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 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2193 * Displays a static formated text with hyperlinks.
2194 * `x`, `y`, `w` and `h` work as per field
2195 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2196 * `text` is the formatted text using `markup language` described below.
2198 ### `vertlabel[<X>,<Y>;<label>]`
2199 * Textual label drawn vertically
2200 * `label` is the text on the label
2201 * **Note**: If the new coordinate system is enabled, vertlabels are
2202 positioned from the center of the text, not the left.
2204 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2206 * Clickable button. When clicked, fields will be sent.
2207 * With the old coordinate system, buttons are a set height, but will be vertically
2208 centred on `H`. With the new coordinate system, `H` will modify the height.
2209 * `label` is the text on the button
2211 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2213 * `texture name` is the filename of an image
2214 * **Note**: Height is supported on both the old and new coordinate systems
2217 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2219 * `texture name` is the filename of an image
2220 * `noclip=true` means the image button doesn't need to be within specified
2222 * `drawborder`: draw button border or not
2223 * `pressed texture name` is the filename of an image on pressed state
2225 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2227 * `item name` is the registered name of an item/node
2228 * The item description will be used as the tooltip. This can be overridden with
2231 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2233 * When clicked, fields will be sent and the form will quit.
2234 * Same as `button` in all other respects.
2236 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2238 * When clicked, fields will be sent and the form will quit.
2239 * Same as `image_button` in all other respects.
2241 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2243 * Scrollable item list showing arbitrary text elements
2244 * `name` fieldname sent to server on doubleclick value is current selected
2246 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2248 * if you want a listelement to start with "#" write "##".
2250 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2252 * Scrollable itemlist showing arbitrary text elements
2253 * `name` fieldname sent to server on doubleclick value is current selected
2255 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2256 * if you want a listelement to start with "#" write "##"
2257 * Index to be selected within textlist
2258 * `true`/`false`: draw transparent background
2259 * See also `minetest.explode_textlist_event`
2260 (main menu: `core.explode_textlist_event`).
2262 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2264 * Show a tab**header** at specific position (ignores formsize)
2265 * `X` and `Y`: position of the tabheader
2266 * *Note*: Width and height are automatically chosen with this syntax
2267 * `name` fieldname data is transferred to Lua
2268 * `caption 1`...: name shown on top of tab
2269 * `current_tab`: index of selected tab 1...
2270 * `transparent` (optional): show transparent
2271 * `draw_border` (optional): draw border
2273 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2275 * Show a tab**header** at specific position (ignores formsize)
2276 * **Important note**: This syntax for tabheaders can only be used with the
2277 new coordinate system.
2278 * `X` and `Y`: position of the tabheader
2279 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2280 * `name` fieldname data is transferred to Lua
2281 * `caption 1`...: name shown on top of tab
2282 * `current_tab`: index of selected tab 1...
2283 * `transparent` (optional): show transparent
2284 * `draw_border` (optional): draw border
2286 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2288 * Show a tab**header** at specific position (ignores formsize)
2289 * **Important note**: This syntax for tabheaders can only be used with the
2290 new coordinate system.
2291 * `X` and `Y`: position of the tabheader
2292 * `W` and `H`: width and height of the tabheader
2293 * `name` fieldname data is transferred to Lua
2294 * `caption 1`...: name shown on top of tab
2295 * `current_tab`: index of selected tab 1...
2296 * `transparent` (optional): show transparent
2297 * `draw_border` (optional): draw border
2299 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2301 * Simple colored box
2302 * `color` is color specified as a `ColorString`.
2303 If the alpha component is left blank, the box will be semitransparent.
2305 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2307 * Show a dropdown field
2308 * **Important note**: There are two different operation modes:
2309 1. handle directly on change (only changed dropdown is submitted)
2310 2. read the value on pressing a button (all dropdown values are available)
2311 * `X` and `Y`: position of the dropdown
2312 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2313 * Fieldname data is transferred to Lua
2314 * Items to be shown in dropdown
2315 * Index of currently selected dropdown item
2317 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2319 * Show a dropdown field
2320 * **Important note**: This syntax for dropdowns can only be used with the
2321 new coordinate system.
2322 * **Important note**: There are two different operation modes:
2323 1. handle directly on change (only changed dropdown is submitted)
2324 2. read the value on pressing a button (all dropdown values are available)
2325 * `X` and `Y`: position of the dropdown
2326 * `W` and `H`: width and height of the dropdown
2327 * Fieldname data is transferred to Lua
2328 * Items to be shown in dropdown
2329 * Index of currently selected dropdown item
2331 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2334 * `name` fieldname data is transferred to Lua
2335 * `label` to be shown left of checkbox
2336 * `selected` (optional): `true`/`false`
2337 * **Note**: If the new coordinate system is enabled, checkboxes are
2338 positioned from the center of the checkbox, not the top.
