 * `oddly_breakable_by_hand`:
1615 Can be added to nodes that shouldn't logically be breakable by the
1616 hand but are. Somewhat similar to `dig_immediate`, but times are more
1617 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1618 speed of a tool if the tool can dig at a faster speed than this
1619 suggests for the hand.
1621 Examples of custom groups
1622 -------------------------
1624 Item groups are often used for defining, well, _groups of items_.
1626 * `meat`: any meat-kind of a thing (rating might define the size or healing
1627 ability or be irrelevant -- it is not defined as of yet)
1628 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1630 * `flammable`: can be set on fire. Rating might define the intensity of the
1631 fire, affecting e.g. the speed of the spreading of an open fire.
1632 * `wool`: any wool (any origin, any color)
1633 * `metal`: any metal
1634 * `weapon`: any weapon
1635 * `heavy`: anything considerably heavy
1637 Digging time calculation specifics
1638 ----------------------------------
1640 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1641 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1642 faster digging time.
1644 The `level` group is used to limit the toughness of nodes a tool can dig
1645 and to scale the digging times / damage to a greater extent.
1647 **Please do understand this**, otherwise you cannot use the system to it's
1650 Tools define their properties by a list of parameters for groups. They
1651 cannot dig other groups; thus it is important to use a standard bunch of
1652 groups to enable interaction with tools.
1665 * Full punch interval
1666 * Maximum drop level
1667 * For an arbitrary list of groups:
1668 * Uses (until the tool breaks)
1669 * Maximum level (usually `0`, `1`, `2` or `3`)
1673 ### Full punch interval
1675 When used as a weapon, the tool will do full damage if this time is spent
1676 between punches. If e.g. half the time is spent, the tool will do half
1679 ### Maximum drop level
1681 Suggests the maximum level of node, when dug with the tool, that will drop
1682 it's useful item. (e.g. iron ore to drop a lump of iron).
1684 This is not automated; it is the responsibility of the node definition
1689 Determines how many uses the tool has when it is used for digging a node,
1690 of this group, of the maximum level. For lower leveled nodes, the use count
1691 is multiplied by `3^leveldiff`.
1692 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1693 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1695 * `uses=10, leveldiff=0`: actual uses: 10
1696 * `uses=10, leveldiff=1`: actual uses: 30
1697 * `uses=10, leveldiff=2`: actual uses: 90
1701 Tells what is the maximum level of a node of this group that the tool will
1706 List of digging times for different ratings of the group, for nodes of the
1709 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1710 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1711 for this group, and unable to dig the rating `1`, which is the toughest.
1712 Unless there is a matching group that enables digging otherwise.
1714 If the result digging time is 0, a delay of 0.15 seconds is added between
1715 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1716 i.e. players can more quickly click the nodes away instead of holding LMB.
1720 List of damage for groups of entities. See [Entity damage mechanism].
1722 Example definition of the capabilities of a tool
1723 ------------------------------------------------
1725 tool_capabilities = {
1726 full_punch_interval=1.5,
1729 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1731 damage_groups = {fleshy=2},
1734 This makes the tool be able to dig nodes that fulfil both of these:
1736 * Have the `crumbly` group
1737 * Have a `level` group less or equal to `2`
1739 Table of resulting digging times:
1741 crumbly 0 1 2 3 4 <- level
1743 1 0.80 1.60 1.60 - -
1744 2 0.60 1.20 1.20 - -
1745 3 0.40 0.80 0.80 - -
1747 level diff: 2 1 0 -1 -2
1749 Table of resulting tool uses:
1758 * At `crumbly==0`, the node is not diggable.
1759 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1760 easy nodes to be quickly breakable.
1761 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1766 Entity damage mechanism
1767 =======================
1772 foreach group in cap.damage_groups:
1773 damage += cap.damage_groups[group]
1774 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1775 * (object.armor_groups[group] / 100.0)
1776 -- Where object.armor_groups[group] is 0 for inexistent values
1779 Client predicts damage based on damage groups. Because of this, it is able to
1780 give an immediate response when an entity is damaged or dies; the response is
1781 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1783 Currently a smoke puff will appear when an entity dies.
1785 The group `immortal` completely disables normal damage.
1787 Entities can define a special armor group, which is `punch_operable`. This
1788 group disables the regular damage mechanism for players punching it by hand or
1789 a non-tool item, so that it can do something else than take damage.
1791 On the Lua side, every punch calls:
1793 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1796 This should never be called directly, because damage is usually not handled by
1799 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1800 accessed unless absolutely required, to encourage interoperability.
1801 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1802 * `tool_capabilities` can be `nil`.
1803 * `direction` is a unit vector, pointing from the source of the punch to
1805 * `damage` damage that will be done to entity
1806 Return value of this function will determine if damage is done by this function
1807 (retval true) or shall be done by engine (retval false)
1809 To punch an entity/object in Lua, call:
1811 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1813 * Return value is tool wear.
1814 * Parameters are equal to the above callback.
1815 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1816 will be automatically filled in based on the location of `puncher`.
1827 The instance of a node in the world normally only contains the three values
1828 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1829 It is called "node metadata"; See `NodeMetaRef`.
1831 Node metadata contains two things:
1836 Some of the values in the key-value store are handled specially:
1838 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1839 * `infotext`: Text shown on the screen when the node is pointed at
1843 local meta = minetest.get_meta(pos)
1844 meta:set_string("formspec",
1846 "list[context;main;0,0;8,4;]"..
1847 "list[current_player;main;0,5;8,4;]")
1848 meta:set_string("infotext", "Chest");
1849 local inv = meta:get_inventory()
1850 inv:set_size("main", 8*4)
1851 print(dump(meta:to_table()))
1854 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1855 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1856 [10] = "", [11] = "", [12] = "", [13] = "",
1857 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1858 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1859 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1860 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1864 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1872 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1874 Item metadata only contains a key-value store.
1876 Some of the values in the key-value store are handled specially:
1878 * `description`: Set the item stack's description. Defaults to
1880 * `color`: A `ColorString`, which sets the stack's color.
1881 * `palette_index`: If the item has a palette, this is used to get the
1882 current color from the palette.
1886 local meta = stack:get_meta()
1887 meta:set_string("key", "value")
1888 print(dump(meta:to_table()))
1896 Formspec defines a menu. This supports inventories and some of the
1897 typical widgets like buttons, checkboxes, text input fields, etc.
1898 It is a string, with a somewhat strange format.
1900 A formspec is made out of formspec elements, which includes widgets
1901 like buttons but also can be used to set stuff like background color.
1903 Many formspec elements have a `name`, which is a unique identifier which
1904 is used when the server receives user input. You must not use the name
1905 "quit" for formspec elements.
1907 Spaces and newlines can be inserted between the blocks, as is used in the
1910 Position and size units are inventory slots unless the new coordinate system
1911 is enabled. `X` and `Y` position the formspec element relative to the top left
1912 of the menu or container. `W` and `H` are its width and height values.
1914 If the new system is enabled, all elements have unified coordinates for all
1915 elements with no padding or spacing in between. This is highly recommended
1916 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1919 Inventories with a `player:<name>` inventory location are only sent to the
1920 player named `<name>`.
1922 When displaying text which can contain formspec code, e.g. text set by a player,
1923 use `minetest.formspec_escape`.
1924 For coloured text you can use `minetest.colorize`.
1926 **WARNING**: do _not_ use a element name starting with `key_`; those names are
1927 reserved to pass key press events to formspec!
1929 **WARNING**: Minetest allows you to add elements to every single formspec instance
1930 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1931 appearing when you don't expect them to, or why things are styled differently
1932 to normal. See [`no_prepend[]`] and [Styling Formspecs].
1940 list[context;main;0,0;8,4;]
1941 list[current_player;main;0,5;8,4;]
1946 list[context;fuel;2,3;1,1;]
1947 list[context;src;2,1;1,1;]
1948 list[context;dst;5,1;2,2;]
1949 list[current_player;main;0,5;8,4;]
1951 ### Minecraft-like player inventory
1954 image[1,0.6;1,2;player.png]
1955 list[current_player;main;0,3.5;8,4;]
1956 list[current_player;craft;3,0;3,3;]
1957 list[current_player;craftpreview;7,1;1,1;]
1962 ### `formspec_version[<version>]`
1964 * Set the formspec version to a certain number. If not specified,
1965 version 1 is assumed.
1966 * Must be specified before `size` element.
1967 * Clients older than this version can neither show newer elements nor display
1968 elements with new arguments correctly.
1969 * Available since feature `formspec_version_element`.
1971 ### `size[<W>,<H>,<fixed_size>]`
1973 * Define the size of the menu in inventory slots
1974 * `fixed_size`: `true`/`false` (optional)
1975 * deprecated: `invsize[<W>,<H>;]`
1977 ### `position[<X>,<Y>]`
1979 * Must be used after `size` element.
1980 * Defines the position on the game window of the formspec's `anchor` point.
1981 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1983 * [0.0, 0.0] sets the position to the top left corner of the game window.
1984 * [1.0, 1.0] sets the position to the bottom right of the game window.
1985 * Defaults to the center of the game window [0.5, 0.5].
1987 ### `anchor[<X>,<Y>]`
1989 * Must be used after both `size` and `position` (if present) elements.
1990 * Defines the location of the anchor point within the formspec.
1991 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1993 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1994 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1995 * Defaults to the center of the formspec [0.5, 0.5].
1997 * `position` and `anchor` elements need suitable values to avoid a formspec
1998 extending off the game window due to particular game window sizes.
2002 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2003 * Disables player:set_formspec_prepend() from applying to this formspec.
2005 ### `real_coordinates[<bool>]`
2007 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2008 * When set to true, all following formspec elements will use the new coordinate system.
2009 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2010 (if present), the form size will use the new coordinate system.
2011 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2012 They must enable it explicitly.
2013 * For information on converting forms to the new coordinate system, see `Migrating
2014 to Real Coordinates`.
2016 ### `container[<X>,<Y>]`
2018 * Start of a container block, moves all physical elements in the container by
2020 * Must have matching `container_end`
2021 * Containers can be nested, in which case the offsets are added
2022 (child containers are relative to parent containers)
2024 ### `container_end[]`
2026 * End of a container, following elements are no longer relative to this
2029 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2031 * Show an inventory list if it has been sent to the client. Nothing will
2032 be shown if the inventory list is of size 0.
2033 * **Note**: With the new coordinate system, the spacing between inventory
2034 slots is one-fourth the size of an inventory slot.
2036 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2038 * Show an inventory list if it has been sent to the client. Nothing will
2039 be shown if the inventory list is of size 0.
2040 * **Note**: With the new coordinate system, the spacing between inventory
2041 slots is one-fourth the size of an inventory slot.
2043 ### `listring[<inventory location>;<list name>]`
2045 * Allows to create a ring of inventory lists
2046 * Shift-clicking on items in one element of the ring
2047 will send them to the next inventory list inside the ring
2048 * The first occurrence of an element inside the ring will
2049 determine the inventory where items will be sent to
2053 * Shorthand for doing `listring[<inventory location>;<list name>]`
2054 for the last two inventory lists added by list[...]
2056 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2058 * Sets background color of slots as `ColorString`
2059 * Sets background color of slots on mouse hovering
2061 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2063 * Sets background color of slots as `ColorString`
2064 * Sets background color of slots on mouse hovering
2065 * Sets color of slots border
2067 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2069 * Sets background color of slots as `ColorString`
2070 * Sets background color of slots on mouse hovering
2071 * Sets color of slots border
2072 * Sets default background color of tooltips
2073 * Sets default font color of tooltips
2075 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2077 * Adds tooltip for an element
2078 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2079 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2081 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2083 * Adds tooltip for an area. Other tooltips will take priority when present.
2084 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2085 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2087 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2091 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2093 * Show an inventory image of registered item/node
2095 ### `bgcolor[<color>;<fullscreen>]`
2097 * Sets background color of formspec as `ColorString`
2098 * If `true`, a fullscreen background is drawn and the color is ignored
2099 (does not affect the size of the formspec)
2101 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2103 * Example for formspec 8x4 in 16x resolution: image shall be sized
2104 8 times 16px times 4 times 16px.
2106 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2108 * Example for formspec 8x4 in 16x resolution:
2109 image shall be sized 8 times 16px times 4 times 16px
2110 * If `auto_clip` is `true`, the background is clipped to the formspec size
2111 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2113 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2115 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2116 * Middle is a rect which defines the middle of the 9-slice.
2117 * `x` - The middle will be x pixels from all sides.
2118 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2119 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2120 will be added to the width and height of the texture, allowing it to be used as the
2121 distance from the far end.
2122 * All numbers in middle are integers.
2123 * Example for formspec 8x4 in 16x resolution:
2124 image shall be sized 8 times 16px times 4 times 16px
2125 * If `auto_clip` is `true`, the background is clipped to the formspec size
2126 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2127 * Available since formspec version 2
2129 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2131 * Textual password style field; will be sent to server when a button is clicked
2132 * When enter is pressed in field, fields.key_enter_field will be sent with the
2134 * With the old coordinate system, fields are a set height, but will be vertically
2135 centred on `H`. With the new coordinate system, `H` will modify the height.
2136 * `name` is the name of the field as returned in fields to `on_receive_fields`
2137 * `label`, if not blank, will be text printed on the top left above the field
2138 * See `field_close_on_enter` to stop enter closing the formspec
2140 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2142 * Textual field; will be sent to server when a button is clicked
2143 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2144 the name of this field.
2145 * With the old coordinate system, fields are a set height, but will be vertically
2146 centred on `H`. With the new coordinate system, `H` will modify the height.
2147 * `name` is the name of the field as returned in fields to `on_receive_fields`
2148 * `label`, if not blank, will be text printed on the top left above the field
2149 * `default` is the default value of the field
2150 * `default` may contain variable references such as `${text}` which
2151 will fill the value from the metadata value `text`
2152 * **Note**: no extra text or more than a single variable is supported ATM.
2153 * See `field_close_on_enter` to stop enter closing the formspec
2155 ### `field[<name>;<label>;<default>]`
2157 * As above, but without position/size units
2158 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2159 the name of this field.
2160 * Special field for creating simple forms, such as sign text input
2161 * Must be used without a `size[]` element
2162 * A "Proceed" button will be added automatically
2163 * See `field_close_on_enter` to stop enter closing the formspec
2165 ### `field_close_on_enter[<name>;<close_on_enter>]`
2167 * <name> is the name of the field
2168 * if <close_on_enter> is false, pressing enter in the field will submit the
2169 form but not close it.
2170 * defaults to true when not specified (ie: no tag for a field)
2172 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2174 * Same as fields above, but with multi-line input
2175 * If the text overflows, a vertical scrollbar is added.
2176 * If the name is empty, the textarea is read-only and
2177 the background is not shown, which corresponds to a multi-line label.
2179 ### `label[<X>,<Y>;<label>]`
2181 * The label formspec element displays the text set in `label`
2182 at the specified position.
2183 * **Note**: If the new coordinate system is enabled, labels are
2184 positioned from the center of the text, not the top.
2185 * The text is displayed directly without automatic line breaking,
2186 so label should not be used for big text chunks. Newlines can be
2187 used to make labels multiline.
2188 * **Note**: With the new coordinate system, newlines are spaced with
2189 half a coordinate. With the old system, newlines are spaced 2/5 of
2192 ### `vertlabel[<X>,<Y>;<label>]`
2194 * Textual label drawn vertically
2195 * `label` is the text on the label
2196 * **Note**: If the new coordinate system is enabled, vertlabels are
2197 positioned from the center of the text, not the left.
2199 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2201 * Clickable button. When clicked, fields will be sent.
2202 * With the old coordinate system, buttons are a set height, but will be vertically
2203 centred on `H`. With the new coordinate system, `H` will modify the height.
2204 * `label` is the text on the button
2206 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2208 * `texture name` is the filename of an image
2209 * **Note**: Height is supported on both the old and new coordinate systems
2212 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2214 * `texture name` is the filename of an image
2215 * `noclip=true` means the image button doesn't need to be within specified
2217 * `drawborder`: draw button border or not
2218 * `pressed texture name` is the filename of an image on pressed state
2220 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2222 * `item name` is the registered name of an item/node
2223 * The item description will be used as the tooltip. This can be overridden with
2226 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2228 * When clicked, fields will be sent and the form will quit.
2229 * Same as `button` in all other respects.
2231 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2233 * When clicked, fields will be sent and the form will quit.
2234 * Same as `image_button` in all other respects.
2236 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2238 * Scrollable item list showing arbitrary text elements
2239 * `name` fieldname sent to server on doubleclick value is current selected
2241 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2243 * if you want a listelement to start with "#" write "##".
2245 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2247 * Scrollable itemlist showing arbitrary text elements
2248 * `name` fieldname sent to server on doubleclick value is current selected
2250 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2251 * if you want a listelement to start with "#" write "##"
2252 * Index to be selected within textlist
2253 * `true`/`false`: draw transparent background
2254 * See also `minetest.explode_textlist_event`
2255 (main menu: `core.explode_textlist_event`).
2257 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2259 * Show a tab**header** at specific position (ignores formsize)
2260 * `X` and `Y`: position of the tabheader
2261 * *Note*: Width and height are automatically chosen with this syntax
2262 * `name` fieldname data is transferred to Lua
2263 * `caption 1`...: name shown on top of tab
2264 * `current_tab`: index of selected tab 1...
2265 * `transparent` (optional): show transparent
2266 * `draw_border` (optional): draw border
2268 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2270 * Show a tab**header** at specific position (ignores formsize)
2271 * **Important note**: This syntax for tabheaders can only be used with the
2272 new coordinate system.
2273 * `X` and `Y`: position of the tabheader
2274 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2275 * `name` fieldname data is transferred to Lua
2276 * `caption 1`...: name shown on top of tab
2277 * `current_tab`: index of selected tab 1...
2278 * `transparent` (optional): show transparent
2279 * `draw_border` (optional): draw border
2281 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2283 * Show a tab**header** at specific position (ignores formsize)
2284 * **Important note**: This syntax for tabheaders can only be used with the
2285 new coordinate system.
2286 * `X` and `Y`: position of the tabheader
2287 * `W` and `H`: width and height of the tabheader
2288 * `name` fieldname data is transferred to Lua
2289 * `caption 1`...: name shown on top of tab
2290 * `current_tab`: index of selected tab 1...
2291 * `transparent` (optional): show transparent
2292 * `draw_border` (optional): draw border
2294 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2296 * Simple colored box
2297 * `color` is color specified as a `ColorString`.
2298 If the alpha component is left blank, the box will be semitransparent.
2300 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2302 * Show a dropdown field
2303 * **Important note**: There are two different operation modes:
2304 1. handle directly on change (only changed dropdown is submitted)
2305 2. read the value on pressing a button (all dropdown values are available)
2306 * `X` and `Y`: position of the dropdown
2307 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2308 * Fieldname data is transferred to Lua
2309 * Items to be shown in dropdown
2310 * Index of currently selected dropdown item
2312 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2314 * Show a dropdown field
2315 * **Important note**: This syntax for dropdowns can only be used with the
2316 new coordinate system.
2317 * **Important note**: There are two different operation modes:
2318 1. handle directly on change (only changed dropdown is submitted)
2319 2. read the value on pressing a button (all dropdown values are available)
2320 * `X` and `Y`: position of the dropdown
2321 * `W` and `H`: width and height of the dropdown
2322 * Fieldname data is transferred to Lua
2323 * Items to be shown in dropdown
2324 * Index of currently selected dropdown item
2326 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2329 * `name` fieldname data is transferred to Lua
2330 * `label` to be shown left of checkbox
2331 * `selected` (optional): `true`/`false`
2332 * **Note**: If the new coordinate system is enabled, checkboxes are
2333 positioned from the center of the checkbox, not the top.
2335 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2338 * There are two ways to use it:
2339 1. handle the changed event (only changed scrollbar is available)
2340 2. read the value on pressing a button (all scrollbars are available)
2341 * `orientation`: `vertical`/`horizontal`
2342 * Fieldname data is transferred to Lua
2343 * Value this trackbar is set to (`0`-`1000`)
2344 * See also `minetest.explode_scrollbar_event`
2345 (main menu: `core.explode_scrollbar_event`).
2347 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2349 * Show scrollable table using options defined by the previous `tableoptions[]`
2350 * Displays cells as defined by the previous `tablecolumns[]`
2351 * `name`: fieldname sent to server on row select or doubleclick
2352 * `cell 1`...`cell n`: cell contents given in row-major order
2353 * `selected idx`: index of row to be selected within table (first row = `1`)
2354 * See also `minetest.explode_table_event`
2355 (main menu: `core.explode_table_event`).
2357 ### `tableoptions[<opt 1>;<opt 2>;...]`
2359 * Sets options for `table[]`
2361 * default text color (`ColorString`), defaults to `#FFFFFF`
2362 * `background=#RRGGBB`
2363 * table background color (`ColorString`), defaults to `#000000`
2364 * `border=<true/false>`
2365 * should the table be drawn with a border? (default: `true`)
2366 * `highlight=#RRGGBB`
2367 * highlight background color (`ColorString`), defaults to `#466432`
2368 * `highlight_text=#RRGGBB`
2369 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2370 * `opendepth=<value>`
2371 * all subtrees up to `depth < value` are open (default value = `0`)
2372 * only useful when there is a column of type "tree"
2374 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2376 * Sets columns for `table[]`
2377 * Types: `text`, `image`, `color`, `indent`, `tree`
2378 * `text`: show cell contents as text
2379 * `image`: cell contents are an image index, use column options to define
2381 * `color`: cell contents are a ColorString and define color of following
2383 * `indent`: cell contents are a number and define indentation of following
2385 * `tree`: same as indent, but user can open and close subtrees
2389 * for `text` and `image`: content alignment within cells.