2340 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2343 * There are two ways to use it:
2344 1. handle the changed event (only changed scrollbar is available)
2345 2. read the value on pressing a button (all scrollbars are available)
2346 * `orientation`: `vertical`/`horizontal`
2347 * Fieldname data is transferred to Lua
2348 * Value this trackbar is set to (`0`-`1000`)
2349 * See also `minetest.explode_scrollbar_event`
2350 (main menu: `core.explode_scrollbar_event`).
2352 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2354 * Show scrollable table using options defined by the previous `tableoptions[]`
2355 * Displays cells as defined by the previous `tablecolumns[]`
2356 * `name`: fieldname sent to server on row select or doubleclick
2357 * `cell 1`...`cell n`: cell contents given in row-major order
2358 * `selected idx`: index of row to be selected within table (first row = `1`)
2359 * See also `minetest.explode_table_event`
2360 (main menu: `core.explode_table_event`).
2362 ### `tableoptions[<opt 1>;<opt 2>;...]`
2364 * Sets options for `table[]`
2366 * default text color (`ColorString`), defaults to `#FFFFFF`
2367 * `background=#RRGGBB`
2368 * table background color (`ColorString`), defaults to `#000000`
2369 * `border=<true/false>`
2370 * should the table be drawn with a border? (default: `true`)
2371 * `highlight=#RRGGBB`
2372 * highlight background color (`ColorString`), defaults to `#466432`
2373 * `highlight_text=#RRGGBB`
2374 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2375 * `opendepth=<value>`
2376 * all subtrees up to `depth < value` are open (default value = `0`)
2377 * only useful when there is a column of type "tree"
2379 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2381 * Sets columns for `table[]`
2382 * Types: `text`, `image`, `color`, `indent`, `tree`
2383 * `text`: show cell contents as text
2384 * `image`: cell contents are an image index, use column options to define
2386 * `color`: cell contents are a ColorString and define color of following
2388 * `indent`: cell contents are a number and define indentation of following
2390 * `tree`: same as indent, but user can open and close subtrees
2394 * for `text` and `image`: content alignment within cells.
2395 Available values: `left` (default), `center`, `right`, `inline`
2397 * for `text` and `image`: minimum width in em (default: `0`)
2398 * for `indent` and `tree`: indent width in em (default: `1.5`)
2399 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2400 Exception: defaults to 0 for indent columns
2401 * `tooltip=<value>`: tooltip text (default: empty)
2402 * `image` column options:
2403 * `0=<value>` sets image for image index 0
2404 * `1=<value>` sets image for image index 1
2405 * `2=<value>` sets image for image index 2
2406 * and so on; defined indices need not be contiguous empty or
2407 non-numeric cells are treated as `0`.
2408 * `color` column options:
2409 * `span=<value>`: number of following columns to affect
2410 (default: infinite).
2412 ### `style[<name>;<prop1>;<prop2>;...]`
2414 * Set the style for the named element `name`.
2415 * Note: this **must** be before the element is defined.
2416 * See [Styling Formspecs].
2419 ### `style_type[<type>;<prop1>;<prop2>;...]`
2421 * Sets the style for all elements of type `type` which appear after this element.
2422 * See [Styling Formspecs].
2424 Migrating to Real Coordinates
2425 -----------------------------
2427 In the old system, positions included padding and spacing. Padding is a gap between
2428 the formspec window edges and content, and spacing is the gaps between items. For
2429 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2430 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2431 in the new coordinate system from scratch.
2433 To recreate an old layout with padding, you'll need to pass the positions and sizes
2434 through the following formula to re-introduce padding:
2437 pos = (oldpos + 1)*spacing + padding
2443 You'll need to change the `size[]` tag like this:
2446 size = (oldsize-1)*spacing + padding*2 + 1
2449 A few elements had random offsets in the old system. Here is a table which shows these
2450 offsets when migrating:
2452 | Element | Position | Size | Notes
2453 |---------|------------|---------|-------
2454 | box | +0.3, +0.1 | 0, -0.4 |
2455 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2456 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2457 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2462 Formspec elements can be themed using the style elements:
2464 style[<name>;<prop1>;<prop2>;...]
2465 style_type[<type>;<prop1>;<prop2>;...]