2390 Available values: `left` (default), `center`, `right`, `inline`
2392 * for `text` and `image`: minimum width in em (default: `0`)
2393 * for `indent` and `tree`: indent width in em (default: `1.5`)
2394 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2395 Exception: defaults to 0 for indent columns
2396 * `tooltip=<value>`: tooltip text (default: empty)
2397 * `image` column options:
2398 * `0=<value>` sets image for image index 0
2399 * `1=<value>` sets image for image index 1
2400 * `2=<value>` sets image for image index 2
2401 * and so on; defined indices need not be contiguous empty or
2402 non-numeric cells are treated as `0`.
2403 * `color` column options:
2404 * `span=<value>`: number of following columns to affect
2405 (default: infinite).
2407 ### `style[<name>;<prop1>;<prop2>;...]`
2409 * Set the style for the named element `name`.
2410 * Note: this **must** be before the element is defined.
2411 * See [Styling Formspecs].
2414 ### `style_type[<type>;<prop1>;<prop2>;...]`
2416 * Sets the style for all elements of type `type` which appear after this element.
2417 * See [Styling Formspecs].
2419 Migrating to Real Coordinates
2420 -----------------------------
2422 In the old system, positions included padding and spacing. Padding is a gap between
2423 the formspec window edges and content, and spacing is the gaps between items. For
2424 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2425 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2426 in the new coordinate system from scratch.
2428 To recreate an old layout with padding, you'll need to pass the positions and sizes
2429 through the following formula to re-introduce padding:
2432 pos = (oldpos + 1)*spacing + padding
2438 You'll need to change the `size[]` tag like this:
2441 size = (oldsize-1)*spacing + padding*2 + 1
2444 A few elements had random offsets in the old system. Here is a table which shows these
2445 offsets when migrating:
2447 | Element | Position | Size | Notes
2448 |---------|------------|---------|-------
2449 | box | +0.3, +0.1 | 0, -0.4 |
2450 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2451 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2452 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2457 Formspec elements can be themed using the style elements:
2459 style[<name>;<prop1>;<prop2>;...]
2460 style_type[<type>;<prop1>;<prop2>;...]
2464 property_name=property_value
2468 style_type[button;bgcolor=#006699]
2469 style[world_delete;bgcolor=red;textcolor=yellow]
2470 button[4,3.95;2.6,1;world_delete;Delete]
2472 Setting a property to nothing will reset it to the default value. For example:
2474 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2475 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2478 ### Supported Element Types
2480 Some types may inherit styles from parent types.
2483 * button_exit, inherits from button
2490 * pwdfield, inherits from field
2493 * vertlabel, inherits from field
2495 * item_image_button, inherits from image_button
2499 ### Valid Properties
2501 * button, button_exit
2502 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2503 * bgcolor - color, sets button tint.
2504 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2505 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2506 * bgimg - standard image. Defaults to none.
2507 * bgimg_hovered - image when hovered. Defaults to bgimg when not provided.
2508 * bgimg_pressed - image when pressed. Defaults to bgimg when not provided.
2509 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2510 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2511 * textcolor - color, default white.
2513 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2515 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2517 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2519 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2520 * field, pwdfield, textarea
2521 * border - set to false to hide the textbox background and border. Default true.
2522 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2523 * textcolor - color. Default white.
2525 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2527 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2528 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2529 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2531 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2532 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2534 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2535 * textcolor - color. Default white.
2543 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2544 * `"current_player"`: Player to whom the menu is shown
2545 * `"player:<name>"`: Any player
2546 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2547 * `"detached:<name>"`: A detached inventory
2549 Player Inventory lists
2550 ----------------------
2552 * `main`: list containing the default inventory
2553 * `craft`: list containing the craft input
2554 * `craftpreview`: list containing the craft prediction
2555 * `craftresult`: list containing the crafted output
2556 * `hand`: list containing an override for the empty hand
2557 * Is not created automatically, use `InvRef:set_size`
2558 * Is only used to enhance the empty hand's tool capabilities
2567 `#RGB` defines a color in hexadecimal format.
2569 `#RGBA` defines a color in hexadecimal format and alpha channel.
2571 `#RRGGBB` defines a color in hexadecimal format.
2573 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2575 Named colors are also supported and are equivalent to
2576 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2577 To specify the value of the alpha channel, append `#AA` to the end of the color
2578 name (e.g. `colorname#08`). For named colors the hexadecimal string
2579 representing the alpha value must (always) be two hexadecimal digits.
2584 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2587 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2588 * `colorspec = {a=255, r=0, g=255, b=0}`
2589 * numerical form: The raw integer value of an ARGB8 quad:
2590 * `colorspec = 0xFF00FF00`
2591 * string form: A ColorString (defined above):
2592 * `colorspec = "green"`
2600 Most text can contain escape sequences, that can for example color the text.
2601 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2602 The following functions provide escape sequences:
2604 * `minetest.get_color_escape_sequence(color)`:
2605 * `color` is a ColorString
2606 * The escape sequence sets the text color to `color`
2607 * `minetest.colorize(color, message)`:
2609 `minetest.get_color_escape_sequence(color) ..
2611 minetest.get_color_escape_sequence("#ffffff")`
2612 * `minetest.get_background_escape_sequence(color)`
2613 * `color` is a ColorString
2614 * The escape sequence sets the background of the whole text element to
2615 `color`. Only defined for item descriptions and tooltips.
2616 * `minetest.strip_foreground_colors(str)`
2617 * Removes foreground colors added by `get_color_escape_sequence`.
2618 * `minetest.strip_background_colors(str)`
2619 * Removes background colors added by `get_background_escape_sequence`.
2620 * `minetest.strip_colors(str)`
2621 * Removes all color escape sequences.
2628 A spatial vector is similar to a position, but instead using
2629 absolute world coordinates, it uses *relative* coordinates, relative to
2630 no particular point.
2632 Internally, it is implemented as a table with the 3 fields
2633 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2635 For the following functions, `v`, `v1`, `v2` are vectors,
2636 `p1`, `p2` are positions:
2638 * `vector.new(a[, b, c])`:
2640 * A copy of `a` if `a` is a vector.
2641 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2642 * `vector.direction(p1, p2)`:
2643 * Returns a vector of length 1 with direction `p1` to `p2`.
2644 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2645 * `vector.distance(p1, p2)`:
2646 * Returns zero or a positive number, the distance between `p1` and `p2`.
2647 * `vector.length(v)`:
2648 * Returns zero or a positive number, the length of vector `v`.
2649 * `vector.normalize(v)`:
2650 * Returns a vector of length 1 with direction of vector `v`.
2651 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2652 * `vector.floor(v)`:
2653 * Returns a vector, each dimension rounded down.
2654 * `vector.round(v)`:
2655 * Returns a vector, each dimension rounded to nearest integer.
2656 * `vector.apply(v, func)`:
2657 * Returns a vector where the function `func` has been applied to each
2659 * `vector.equals(v1, v2)`:
2660 * Returns a boolean, `true` if the vectors are identical.
2661 * `vector.sort(v1, v2)`:
2662 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2663 * `vector.angle(v1, v2)`:
2664 * Returns the angle between `v1` and `v2` in radians.
2665 * `vector.dot(v1, v2)`
2666 * Returns the dot product of `v1` and `v2`
2667 * `vector.cross(v1, v2)`
2668 * Returns the cross product of `v1` and `v2`
2670 For the following functions `x` can be either a vector or a number:
2672 * `vector.add(v, x)`:
2674 * If `x` is a vector: Returns the sum of `v` and `x`.
2675 * If `x` is a number: Adds `x` to each component of `v`.
2676 * `vector.subtract(v, x)`:
2678 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2679 * If `x` is a number: Subtracts `x` from each component of `v`.
2680 * `vector.multiply(v, x)`:
2681 * Returns a scaled vector or Schur product.
2682 * `vector.divide(v, x)`:
2683 * Returns a scaled vector or Schur quotient.
2691 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2692 human-readable, handles reference loops.
2693 * `obj`: arbitrary variable
2694 * `name`: string, default: `"_"`
2695 * `dumped`: table, default: `{}`
2696 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2697 * `obj`: arbitrary variable
2698 * `dumped`: table, default: `{}`
2699 * `math.hypot(x, y)`
2700 * Get the hypotenuse of a triangle with legs x and y.
2701 Useful for distance calculation.
2702 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2703 * Get the sign of a number.
2704 * tolerance: number, default: `0.0`
2705 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2707 * `math.factorial(x)`: returns the factorial of `x`
2708 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2709 * `separator`: string, default: `","`
2710 * `include_empty`: boolean, default: `false`
2711 * `max_splits`: number, if it's negative, splits aren't limited,
2713 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2714 string or a pattern (regex), default: `false`
2715 * e.g. `"a,b":split","` returns `{"a","b"}`
2716 * `string:trim()`: returns the string without whitespace pre- and suffixes
2717 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2718 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2719 * Adds newlines to the string to keep it within the specified character
2721 * Note that the returned lines may be longer than the limit since it only
2722 splits at word borders.
2723 * `limit`: number, maximal amount of characters in one line
2724 * `as_table`: boolean, if set to true, a table of lines instead of a string
2725 is returned, default: `false`
2726 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2727 * `pos`: table {x=X, y=Y, z=Z}
2728 * Converts the position `pos` to a human-readable, printable string
2729 * `decimal_places`: number, if specified, the x, y and z values of
2730 the position are rounded to the given decimal place.
2731 * `minetest.string_to_pos(string)`: returns a position or `nil`
2732 * Same but in reverse.
2733 * If the string can't be parsed to a position, nothing is returned.
2734 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2735 * Converts a string representing an area box into two positions
2736 * `minetest.formspec_escape(string)`: returns a string
2737 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2739 * `minetest.is_yes(arg)`
2740 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2741 * `minetest.is_nan(arg)`
2742 * returns true when the passed number represents NaN.
2743 * `minetest.get_us_time()`
2744 * returns time with microsecond precision. May not return wall time.
2745 * `table.copy(table)`: returns a table
2746 * returns a deep copy of `table`
2747 * `table.indexof(list, val)`: returns the smallest numerical index containing
2748 the value `val` in the table `list`. Non-numerical indices are ignored.
2749 If `val` could not be found, `-1` is returned. `list` must not have
2751 * `table.insert_all(table, other_table)`:
2752 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2754 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2756 * returns the exact position on the surface of a pointed node
2757 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2759 Returns a table with the following fields:
2760 * `diggable`: `true` if node can be dug, `false` otherwise.
2761 * `time`: Time it would take to dig the node.
2762 * `wear`: How much wear would be added to the tool.
2763 `time` and `wear` are meaningless if node's not diggable
2765 * `groups`: Table of the node groups of the node that would be dug
2766 * `tool_capabilities`: Tool capabilities table of the tool
2767 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2768 Simulates an item that punches an object.
2769 Returns a table with the following fields:
2770 * `hp`: How much damage the punch would cause.
2771 * `wear`: How much wear would be added to the tool.
2773 * `groups`: Damage groups of the object
2774 * `tool_capabilities`: Tool capabilities table of the item
2775 * `time_from_last_punch`: time in seconds since last punch action
2783 Texts can be translated client-side with the help of `minetest.translate` and
2786 Translating a string
2787 --------------------
2789 Two functions are provided to translate strings: `minetest.translate` and
2790 `minetest.get_translator`.
2792 * `minetest.get_translator(textdomain)` is a simple wrapper around
2793 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2794 equivalent to `minetest.translate(textdomain, str, ...)`.
2795 It is intended to be used in the following way, so that it avoids verbose
2796 repetitions of `minetest.translate`:
2798 local S = minetest.get_translator(textdomain)
2801 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2803 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2804 the given `textdomain` for disambiguation. The textdomain must match the
2805 textdomain specified in the translation file in order to get the string
2806 translated. This can be used so that a string is translated differently in
2808 It is advised to use the name of the mod as textdomain whenever possible, to
2809 avoid clashes with other mods.
2810 This function must be given a number of arguments equal to the number of
2811 arguments the translated string expects.
2812 Arguments are literal strings -- they will not be translated, so if you want
2813 them to be, they need to come as outputs of `minetest.translate` as well.
2815 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2816 by the translation of "Red". We can do the following:
2818 local S = minetest.get_translator()
2819 S("@1 Wool", S("Red"))
2821 This will be displayed as "Red Wool" on old clients and on clients that do
2822 not have localization enabled. However, if we have for instance a translation
2823 file named `wool.fr.tr` containing the following:
2828 this will be displayed as "Laine Rouge" on clients with a French locale.
2830 Operations on translated strings
2831 --------------------------------
2833 The output of `minetest.translate` is a string, with escape sequences adding
2834 additional information to that string so that it can be translated on the
2835 different clients. In particular, you can't expect operations like string.length
2836 to work on them like you would expect them to, or string.gsub to work in the
2837 expected manner. However, string concatenation will still work as expected
2838 (note that you should only use this for things like formspecs; do not translate
2839 sentences by breaking them into parts; arguments should be used instead), and
2840 operations such as `minetest.colorize` which are also concatenation.
2842 Translation file format
2843 -----------------------
2845 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2846 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2847 The file should be a text file, with the following format:
2849 * Lines beginning with `# textdomain:` (the space is significant) can be used
2850 to specify the text domain of all following translations in the file.
2851 * All other empty lines or lines beginning with `#` are ignored.
2852 * Other lines should be in the format `original=translated`. Both `original`
2853 and `translated` can contain escape sequences beginning with `@` to insert
2854 arguments, literal `@`, `=` or newline (See [Escapes] below).
2855 There must be no extraneous whitespace around the `=` or at the beginning or
2856 the end of the line.
2861 Strings that need to be translated can contain several escapes, preceded by `@`.
2863 * `@@` acts as a literal `@`.
2864 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2865 string that will be inlined when translated. Due to how translations are
2866 implemented, the original translation string **must** have its arguments in
2867 increasing order, without gaps or repetitions, starting from 1.
2868 * `@=` acts as a literal `=`. It is not required in strings given to
2869 `minetest.translate`, but is in translation files to avoid being confused
2870 with the `=` separating the original from the translation.
2871 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2872 As with `@=`, this escape is not required in strings given to
2873 `minetest.translate`, but is in translation files.
2874 * `@n` acts as a literal newline as well.
2882 Perlin noise creates a continuously-varying value depending on the input values.
2883 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2884 The result is used during map generation to create the terrain shape, vary heat
2885 and humidity to distribute biomes, vary the density of decorations or vary the
2888 Structure of perlin noise
2889 -------------------------
2891 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2892 The smooth wavy noise it generates has a single characteristic scale, almost
2893 like a 'wavelength', so on its own does not create fine detail.
2894 Due to this perlin noise combines several octaves to create variation on
2895 multiple scales. Each additional octave has a smaller 'wavelength' than the
2898 This combination results in noise varying very roughly between -2.0 and 2.0 and
2899 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2900 and offset the noise variation.
2902 The final perlin noise variation is created as follows:
2904 noise = offset + scale * (octave1 +
2905 octave2 * persistence +
2906 octave3 * persistence ^ 2 +
2907 octave4 * persistence ^ 3 +
2913 Noise Parameters are commonly called `NoiseParams`.
2917 After the multiplication by `scale` this is added to the result and is the final
2918 step in creating the noise value.
2919 Can be positive or negative.
2923 Once all octaves have been combined, the result is multiplied by this.
2924 Can be positive or negative.
2928 For octave1, this is roughly the change of input value needed for a very large
2929 variation in the noise value generated by octave1. It is almost like a
2930 'wavelength' for the wavy noise variation.
2931 Each additional octave has a 'wavelength' that is smaller than the previous
2932 octave, to create finer detail. `spread` will therefore roughly be the typical
2933 size of the largest structures in the final noise variation.
2935 `spread` is a vector with values for x, y, z to allow the noise variation to be
2936 stretched or compressed in the desired axes.
2937 Values are positive numbers.
2941 This is a whole number that determines the entire pattern of the noise
2942 variation. Altering it enables different noise patterns to be created.
2943 With other parameters equal, different seeds produce different noise patterns
2944 and identical seeds produce identical noise patterns.
2946 For this parameter you can randomly choose any whole number. Usually it is
2947 preferable for this to be different from other seeds, but sometimes it is useful
2948 to be able to create identical noise patterns.
2950 When used in mapgen this is actually a 'seed offset', it is added to the
2951 'world seed' to create the seed used by the noise, to ensure the noise has a
2952 different pattern in different worlds.
2956 The number of simple noise generators that are combined.
2957 A whole number, 1 or more.
2958 Each additional octave adds finer detail to the noise but also increases the
2959 noise calculation load.
2960 3 is a typical minimum for a high quality, complex and natural-looking noise
2961 variation. 1 octave has a slight 'gridlike' appearence.
2963 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2964 size of the finest detail you require. For example:
2965 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2966 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2967 512, 256, 128, 64, 32, 16 nodes.
2968 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2972 Each additional octave has an amplitude that is the amplitude of the previous
2973 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2974 as is often helpful and natural to do so.
2975 Since this controls the balance of fine detail to large-scale detail
2976 `persistence` can be thought of as the 'roughness' of the noise.
2978 A positive or negative non-zero number, often between 0.3 and 1.0.
2979 A common medium value is 0.5, such that each octave has half the amplitude of
2980 the previous octave.
2981 This may need to be tuned when altering `lacunarity`; when doing so consider
2982 that a common medium value is 1 / lacunarity.
2986 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2987 previous octave multiplied by 1 / lacunarity, to create finer detail.
2988 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2990 A positive number no smaller than 1.0.
2991 Values below 2.0 create higher quality noise at the expense of requiring more
2992 octaves to cover a paticular range of 'wavelengths'.
2996 Leave this field unset for no special handling.
2997 Currently supported are `defaults`, `eased` and `absvalue`:
3001 Specify this if you would like to keep auto-selection of eased/not-eased while
3002 specifying some other flags.
3006 Maps noise gradient values onto a quintic S-curve before performing
3007 interpolation. This results in smooth, rolling noise.
3008 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3010 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3012 Easing a 3D noise significantly increases the noise calculation load, so use
3017 The absolute value of each octave's noise variation is used when combining the
3018 octaves. The final perlin noise variation is created as follows:
3020 noise = offset + scale * (abs(octave1) +
3021 abs(octave2) * persistence +
3022 abs(octave3) * persistence ^ 2 +
3023 abs(octave4) * persistence ^ 3 +
3028 For 2D or 3D perlin noise or perlin noise maps:
3033 spread = {x = 500, y = 500, z = 500},
3038 flags = "defaults, absvalue",
3041 For 2D noise the Z component of `spread` is still defined but is ignored.
3042 A single noise parameter table can be used for 2D or 3D noise.
3053 These tell in what manner the ore is generated.
3055 All default ores are of the uniformly-distributed scatter type.
3059 Randomly chooses a location and generates a cluster of ore.
3061 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3062 at that point is greater than the `noise_threshold`, giving the ability to
3063 create a non-equal distribution of ore.
3067 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3068 described by `noise_params` and `noise_threshold`. This is essentially an
3069 improved version of the so-called "stratus" ore seen in some unofficial mods.
3071 This sheet consists of vertical columns of uniform randomly distributed height,
3072 varying between the inclusive range `column_height_min` and `column_height_max`.
3073 If `column_height_min` is not specified, this parameter defaults to 1.
3074 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3075 for reverse compatibility. New code should prefer `column_height_max`.
3077 The `column_midpoint_factor` parameter controls the position of the column at
3078 which ore emanates from.
3079 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3080 equally starting from each direction.
3081 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3082 this parameter is not specified, the default is 0.5.
3084 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3089 Creates a sheet of ore in a cloud-like puff shape.
3091 As with the `sheet` ore type, the size and shape of puffs are described by
3092 `noise_params` and `noise_threshold` and are placed at random vertical
3093 positions within the currently generated chunk.
3095 The vertical top and bottom displacement of each puff are determined by the
3096 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3100 Creates a deformed sphere of ore according to 3d perlin noise described by
3101 `noise_params`. The maximum size of the blob is `clust_size`, and
3102 `clust_scarcity` has the same meaning as with the `scatter` type.
3106 Creates veins of ore varying in density by according to the intersection of two
3107 instances of 3d perlin noise with different seeds, both described by
3110 `random_factor` varies the influence random chance has on placement of an ore
3111 inside the vein, which is `1` by default. Note that modifying this parameter
3112 may require adjusting `noise_threshold`.
3114 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3117 This ore type is difficult to control since it is sensitive to small changes.
3118 The following is a decent set of parameters to work from:
3123 spread = {x=200, y=200, z=200},
3130 noise_threshold = 1.6
3132 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3133 computationally expensive than any other ore.
3137 Creates a single undulating ore stratum that is continuous across mapchunk
3138 borders and horizontally spans the world.
3140 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3141 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3142 defines the stratum's vertical thickness (in units of nodes). Due to being
3143 continuous across mapchunk borders the stratum's vertical thickness is
3146 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3147 to y_max in a simple horizontal stratum.
3149 A parameter `stratum_thickness` can be provided instead of the noise parameter
3150 `np_stratum_thickness`, to create a constant thickness.
3152 Leaving out one or both noise parameters makes the ore generation less
3153 intensive, useful when adding multiple strata.
3155 `y_min` and `y_max` define the limits of the ore generation and for performance
3156 reasons should be set as close together as possible but without clipping the
3157 stratum's Y variation.
3159 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3160 solid-ore stratum would require a `clust_scarcity` of 1.
3162 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3163 `random_factor` are ignored by this ore type.
3168 See section [Flag Specifier Format].
3170 Currently supported flags:
3171 `puff_cliffs`, `puff_additive_composition`.
3175 If set, puff ore generation will not taper down large differences in
3176 displacement when approaching the edge of a puff. This flag has no effect for
3177 ore types other than `puff`.
3179 ### `puff_additive_composition`
3181 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3182 in a negative displacement, the sub-column at that point is not generated. With
3183 this attribute set, puff ore generation will instead generate the absolute
3184 difference in noise displacement values. This flag has no effect for ore types
3193 The varying types of decorations that can be placed.
3198 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3199 a list, if a decoration list is specified). Can specify a certain node it must
3200 spawn next to, such as water or lava, for example. Can also generate a
3201 decoration of random height between a specified lower and upper bound.
3202 This type of decoration is intended for placement of grass, flowers, cacti,
3203 papyri, waterlilies and so on.
3208 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3209 Can specify a probability of a node randomly appearing when placed.
3210 This decoration type is intended to be used for multi-node sized discrete
3211 structures, such as trees, cave spikes, rocks, and so on.
3220 --------------------
3222 A schematic specifier identifies a schematic by either a filename to a
3223 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3224 in the form of a table. This table specifies the following fields:
3226 * The `size` field is a 3D vector containing the dimensions of the provided
3227 schematic. (required field)
3228 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3229 sets the probability of a particular horizontal slice of the schematic being
3230 placed. (optional field)
3231 `ypos` = 0 for the lowest horizontal slice of a schematic.
3232 The default of `prob` is 255.
3233 * The `data` field is a flat table of MapNode tables making up the schematic,
3234 in the order of `[z [y [x]]]`. (required field)
3235 Each MapNode table contains:
3236 * `name`: the name of the map node to place (required)
3237 * `prob` (alias `param1`): the probability of this node being placed
3239 * `param2`: the raw param2 value of the node being placed onto the map
3241 * `force_place`: boolean representing if the node should forcibly overwrite
3242 any previous contents (default: false)
3244 About probability values:
3246 * A probability value of `0` or `1` means that node will never appear
3248 * A probability value of `254` or `255` means the node will always appear
3250 * If the probability value `p` is greater than `1`, then there is a
3251 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3254 Schematic attributes
3255 --------------------
3257 See section [Flag Specifier Format].
3259 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3262 * `place_center_x`: Placement of this decoration is centered along the X axis.
3263 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3264 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3265 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3271 Lua Voxel Manipulator
3272 =====================
3277 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3278 facility. The purpose of this object is for fast, low-level, bulk access to
3279 reading and writing Map content. As such, setting map nodes through VoxelManip
3280 will lack many of the higher level features and concepts you may be used to
3281 with other methods of setting nodes. For example, nodes will not have their
3282 construction and destruction callbacks run, and no rollback information is
3285 It is important to note that VoxelManip is designed for speed, and *not* ease
3286 of use or flexibility. If your mod requires a map manipulation facility that
3287 will handle 100% of all edge cases, or the use of high level node placement
3288 features, perhaps `minetest.set_node()` is better suited for the job.
3290 In addition, VoxelManip might not be faster, or could even be slower, for your
3291 specific use case. VoxelManip is most effective when setting large areas of map
3292 at once - for example, if only setting a 3x3x3 node area, a
3293 `minetest.set_node()` loop may be more optimal. Always profile code using both
3294 methods of map manipulation to determine which is most appropriate for your
3297 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3298 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3303 A VoxelManip object can be created any time using either:
3304 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3306 If the optional position parameters are present for either of these routines,
3307 the specified region will be pre-loaded into the VoxelManip object on creation.
3308 Otherwise, the area of map you wish to manipulate must first be loaded into the
3309 VoxelManip object using `VoxelManip:read_from_map()`.
3311 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3312 formed by these positions indicate the minimum and maximum (respectively)
3313 positions of the area actually loaded in the VoxelManip, which may be larger
3314 than the area requested. For convenience, the loaded area coordinates can also
3315 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3317 Now that the VoxelManip object is populated with map data, your mod can fetch a
3318 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3319 which retrieves an individual node in a MapNode formatted table at the position
3320 requested is the simplest method to use, but also the slowest.
3322 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3325 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3327 * `VoxelManip:get_light_data()` for node light levels, and
3328 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3330 See section [Flat array format] for more details.
3332 It is very important to understand that the tables returned by any of the above
3333 three functions represent a snapshot of the VoxelManip's internal state at the
3334 time of the call. This copy of the data will not magically update itself if
3335 another function modifies the internal VoxelManip state.
3336 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3337 internal state unless otherwise explicitly stated.
3339 Once the bulk data has been edited to your liking, the internal VoxelManip
3340 state can be set using:
3342 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3344 * `VoxelManip:set_light_data()` for node light levels, and
3345 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3347 The parameter to each of the above three functions can use any table at all in
3348 the same flat array format as produced by `get_data()` etc. and is not required
3349 to be a table retrieved from `get_data()`.
3351 Once the internal VoxelManip state has been modified to your liking, the
3352 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3354 ### Flat array format
3357 `Nx = p2.X - p1.X + 1`,
3358 `Ny = p2.Y - p1.Y + 1`, and
3359 `Nz = p2.Z - p1.Z + 1`.
3361 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3362 including the value of the expression `Nx * Ny * Nz`.
3364 Positions offset from p1 are present in the array with the format of:
3367 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3368 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3370 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3371 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3373 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3375 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3378 and the array index for a position p contained completely in p1..p2 is:
3380 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3382 Note that this is the same "flat 3D array" format as
3383 `PerlinNoiseMap:get3dMap_flat()`.
3384 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3385 of the index for a single point in a flat VoxelManip array.
3389 A Content ID is a unique integer identifier for a specific node type.
3390 These IDs are used by VoxelManip in place of the node name string for
3391 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3392 `minetest.get_content_id()` to look up the Content ID for the specified node
3393 name, and `minetest.get_name_from_content_id()` to look up the node name string
3394 for a given Content ID.
3395 After registration of a node, its Content ID will remain the same throughout
3396 execution of the mod.
3397 Note that the node being queried needs to have already been been registered.
3399 The following builtin node types have their Content IDs defined as constants:
3401 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3402 * `minetest.CONTENT_AIR`: ID for "air" nodes
3403 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3405 ### Mapgen VoxelManip objects
3407 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3408 VoxelManip object used by the core's Map Generator (commonly abbreviated
3409 Mapgen). Most of the rules previously described still apply but with a few
3412 * The Mapgen VoxelManip object is retrieved using:
3413 `minetest.get_mapgen_object("voxelmanip")`
3414 * This VoxelManip object already has the region of map just generated loaded
3415 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3416 a Mapgen VoxelManip.
3417 * The `on_generated()` callbacks of some mods may place individual nodes in the
3418 generated area using non-VoxelManip map modification methods. Because the
3419 same Mapgen VoxelManip object is passed through each `on_generated()`
3420 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3421 consistency with the current map state. For this reason, calling any of the
3422 following functions:
3423 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3424 will also update the Mapgen VoxelManip object's internal state active on the
3426 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3427 necessary to update lighting information using either:
3428 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3430 ### Other API functions operating on a VoxelManip
3432 If any VoxelManip contents were set to a liquid node,
3433 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3434 flowing. It is recommended to call this function only after having written all
3435 buffered data back to the VoxelManip object, save for special situations where
3436 the modder desires to only have certain liquid nodes begin flowing.
3438 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3439 will generate all registered decorations and ores throughout the full area
3440 inside of the specified VoxelManip object.
3442 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3443 `minetest.place_schematic()`, except instead of placing the specified schematic
3444 directly on the map at the specified position, it will place the schematic
3445 inside the VoxelManip.
3449 * Attempting to read data from a VoxelManip object before map is read will
3450 result in a zero-length array table for `VoxelManip:get_data()`, and an
3451 "ignore" node at any position for `VoxelManip:get_node_at()`.
3452 * If either a region of map has not yet been generated or is out-of-bounds of
3453 the map, that region is filled with "ignore" nodes.
3454 * Other mods, or the core itself, could possibly modify the area of map
3455 currently loaded into a VoxelManip object. With the exception of Mapgen
3456 VoxelManips (see above section), the internal buffers are not updated. For
3457 this reason, it is strongly encouraged to complete the usage of a particular
3458 VoxelManip object in the same callback it had been created.
3459 * If a VoxelManip object will be used often, such as in an `on_generated()`
3460 callback, consider passing a file-scoped table as the optional parameter to
3461 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3462 to write map data to instead of returning a new table each call. This greatly
3463 enhances performance by avoiding unnecessary memory allocations.
3468 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3469 containing the region formed by `p1` and `p2`.
3470 * returns actual emerged `pmin`, actual emerged `pmax`
3471 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3473 * **important**: data must be set using `VoxelManip:set_data()` before
3475 * if `light` is true, then lighting is automatically recalculated.
3476 The default value is true.
3477 If `light` is false, no light calculations happen, and you should correct
3478 all modified blocks with `minetest.fix_light()` as soon as possible.
3479 Keep in mind that modifying the map where light is incorrect can cause
3481 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3482 the `VoxelManip` at that position
3483 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3485 * `get_data([buffer])`: Retrieves the node content data loaded into the
3486 `VoxelManip` object.
3487 * returns raw node data in the form of an array of node content IDs
3488 * if the param `buffer` is present, this table will be used to store the
3490 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3491 * `update_map()`: Does nothing, kept for compatibility.
3492 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3494 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3495 * To be used only by a `VoxelManip` object from
3496 `minetest.get_mapgen_object`.
3497 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3499 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3500 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3502 * Each value is the bitwise combination of day and night light values
3504 * `light = day + (night * 16)`
3505 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3506 in the `VoxelManip`.
3507 * expects lighting data in the same format that `get_light_data()` returns
3508 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3509 `VoxelManip` object.
3510 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3512 * If the param `buffer` is present, this table will be used to store the
3514 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3516 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3518 * To be used only by a `VoxelManip` object from
3519 `minetest.get_mapgen_object`.
3520 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3521 area if left out or nil. For almost all uses these should be left out
3522 or nil to use the default.
3523 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3524 generated mapchunk above are propagated down into the mapchunk, defaults
3525 to `true` if left out.
3526 * `update_liquids()`: Update liquid flow
3527 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3528 manipulator had been modified since the last read from map, due to a call to
3529 `minetest.set_data()` on the loaded area elsewhere.
3530 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3535 A helper class for voxel areas.
3536 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3537 The coordinates are *inclusive*, like most other things in Minetest.
3541 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3542 `MinEdge` and `MaxEdge`.
3543 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3545 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3547 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3548 * The position (x, y, z) is not checked for being inside the area volume,
3549 being outside can cause an incorrect index result.
3550 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3551 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3552 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3553 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3554 is not checked for being inside the area volume.
3555 * `position(i)`: returns the absolute position vector corresponding to index
3557 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3558 `MinEdge` and `MaxEdge`.
3559 * `containsp(p)`: same as above, except takes a vector
3560 * `containsi(i)`: same as above, except takes an index `i`
3561 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3563 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3565 * `iterp(minp, maxp)`: same as above, except takes a vector
3573 A mapgen object is a construct used in map generation. Mapgen objects can be
3574 used by an `on_generate` callback to speed up operations by avoiding
3575 unnecessary recalculations, these can be retrieved using the
3576 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3577 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3578 callback, `nil` is returned.
3580 The following Mapgen objects are currently available:
3584 This returns three values; the `VoxelManip` object to be used, minimum and
3585 maximum emerged position, in that order. All mapgens support this object.
3589 Returns an array containing the y coordinates of the ground levels of nodes in
3590 the most recently generated chunk by the current mapgen.
3594 Returns an array containing the biome IDs of nodes in the most recently
3595 generated chunk by the current mapgen.
3599 Returns an array containing the temperature values of nodes in the most
3600 recently generated chunk by the current mapgen.
3604 Returns an array containing the humidity values of nodes in the most recently
3605 generated chunk by the current mapgen.
3609 Returns a table mapping requested generation notification types to arrays of
3610 positions at which the corresponding generated structures are located within
3611 the current chunk. To set the capture of positions of interest to be recorded
3612 on generate, use `minetest.set_gen_notify()`.
3613 For decorations, the returned positions are the ground surface 'place_on'
3614 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3615 node above the returned position and possibly displaced by 'place_offset_y'.
3617 Possible fields of the table returned are:
3623 * `large_cave_begin`
3627 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3628 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3636 Functions receive a "luaentity" as `self`:
3638 * It has the member `.name`, which is the registered name `("mod:thing")`
3639 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3640 * The original prototype stuff is visible directly via a metatable
3644 * `on_activate(self, staticdata, dtime_s)`
3645 * Called when the object is instantiated.
3646 * `dtime_s` is the time passed since the object was unloaded, which can be
3647 used for updating the entity state.
3648 * `on_step(self, dtime)`
3649 * Called on every server tick, after movement and collision processing.
3650 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3652 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3653 * Called when somebody punches the object.
3654 * Note that you probably want to handle most punches using the automatic
3656 * `puncher`: an `ObjectRef` (can be `nil`)
3657 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3659 * `tool_capabilities`: capability table of used tool (can be `nil`)
3660 * `dir`: unit vector of direction of punch. Always defined. Points from the
3661 puncher to the punched.
3662 * `damage`: damage that will be done to entity.
3663 * `on_death(self, killer)`
3664 * Called when the object dies.
3665 * `killer`: an `ObjectRef` (can be `nil`)
3666 * `on_rightclick(self, clicker)`
3667 * `on_attach_child(self, child)`
3668 * `child`: an `ObjectRef` of the child that attaches
3669 * `on_detach_child(self, child)`
3670 * `child`: an `ObjectRef` of the child that detaches
3671 * `on_detach(self, parent)`
3672 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3673 * This happens before the parent object is removed from the world
3674 * `get_staticdata(self)`
3675 * Should return a string that will be passed to `on_activate` when the
3676 object is instantiated the next time.
3688 axiom, --string initial tree axiom
3689 rules_a, --string rules set A
3690 rules_b, --string rules set B
3691 rules_c, --string rules set C
3692 rules_d, --string rules set D
3693 trunk, --string trunk node name
3694 leaves, --string leaves node name
3695 leaves2, --string secondary leaves node name
3696 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3697 angle, --num angle in deg
3698 iterations, --num max # of iterations, usually 2 -5
3699 random_level, --num factor to lower nr of iterations, usually 0 - 3
3700 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3701 -- 2x2 nodes or 3x3 in cross shape
3702 thin_branches, --boolean true -> use thin (1 node) branches
3703 fruit, --string fruit node name
3704 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3705 seed, --num random seed, if no seed is provided, the engine
3709 Key for special L-System symbols used in axioms
3710 -----------------------------------------------
3712 * `G`: move forward one unit with the pen up
3713 * `F`: move forward one unit with the pen down drawing trunks and branches
3714 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3715 * `T`: move forward one unit with the pen down drawing trunks only
3716 * `R`: move forward one unit with the pen down placing fruit
3717 * `A`: replace with rules set A
3718 * `B`: replace with rules set B
3719 * `C`: replace with rules set C
3720 * `D`: replace with rules set D
3721 * `a`: replace with rules set A, chance 90%
3722 * `b`: replace with rules set B, chance 80%
3723 * `c`: replace with rules set C, chance 70%
3724 * `d`: replace with rules set D, chance 60%
3725 * `+`: yaw the turtle right by `angle` parameter
3726 * `-`: yaw the turtle left by `angle` parameter
3727 * `&`: pitch the turtle down by `angle` parameter
3728 * `^`: pitch the turtle up by `angle` parameter
3729 * `/`: roll the turtle to the right by `angle` parameter
3730 * `*`: roll the turtle to the left by `angle` parameter
3731 * `[`: save in stack current state info
3732 * `]`: recover from stack state info
3737 Spawn a small apple tree:
3739 pos = {x=230,y=20,z=4}
3742 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3743 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3744 trunk="default:tree",
3745 leaves="default:leaves",
3749 trunk_type="single",
3752 fruit="default:apple"
3754 minetest.spawn_tree(pos,apple_tree)
3759 'minetest' namespace reference
3760 ==============================
3765 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3767 * `minetest.get_modpath(modname)`: returns e.g.
3768 `"/home/user/.minetest/usermods/modname"`.
3769 * Useful for loading additional `.lua` modules or static data from mod
3770 * `minetest.get_modnames()`: returns a list of installed mods
3771 * Return a list of installed mods, sorted alphabetically
3772 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3773 * Useful for storing custom data
3774 * `minetest.is_singleplayer()`
3775 * `minetest.features`: Table containing API feature flags
3778 glasslike_framed = true, -- 0.4.7
3779 nodebox_as_selectionbox = true, -- 0.4.7
3780 get_all_craft_recipes_works = true, -- 0.4.7
3781 -- The transparency channel of textures can optionally be used on
3783 use_texture_alpha = true,
3784 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3785 no_legacy_abms = true,
3786 -- Texture grouping is possible using parentheses (0.4.11)
3787 texture_names_parens = true,
3788 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3789 area_store_custom_ids = true,
3790 -- add_entity supports passing initial staticdata to on_activate
3792 add_entity_with_staticdata = true,
3793 -- Chat messages are no longer predicted (0.4.16)
3794 no_chat_message_prediction = true,
3795 -- The transparency channel of textures can optionally be used on
3796 -- objects (ie: players and lua entities) (5.0.0)
3797 object_use_texture_alpha = true,
3798 -- Object selectionbox is settable independently from collisionbox
3800 object_independent_selectionbox = true,
3801 -- Specifies whether binary data can be uploaded or downloaded using
3802 -- the HTTP API (5.1.0)
3803 httpfetch_binary_data = true,
3804 -- Whether formspec_version[<version>] may be used (5.1.0)
3805 formspec_version_element = true,
3806 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
3807 area_store_persistent_ids = true,
3810 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3811 * `arg`: string or table in format `{foo=true, bar=true}`
3812 * `missing_features`: `{foo=true, bar=true}`
3813 * `minetest.get_player_information(player_name)`: Table containing information
3814 about a player. Example return value:
3817 address = "127.0.0.1", -- IP address of client
3818 ip_version = 4, -- IPv4 / IPv6
3819 min_rtt = 0.01, -- minimum round trip time
3820 max_rtt = 0.2, -- maximum round trip time
3821 avg_rtt = 0.02, -- average round trip time
3822 min_jitter = 0.01, -- minimum packet time jitter
3823 max_jitter = 0.5, -- maximum packet time jitter
3824 avg_jitter = 0.03, -- average packet time jitter
3825 connection_uptime = 200, -- seconds since client connected
3826 protocol_version = 32, -- protocol version used by client
3827 formspec_version = 2, -- supported formspec version
3828 -- following information is available on debug build only!!!
3829 -- DO NOT USE IN MODS
3830 --ser_vers = 26, -- serialization version used by client
3831 --major = 0, -- major version number
3832 --minor = 4, -- minor version number
3833 --patch = 10, -- patch version number
3834 --vers_string = "0.4.9-git", -- full version string
3835 --state = "Active" -- current client state
3838 * `minetest.mkdir(path)`: returns success.
3839 * Creates a directory specified by `path`, creating parent directories
3840 if they don't exist.
3841 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3843 * nil: return all entries,
3844 * true: return only subdirectory names, or
3845 * false: return only file names.
3846 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3847 * Replaces contents of file at path with new contents in a safe (atomic)
3848 way. Use this instead of below code when writing e.g. database files:
3849 `local f = io.open(path, "wb"); f:write(content); f:close()`
3850 * `minetest.get_version()`: returns a table containing components of the
3851 engine version. Components:
3852 * `project`: Name of the project, eg, "Minetest"
3853 * `string`: Simple version, eg, "1.2.3-dev"
3854 * `hash`: Full git version (only set if available),
3855 eg, "1.2.3-dev-01234567-dirty".
3856 Use this for informational purposes only. The information in the returned
3857 table does not represent the capabilities of the engine, nor is it
3858 reliable or verifiable. Compatible forks will have a different name and
3859 version entirely. To check for the presence of engine features, test
3860 whether the functions exported by the wanted features exist. For example:
3861 `if minetest.check_for_falling then ... end`.
3862 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3863 * `data`: string of data to hash
3864 * `raw`: return raw bytes instead of hex digits, default: false
3869 * `minetest.debug(...)`
3870 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3871 * `minetest.log([level,] text)`
3872 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3873 `"info"`, or `"verbose"`. Default is `"none"`.
3875 Registration functions
3876 ----------------------
3878 Call these functions only at load time!
3882 * `minetest.register_node(name, node definition)`
3883 * `minetest.register_craftitem(name, item definition)`
3884 * `minetest.register_tool(name, item definition)`
3885 * `minetest.override_item(name, redefinition)`
3886 * Overrides fields of an item registered with register_node/tool/craftitem.
3887 * Note: Item must already be defined, (opt)depend on the mod defining it.
3888 * Example: `minetest.override_item("default:mese",
3889 {light_source=minetest.LIGHT_MAX})`
3890 * `minetest.unregister_item(name)`
3891 * Unregisters the item from the engine, and deletes the entry with key
3892 `name` from `minetest.registered_items` and from the associated item table
3893 according to its nature: `minetest.registered_nodes`, etc.
3894 * `minetest.register_entity(name, entity definition)`
3895 * `minetest.register_abm(abm definition)`
3896 * `minetest.register_lbm(lbm definition)`
3897 * `minetest.register_alias(alias, original_name)`
3898 * Also use this to set the 'mapgen aliases' needed in a game for the core
3899 mapgens. See [Mapgen aliases] section above.
3900 * `minetest.register_alias_force(alias, original_name)`
3901 * `minetest.register_ore(ore definition)`
3902 * Returns an integer object handle uniquely identifying the registered
3904 * The order of ore registrations determines the order of ore generation.