2469 property_name=property_value
2473 style_type[button;bgcolor=#006699]
2474 style[world_delete;bgcolor=red;textcolor=yellow]
2475 button[4,3.95;2.6,1;world_delete;Delete]
2477 Setting a property to nothing will reset it to the default value. For example:
2479 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2480 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2483 ### Supported Element Types
2485 Some types may inherit styles from parent types.
2488 * button_exit, inherits from button
2495 * pwdfield, inherits from field
2498 * vertlabel, inherits from field
2500 * item_image_button, inherits from image_button
2504 ### Valid Properties
2506 * button, button_exit
2507 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2508 * bgcolor - color, sets button tint.
2509 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2510 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2511 * bgimg - standard image. Defaults to none.
2512 * bgimg_hovered - image when hovered. Defaults to bgimg when not provided.
2513 * bgimg_pressed - image when pressed. Defaults to bgimg when not provided.
2514 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2515 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2516 * textcolor - color, default white.
2518 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2520 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2522 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2524 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2525 * field, pwdfield, textarea
2526 * border - set to false to hide the textbox background and border. Default true.
2527 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2528 * textcolor - color. Default white.
2530 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2532 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2533 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2534 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2536 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2537 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2539 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2540 * textcolor - color. Default white.
2545 Markup language used in `hypertext[]` elements uses tag that look like HTML tags. Some
2546 tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2547 Tags can have attributes, in that case, attributes are in the opening tag in
2548 form of a key/value separated with equal signs. Attribute values should not be quoted.
2550 These are the technically basic tags but see below for usual tags. Base tags are:
2552 `<style color=... font=... size=...>...</style>`
2554 Changes the style of the text.
2556 * `color`: Text color. Given color is a `colorspec`.
2557 * `size`: Text size.
2558 * `font`: Text font (`mono` or `normal`).
2560 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2565 * `background`: Text background, a `colorspec` or `none`.
2566 * `margin`: Page margins in pixel.
2567 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2569 Inheriting styles (affects child elements):
2570 * `color`: Default text color. Given color is a `colorspec`.
2571 * `hovercolor`: Color of <action> tags when mouse is over.
2572 * `size`: Default text size.
2573 * `font`: Default text font (`mono` or `normal`).
2574 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2576 This tag needs to be placed only once as it changes the global settings of the
2577 text. Anyway, if several tags are placed, each changed will be made in the order
2580 `<tag name=... color=... hovercolor=... font=... size=...>`
2582 Defines or redefines tag style. This can be used to define new tags.
2583 * `name`: Name of the tag to define or change.
2584 * `color`: Text color. Given color is a `colorspec`.
2585 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2586 * `size`: Text size.
2587 * `font`: Text font (`mono` or `normal`).
2589 Following tags are the usual tags for text layout. They are defined by default.
2590 Other tags can be added using `<tag ...>` tag.
2592 `<normal>...</normal>`: Normal size text
2594 `<big>...</big>`: Big text
2596 `<bigger>...</bigger>`: Bigger text
2598 `<center>...</center>`: Centered text
2600 `<left>...</left>`: Left-aligned text
2602 `<right>...</right>`: Right-aligned text
2604 `<justify>...</justify>`: Justified text
2606 `<mono>...</mono>`: Monospaced font
2608 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2610 `<action name=...>...</action>`
2612 Make that text a clickable text triggering an action.
2614 * `name`: Name of the action (mandatory).
2616 When clicked, the formspec is send to the server. The value of the text field
2617 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2620 `<img name=... float=... width=... height=...>`
2622 Draws an image which is present in the client media cache.
2624 * `name`: Name of the texture (mandatory).
2625 * `float`: If present, makes the image floating (`left` or `right`).
2626 * `width`: Force image width instead of taking texture width.
2627 * `height`: Force image height instead of taking texture height.
2629 If only width or height given, texture aspect is kept.
2631 `<item name=... float=... width=... height=... rotate=...>`
2633 Draws an item image.
2635 * `name`: Item string of the item to draw (mandatory).
2636 * `float`: If present, makes the image floating (`left` or `right`).
2637 * `width`: Item image width.
2638 * `height`: Item image height.
2639 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2640 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2641 `inventory_items_animations` is set to true.
2642 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2643 X, Y and Z being angles around each three axes. Works only if
2644 `inventory_items_animations` is set to true.