3905 * `minetest.register_biome(biome definition)`
3906 * Returns an integer object handle uniquely identifying the registered
3907 biome on success. To get the biome ID, use `minetest.get_biome_id`.
3908 * `minetest.unregister_biome(name)`
3909 * Unregisters the biome from the engine, and deletes the entry with key
3910 `name` from `minetest.registered_biomes`.
3911 * `minetest.register_decoration(decoration definition)`
3912 * Returns an integer object handle uniquely identifying the registered
3913 decoration on success. To get the decoration ID, use
3914 `minetest.get_decoration_id`.
3915 * The order of decoration registrations determines the order of decoration
3917 * `minetest.register_schematic(schematic definition)`
3918 * Returns an integer object handle uniquely identifying the registered
3919 schematic on success.
3920 * If the schematic is loaded from a file, the `name` field is set to the
3922 * If the function is called when loading the mod, and `name` is a relative
3923 path, then the current mod path will be prepended to the schematic
3925 * `minetest.clear_registered_ores()`
3926 * Clears all ores currently registered.
3927 * `minetest.clear_registered_biomes()`
3928 * Clears all biomes currently registered.
3929 * `minetest.clear_registered_decorations()`
3930 * Clears all decorations currently registered.
3931 * `minetest.clear_registered_schematics()`
3932 * Clears all schematics currently registered.
3936 * `minetest.register_craft(recipe)`
3937 * Check recipe table syntax for different types below.
3938 * `minetest.clear_craft(recipe)`
3939 * Will erase existing craft based either on output item or on input recipe.
3940 * Specify either output or input only. If you specify both, input will be
3941 ignored. For input use the same recipe table syntax as for
3942 `minetest.register_craft(recipe)`. For output specify only the item,
3944 * Returns false if no erase candidate could be found, otherwise returns true.
3945 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3946 ignored if the recipe contains output. Erasing is then done independently
3947 from the crafting method.
3948 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3949 * `minetest.override_chatcommand(name, redefinition)`
3950 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3951 * `minetest.unregister_chatcommand(name)`
3952 * Unregisters a chatcommands registered with `register_chatcommand`.
3953 * `minetest.register_privilege(name, definition)`
3954 * `definition` can be a description or a definition table (see [Privilege
3956 * If it is a description, the priv will be granted to singleplayer and admin
3958 * To allow players with `basic_privs` to grant, see the `basic_privs`
3959 minetest.conf setting.
3960 * `minetest.register_authentication_handler(authentication handler definition)`
3961 * Registers an auth handler that overrides the builtin one.
3962 * This function can be called by a single mod once only.
3964 Global callback registration functions
3965 --------------------------------------
3967 Call these functions only at load time!
3969 * `minetest.register_globalstep(function(dtime))`
3970 * Called every server step, usually interval of 0.1s
3971 * `minetest.register_on_mods_loaded(function())`
3972 * Called after mods have finished loading and before the media is cached or the
3974 * `minetest.register_on_shutdown(function())`
3975 * Called before server shutdown
3976 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3977 registered callbacks **will likely not be run**. Data should be saved at
3978 semi-frequent intervals as well as on server shutdown.
3979 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3980 * Called when a node has been placed
3981 * If return `true` no item is taken from `itemstack`
3982 * `placer` may be any valid ObjectRef or nil.
3983 * **Not recommended**; use `on_construct` or `after_place_node` in node
3984 definition whenever possible.
3985 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3986 * Called when a node has been dug.
3987 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3988 definition whenever possible.
3989 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3990 * Called when a node is punched
3991 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3992 * Called after generating a piece of world. Modifying nodes inside the area
3993 is a bit faster than usually.
3994 * `minetest.register_on_newplayer(function(ObjectRef))`
3995 * Called after a new player has been created
3996 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3997 * Called when a player is punched
3998 * Note: This callback is invoked even if the punched player is dead.
3999 * `player`: ObjectRef - Player that was punched
4000 * `hitter`: ObjectRef - Player that hit
4001 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4003 * `tool_capabilities`: Capability table of used tool (can be nil)
4004 * `dir`: Unit vector of direction of punch. Always defined. Points from
4005 the puncher to the punched.
4006 * `damage`: Number that represents the damage calculated by the engine
4007 * should return `true` to prevent the default damage mechanism
4008 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4009 * Called when the player gets damaged or healed
4010 * `player`: ObjectRef of the player
4011 * `hp_change`: the amount of change. Negative when it is damage.
4012 * `reason`: a PlayerHPChangeReason table.
4013 * The `type` field will have one of the following values:
4014 * `set_hp`: A mod or the engine called `set_hp` without
4015 giving a type - use this for custom damage types.
4016 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4018 * `node_damage`: `damage_per_second` from a neighbouring node.
4019 `reason.node` will hold the node name or nil.
4022 * Any of the above types may have additional fields from mods.
4023 * `reason.from` will be `mod` or `engine`.
4024 * `modifier`: when true, the function should return the actual `hp_change`.
4025 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4026 Modifiers can return true as a second argument to stop the execution of further functions.
4027 Non-modifiers receive the final HP change calculated by the modifiers.
4028 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4029 * Called when a player dies
4030 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4031 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4032 * Called when player is to be respawned
4033 * Called _before_ repositioning of player occurs
4034 * return true in func to disable regular player placement
4035 * `minetest.register_on_prejoinplayer(function(name, ip))`
4036 * Called before a player joins the game
4037 * If it returns a string, the player is disconnected with that string as
4039 * `minetest.register_on_joinplayer(function(ObjectRef))`
4040 * Called when a player joins the game
4041 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4042 * Called when a player leaves the game
4043 * `timed_out`: True for timeout, false for other reasons.
4044 * `minetest.register_on_auth_fail(function(name, ip))`
4045 * Called when a client attempts to log into an account but supplies the
4047 * `ip`: The IP address of the client.
4048 * `name`: The account the client attempted to log into.
4049 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4050 * Called when a player cheats
4051 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4053 * `interacted_too_far`
4054 * `interacted_while_dead`
4055 * `finished_unknown_dig`
4058 * `minetest.register_on_chat_message(function(name, message))`
4059 * Called always when a player says something
4060 * Return `true` to mark the message as handled, which means that it will
4061 not be sent to other players.
4062 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4063 * Called when the server received input from `player` in a formspec with
4064 the given `formname`. Specifically, this is called on any of the
4066 * a button was pressed,
4067 * Enter was pressed while the focus was on a text field
4068 * a checkbox was toggled,
4069 * something was selecteed in a drop-down list,
4070 * a different tab was selected,
4071 * selection was changed in a textlist or table,
4072 * an entry was double-clicked in a textlist or table,
4073 * a scrollbar was moved, or
4074 * the form was actively closed by the player.
4075 * Fields are sent for formspec elements which define a field. `fields`
4076 is a table containing each formspecs element value (as string), with
4077 the `name` parameter as index for each. The value depends on the
4078 formspec element type:
4079 * `button` and variants: If pressed, contains the user-facing button
4080 text as value. If not pressed, is `nil`
4081 * `field`, `textarea` and variants: Text in the field
4082 * `dropdown`: Text of selected item
4083 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4084 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4085 * `textlist`: See `minetest.explode_textlist_event`
4086 * `table`: See `minetest.explode_table_event`
4087 * `scrollbar`: See `minetest.explode_scrollbar_event`
4088 * Special case: `["quit"]="true"` is sent when the user actively
4089 closed the form by mouse click, keypress or through a button_exit[]
4091 * Special case: `["key_enter"]="true"` is sent when the user pressed
4092 the Enter key and the focus was either nowhere (causing the formspec
4093 to be closed) or on a button. If the focus was on a text field,
4094 additionally, the index `key_enter_field` contains the name of the
4095 text field. See also: `field_close_on_enter`.
4096 * Newest functions are called first
4097 * If function returns `true`, remaining functions are not called
4098 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4099 * Called when `player` crafts something
4100 * `itemstack` is the output
4101 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4103 * `craft_inv` is the inventory with the crafting grid
4104 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4106 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4107 * The same as before, except that it is called before the player crafts, to
4108 make craft prediction, and it should not change anything.
4109 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4110 * Determinates how much of a stack may be taken, put or moved to a
4112 * `player` (type `ObjectRef`) is the player who modified the inventory
4113 `inventory` (type `InvRef`).
4114 * List of possible `action` (string) values and their
4115 `inventory_info` (table) contents:
4116 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4117 * `put`: `{listname=string, index=number, stack=ItemStack}`
4118 * `take`: Same as `put`
4119 * Return a numeric value to limit the amount of items to be taken, put or
4120 moved. A value of `-1` for `take` will make the source stack infinite.
4121 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4122 * Called after a take, put or move event from/to/in a player inventory
4123 * Function arguments: see `minetest.register_allow_player_inventory_action`
4124 * Does not accept or handle any return value.
4125 * `minetest.register_on_protection_violation(function(pos, name))`
4126 * Called by `builtin` and mods when a player violates protection at a
4127 position (eg, digs a node or punches a protected entity).
4128 * The registered functions can be called using
4129 `minetest.record_protection_violation`.
4130 * The provided function should check that the position is protected by the
4131 mod calling this function before it prints a message, if it does, to
4132 allow for multiple protection mods.
4133 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4134 * Called when an item is eaten, by `minetest.item_eat`
4135 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4136 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4137 * Called when `granter` grants the priv `priv` to `name`.
4138 * Note that the callback will be called twice if it's done by a player,
4139 once with granter being the player name, and again with granter being nil.
4140 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4141 * Called when `revoker` revokes the priv `priv` from `name`.
4142 * Note that the callback will be called twice if it's done by a player,
4143 once with revoker being the player name, and again with revoker being nil.
4144 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4145 * Called when `name` user connects with `ip`.
4146 * Return `true` to by pass the player limit
4147 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4148 * Called when an incoming mod channel message is received
4149 * You should have joined some channels to receive events.
4150 * If message comes from a server mod, `sender` field is an empty string.
4155 * `minetest.settings`: Settings object containing all of the settings from the
4156 main config file (`minetest.conf`).
4157 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4158 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4163 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
4164 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
4165 * Convert between two privilege representations
4166 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4167 * `minetest.check_player_privs(player_or_name, ...)`:
4168 returns `bool, missing_privs`
4169 * A quickhand for checking privileges.
4170 * `player_or_name`: Either a Player object or the name of a player.
4171 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4172 a table, e.g. `{ priva = true, privb = true }`.
4174 * `minetest.check_password_entry(name, entry, password)`
4175 * Returns true if the "password entry" for a player with name matches given
4176 password, false otherwise.
4177 * The "password entry" is the password representation generated by the
4178 engine as returned as part of a `get_auth()` call on the auth handler.
4179 * Only use this function for making it possible to log in via password from
4180 external protocols such as IRC, other uses are frowned upon.
4181 * `minetest.get_password_hash(name, raw_password)`
4182 * Convert a name-password pair to a password hash that Minetest can use.
4183 * The returned value alone is not a good basis for password checks based
4184 on comparing the password hash in the database with the password hash
4185 from the function, with an externally provided password, as the hash
4186 in the db might use the new SRP verifier format.
4187 * For this purpose, use `minetest.check_password_entry` instead.
4188 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4190 * The player needs to be online for this to be successful.
4192 * `minetest.get_auth_handler()`: Return the currently active auth handler
4193 * See the [Authentication handler definition]
4194 * Use this to e.g. get the authentication data for a player:
4195 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4196 * `minetest.notify_authentication_modified(name)`
4197 * Must be called by the authentication handler for privilege changes.
4198 * `name`: string; if omitted, all auth data should be considered modified
4199 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4201 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4203 * `minetest.auth_reload()`
4204 * See `reload()` in authentication handler definition
4206 `minetest.set_player_password`, `minetest_set_player_privs`,
4207 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4213 * `minetest.chat_send_all(text)`
4214 * `minetest.chat_send_player(name, text)`
4215 * `minetest.format_chat_message(name, message)`
4216 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4217 Refer to the documentation of the setting for a list of valid placeholders.
4218 * Takes player name and message, and returns the formatted string to be sent to players.
4219 * Can be redefined by mods if required, for things like colored names or messages.
4220 * **Only** the first occurrence of each placeholder will be replaced.
4225 * `minetest.set_node(pos, node)`
4226 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4227 * Set node at position `pos`
4228 * `node`: table `{name=string, param1=number, param2=number}`
4229 * If param1 or param2 is omitted, it's set to `0`.
4230 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4231 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4232 * Set node on all positions set in the first argument.
4233 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4234 * For node specification or position syntax see `minetest.set_node` call
4235 * Faster than set_node due to single call, but still considerably slower
4236 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4237 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4238 in spread out positions which would cause LVMs to waste memory.
4239 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4241 * `minetest.swap_node(pos, node)`
4242 * Set node at position, but don't remove metadata
4243 * `minetest.remove_node(pos)`
4244 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4245 * `minetest.get_node(pos)`
4246 * Returns the node at the given position as table in the format
4247 `{name="node_name", param1=0, param2=0}`,
4248 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4249 * `minetest.get_node_or_nil(pos)`
4250 * Same as `get_node` but returns `nil` for unloaded areas.
4251 * `minetest.get_node_light(pos, timeofday)`
4252 * Gets the light value at the given position. Note that the light value
4253 "inside" the node at the given position is returned, so you usually want
4254 to get the light value of a neighbor.
4255 * `pos`: The position where to measure the light.
4256 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4257 * Returns a number between `0` and `15` or `nil`
4258 * `minetest.place_node(pos, node)`
4259 * Place node with the same effects that a player would cause
4260 * `minetest.dig_node(pos)`
4261 * Dig node with the same effects that a player would cause
4262 * Returns `true` if successful, `false` on failure (e.g. protected location)
4263 * `minetest.punch_node(pos)`
4264 * Punch node with the same effects that a player would cause
4265 * `minetest.spawn_falling_node(pos)`
4266 * Change node into falling node
4267 * Returns `true` if successful, `false` on failure
4269 * `minetest.find_nodes_with_meta(pos1, pos2)`
4270 * Get a table of positions of nodes that have metadata within a region
4272 * `minetest.get_meta(pos)`
4273 * Get a `NodeMetaRef` at that position
4274 * `minetest.get_node_timer(pos)`
4275 * Get `NodeTimerRef`
4277 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4279 * Returns `ObjectRef`, or `nil` if failed
4280 * `minetest.add_item(pos, item)`: Spawn item
4281 * Returns `ObjectRef`, or `nil` if failed
4282 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4283 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4285 * `radius`: using an euclidean metric
4286 * `minetest.set_timeofday(val)`
4287 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4288 * `minetest.get_timeofday()`
4289 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4291 * `minetest.get_day_count()`: returns number days elapsed since world was
4293 * accounts for time changes.
4294 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4296 * `radius`: using a maximum metric
4297 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4298 * `search_center` is an optional boolean (default: `false`)
4299 If true `pos` is also checked for the nodes
4300 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4302 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4303 * First return value: Table with all node positions
4304 * Second return value: Table with the count of each node with the node name
4306 * Area volume is limited to 4,096,000 nodes
4307 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4309 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4310 * Return value: Table with all node positions with a node air above
4311 * Area volume is limited to 4,096,000 nodes
4312 * `minetest.get_perlin(noiseparams)`
4313 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4314 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4315 * `minetest.get_voxel_manip([pos1, pos2])`
4316 * Return voxel manipulator object.
4317 * Loads the manipulator from the map if positions are passed.
4318 * `minetest.set_gen_notify(flags, {deco_ids})`
4319 * Set the types of on-generate notifications that should be collected.
4320 * `flags` is a flag field with the available flags:
4328 * The second parameter is a list of IDs of decorations which notification
4330 * `minetest.get_gen_notify()`
4331 * Returns a flagstring and a table with the `deco_id`s.
4332 * `minetest.get_decoration_id(decoration_name)`
4333 * Returns the decoration ID number for the provided decoration name string,
4334 or `nil` on failure.
4335 * `minetest.get_mapgen_object(objectname)`
4336 * Return requested mapgen object if available (see [Mapgen objects])
4337 * `minetest.get_heat(pos)`
4338 * Returns the heat at the position, or `nil` on failure.
4339 * `minetest.get_humidity(pos)`
4340 * Returns the humidity at the position, or `nil` on failure.
4341 * `minetest.get_biome_data(pos)`
4342 * Returns a table containing:
4343 * `biome` the biome id of the biome at that position
4344 * `heat` the heat at the position
4345 * `humidity` the humidity at the position
4346 * Or returns `nil` on failure.
4347 * `minetest.get_biome_id(biome_name)`
4348 * Returns the biome id, as used in the biomemap Mapgen object and returned
4349 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4350 * `minetest.get_biome_name(biome_id)`
4351 * Returns the biome name string for the provided biome id, or `nil` on
4353 * If no biomes have been registered, such as in mgv6, returns `default`.
4354 * `minetest.get_mapgen_params()`
4355 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4356 * Returns a table containing:
4362 * `minetest.set_mapgen_params(MapgenParams)`
4363 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4365 * Set map generation parameters.
4366 * Function cannot be called after the registration period; only
4367 initialization and `on_mapgen_init`.
4368 * Takes a table as an argument with the fields:
4374 * Leave field unset to leave that parameter unchanged.
4375 * `flags` contains a comma-delimited string of flags to set, or if the
4376 prefix `"no"` is attached, clears instead.
4377 * `flags` is in the same format and has the same options as `mg_flags` in
4379 * `minetest.get_mapgen_setting(name)`
4380 * Gets the *active* mapgen setting (or nil if none exists) in string
4381 format with the following order of precedence:
4382 1) Settings loaded from map_meta.txt or overrides set during mod
4384 2) Settings set by mods without a metafile override
4385 3) Settings explicitly set in the user config file, minetest.conf
4386 4) Settings set as the user config default
4387 * `minetest.get_mapgen_setting_noiseparams(name)`
4388 * Same as above, but returns the value as a NoiseParams table if the
4389 setting `name` exists and is a valid NoiseParams.
4390 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4391 * Sets a mapgen param to `value`, and will take effect if the corresponding
4392 mapgen setting is not already present in map_meta.txt.
4393 * `override_meta` is an optional boolean (default: `false`). If this is set
4394 to true, the setting will become the active setting regardless of the map
4396 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4397 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4398 * Same as above, except value is a NoiseParams table.
4399 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4400 * Sets the noiseparams setting of `name` to the noiseparams table specified
4402 * `set_default` is an optional boolean (default: `true`) that specifies
4403 whether the setting should be applied to the default config or current
4405 * `minetest.get_noiseparams(name)`
4406 * Returns a table of the noiseparams for name.
4407 * `minetest.generate_ores(vm, pos1, pos2)`
4408 * Generate all registered ores within the VoxelManip `vm` and in the area
4409 from `pos1` to `pos2`.
4410 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4411 * `minetest.generate_decorations(vm, pos1, pos2)`
4412 * Generate all registered decorations within the VoxelManip `vm` and in the
4413 area from `pos1` to `pos2`.
4414 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4415 * `minetest.clear_objects([options])`
4416 * Clear all objects in the environment
4417 * Takes an optional table as an argument with the field `mode`.
4418 * mode = `"full"` : Load and go through every mapblock, clearing
4420 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4421 clear objects in unloaded mapblocks only when the
4422 mapblocks are next activated.
4423 * `minetest.load_area(pos1[, pos2])`
4424 * Load the mapblocks containing the area from `pos1` to `pos2`.
4425 `pos2` defaults to `pos1` if not specified.
4426 * This function does not trigger map generation.
4427 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4428 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4429 asynchronously fetched from memory, loaded from disk, or if inexistent,
4431 * If `callback` is a valid Lua function, this will be called for each block
4433 * The function signature of callback is:
4434 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4435 * `blockpos` is the *block* coordinates of the block that had been
4437 * `action` could be one of the following constant values:
4438 * `minetest.EMERGE_CANCELLED`
4439 * `minetest.EMERGE_ERRORED`
4440 * `minetest.EMERGE_FROM_MEMORY`
4441 * `minetest.EMERGE_FROM_DISK`
4442 * `minetest.EMERGE_GENERATED`
4443 * `calls_remaining` is the number of callbacks to be expected after
4445 * `param` is the user-defined parameter passed to emerge_area (or
4446 nil if the parameter was absent).
4447 * `minetest.delete_area(pos1, pos2)`
4448 * delete all mapblocks in the area from pos1 to pos2, inclusive
4449 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4450 * Checks if there is anything other than air between pos1 and pos2.
4451 * Returns false if something is blocking the sight.
4452 * Returns the position of the blocking node when `false`
4453 * `pos1`: First position
4454 * `pos2`: Second position
4455 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4456 * Creates a `Raycast` object.
4457 * `pos1`: start of the ray
4458 * `pos2`: end of the ray
4459 * `objects`: if false, only nodes will be returned. Default is `true`.
4460 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4461 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4462 * returns table containing path
4463 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4465 * `pos1`: start position
4466 * `pos2`: end position
4467 * `searchdistance`: number of blocks to search in each direction using a
4469 * `max_jump`: maximum height difference to consider walkable
4470 * `max_drop`: maximum height difference to consider droppable
4471 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4472 * `minetest.spawn_tree (pos, {treedef})`
4473 * spawns L-system tree at given `pos` with definition in `treedef` table
4474 * `minetest.transforming_liquid_add(pos)`
4475 * add node to liquid update queue
4476 * `minetest.get_node_max_level(pos)`
4477 * get max available level for leveled node
4478 * `minetest.get_node_level(pos)`
4479 * get level of leveled node (water, snow)
4480 * `minetest.set_node_level(pos, level)`
4481 * set level of leveled node, default `level` equals `1`
4482 * if `totallevel > maxlevel`, returns rest (`total-max`).
4483 * `minetest.add_node_level(pos, level)`
4484 * increase level of leveled node by level, default `level` equals `1`
4485 * if `totallevel > maxlevel`, returns rest (`total-max`)
4486 * can be negative for decreasing
4487 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4488 * resets the light in a cuboid-shaped part of
4489 the map and removes lighting bugs.
4490 * Loads the area if it is not loaded.
4491 * `pos1` is the corner of the cuboid with the least coordinates
4492 (in node coordinates), inclusive.
4493 * `pos2` is the opposite corner of the cuboid, inclusive.
4494 * The actual updated cuboid might be larger than the specified one,
4495 because only whole map blocks can be updated.
4496 The actual updated area consists of those map blocks that intersect
4497 with the given cuboid.
4498 * However, the neighborhood of the updated area might change
4499 as well, as light can spread out of the cuboid, also light
4501 * returns `false` if the area is not fully generated,
4503 * `minetest.check_single_for_falling(pos)`
4504 * causes an unsupported `group:falling_node` node to fall and causes an
4505 unattached `group:attached_node` node to fall.
4506 * does not spread these updates to neighbours.
4507 * `minetest.check_for_falling(pos)`
4508 * causes an unsupported `group:falling_node` node to fall and causes an
4509 unattached `group:attached_node` node to fall.
4510 * spread these updates to neighbours and can cause a cascade
4512 * `minetest.get_spawn_level(x, z)`
4513 * Returns a player spawn y co-ordinate for the provided (x, z)
4514 co-ordinates, or `nil` for an unsuitable spawn point.
4515 * For most mapgens a 'suitable spawn point' is one with y between
4516 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4517 so `nil` will be returned for many (x, z) co-ordinates.
4518 * The spawn level returned is for a player spawn in unmodified terrain.
4519 * The spawn level is intentionally above terrain level to cope with
4520 full-node biome 'dust' nodes.
4525 You can find mod channels communication scheme in `doc/mod_channels.png`.
4527 * `minetest.mod_channel_join(channel_name)`
4528 * Server joins channel `channel_name`, and creates it if necessary. You
4529 should listen for incoming messages with
4530 `minetest.register_on_modchannel_message`
4535 `minetest.get_inventory(location)`: returns an `InvRef`
4538 * `{type="player", name="celeron55"}`
4539 * `{type="node", pos={x=, y=, z=}}`
4540 * `{type="detached", name="creative"}`
4541 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4543 * `callbacks`: See [Detached inventory callbacks]
4544 * `player_name`: Make detached inventory available to one player
4545 exclusively, by default they will be sent to every player (even if not
4547 Note that this parameter is mostly just a workaround and will be removed
4549 * Creates a detached inventory. If it already exists, it is cleared.
4550 * `minetest.remove_detached_inventory(name)`
4551 * Returns a `boolean` indicating whether the removal succeeded.
4552 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4553 returns left over ItemStack.
4554 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4559 * `minetest.show_formspec(playername, formname, formspec)`
4560 * `playername`: name of player to show formspec
4561 * `formname`: name passed to `on_player_receive_fields` callbacks.
4562 It should follow the `"modname:<whatever>"` naming convention
4563 * `formspec`: formspec to display
4564 * `minetest.close_formspec(playername, formname)`
4565 * `playername`: name of player to close formspec
4566 * `formname`: has to exactly match the one given in `show_formspec`, or the
4567 formspec will not close.
4568 * calling `show_formspec(playername, formname, "")` is equal to this
4570 * to close a formspec regardless of the formname, call
4571 `minetest.close_formspec(playername, "")`.
4572 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4573 * `minetest.formspec_escape(string)`: returns a string
4574 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4576 * `minetest.explode_table_event(string)`: returns a table
4577 * returns e.g. `{type="CHG", row=1, column=2}`
4579 * `"INV"`: no row selected
4581 * `"DCL"`: double-click
4582 * `minetest.explode_textlist_event(string)`: returns a table
4583 * returns e.g. `{type="CHG", index=1}`
4585 * `"INV"`: no row selected
4587 * `"DCL"`: double-click
4588 * `minetest.explode_scrollbar_event(string)`: returns a table
4589 * returns e.g. `{type="CHG", value=500}`
4591 * `"INV"`: something failed
4592 * `"CHG"`: has been changed
4593 * `"VAL"`: not changed
4598 * `minetest.inventorycube(img1, img2, img3)`
4599 * Returns a string for making an image of a cube (useful as an item image)
4600 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4601 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4602 does not refer to a node or entity.
4603 * If the optional `above` parameter is true and the `pointed_thing` refers
4604 to a node, then it will return the `above` position of the `pointed_thing`.
4605 * `minetest.dir_to_facedir(dir, is6d)`
4606 * Convert a vector to a facedir value, used in `param2` for
4607 `paramtype2="facedir"`.
4608 * passing something non-`nil`/`false` for the optional second parameter
4609 causes it to take the y component into account.
4610 * `minetest.facedir_to_dir(facedir)`
4611 * Convert a facedir back into a vector aimed directly out the "back" of a
4613 * `minetest.dir_to_wallmounted(dir)`
4614 * Convert a vector to a wallmounted value, used for
4615 `paramtype2="wallmounted"`.
4616 * `minetest.wallmounted_to_dir(wallmounted)`
4617 * Convert a wallmounted value back into a vector aimed directly out the
4619 * `minetest.dir_to_yaw(dir)`
4620 * Convert a vector into a yaw (angle)
4621 * `minetest.yaw_to_dir(yaw)`
4622 * Convert yaw (angle) to a vector
4623 * `minetest.is_colored_paramtype(ptype)`
4624 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4625 color information (`color`, `colorwallmounted` or `colorfacedir`).
4626 * `minetest.strip_param2_color(param2, paramtype2)`
4627 * Removes everything but the color information from the
4628 given `param2` value.
4629 * Returns `nil` if the given `paramtype2` does not contain color
4631 * `minetest.get_node_drops(nodename, toolname)`
4632 * Returns list of item names.
4633 * **Note**: This will be removed or modified in a future version.
4634 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4635 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4636 * `input.width` = for example `3`
4637 * `input.items` = for example
4638 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4639 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4640 * `output.time` = a number, if unsuccessful: `0`
4641 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4642 `decremented_input.items`
4643 * `decremented_input` = like `input`
4644 * `minetest.get_craft_recipe(output)`: returns input
4645 * returns last registered recipe for output item (node)
4646 * `output` is a node or item type such as `"default:torch"`
4647 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4648 * `input.width` = for example `3`
4649 * `input.items` = for example
4650 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4651 * `input.items` = `nil` if no recipe found
4652 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4653 * returns indexed table with all registered recipes for query item (node)
4654 or `nil` if no recipe was found.
4655 * recipe entry table:
4656 * `method`: 'normal' or 'cooking' or 'fuel'
4657 * `width`: 0-3, 0 means shapeless recipe
4658 * `items`: indexed [1-9] table with recipe items
4659 * `output`: string with item name and quantity
4660 * Example query for `"default:gold_ingot"` will return table:
4663 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4664 items = {1 = "default:gold_lump"}},
4665 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4666 items = {1 = "default:goldblock"}}
4668 * `minetest.handle_node_drops(pos, drops, digger)`
4669 * `drops`: list of itemstrings
4670 * Handles drops from nodes after digging: Default action is to put them
4671 into digger's inventory.
4672 * Can be overridden to get different functionality (e.g. dropping items on
4674 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4676 * Creates an item string which contains palette index information
4677 for hardware colorization. You can use the returned string
4678 as an output in a craft recipe.
4679 * `item`: the item stack which becomes colored. Can be in string,
4680 table and native form.
4681 * `palette_index`: this index is added to the item stack
4682 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4683 * Creates an item string which contains static color information
4684 for hardware colorization. Use this method if you wish to colorize
4685 an item that does not own a palette. You can use the returned string
4686 as an output in a craft recipe.
4687 * `item`: the item stack which becomes colored. Can be in string,
4688 table and native form.
4689 * `colorstring`: the new color of the item stack
4694 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4695 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4696 * Find who has done something to a node, or near a node
4697 * `actor`: `"player:<name>"`, also `"liquid"`.
4698 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4699 `boolean, log_messages`.
4700 * Revert latest actions of someone
4701 * `actor`: `"player:<name>"`, also `"liquid"`.
4703 Defaults for the `on_*` item definition functions
4704 -------------------------------------------------
4706 These functions return the leftover itemstack.
4708 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4709 * Place item as a node
4710 * `param2` overrides `facedir` and wallmounted `param2`
4711 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4712 for the newly placed node to prevent a callback and placement loop
4713 * returns `itemstack, success`
4714 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4716 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4717 * Use one of the above based on what the item is.
4718 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4719 * **Note**: is not called when wielded item overrides `on_place`
4720 * `param2` overrides `facedir` and wallmounted `param2`
4721 * returns `itemstack, success`
4722 * `minetest.item_drop(itemstack, dropper, pos)`
4724 * `minetest.item_eat(hp_change, replace_with_item)`
4726 * `replace_with_item` is the itemstring which is added to the inventory.
4727 If the player is eating a stack, then replace_with_item goes to a
4728 different spot. Can be `nil`
4729 * See `minetest.do_item_eat`
4731 Defaults for the `on_punch` and `on_dig` node definition callbacks
4732 ------------------------------------------------------------------
4734 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4735 * Calls functions registered by `minetest.register_on_punchnode()`
4736 * `minetest.node_dig(pos, node, digger)`
4737 * Checks if node can be dug, puts item into inventory, removes node
4738 * Calls functions registered by `minetest.registered_on_dignodes()`
4743 * `minetest.sound_play(spec, parameters)`: returns a handle
4744 * `spec` is a `SimpleSoundSpec`
4745 * `parameters` is a sound parameter table
4746 * `minetest.sound_stop(handle)`
4747 * `minetest.sound_fade(handle, step, gain)`
4748 * `handle` is a handle returned by `minetest.sound_play`
4749 * `step` determines how fast a sound will fade.
4750 Negative step will lower the sound volume, positive step will increase
4752 * `gain` the target gain for the fade.
4757 * `minetest.after(time, func, ...)`
4758 * Call the function `func` after `time` seconds, may be fractional
4759 * Optional: Variable number of arguments that are passed to `func`
4764 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4765 server shutdown. Will display `message` to clients.
4766 * `reconnect` == true displays a reconnect button
4767 * `delay` adds an optional delay (in seconds) before shutdown.
4768 Negative delay cancels the current active shutdown.
4769 Zero delay triggers an immediate shutdown.
4770 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4771 * `minetest.get_server_status(name, joined)`
4772 * Returns the server status string when a player joins or when the command
4773 `/status` is called. Returns `nil` or an empty string when the message is
4775 * `joined`: Boolean value, indicates whether the function was called when
4777 * This function may be overwritten by mods to customize the status message.
4778 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4779 * `minetest.remove_player(name)`: remove player from database (if they are not
4781 * As auth data is not removed, minetest.player_exists will continue to
4782 return true. Call the below method as well if you want to remove auth
4784 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4785 * `minetest.remove_player_auth(name)`: remove player authentication data
4786 * Returns boolean indicating success (false if player nonexistant)
4791 * `minetest.get_ban_list()`: returns the ban list
4792 (same as `minetest.get_ban_description("")`).
4793 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4794 * `minetest.ban_player(name)`: ban a player
4795 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4796 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4802 * `minetest.add_particle(particle definition)`
4803 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4804 expirationtime, size, collisiondetection, texture, playername)`
4806 * `minetest.add_particlespawner(particlespawner definition)`
4807 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4808 over `time` seconds.
4809 * Returns an `id`, and -1 if adding didn't succeed
4810 * Deprecated: `minetest.add_particlespawner(amount, time,
4814 minexptime, maxexptime,
4816 collisiondetection, texture, playername)`
4818 * `minetest.delete_particlespawner(id, player)`
4819 * Delete `ParticleSpawner` with `id` (return value from
4820 `minetest.add_particlespawner`).
4821 * If playername is specified, only deletes on the player's client,
4822 otherwise on all clients.
4827 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4828 * Create a schematic from the volume of map specified by the box formed by
4830 * Apply the specified probability and per-node force-place to the specified
4831 nodes according to the `probability_list`.
4832 * `probability_list` is an array of tables containing two fields, `pos`
4834 * `pos` is the 3D vector specifying the absolute coordinates of the
4835 node being modified,
4836 * `prob` is an integer value from `0` to `255` that encodes
4837 probability and per-node force-place. Probability has levels
4838 0-127, then 128 may be added to encode per-node force-place.
4839 For probability stated as 0-255, divide by 2 and round down to
4840 get values 0-127, then add 128 to apply per-node force-place.
4841 * If there are two or more entries with the same pos value, the
4843 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4845 * If `probability_list` equals `nil`, no probabilities are applied.
4846 * Apply the specified probability to the specified horizontal slices
4847 according to the `slice_prob_list`.
4848 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4850 * `ypos` indicates the y position of the slice with a probability
4851 applied, the lowest slice being `ypos = 0`.
4852 * If slice probability list equals `nil`, no slice probabilities
4854 * Saves schematic in the Minetest Schematic format to filename.
4856 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4857 * Place the schematic specified by schematic (see [Schematic specifier]) at
4859 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4860 * If the `rotation` parameter is omitted, the schematic is not rotated.
4861 * `replacements` = `{["old_name"] = "convert_to", ...}`
4862 * `force_placement` is a boolean indicating whether nodes other than `air`
4863 and `ignore` are replaced by the schematic.
4864 * Returns nil if the schematic could not be loaded.
4865 * **Warning**: Once you have loaded a schematic from a file, it will be
4866 cached. Future calls will always use the cached version and the
4867 replacement list defined for it, regardless of whether the file or the
4868 replacement list parameter have changed. The only way to load the file
4869 anew is to restart the server.
4870 * `flags` is a flag field with the available flags:
4875 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4876 * This function is analogous to minetest.place_schematic, but places a
4877 schematic onto the specified VoxelManip object `vmanip` instead of the
4879 * Returns false if any part of the schematic was cut-off due to the
4880 VoxelManip not containing the full area required, and true if the whole
4881 schematic was able to fit.
4882 * Returns nil if the schematic could not be loaded.
4883 * After execution, any external copies of the VoxelManip contents are
4885 * `flags` is a flag field with the available flags:
4890 * `minetest.serialize_schematic(schematic, format, options)`
4891 * Return the serialized schematic specified by schematic
4892 (see [Schematic specifier])
4893 * in the `format` of either "mts" or "lua".
4894 * "mts" - a string containing the binary MTS data used in the MTS file
4896 * "lua" - a string containing Lua code representing the schematic in table
4898 * `options` is a table containing the following optional parameters:
4899 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4900 generated will have (X, Z) position comments for every X row
4901 generated in the schematic data for easier reading.
4902 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4903 the Lua code generated will use that number of spaces as indentation
4904 instead of a tab character.
4906 * `minetest.read_schematic(schematic, options)`
4907 * Returns a Lua table representing the schematic (see: [Schematic specifier])
4908 * `schematic` is the schematic to read (see: [Schematic specifier])
4909 * `options` is a table containing the following optional parameters:
4910 * `write_yslice_prob`: string value:
4911 * `none`: no `write_yslice_prob` table is inserted,
4912 * `low`: only probabilities that are not 254 or 255 are written in
4913 the `write_ylisce_prob` table,
4914 * `all`: write all probabilities to the `write_yslice_prob` table.
4915 * The default for this option is `all`.
4916 * Any invalid value will be interpreted as `all`.
4921 * `minetest.request_http_api()`:
4922 * returns `HTTPApiTable` containing http functions if the calling mod has
4923 been granted access by being listed in the `secure.http_mods` or
4924 `secure.trusted_mods` setting, otherwise returns `nil`.
4925 * The returned table contains the functions `fetch`, `fetch_async` and
4926 `fetch_async_get` described below.
4927 * Only works at init time and must be called from the mod's main scope
4928 (not from a function).
4929 * Function only exists if minetest server was built with cURL support.
4930 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4932 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4933 * Performs given request asynchronously and calls callback upon completion
4934 * callback: `function(HTTPRequestResult res)`
4935 * Use this HTTP function if you are unsure, the others are for advanced use
4936 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4937 * Performs given request asynchronously and returns handle for
4938 `HTTPApiTable.fetch_async_get`
4939 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4940 * Return response data for given asynchronous HTTP request
4945 * `minetest.get_mod_storage()`:
4946 * returns reference to mod private `StorageRef`
4947 * must be called during mod load time
4952 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4953 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4954 * `minetest.player_exists(name)`: boolean, whether player exists
4955 (regardless of online status)
4956 * `minetest.hud_replace_builtin(name, hud_definition)`
4957 * Replaces definition of a builtin hud element
4958 * `name`: `"breath"` or `"health"`
4959 * `hud_definition`: definition to replace builtin definition
4960 * `minetest.send_join_message(player_name)`
4961 * This function can be overridden by mods to change the join message.
4962 * `minetest.send_leave_message(player_name, timed_out)`
4963 * This function can be overridden by mods to change the leave message.
4964 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4965 * `pos`: table {x=number, y=number, z=number},
4966 * Gives a unique hash number for a node position (16+16+16=48bit)
4967 * `minetest.get_position_from_hash(hash)`: returns a position
4968 * Inverse transform of `minetest.hash_node_position`
4969 * `minetest.get_item_group(name, group)`: returns a rating
4970 * Get rating of a group of an item. (`0` means: not in group)
4971 * `minetest.get_node_group(name, group)`: returns a rating
4972 * Deprecated: An alias for the former.
4973 * `minetest.raillike_group(name)`: returns a rating
4974 * Returns rating of the connect_to_raillike group corresponding to name
4975 * If name is not yet the name of a connect_to_raillike group, a new group
4976 id is created, with that name.
4977 * `minetest.get_content_id(name)`: returns an integer
4978 * Gets the internal content ID of `name`
4979 * `minetest.get_name_from_content_id(content_id)`: returns a string
4980 * Gets the name of the content with that content ID
4981 * `minetest.parse_json(string[, nullvalue])`: returns something
4982 * Convert a string containing JSON data into the Lua equivalent
4983 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4984 * On success returns a table, a string, a number, a boolean or `nullvalue`
4985 * On failure outputs an error message and returns `nil`
4986 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4987 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4989 * Convert a Lua table into a JSON string
4990 * styled: Outputs in a human-readable format if this is set, defaults to
4992 * Unserializable things like functions and userdata will cause an error.
4993 * **Warning**: JSON is more strict than the Lua table format.
4994 1. You can only use strings and positive integers of at least one as
4996 2. You can not mix string and integer keys.
4997 This is due to the fact that JSON has two distinct array and object
4999 * Example: `write_json({10, {a = false}})`,
5000 returns `"[10, {\"a\": false}]"`
5001 * `minetest.serialize(table)`: returns a string
5002 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5003 into string form readable by `minetest.deserialize`
5004 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5005 * `minetest.deserialize(string)`: returns a table
5006 * Convert a string returned by `minetest.deserialize` into a table
5007 * `string` is loaded in an empty sandbox environment.
5008 * Will load functions, but they cannot access the global environment.
5009 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5010 returns `{foo='bar'}`
5011 * Example: `deserialize('print("foo")')`, returns `nil`
5012 (function call fails), returns
5013 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5014 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5015 * Compress a string of data.
5016 * `method` is a string identifying the compression method to be used.
5017 * Supported compression methods:
5018 * Deflate (zlib): `"deflate"`
5019 * `...` indicates method-specific arguments. Currently defined arguments
5021 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5022 * `minetest.decompress(compressed_data, method, ...)`: returns data
5023 * Decompress a string of data (using ZLib).
5024 * See documentation on `minetest.compress()` for supported compression
5026 * `...` indicates method-specific arguments. Currently, no methods use this
5027 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5028 * Each argument is a 8 Bit unsigned integer
5029 * Returns the ColorString from rgb or rgba values
5030 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5031 * `minetest.encode_base64(string)`: returns string encoded in base64
5032 * Encodes a string in base64.
5033 * `minetest.decode_base64(string)`: returns string
5034 * Decodes a string encoded in base64.
5035 * `minetest.is_protected(pos, name)`: returns boolean
5036 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5037 placing) the node at position `pos`.
5038 * `name` will be `""` for non-players or unknown players.
5039 * This function should be overridden by protection mods. It is highly
5040 recommended to grant access to players with the `protection_bypass` privilege.
5041 * Cache and call the old version of this function if the position is
5042 not protected by the mod. This will allow using multiple protection mods.
5045 local old_is_protected = minetest.is_protected
5046 function minetest.is_protected(pos, name)
5047 if mymod:position_protected_from(pos, name) then
5050 return old_is_protected(pos, name)
5052 * `minetest.record_protection_violation(pos, name)`
5053 * This function calls functions registered with
5054 `minetest.register_on_protection_violation`.
5055 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5056 * Returns the position of the first node that `player_name` may not modify
5057 in the specified cuboid between `pos1` and `pos2`.
5058 * Returns `false` if no protections were found.
5059 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5060 The points are spaced evenly throughout the volume and have a spacing
5061 similar to, but no larger than, `interval`.
5062 * All corners and edges of the defined volume are checked.
5063 * `interval` defaults to 4.
5064 * `interval` should be carefully chosen and maximised to avoid an excessive
5065 number of points being checked.
5066 * Like `minetest.is_protected`, this function may be extended or
5067 overwritten by mods to provide a faster implementation to check the
5068 cuboid for intersections.
5069 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5070 orient_flags, prevent_after_place])`
5071 * Attempt to predict the desired orientation of the facedir-capable node
5072 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5073 or hanging from the ceiling).
5074 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5075 stacks are handled normally.
5076 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5077 * `invert_wall`: if `true`, place wall-orientation on the ground and
5078 ground-orientation on the wall.
5079 * `force_wall` : if `true`, always place the node in wall orientation.
5080 * `force_ceiling`: if `true`, always place on the ceiling.
5081 * `force_floor`: if `true`, always place the node on the floor.
5082 * `force_facedir`: if `true`, forcefully reset the facedir to north
5083 when placing on the floor or ceiling.
5084 * The first four options are mutually-exclusive; the last in the list
5085 takes precedence over the first.
5086 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5087 * Returns the new itemstack after placement
5088 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5089 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5090 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5091 parameter and `prevent_after_place` set to `true`.
5093 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5094 tool_capabilities, dir, distance, damage)`
5095 * Returns the amount of knockback applied on the punched player.
5096 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5097 * `distance`: distance between puncher and punched player
5098 * This function can be overriden by mods that wish to modify this behaviour.
5099 * You may want to cache and call the old function to allow multiple mods to
5100 change knockback behaviour.
5102 * `minetest.forceload_block(pos[, transient])`
5103 * forceloads the position `pos`.
5104 * returns `true` if area could be forceloaded
5105 * If `transient` is `false` or absent, the forceload will be persistent
5106 (saved between server runs). If `true`, the forceload will be transient
5107 (not saved between server runs).
5109 * `minetest.forceload_free_block(pos[, transient])`
5110 * stops forceloading the position `pos`
5111 * If `transient` is `false` or absent, frees a persistent forceload.
5112 If `true`, frees a transient forceload.
5114 * `minetest.request_insecure_environment()`: returns an environment containing
5115 insecure functions if the calling mod has been listed as trusted in the
5116 `secure.trusted_mods` setting or security is disabled, otherwise returns
5118 * Only works at init time and must be called from the mod's main scope (not
5120 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5121 IT IN A LOCAL VARIABLE!**
5123 * `minetest.global_exists(name)`
5124 * Checks if a global variable has been set, without triggering a warning.
5129 * `minetest.env`: `EnvRef` of the server environment and world.
5130 * Any function in the minetest namespace can be called using the syntax
5131 `minetest.env:somefunction(somearguments)`
5132 instead of `minetest.somefunction(somearguments)`
5133 * Deprecated, but support is not to be dropped soon
5138 ### Registered definition tables
5140 * `minetest.registered_items`
5141 * Map of registered items, indexed by name
5142 * `minetest.registered_nodes`
5143 * Map of registered node definitions, indexed by name
5144 * `minetest.registered_craftitems`
5145 * Map of registered craft item definitions, indexed by name
5146 * `minetest.registered_tools`
5147 * Map of registered tool definitions, indexed by name
5148 * `minetest.registered_entities`
5149 * Map of registered entity prototypes, indexed by name
5150 * `minetest.object_refs`
5151 * Map of object references, indexed by active object id
5152 * `minetest.luaentities`
5153 * Map of Lua entities, indexed by active object id
5154 * `minetest.registered_abms`
5155 * List of ABM definitions
5156 * `minetest.registered_lbms`
5157 * List of LBM definitions
5158 * `minetest.registered_aliases`
5159 * Map of registered aliases, indexed by name
5160 * `minetest.registered_ores`
5161 * Map of registered ore definitions, indexed by the `name` field.
5162 * If `name` is nil, the key is the object handle returned by
5163 `minetest.register_ore`.
5164 * `minetest.registered_biomes`
5165 * Map of registered biome definitions, indexed by the `name` field.
5166 * If `name` is nil, the key is the object handle returned by
5167 `minetest.register_biome`.
5168 * `minetest.registered_decorations`
5169 * Map of registered decoration definitions, indexed by the `name` field.
5170 * If `name` is nil, the key is the object handle returned by
5171 `minetest.register_decoration`.
5172 * `minetest.registered_schematics`
5173 * Map of registered schematic definitions, indexed by the `name` field.
5174 * If `name` is nil, the key is the object handle returned by
5175 `minetest.register_schematic`.
5176 * `minetest.registered_chatcommands`
5177 * Map of registered chat command definitions, indexed by name
5178 * `minetest.registered_privileges`
5179 * Map of registered privilege definitions, indexed by name
5181 ### Registered callback tables
5183 All callbacks registered with [Global callback registration functions] are added
5184 to corresponding `minetest.registered_*` tables.
5192 Sorted alphabetically.
5197 A fast access data structure to store areas, and find areas near a given
5199 Every area has a `data` string attribute to store additional information.
5200 You can create an empty `AreaStore` by calling `AreaStore()`, or
5201 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5202 If you chose the parameter-less constructor, a fast implementation will be
5203 automatically chosen for you.
5207 * `get_area(id, include_borders, include_data)`
5208 * Returns the area information about the specified ID.
5209 * Returned values are either of these:
5211 nil -- Area not found
5212 true -- Without `include_borders` and `include_data`
5214 min = pos, max = pos -- `include_borders == true`
5215 data = string -- `include_data == true`
5218 * `get_areas_for_pos(pos, include_borders, include_data)`
5219 * Returns all areas as table, indexed by the area ID.
5220 * Table values: see `get_area`.
5221 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5222 * Returns all areas that contain all nodes inside the area specified by `edge1`
5223 and `edge2` (inclusive).
5224 * `accept_overlap`: if `true`, areas are returned that have nodes in
5225 common (intersect) with the specified area.
5226 * Returns the same values as `get_areas_for_pos`.
5227 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5228 * Returns the new area's ID, or nil if the insertion failed.
5229 * The (inclusive) positions `edge1` and `edge2` describe the area.
5230 * `data` is a string stored with the area.
5231 * `id` (optional): will be used as the internal area ID if it is an unique
5232 number between 0 and 2^32-2.
5233 * `reserve(count)`: reserves resources for at most `count` many contained
5235 Only needed for efficiency, and only some implementations profit.
5236 * `remove_area(id)`: removes the area with the given id from the store, returns
5238 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5239 Calling invalidates the cache, so that its elements have to be newly
5241 * `params` is a table with the following fields:
5243 enabled = boolean, -- Whether to enable, default true
5244 block_radius = int, -- The radius (in nodes) of the areas the cache
5245 -- generates prefiltered lists for, minimum 16,
5247 limit = int, -- The cache size, minimum 20, default 1000
5248 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5250 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5252 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5254 Returns success and, optionally, an error message.
5255 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5261 An `InvRef` is a reference to an inventory.
5265 * `is_empty(listname)`: return `true` if list is empty
5266 * `get_size(listname)`: get size of a list
5267 * `set_size(listname, size)`: set size of a list
5268 * returns `false` on error (e.g. invalid `listname` or `size`)
5269 * `get_width(listname)`: get width of a list
5270 * `set_width(listname, width)`: set width of list; currently used for crafting
5271 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5272 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5273 * `get_list(listname)`: return full list
5274 * `set_list(listname, list)`: set full list (size will not change)
5275 * `get_lists()`: returns list of inventory lists
5276 * `set_lists(lists)`: sets inventory lists (size will not change)
5277 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5279 * `room_for_item(listname, stack):` returns `true` if the stack of items
5280 can be fully added to the list
5281 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5282 the stack of items can be fully taken from the list.
5283 If `match_meta` is false, only the items' names are compared
5285 * `remove_item(listname, stack)`: take as many items as specified from the
5286 list, returns the items that were actually removed (as an `ItemStack`)
5287 -- note that any item metadata is ignored, so attempting to remove a specific
5288 unique item this way will likely remove the wrong one -- to do that use
5289 `set_stack` with an empty `ItemStack`.
5290 * `get_location()`: returns a location compatible to
5291 `minetest.get_inventory(location)`.
5292 * returns `{type="undefined"}` in case location is not known
5297 An `ItemStack` is a stack of items.
5299 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5300 an itemstring, a table or `nil`.
5304 * `is_empty()`: returns `true` if stack is empty.
5305 * `get_name()`: returns item name (e.g. `"default:stone"`).
5306 * `set_name(item_name)`: returns a boolean indicating whether the item was
5308 * `get_count()`: Returns number of items on the stack.
5309 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5310 * `count`: number, unsigned 16 bit integer
5311 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5312 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5313 * `wear`: number, unsigned 16 bit integer
5314 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5315 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5317 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5318 * `get_description()`: returns the description shown in inventory list tooltips.
5319 * `clear()`: removes all items from the stack, making it empty.
5320 * `replace(item)`: replace the contents of this stack.
5321 * `item` can also be an itemstring or table.
5322 * `to_string()`: returns the stack in itemstring form.
5323 * `to_table()`: returns the stack in Lua table form.
5324 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5326 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5327 * `is_known()`: returns `true` if the item name refers to a defined item type.
5328 * `get_definition()`: returns the item definition table.
5329 * `get_tool_capabilities()`: returns the digging properties of the item,
5330 or those of the hand if none are defined for this item type
5331 * `add_wear(amount)`
5332 * Increases wear by `amount` if the item is a tool
5333 * `amount`: number, integer
5334 * `add_item(item)`: returns leftover `ItemStack`
5335 * Put some item or stack onto this stack
5336 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5338 * `take_item(n)`: returns taken `ItemStack`
5339 * Take (and remove) up to `n` items from this stack
5340 * `n`: number, default: `1`
5341 * `peek_item(n)`: returns taken `ItemStack`
5342 * Copy (don't remove) up to `n` items from this stack
5343 * `n`: number, default: `1`
5348 ItemStack metadata: reference extra data and functionality stored in a stack.
5349 Can be obtained via `item:get_meta()`.
5353 * All methods in MetaDataRef
5354 * `set_tool_capabilities([tool_capabilities])`
5355 * Overrides the item's tool capabilities
5356 * A nil value will clear the override data and restore the original
5362 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5363 and [`PlayerMetaRef`].
5367 * `contains(key)`: Returns true if key present, otherwise false.
5368 * Returns `nil` when the MetaData is inexistent.
5369 * `get(key)`: Returns `nil` if key not present, else the stored string.
5370 * `set_string(key, value)`: Value of `""` will delete the key.
5371 * `get_string(key)`: Returns `""` if key not present.
5372 * `set_int(key, value)`
5373 * `get_int(key)`: Returns `0` if key not present.
5374 * `set_float(key, value)`
5375 * `get_float(key)`: Returns `0` if key not present.
5376 * `to_table()`: returns `nil` or a table with keys:
5377 * `fields`: key-value storage
5378 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5379 * `from_table(nil or {})`
5380 * Any non-table value will clear the metadata
5381 * See [Node Metadata] for an example
5382 * returns `true` on success
5384 * returns `true` if this metadata has the same key-value pairs as `other`
5389 An interface to use mod channels on client and server
5393 * `leave()`: leave the mod channel.
5394 * Server leaves channel `channel_name`.
5395 * No more incoming or outgoing messages can be sent to this channel from
5397 * This invalidate all future object usage.
5398 * Ensure you set mod_channel to nil after that to free Lua resources.
5399 * `is_writeable()`: returns true if channel is writeable and mod can send over
5401 * `send_all(message)`: Send `message` though the mod channel.
5402 * If mod channel is not writeable or invalid, message will be dropped.
5403 * Message size is limited to 65535 characters by protocol.
5408 Node metadata: reference extra data and functionality stored in a node.
5409 Can be obtained via `minetest.get_meta(pos)`.
5413 * All methods in MetaDataRef
5414 * `get_inventory()`: returns `InvRef`
5415 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5416 This will prevent them from being sent to the client. Note that the "private"
5417 status will only be remembered if an associated key-value pair exists,
5418 meaning it's best to call this when initializing all other meta (e.g.
5424 Node Timers: a high resolution persistent per-node timer.
5425 Can be gotten via `minetest.get_node_timer(pos)`.
5429 * `set(timeout,elapsed)`
5430 * set a timer's state
5431 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5432 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5433 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5437 * equivalent to `set(timeout,0)`
5440 * `get_timeout()`: returns current timeout in seconds
5441 * if `timeout` equals `0`, timer is inactive
5442 * `get_elapsed()`: returns current elapsed time in seconds
5443 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5445 * `is_started()`: returns boolean state of timer
5446 * returns `true` if timer is started, otherwise `false`
5451 Moving things in the game are generally these.
5453 This is basically a reference to a C++ `ServerActiveObject`
5457 * `get_pos()`: returns `{x=num, y=num, z=num}`
5458 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5459 * `move_to(pos, continuous=false)`
5460 * Does an interpolated move for Lua entities for visually smooth transitions.
5461 * If `continuous` is true, the Lua entity will not be moved to the current
5462 position before starting the interpolated move.
5463 * For players this does the same as `set_pos`,`continuous` is ignored.
5464 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5465 * `puncher` = another `ObjectRef`,
5466 * `time_from_last_punch` = time since last punch action of the puncher
5467 * `direction`: can be `nil`
5468 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5469 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5470 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5471 * See reason in register_on_player_hpchange
5472 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5473 * `get_wield_list()`: returns the name of the inventory list the wielded item
5475 * `get_wield_index()`: returns the index of the wielded item
5476 * `get_wielded_item()`: returns an `ItemStack`
5477 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5479 * `set_armor_groups({group1=rating, group2=rating, ...})`
5480 * `get_armor_groups()`: returns a table with the armor group ratings
5481 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5482 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5483 * `frame_speed`: number, default: `15.0`
5484 * `frame_blend`: number, default: `0.0`
5485 * `frame_loop`: boolean, default: `true`
5486 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5488 * `set_animation_frame_speed(frame_speed)`
5489 * `frame_speed`: number, default: `15.0`
5490 * `set_attach(parent, bone, position, rotation)`
5492 * `position`: `{x=num, y=num, z=num}` (relative)
5493 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5494 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5497 * `set_bone_position(bone, position, rotation)`
5499 * `position`: `{x=num, y=num, z=num}` (relative)
5500 * `rotation`: `{x=num, y=num, z=num}`
5501 * `get_bone_position(bone)`: returns position and rotation of the bone
5502 * `set_properties(object property table)`
5503 * `get_properties()`: returns object property table
5504 * `is_player()`: returns true for players, false otherwise
5505 * `get_nametag_attributes()`
5506 * returns a table with the attributes of the nametag of an object
5508 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5511 * `set_nametag_attributes(attributes)`
5512 * sets the attributes of the nametag of an object
5516 text = "My Nametag",
5519 #### Lua entity only (no-op for other objects)
5521 * `remove()`: remove object (after returning from Lua)
5522 * `set_velocity(vel)`
5523 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5524 * `add_velocity(vel)`
5525 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5526 * In comparison to using get_velocity, adding the velocity and then using
5527 set_velocity, add_velocity is supposed to avoid synchronization problems.
5528 * `get_velocity()`: returns the velocity, a vector
5529 * `set_acceleration(acc)`
5531 * `get_acceleration()`: returns the acceleration, a vector
5532 * `set_rotation(rot)`
5533 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5534 and Z is roll (bank).
5535 * `get_rotation()`: returns the rotation, a vector (radians)
5536 * `set_yaw(radians)`: sets the yaw (heading).
5537 * `get_yaw()`: returns number in radians
5538 * `set_texture_mod(mod)`
5539 * `get_texture_mod()` returns current texture modifier
5540 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5541 * Select sprite from spritesheet with optional animation and Dungeon Master
5542 style texture selection based on yaw relative to camera
5543 * `p`: {x=number, y=number}, the coordinate of the first frame
5544 (x: column, y: row), default: `{x=0, y=0}`
5545 * `num_frames`: number, default: `1`
5546 * `framelength`: number, default: `0.2`
5547 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5548 Master mob, default: `false`
5549 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5552 #### Player only (no-op for other objects)
5554 * `get_player_name()`: returns `""` if is not a player
5555 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5556 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5557 * `add_player_velocity(vel)`
5558 * Adds to player velocity, this happens client-side and only once.
5559 * Does not apply during free_move.
5560 * Note that since the player speed is normalized at each move step,
5561 increasing e.g. Y velocity beyond what would usually be achieved
5562 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5563 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5564 pressing the jump key (assuming default settings)
5565 * `get_look_dir()`: get camera direction as a unit vector
5566 * `get_look_vertical()`: pitch in radians
5567 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5569 * `get_look_horizontal()`: yaw in radians
5570 * Angle is counter-clockwise from the +z direction.
5571 * `set_look_vertical(radians)`: sets look pitch
5572 * radians: Angle from looking forward, where positive is downwards.
5573 * `set_look_horizontal(radians)`: sets look yaw
5574 * radians: Angle from the +z direction, where positive is counter-clockwise.
5575 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5576 `get_look_vertical`.
5577 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5579 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5580 `get_look_horizontal`.
5581 * Angle is counter-clockwise from the +x direction.
5582 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5583 `set_look_vertical`.
5584 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5585 `set_look_horizontal`.
5586 * `get_breath()`: returns player's breath
5587 * `set_breath(value)`: sets player's breath
5589 * `0`: player is drowning
5590 * max: bubbles bar is not shown
5591 * See [Object properties] for more information
5592 * `set_fov(fov, is_multiplier)`: Sets player's FOV
5594 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
5595 Defaults to `false`.
5596 * Set to 0 to clear FOV override.
5598 * Returns player's FOV override in degrees, and a boolean depending on whether
5599 the value is a multiplier.
5600 * Returns 0 as first value if player's FOV hasn't been overridden.
5601 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5602 * Sets an extra attribute with value on player.
5603 * `value` must be a string, or a number which will be converted to a
5605 * If `value` is `nil`, remove attribute from player.
5606 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5607 * Returns value (a string) for extra attribute.
5608 * Returns `nil` if no attribute found.
5609 * `get_meta()`: Returns a PlayerMetaRef.
5610 * `set_inventory_formspec(formspec)`
5611 * Redefine player's inventory form
5612 * Should usually be called in `on_joinplayer`
5613 * `get_inventory_formspec()`: returns a formspec string
5614 * `set_formspec_prepend(formspec)`:
5615 * the formspec string will be added to every formspec shown to the user,
5616 except for those with a no_prepend[] tag.
5617 * This should be used to set style elements such as background[] and
5618 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5619 * Only affects formspecs shown after this is called.
5620 * `get_formspec_prepend(formspec)`: returns a formspec string.
5621 * `get_player_control()`: returns table with player pressed keys
5622 * The table consists of fields with boolean value representing the pressed
5623 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5624 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5625 sneak=true, aux1=false, down=false, up=false}`
5626 * `get_player_control_bits()`: returns integer with bit packed player pressed
5628 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5630 * `set_physics_override(override_table)`
5631 * `override_table` is a table with the following fields:
5632 * `speed`: multiplier to default walking speed value (default: `1`)
5633 * `jump`: multiplier to default jump value (default: `1`)
5634 * `gravity`: multiplier to default gravity value (default: `1`)
5635 * `sneak`: whether player can sneak (default: `true`)
5636 * `sneak_glitch`: whether player can use the new move code replications
5637 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5639 * `new_move`: use new move/sneak code. When `false` the exact old code
5640 is used for the specific old sneak behaviour (default: `true`)
5641 * `get_physics_override()`: returns the table given to `set_physics_override`
5642 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5644 * `hud_remove(id)`: remove the HUD element of the specified id
5645 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5647 * element `stat` values:
5648 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5649 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5650 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5651 * `flags`: A table with the following fields set to boolean values
5659 * If a flag equals `nil`, the flag is not modified
5660 * `minimap`: Modifies the client's permission to view the minimap.
5661 The client may locally elect to not view the minimap.
5662 * `minimap_radar` is only usable when `minimap` is true
5663 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5664 * See `hud_set_flags` for a list of flags that can be toggled.
5665 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5666 * `count`: number of items, must be between `1` and `32`
5667 * `hud_get_hotbar_itemcount`: returns number of visible items
5668 * `hud_set_hotbar_image(texturename)`
5669 * sets background image for hotbar
5670 * `hud_get_hotbar_image`: returns texturename
5671 * `hud_set_hotbar_selected_image(texturename)`
5672 * sets image for selected item of hotbar
5673 * `hud_get_hotbar_selected_image`: returns texturename
5674 * `set_sky(bgcolor, type, {texture names}, clouds)`
5675 * `bgcolor`: ColorSpec, defaults to white
5676 * `type`: Available types:
5677 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5678 * `"skybox"`: Uses 6 textures, `bgcolor` used
5679 * `"plain"`: Uses 0 textures, `bgcolor` used
5680 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5681 `"plain"` custom skyboxes (default: `true`)
5682 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5683 * `set_clouds(parameters)`: set cloud parameters
5684 * `parameters` is a table with the following optional fields:
5685 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5686 * `color`: basic cloud color with alpha channel, ColorSpec
5687 (default `#fff0f0e5`).
5688 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5689 ColorSpec (alpha ignored, default `#000000`)
5690 * `height`: cloud height, i.e. y of cloud base (default per conf,
5692 * `thickness`: cloud thickness in nodes (default `16`)
5693 * `speed`: 2D cloud speed + direction in nodes per second
5694 (default `{x=0, z=-2}`).
5695 * `get_clouds()`: returns a table with the current cloud parameters as in
5697 * `override_day_night_ratio(ratio or nil)`
5698 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5700 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5701 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5702 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5703 set animation for player model in third person view
5705 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5706 {x=168, y=187}, -- walk animation key frames
5707 {x=189, y=198}, -- dig animation key frames
5708 {x=200, y=219}, -- walk+dig animation key frames
5709 frame_speed=30) -- animation frame speed
5710 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5712 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5714 * in first person view
5715 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5716 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5717 * `send_mapblock(blockpos)`:
5718 * Sends a server-side loaded mapblock to the player.
5719 * Returns `false` if failed.
5720 * Resource intensive - use sparsely
5721 * To get blockpos, integer divide pos by 16
5726 A 32-bit pseudorandom number generator.
5727 Uses PCG32, an algorithm of the permuted congruential generator family,
5728 offering very strong randomness.
5730 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5734 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5735 * `next(min, max)`: return next integer random number [`min`...`max`]
5736 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5737 random number [`min`...`max`].
5738 * This is only a rough approximation of a normal distribution with:
5739 * `mean = (max - min) / 2`, and
5740 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5741 * Increasing `num_trials` improves accuracy of the approximation
5746 A perlin noise generator.
5747 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5748 or `PerlinNoise(noiseparams)`.
5749 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5750 or `minetest.get_perlin(noiseparams)`.
5754 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5755 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5760 A fast, bulk perlin noise generator.
5762 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5763 `minetest.get_perlin_map(noiseparams, size)`.
5765 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5766 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5769 For each of the functions with an optional `buffer` parameter: If `buffer` is
5770 not nil, this table will be used to store the result instead of creating a new
5775 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5776 with values starting at `pos={x=,y=}`
5777 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5778 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5779 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5780 array of 2D noise with values starting at `pos={x=,y=}`
5781 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5782 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5783 is stored internally.
5784 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5785 is stored internally.
5786 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5787 returns a slice of the most recently computed noise results. The result slice
5788 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5789 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5791 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5792 It is important to note that `slice_offset` offset coordinates begin at 1,
5793 and are relative to the starting position of the most recently calculated
5795 To grab a single vertical column of noise starting at map coordinates
5796 x = 1023, y=1000, z = 1000:
5797 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5798 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5804 Uses the same method of storage as the deprecated player attribute API, so
5805 data there will also be in player meta.
5806 Can be obtained using `player:get_meta()`.
5810 * All methods in MetaDataRef
5815 A 16-bit pseudorandom number generator.
5816 Uses a well-known LCG algorithm introduced by K&R.
5818 It can be created via `PseudoRandom(seed)`.
5822 * `next()`: return next integer random number [`0`...`32767`]
5823 * `next(min, max)`: return next integer random number [`min`...`max`]
5824 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5825 due to the simple implementation making bad distribution otherwise.
5830 A raycast on the map. It works with selection boxes.
5831 Can be used as an iterator in a for loop as:
5833 local ray = Raycast(...)
5834 for pointed_thing in ray do
5838 The map is loaded as the ray advances. If the map is modified after the
5839 `Raycast` is created, the changes may or may not have an effect on the object.
5841 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5842 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5844 * `pos1`: start of the ray
5845 * `pos2`: end of the ray
5846 * `objects`: if false, only nodes will be returned. Default is true.
5847 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5851 * `next()`: returns a `pointed_thing` with exact pointing location
5852 * Returns the next thing pointed by the ray or nil.
5857 Interface for the operating system's crypto-secure PRNG.
5859 It can be created via `SecureRandom()`. The constructor returns nil if a
5860 secure random device cannot be found on the system.
5864 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5865 random bytes, as a string.
5870 An interface to read config files in the format of `minetest.conf`.
5872 It can be created via `Settings(filename)`.
5876 * `get(key)`: returns a value
5877 * `get_bool(key, [default])`: returns a boolean
5878 * `default` is the value returned if `key` is not found.
5879 * Returns `nil` if `key` is not found and `default` not specified.
5880 * `get_np_group(key)`: returns a NoiseParams table
5882 * Setting names can't contain whitespace or any of `="{}#`.
5883 * Setting values can't contain the sequence `\n"""`.
5884 * Setting names starting with "secure." can't be set on the main settings
5885 object (`minetest.settings`).
5886 * `set_bool(key, value)`
5887 * See documentation for set() above.
5888 * `set_np_group(key, value)`
5889 * `value` is a NoiseParams table.
5890 * Also, see documentation for set() above.
5891 * `remove(key)`: returns a boolean (`true` for success)
5892 * `get_names()`: returns `{key1,...}`
5893 * `write()`: returns a boolean (`true` for success)
5894 * Writes changes to file.
5895 * `to_table()`: returns `{[key1]=value1,...}`
5899 The settings have the format `key = value`. Example:
5911 Mod metadata: per mod metadata, saved automatically.
5912 Can be obtained via `minetest.get_mod_storage()` during load time.
5914 WARNING: This storage backend is incaptable to save raw binary data due
5915 to restrictions of JSON.
5919 * All methods in MetaDataRef
5930 Used by `ObjectRef` methods. Part of an Entity definition.
5931 These properties are not persistent, but are applied automatically to the
5932 corresponding Lua entity using the given registration fields.
5933 Player properties need to be saved manually.
5937 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5940 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5943 -- For players only. Zoom FOV in degrees.
5944 -- Note that zoom loads and/or generates world beyond the server's
5945 -- maximum send and generate distances, so acts like a telescope.
5946 -- Smaller zoom_fov values increase the distance loaded/generated.
5947 -- Defaults to 15 in creative mode, 0 in survival mode.
5948 -- zoom_fov = 0 disables zooming for the player.
5951 -- For players only. Camera height above feet position in nodes.
5952 -- Defaults to 1.625.
5956 collide_with_objects = true,
5957 -- Collide with other objects if physical = true
5961 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5962 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5963 -- Selection box uses collision box dimensions when not set.
5964 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5968 -- Overrides selection box when false
5970 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5971 -- "cube" is a node-sized cube.
5972 -- "sprite" is a flat texture always facing the player.
5973 -- "upright_sprite" is a vertical flat texture.
5974 -- "mesh" uses the defined mesh model.
5975 -- "wielditem" is used for dropped items.
5976 -- (see builtin/game/item_entity.lua).
5977 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
5978 -- If the item has a 'wield_image' the object will be an extrusion of
5980 -- If 'itemname' is a cubic node or nodebox the object will appear
5981 -- identical to 'itemname'.
5982 -- If 'itemname' is a plantlike node the object will be an extrusion
5984 -- Otherwise for non-node items, the object will be an extrusion of
5985 -- 'inventory_image'.
5986 -- If 'itemname' contains a ColorString or palette index (e.g. from
5987 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
5988 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5990 visual_size = {x = 1, y = 1, z = 1},
5991 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5992 -- to scale the entity along both horizontal axes.
5997 -- Number of required textures depends on visual.
5998 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5999 -- "sprite" uses 1 texture.
6000 -- "upright_sprite" uses 2 textures: {front, back}.
6001 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6004 -- Number of required colors depends on visual
6006 use_texture_alpha = false,
6007 -- Use texture's alpha channel.
6008 -- Excludes "upright_sprite" and "wielditem".
6009 -- Note: currently causes visual issues when viewed through other
6010 -- semi-transparent materials such as water.
6012 spritediv = {x = 1, y = 1},
6013 -- Used with spritesheet textures for animation and/or frame selection
6014 -- according to position relative to player.
6015 -- Defines the number of columns and rows in the spritesheet:
6018 initial_sprite_basepos = {x = 0, y = 0},
6019 -- Used with spritesheet textures.
6020 -- Defines the {column, row} position of the initially used frame in the
6025 makes_footstep_sound = false,
6027 automatic_rotate = 0,
6028 -- Set constant rotation in radians per second, positive or negative.
6029 -- Set to 0 to disable constant rotation.
6033 automatic_face_movement_dir = 0.0,
6034 -- Automatically set yaw to movement direction, offset in degrees.
6035 -- 'false' to disable.
6037 automatic_face_movement_max_rotation_per_sec = -1,
6038 -- Limit automatic rotation to this value in degrees per second.
6039 -- No limit if value <= 0.
6041 backface_culling = true,
6042 -- Set to false to disable backface_culling for model
6045 -- Add this much extra lighting when calculating texture color.
6046 -- Value < 0 disables light's effect on texture color.
6047 -- For faking self-lighting, UI style entities, or programmatic coloring
6051 -- By default empty, for players their name is shown if empty
6053 nametag_color = <ColorSpec>,
6054 -- Sets color of nametag
6057 -- By default empty, text to be shown when pointed at object
6060 -- If false, never save this object statically. It will simply be
6061 -- deleted when the block gets unloaded.
6062 -- The get_staticdata() callback is never called then.
6063 -- Defaults to 'true'.
6069 Used by `minetest.register_entity`.
6072 initial_properties = {
6074 mesh = "boats_boat.obj",
6077 -- A table of object properties, see the `Object properties` section.
6078 -- Object properties being read directly from the entity definition
6079 -- table is deprecated. Define object properties in this
6080 -- `initial_properties` table instead.
6082 on_activate = function(self, staticdata, dtime_s),
6084 on_step = function(self, dtime),
6086 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6088 on_rightclick = function(self, clicker),
6090 get_staticdata = function(self),
6091 -- Called sometimes; the string returned is passed to on_activate when
6092 -- the entity is re-activated from static state
6094 _custom_field = whatever,
6095 -- You can define arbitrary member variables here (see Item definition
6096 -- for more info) by using a '_' prefix
6099 ABM (ActiveBlockModifier) definition
6100 ------------------------------------
6102 Used by `minetest.register_abm`.
6105 label = "Lava cooling",
6106 -- Descriptive label for profiling purposes (optional).
6107 -- Definitions with identical labels will be listed as one.
6109 nodenames = {"default:lava_source"},
6110 -- Apply `action` function to these nodes.
6111 -- `group:groupname` can also be used here.
6113 neighbors = {"default:water_source", "default:water_flowing"},
6114 -- Only apply `action` to nodes that have one of, or any
6115 -- combination of, these neighbors.
6116 -- If left out or empty, any neighbor will do.
6117 -- `group:groupname` can also be used here.
6120 -- Operation interval in seconds
6123 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6127 -- If true, catch-up behaviour is enabled: The `chance` value is
6128 -- temporarily reduced when returning to an area to simulate time lost
6129 -- by the area being unattended. Note that the `chance` value can often
6132 action = function(pos, node, active_object_count, active_object_count_wider),
6133 -- Function triggered for each qualifying node.
6134 -- `active_object_count` is number of active objects in the node's
6136 -- `active_object_count_wider` is number of active objects in the node's
6137 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6138 -- mapblocks are unloaded an estmate is calculated for them based on
6139 -- loaded mapblocks.
6142 LBM (LoadingBlockModifier) definition
6143 -------------------------------------
6145 Used by `minetest.register_lbm`.
6147 A loading block modifier (LBM) is used to define a function that is called for
6148 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6152 label = "Upgrade legacy doors",
6153 -- Descriptive label for profiling purposes (optional).
6154 -- Definitions with identical labels will be listed as one.
6156 name = "modname:replace_legacy_door",
6158 nodenames = {"default:lava_source"},
6159 -- List of node names to trigger the LBM on.
6160 -- Also non-registered nodes will work.
6161 -- Groups (as of group:groupname) will work as well.
6163 run_at_every_load = false,
6164 -- Whether to run the LBM's action every time a block gets loaded,
6165 -- and not only the first time the block gets loaded after the LBM
6168 action = function(pos, node),
6175 * `{name="image.png", animation={Tile Animation definition}}`
6176 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6177 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6178 * backface culling enabled by default for most nodes
6179 * tileable flags are info for shaders, how they should treat texture
6180 when displacement mapping is used.
6181 Directions are from the point of view of the tile texture,
6182 not the node it's on.
6183 * align style determines whether the texture will be rotated with the node
6184 or kept aligned with its surroundings. "user" means that client
6185 setting will be used, similar to `glasslike_framed_optional`.
6186 Note: supported by solid nodes and nodeboxes only.
6187 * scale is used to make texture span several (exactly `scale`) nodes,
6188 instead of just one, in each direction. Works for world-aligned
6190 Note that as the effect is applied on per-mapblock basis, `16` should
6191 be equally divisible by `scale` or you may get wrong results.
6192 * `{name="image.png", color=ColorSpec}`
6193 * the texture's color will be multiplied with this color.
6194 * the tile's color overrides the owning node's color in all cases.
6195 * deprecated, yet still supported field names:
6198 Tile animation definition
6199 -------------------------
6202 type = "vertical_frames",
6205 -- Width of a frame in pixels
6208 -- Height of a frame in pixels
6218 -- Width in number of frames
6221 -- Height in number of frames
6224 -- Length of a single frame
6230 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6231 `minetest.register_tool`.
6234 description = "Steel Axe",
6237 -- key = name, value = rating; rating = 1..3.
6238 -- If rating not applicable, use 1.
6239 -- e.g. {wool = 1, fluffy = 3}
6240 -- {soil = 2, outerspace = 1, crumbly = 1}
6241 -- {bendy = 2, snappy = 1},
6242 -- {hard = 1, metal = 1, spikes = 1}
6244 inventory_image = "default_tool_steelaxe.png",
6246 inventory_overlay = "overlay.png",
6247 -- An overlay which does not get colorized
6254 -- An image file containing the palette of a node.
6255 -- You can set the currently used color as the "palette_index" field of
6256 -- the item stack metadata.
6257 -- The palette is always stretched to fit indices between 0 and 255, to
6258 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6260 color = "0xFFFFFFFF",
6261 -- The color of the item. The palette overrides this.
6263 wield_scale = {x = 1, y = 1, z = 1},
6269 liquids_pointable = false,
6271 -- See "Tools" section for an example including explanation
6272 tool_capabilities = {
6273 full_punch_interval = 1.0,
6277 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6278 uses = 20, maxlevel = 2},
6280 damage_groups = {groupname = damage},
6282 punch_attack_uses = nil,
6283 -- Amount of uses this tool has for attacking players and entities
6284 -- by punching them (0 = infinite uses).
6285 -- For compatibility, this is automatically set from the first
6286 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6287 -- It is recommend to set this explicitly instead of relying on the
6288 -- fallback behavior.
6291 node_placement_prediction = nil,
6292 -- If nil and item is node, prediction is made automatically.
6293 -- If nil and item is not a node, no prediction is made.
6294 -- If "" and item is anything, no prediction is made.
6295 -- Otherwise should be name of node which the client immediately places
6296 -- on ground when the player places the item. Server will always update
6297 -- actual result to client in a short moment.
6299 node_dig_prediction = "air",
6300 -- if "", no prediction is made.
6301 -- if "air", node is removed.
6302 -- Otherwise should be name of node which the client immediately places
6303 -- upon digging. Server will always update actual result shortly.
6306 breaks = "default_tool_break", -- tools only
6307 place = <SimpleSoundSpec>,
6308 eat = <SimpleSoundSpec>,
6311 on_place = function(itemstack, placer, pointed_thing),
6312 -- Shall place item and return the leftover itemstack.
6313 -- The placer may be any ObjectRef or nil.
6314 -- default: minetest.item_place
6316 on_secondary_use = function(itemstack, user, pointed_thing),
6317 -- Same as on_place but called when pointing at nothing.
6318 -- The user may be any ObjectRef or nil.
6319 -- pointed_thing: always { type = "nothing" }
6321 on_drop = function(itemstack, dropper, pos),
6322 -- Shall drop item and return the leftover itemstack.
6323 -- The dropper may be any ObjectRef or nil.
6324 -- default: minetest.item_drop
6326 on_use = function(itemstack, user, pointed_thing),
6328 -- Function must return either nil if no item shall be removed from
6329 -- inventory, or an itemstack to replace the original itemstack.
6330 -- e.g. itemstack:take_item(); return itemstack
6331 -- Otherwise, the function is free to do what it wants.
6332 -- The user may be any ObjectRef or nil.
6333 -- The default functions handle regular use cases.
6335 after_use = function(itemstack, user, node, digparams),
6337 -- If defined, should return an itemstack and will be called instead of
6338 -- wearing out the tool. If returns nil, does nothing.
6339 -- If after_use doesn't exist, it is the same as:
6340 -- function(itemstack, user, node, digparams)
6341 -- itemstack:add_wear(digparams.wear)
6344 -- The user may be any ObjectRef or nil.
6346 _custom_field = whatever,
6347 -- Add your own custom fields. By convention, all custom field names
6348 -- should start with `_` to avoid naming collisions with future engine
6355 Used by `minetest.register_node`.
6358 -- <all fields allowed in item definitions>,
6360 drawtype = "normal", -- See "Node drawtypes"
6363 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6364 -- "firelike", "mesh".
6365 -- For plantlike and firelike, the image will start at the bottom of the
6366 -- node, for the other drawtypes the image will be centered on the node.
6367 -- Note that positioning for "torchlike" may still change.
6369 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6370 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6371 -- Old field name was 'tile_images'.
6372 -- List can be shortened to needed length.
6374 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6375 -- Same as `tiles`, but these textures are drawn on top of the base
6376 -- tiles. You can use this to colorize only specific parts of your
6377 -- texture. If the texture name is an empty string, that overlay is not
6378 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6379 -- overlays on very common nodes.
6381 special_tiles = {tile definition 1, Tile definition 2},
6382 -- Special textures of node; used rarely.
6383 -- Old field name was 'special_materials'.
6384 -- List can be shortened to needed length.
6387 -- The node's original color will be multiplied with this color.
6388 -- If the node has a palette, then this setting only has an effect in
6389 -- the inventory and on the wield item.
6391 use_texture_alpha = false,
6392 -- Use texture's alpha channel
6394 palette = "palette.png",
6395 -- The node's `param2` is used to select a pixel from the image.
6396 -- Pixels are arranged from left to right and from top to bottom.
6397 -- The node's color will be multiplied with the selected pixel's color.
6398 -- Tiles can override this behavior.
6399 -- Only when `paramtype2` supports palettes.
6401 post_effect_color = "green#0F",
6402 -- Screen tint if player is inside node, see "ColorSpec"
6404 paramtype = "none", -- See "Nodes"
6406 paramtype2 = "none", -- See "Nodes"
6408 place_param2 = nil, -- Force value for param2 when player places node
6410 is_ground_content = true,
6411 -- If false, the cave generator and dungeon generator will not carve
6412 -- through this node.
6413 -- Specifically, this stops mod-added nodes being removed by caves and
6414 -- dungeons when those generate in a neighbor mapchunk and extend out
6415 -- beyond the edge of that mapchunk.
6417 sunlight_propagates = false,
6418 -- If true, sunlight will go infinitely through this node
6420 walkable = true, -- If true, objects collide with node
6422 pointable = true, -- If true, can be pointed at
6424 diggable = true, -- If false, can never be dug
6426 climbable = false, -- If true, can be climbed on (ladder)
6428 buildable_to = false, -- If true, placed nodes can replace this node
6431 -- If true, liquids flow into and replace this node.
6432 -- Warning: making a liquid node 'floodable' will cause problems.
6434 liquidtype = "none", -- "none" / "source" / "flowing"
6436 liquid_alternative_flowing = "", -- Flowing version of source liquid
6438 liquid_alternative_source = "", -- Source version of flowing liquid
6440 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6442 liquid_renewable = true,
6443 -- If true, a new liquid source can be created by placing two or more
6447 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6448 -- Allows defining the nodebox height without using param2.
6449 -- The nodebox height is 'leveled' / 64 nodes.
6450 -- The maximum value of 'leveled' is 127.
6452 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6455 -- Player will take this amount of damage if no bubbles are left
6458 -- Amount of light emitted by node.
6459 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6460 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6463 damage_per_second = 0,
6464 -- If player is inside node, this damage is caused
6466 node_box = {type="regular"}, -- See "Node boxes"
6468 connects_to = nodenames,
6469 -- Used for nodebox nodes with the type == "connected".
6470 -- Specifies to what neighboring nodes connections will be drawn.
6471 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6473 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6474 -- Tells connected nodebox nodes to connect only to these sides of this
6482 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6485 -- Custom selection box definition. Multiple boxes can be defined.
6486 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6487 -- definition is used for the selection box.
6492 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6495 -- Custom collision box definition. Multiple boxes can be defined.
6496 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6497 -- definition is used for the collision box.
6498 -- Both of the boxes above are defined as:
6499 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6501 -- Support maps made in and before January 2012
6502 legacy_facedir_simple = false,
6503 legacy_wallmounted = false,
6506 -- Valid for drawtypes:
6507 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6508 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6509 -- 2 - wave node like leaves (whole node moves side-to-side)
6510 -- 3 - wave node like liquids (whole node moves up and down)
6511 -- Not all models will properly wave.
6512 -- plantlike drawtype can only wave like plants.
6513 -- allfaces_optional drawtype can only wave like leaves.
6514 -- liquid, flowingliquid drawtypes can only wave like liquids.
6517 footstep = <SimpleSoundSpec>,
6518 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6519 dug = <SimpleSoundSpec>,
6520 place = <SimpleSoundSpec>,
6521 place_failed = <SimpleSoundSpec>,
6522 fall = <SimpleSoundSpec>,
6526 -- Name of dropped item when dug.
6527 -- Default dropped item is the node itself.
6528 -- Using a table allows multiple items, drop chances and tool filtering.
6529 -- Tool filtering was undocumented until recently, tool filtering by string
6530 -- matching is deprecated.
6533 -- Maximum number of item lists to drop.
6534 -- The entries in 'items' are processed in order. For each:
6535 -- Tool filtering is applied, chance of drop is applied, if both are
6536 -- successful the entire item list is dropped.
6537 -- Entry processing continues until the number of dropped item lists
6538 -- equals 'max_items'.
6539 -- Therefore, entries should progress from low to high drop chance.
6543 -- 1 in 1000 chance of dropping a diamond.
6544 -- Default rarity is '1'.
6546 items = {"default:diamond"},
6549 -- Only drop if using a tool whose name is identical to one
6551 tools = {"default:shovel_mese", "default:shovel_diamond"},
6553 items = {"default:dirt"},
6554 -- Whether all items in the dropped item list inherit the
6555 -- hardware coloring palette color from the dug node.
6556 -- Default is 'false'.
6557 inherit_color = true,
6560 -- Only drop if using a tool whose name contains
6561 -- "default:shovel_" (this tool filtering by string matching
6563 tools = {"~default:shovel_"},
6565 -- The item list dropped.
6566 items = {"default:sand", "default:desert_sand"},
6571 on_construct = function(pos),
6572 -- Node constructor; called after adding node.
6573 -- Can set up metadata and stuff like that.
6574 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6577 on_destruct = function(pos),
6578 -- Node destructor; called before removing node.
6579 -- Not called for bulk node placement.
6582 after_destruct = function(pos, oldnode),
6583 -- Node destructor; called after removing node.
6584 -- Not called for bulk node placement.
6587 on_flood = function(pos, oldnode, newnode),
6588 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6589 -- `floodable = true` in the nodedef. Not called for bulk node placement
6590 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6591 -- node is not flooded, but on_flood callback will most likely be called
6592 -- over and over again every liquid update interval.
6594 -- Warning: making a liquid node 'floodable' will cause problems.
6596 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6597 -- Called when oldnode is about be converted to an item, but before the
6598 -- node is deleted from the world or the drops are added. This is
6599 -- generally the result of either the node being dug or an attached node
6600 -- becoming detached.
6601 -- drops is a table of ItemStacks, so any metadata to be preserved can
6602 -- be added directly to one or more of the dropped items. See
6603 -- "ItemStackMetaRef".
6606 after_place_node = function(pos, placer, itemstack, pointed_thing),
6607 -- Called after constructing node when node was placed using
6608 -- minetest.item_place_node / minetest.place_node.
6609 -- If return true no item is taken from itemstack.
6610 -- `placer` may be any valid ObjectRef or nil.
6613 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6614 -- oldmetadata is in table format.
6615 -- Called after destructing node when node was dug using
6616 -- minetest.node_dig / minetest.dig_node.
6619 can_dig = function(pos, [player]),
6620 -- Returns true if node can be dug, or false if not.
6623 on_punch = function(pos, node, puncher, pointed_thing),
6624 -- default: minetest.node_punch
6625 -- By default calls minetest.register_on_punchnode callbacks.
6627 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6629 -- itemstack will hold clicker's wielded item.
6630 -- Shall return the leftover itemstack.
6631 -- Note: pointed_thing can be nil, if a mod calls this function.
6632 -- This function does not get triggered by clients <=0.4.16 if the
6633 -- "formspec" node metadata field is set.
6635 on_dig = function(pos, node, digger),
6636 -- default: minetest.node_dig
6637 -- By default checks privileges, wears out tool and removes node.
6639 on_timer = function(pos, elapsed),
6641 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6642 -- elapsed is the total time passed since the timer was started.
6643 -- return true to run the timer for another cycle with the same timeout
6646 on_receive_fields = function(pos, formname, fields, sender),
6647 -- fields = {name1 = value1, name2 = value2, ...}
6648 -- Called when an UI form (e.g. sign text input) returns data.
6649 -- See minetest.register_on_player_receive_fields for more info.
6652 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6653 -- Called when a player wants to move items inside the inventory.
6654 -- Return value: number of items allowed to move.
6656 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6657 -- Called when a player wants to put something into the inventory.
6658 -- Return value: number of items allowed to put.
6659 -- Return value -1: Allow and don't modify item count in inventory.
6661 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6662 -- Called when a player wants to take something out of the inventory.
6663 -- Return value: number of items allowed to take.
6664 -- Return value -1: Allow and don't modify item count in inventory.
6666 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6667 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6668 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6669 -- Called after the actual action has happened, according to what was
6673 on_blast = function(pos, intensity),
6674 -- intensity: 1.0 = mid range of regular TNT.
6675 -- If defined, called when an explosion touches the node, instead of
6676 -- removing the node.
6682 Used by `minetest.register_craft`.
6687 output = 'default:pick_stone',
6689 {'default:cobble', 'default:cobble', 'default:cobble'},
6690 {'', 'default:stick', ''},
6691 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6693 replacements = <list of item pairs>,
6694 -- replacements: replace one input item with another item on crafting
6702 output = 'mushrooms:mushroom_stew',
6705 "mushrooms:mushroom_brown",
6706 "mushrooms:mushroom_red",
6708 replacements = <list of item pairs>,
6714 type = "toolrepair",
6715 additional_wear = -0.02,
6718 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6724 output = "default:glass",
6725 recipe = "default:sand",
6733 recipe = "bucket:bucket_lava",
6735 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6741 Used by `minetest.register_ore`.
6743 See [Ores] section above for essential information.
6746 ore_type = "scatter",
6748 ore = "default:stone_with_coal",
6751 -- Facedir rotation. Default is 0 (unchanged rotation)
6753 wherein = "default:stone",
6754 -- A list of nodenames is supported too
6756 clust_scarcity = 8 * 8 * 8,
6757 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6758 -- If the desired average distance between ores is 'd', set this to
6762 -- Number of ores in a cluster
6765 -- Size of the bounding box of the cluster.
6766 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6767 -- nodes are coal ore.
6771 -- Lower and upper limits for ore
6774 -- Attributes for the ore generation, see 'Ore attributes' section above
6776 noise_threshold = 0.5,
6777 -- If noise is above this threshold, ore is placed. Not needed for a
6778 -- uniform distribution.
6783 spread = {x = 100, y = 100, z = 100},
6788 -- NoiseParams structure describing one of the perlin noises used for
6789 -- ore distribution.
6790 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6791 -- Omit from "scatter" ore for a uniform ore distribution.
6792 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6795 biomes = {"desert", "rainforest"},
6796 -- List of biomes in which this ore occurs.
6797 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6798 -- being used does not support biomes.
6799 -- Can be a list of (or a single) biome names, IDs, or definitions.
6801 -- Type-specific parameters
6804 column_height_min = 1,
6805 column_height_max = 16,
6806 column_midpoint_factor = 0.5,
6812 spread = {x = 100, y = 100, z = 100},
6820 spread = {x = 100, y = 100, z = 100},
6827 random_factor = 1.0,
6830 np_stratum_thickness = {
6833 spread = {x = 100, y = 100, z = 100},
6838 stratum_thickness = 8,
6844 Used by `minetest.register_biome`.
6849 node_dust = "default:snow",
6850 -- Node dropped onto upper surface after all else is generated
6852 node_top = "default:dirt_with_snow",
6854 -- Node forming surface layer of biome and thickness of this layer
6856 node_filler = "default:permafrost",
6858 -- Node forming lower layer of biome and thickness of this layer
6860 node_stone = "default:bluestone",
6861 -- Node that replaces all stone nodes between roughly y_min and y_max.
6863 node_water_top = "default:ice",
6864 depth_water_top = 10,
6865 -- Node forming a surface layer in seawater with the defined thickness
6868 -- Node that replaces all seawater nodes not in the surface layer
6870 node_river_water = "default:ice",
6871 -- Node that replaces river water in mapgens that use
6872 -- default:river_water
6874 node_riverbed = "default:gravel",
6876 -- Node placed under river water and thickness of this layer
6878 node_cave_liquid = "default:lava_source",
6879 node_cave_liquid = {"default:water_source", "default:lava_source"},
6880 -- Nodes placed inside 50% of the medium size caves.
6881 -- Multiple nodes can be specified, each cave will use a randomly
6882 -- chosen node from the list.
6883 -- If this field is left out or 'nil', cave liquids fall back to
6884 -- classic behaviour of lava and water distributed using 3D noise.
6885 -- For no cave liquid, specify "air".
6887 node_dungeon = "default:cobble",
6888 -- Node used for primary dungeon structure.
6889 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
6890 -- alias, if that is also absent, dungeon nodes fall back to the biome
6892 -- If present, the following two nodes are also used.
6894 node_dungeon_alt = "default:mossycobble",
6895 -- Node used for randomly-distributed alternative structure nodes.
6896 -- If alternative structure nodes are not wanted leave this absent for
6897 -- performance reasons.
6899 node_dungeon_stair = "stairs:stair_cobble",
6900 -- Node used for dungeon stairs.
6901 -- If absent, stairs fall back to 'node_dungeon'.
6905 -- Upper and lower limits for biome.
6906 -- Alternatively you can use xyz limits as shown below.
6908 max_pos = {x = 31000, y = 128, z = 31000},
6909 min_pos = {x = -31000, y = 9, z = -31000},
6910 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6911 -- Biome is limited to a cuboid defined by these positions.
6912 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6913 -- 31000 in 'max_pos'.
6916 -- Vertical distance in nodes above 'y_max' over which the biome will
6917 -- blend with the biome above.
6918 -- Set to 0 for no vertical blend. Defaults to 0.
6921 humidity_point = 50,
6922 -- Characteristic temperature and humidity for the biome.
6923 -- These values create 'biome points' on a voronoi diagram with heat and
6924 -- humidity as axes. The resulting voronoi cells determine the
6925 -- distribution of the biomes.
6926 -- Heat and humidity have average values of 50, vary mostly between
6927 -- 0 and 100 but can exceed these values.
6930 Decoration definition
6931 ---------------------
6933 See [Decoration types]. Used by `minetest.register_decoration`.
6936 deco_type = "simple",
6938 place_on = "default:dirt_with_grass",
6939 -- Node (or list of nodes) that the decoration can be placed on
6942 -- Size of the square divisions of the mapchunk being generated.
6943 -- Determines the resolution of noise variation if used.
6944 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6945 -- equal to the chunk size.
6948 -- The value determines 'decorations per surface node'.
6949 -- Used only if noise_params is not specified.
6950 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6951 -- a different and much faster method.
6956 spread = {x = 100, y = 100, z = 100},
6963 -- NoiseParams structure describing the perlin noise used for decoration
6965 -- A noise value is calculated for each square division and determines
6966 -- 'decorations per surface node' within each division.
6967 -- If the noise value >= 10.0 complete coverage is enabled and
6968 -- decoration placement uses a different and much faster method.
6970 biomes = {"Oceanside", "Hills", "Plains"},
6971 -- List of biomes in which this decoration occurs. Occurs in all biomes
6972 -- if this is omitted, and ignored if the Mapgen being used does not
6974 -- Can be a list of (or a single) biome names, IDs, or definitions.
6978 -- Lower and upper limits for decoration.
6979 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6981 spawn_by = "default:water",
6982 -- Node (or list of nodes) that the decoration only spawns next to.
6983 -- Checks two horizontal planes of 8 neighbouring nodes (including
6984 -- diagonal neighbours), one plane level with the 'place_on' node and a
6985 -- plane one node above that.
6988 -- Number of spawn_by nodes that must be surrounding the decoration
6989 -- position to occur.
6990 -- If absent or -1, decorations occur next to any nodes.
6992 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6993 -- Flags for all decoration types.
6994 -- "liquid_surface": Instead of placement on the highest solid surface
6995 -- in a mapchunk column, placement is on the highest liquid surface.
6996 -- Placement is disabled if solid nodes are found above the liquid
6998 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6999 -- by the decoration.
7000 -- "all_floors", "all_ceilings": Instead of placement on the highest
7001 -- surface in a mapchunk the decoration is placed on all floor and/or
7002 -- ceiling surfaces, for example in caves and dungeons.
7003 -- Ceiling decorations act as an inversion of floor decorations so the
7004 -- effect of 'place_offset_y' is inverted.
7005 -- Y-slice probabilities do not function correctly for ceiling
7006 -- schematic decorations as the behaviour is unchanged.
7007 -- If a single decoration registration has both flags the floor and
7008 -- ceiling decorations will be aligned vertically.
7010 ----- Simple-type parameters
7012 decoration = "default:grass",
7013 -- The node name used as the decoration.
7014 -- If instead a list of strings, a randomly selected node from the list
7015 -- is placed as the decoration.
7018 -- Decoration height in nodes.
7019 -- If height_max is not 0, this is the lower limit of a randomly
7023 -- Upper limit of the randomly selected height.
7024 -- If absent, the parameter 'height' is used as a constant.
7027 -- Param2 value of decoration nodes.
7028 -- If param2_max is not 0, this is the lower limit of a randomly
7032 -- Upper limit of the randomly selected param2.
7033 -- If absent, the parameter 'param2' is used as a constant.
7036 -- Y offset of the decoration base node relative to the standard base
7038 -- Can be positive or negative. Default is 0.
7039 -- Effect is inverted for "all_ceilings" decorations.
7040 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7041 -- to the 'place_on' node.
7043 ----- Schematic-type parameters
7045 schematic = "foobar.mts",
7046 -- If schematic is a string, it is the filepath relative to the current
7047 -- working directory of the specified Minetest schematic file.
7048 -- Could also be the ID of a previously registered schematic.
7051 size = {x = 4, y = 6, z = 4},
7053 {name = "default:cobble", param1 = 255, param2 = 0},
7054 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7055 {name = "air", param1 = 255, param2 = 0},
7059 {ypos = 2, prob = 128},
7060 {ypos = 5, prob = 64},
7064 -- Alternative schematic specification by supplying a table. The fields
7065 -- size and data are mandatory whereas yslice_prob is optional.
7066 -- See 'Schematic specifier' for details.
7068 replacements = {["oldname"] = "convert_to", ...},
7070 flags = "place_center_x, place_center_y, place_center_z",
7071 -- Flags for schematic decorations. See 'Schematic attributes'.
7074 -- Rotation can be "0", "90", "180", "270", or "random"
7077 -- If the flag 'place_center_y' is set this parameter is ignored.
7078 -- Y offset of the schematic base node layer relative to the 'place_on'
7080 -- Can be positive or negative. Default is 0.
7081 -- Effect is inverted for "all_ceilings" decorations.
7082 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7083 -- to the 'place_on' node.
7086 Chat command definition
7087 -----------------------
7089 Used by `minetest.register_chatcommand`.
7092 params = "<name> <privilege>", -- Short parameter description
7094 description = "Remove privilege from player", -- Full description
7096 privs = {privs=true}, -- Require the "privs" privilege to run
7098 func = function(name, param),
7099 -- Called when command is run. Returns boolean success and text output.
7102 Note that in params, use of symbols is as follows:
7104 * `<>` signifies a placeholder to be replaced when the command is used. For
7105 example, when a player name is needed: `<name>`
7106 * `[]` signifies param is optional and not required when the command is used.
7107 For example, if you require param1 but param2 is optional:
7108 `<param1> [<param2>]`
7109 * `|` signifies exclusive or. The command requires one param from the options
7110 provided. For example: `<param1> | <param2>`
7111 * `()` signifies grouping. For example, when param1 and param2 are both
7112 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7114 Privilege definition
7115 --------------------
7117 Used by `minetest.register_privilege`.
7121 -- Privilege description
7123 give_to_singleplayer = true,
7124 -- Whether to grant the privilege to singleplayer.
7126 give_to_admin = true,
7127 -- Whether to grant the privilege to the server admin.
7128 -- Uses value of 'give_to_singleplayer' by default.
7130 on_grant = function(name, granter_name),
7131 -- Called when given to player 'name' by 'granter_name'.
7132 -- 'granter_name' will be nil if the priv was granted by a mod.
7134 on_revoke = function(name, revoker_name),
7135 -- Called when taken from player 'name' by 'revoker_name'.
7136 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7138 -- Note that the above two callbacks will be called twice if a player is
7139 -- responsible, once with the player name, and then with a nil player
7141 -- Return true in the above callbacks to stop register_on_priv_grant or
7142 -- revoke being called.
7145 Detached inventory callbacks
7146 ----------------------------
7148 Used by `minetest.create_detached_inventory`.
7151 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7152 -- Called when a player wants to move items inside the inventory.
7153 -- Return value: number of items allowed to move.
7155 allow_put = function(inv, listname, index, stack, player),
7156 -- Called when a player wants to put something into the inventory.
7157 -- Return value: number of items allowed to put.
7158 -- Return value -1: Allow and don't modify item count in inventory.
7160 allow_take = function(inv, listname, index, stack, player),
7161 -- Called when a player wants to take something out of the inventory.
7162 -- Return value: number of items allowed to take.
7163 -- Return value -1: Allow and don't modify item count in inventory.
7165 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7166 on_put = function(inv, listname, index, stack, player),
7167 on_take = function(inv, listname, index, stack, player),
7168 -- Called after the actual action has happened, according to what was
7178 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7181 hud_elem_type = "image", -- See HUD element types
7182 -- Type of element, can be "image", "text", "statbar", or "inventory"
7184 position = {x=0.5, y=0.5},
7185 -- Left corner position of element
7189 scale = {x = 2, y = 2},
7196 -- Selected item in inventory. 0 for no item selected.
7199 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7201 alignment = {x=0, y=0},
7203 offset = {x=0, y=0},
7205 size = { x=100, y=100 },
7206 -- Size of element in pixels
7212 Used by `minetest.add_particle`.
7215 pos = {x=0, y=0, z=0},
7216 velocity = {x=0, y=0, z=0},
7217 acceleration = {x=0, y=0, z=0},
7218 -- Spawn particle at pos with velocity and acceleration
7221 -- Disappears after expirationtime seconds
7224 -- Scales the visual size of the particle texture.
7226 collisiondetection = false,
7227 -- If true collides with `walkable` nodes and, depending on the
7228 -- `object_collision` field, objects too.
7230 collision_removal = false,
7231 -- If true particle is removed when it collides.
7232 -- Requires collisiondetection = true to have any effect.
7234 object_collision = false,
7235 -- If true particle collides with objects that are defined as
7236 -- `physical = true,` and `collide_with_objects = true,`.
7237 -- Requires collisiondetection = true to have any effect.
7240 -- If true faces player using y axis only
7242 texture = "image.png",
7244 playername = "singleplayer",
7245 -- Optional, if specified spawns particle only on the player's client
7247 animation = {Tile Animation definition},
7248 -- Optional, specifies how to animate the particle texture
7251 -- Optional, specify particle self-luminescence in darkness.
7256 `ParticleSpawner` definition
7257 ----------------------------
7259 Used by `minetest.add_particlespawner`.
7263 -- Number of particles spawned over the time period `time`.
7266 -- Lifespan of spawner in seconds.
7267 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7268 -- a per-second basis.
7270 minpos = {x=0, y=0, z=0},
7271 maxpos = {x=0, y=0, z=0},
7272 minvel = {x=0, y=0, z=0},
7273 maxvel = {x=0, y=0, z=0},
7274 minacc = {x=0, y=0, z=0},
7275 maxacc = {x=0, y=0, z=0},
7280 -- The particles' properties are random values between the min and max
7282 -- pos, velocity, acceleration, expirationtime, size
7284 collisiondetection = false,
7285 -- If true collide with `walkable` nodes and, depending on the
7286 -- `object_collision` field, objects too.
7288 collision_removal = false,
7289 -- If true particles are removed when they collide.
7290 -- Requires collisiondetection = true to have any effect.
7292 object_collision = false,
7293 -- If true particles collide with objects that are defined as
7294 -- `physical = true,` and `collide_with_objects = true,`.
7295 -- Requires collisiondetection = true to have any effect.
7297 attached = ObjectRef,
7298 -- If defined, particle positions, velocities and accelerations are
7299 -- relative to this object's position and yaw
7302 -- If true face player using y axis only
7304 texture = "image.png",
7306 playername = "singleplayer",
7307 -- Optional, if specified spawns particles only on the player's client
7309 animation = {Tile Animation definition},
7310 -- Optional, specifies how to animate the particles' texture
7313 -- Optional, specify particle self-luminescence in darkness.
7317 `HTTPRequest` definition
7318 ------------------------
7320 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7323 url = "http://example.org",
7326 -- Timeout for connection in seconds. Default is 3 seconds.
7328 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7329 -- Optional, if specified a POST request with post_data is performed.
7330 -- Accepts both a string and a table. If a table is specified, encodes
7331 -- table as x-www-form-urlencoded key-value pairs.
7332 -- If post_data is not specified, a GET request is performed instead.
7334 user_agent = "ExampleUserAgent",
7335 -- Optional, if specified replaces the default minetest user agent with
7338 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7339 -- Optional, if specified adds additional headers to the HTTP request.
7340 -- You must make sure that the header strings follow HTTP specification
7344 -- Optional, if true performs a multipart HTTP request.
7345 -- Default is false.
7348 `HTTPRequestResult` definition
7349 ------------------------------
7351 Passed to `HTTPApiTable.fetch` callback. Returned by
7352 `HTTPApiTable.fetch_async_get`.
7356 -- If true, the request has finished (either succeeded, failed or timed
7360 -- If true, the request was successful
7363 -- If true, the request timed out
7371 Authentication handler definition
7372 ---------------------------------
7374 Used by `minetest.register_authentication_handler`.
7377 get_auth = function(name),
7378 -- Get authentication data for existing player `name` (`nil` if player
7380 -- Returns following structure:
7381 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7383 create_auth = function(name, password),
7384 -- Create new auth data for player `name`.
7385 -- Note that `password` is not plain-text but an arbitrary
7386 -- representation decided by the engine.
7388 delete_auth = function(name),
7389 -- Delete auth data of player `name`.
7390 -- Returns boolean indicating success (false if player is nonexistent).
7392 set_password = function(name, password),
7393 -- Set password of player `name` to `password`.
7394 -- Auth data should be created if not present.
7396 set_privileges = function(name, privileges),
7397 -- Set privileges of player `name`.
7398 -- `privileges` is in table form, auth data should be created if not
7401 reload = function(),
7402 -- Reload authentication data from the storage location.
7403 -- Returns boolean indicating success.
7405 record_login = function(name),
7406 -- Called when player joins, used for keeping track of last_login
7408 iterate = function(),
7409 -- Returns an iterator (use with `for` loops) for all player names
7410 -- currently in the auth database