2652 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2653 * `"current_player"`: Player to whom the menu is shown
2654 * `"player:<name>"`: Any player
2655 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2656 * `"detached:<name>"`: A detached inventory
2658 Player Inventory lists
2659 ----------------------
2661 * `main`: list containing the default inventory
2662 * `craft`: list containing the craft input
2663 * `craftpreview`: list containing the craft prediction
2664 * `craftresult`: list containing the crafted output
2665 * `hand`: list containing an override for the empty hand
2666 * Is not created automatically, use `InvRef:set_size`
2667 * Is only used to enhance the empty hand's tool capabilities
2675 `#RGB` defines a color in hexadecimal format.
2677 `#RGBA` defines a color in hexadecimal format and alpha channel.
2679 `#RRGGBB` defines a color in hexadecimal format.
2681 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2683 Named colors are also supported and are equivalent to
2684 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2685 To specify the value of the alpha channel, append `#AA` to the end of the color
2686 name (e.g. `colorname#08`). For named colors the hexadecimal string
2687 representing the alpha value must (always) be two hexadecimal digits.
2692 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2695 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2696 * `colorspec = {a=255, r=0, g=255, b=0}`
2697 * numerical form: The raw integer value of an ARGB8 quad:
2698 * `colorspec = 0xFF00FF00`
2699 * string form: A ColorString (defined above):
2700 * `colorspec = "green"`
2708 Most text can contain escape sequences, that can for example color the text.
2709 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2710 The following functions provide escape sequences:
2712 * `minetest.get_color_escape_sequence(color)`:
2713 * `color` is a ColorString
2714 * The escape sequence sets the text color to `color`
2715 * `minetest.colorize(color, message)`:
2717 `minetest.get_color_escape_sequence(color) ..
2719 minetest.get_color_escape_sequence("#ffffff")`
2720 * `minetest.get_background_escape_sequence(color)`
2721 * `color` is a ColorString
2722 * The escape sequence sets the background of the whole text element to
2723 `color`. Only defined for item descriptions and tooltips.
2724 * `minetest.strip_foreground_colors(str)`
2725 * Removes foreground colors added by `get_color_escape_sequence`.
2726 * `minetest.strip_background_colors(str)`
2727 * Removes background colors added by `get_background_escape_sequence`.
2728 * `minetest.strip_colors(str)`
2729 * Removes all color escape sequences.
2736 A spatial vector is similar to a position, but instead using
2737 absolute world coordinates, it uses *relative* coordinates, relative to
2738 no particular point.
2740 Internally, it is implemented as a table with the 3 fields
2741 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2743 For the following functions, `v`, `v1`, `v2` are vectors,
2744 `p1`, `p2` are positions:
2746 * `vector.new(a[, b, c])`:
2748 * A copy of `a` if `a` is a vector.
2749 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2750 * `vector.direction(p1, p2)`:
2751 * Returns a vector of length 1 with direction `p1` to `p2`.
2752 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2753 * `vector.distance(p1, p2)`:
2754 * Returns zero or a positive number, the distance between `p1` and `p2`.
2755 * `vector.length(v)`:
2756 * Returns zero or a positive number, the length of vector `v`.
2757 * `vector.normalize(v)`:
2758 * Returns a vector of length 1 with direction of vector `v`.
2759 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2760 * `vector.floor(v)`:
2761 * Returns a vector, each dimension rounded down.
2762 * `vector.round(v)`:
2763 * Returns a vector, each dimension rounded to nearest integer.
2764 * `vector.apply(v, func)`:
2765 * Returns a vector where the function `func` has been applied to each
2767 * `vector.equals(v1, v2)`:
2768 * Returns a boolean, `true` if the vectors are identical.
2769 * `vector.sort(v1, v2)`:
2770 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2771 * `vector.angle(v1, v2)`:
2772 * Returns the angle between `v1` and `v2` in radians.
2773 * `vector.dot(v1, v2)`
2774 * Returns the dot product of `v1` and `v2`
2775 * `vector.cross(v1, v2)`
2776 * Returns the cross product of `v1` and `v2`
2778 For the following functions `x` can be either a vector or a number:
2780 * `vector.add(v, x)`:
2782 * If `x` is a vector: Returns the sum of `v` and `x`.
2783 * If `x` is a number: Adds `x` to each component of `v`.
2784 * `vector.subtract(v, x)`:
2786 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2787 * If `x` is a number: Subtracts `x` from each component of `v`.
2788 * `vector.multiply(v, x)`:
2789 * Returns a scaled vector or Schur product.
2790 * `vector.divide(v, x)`:
2791 * Returns a scaled vector or Schur quotient.
2799 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2800 human-readable, handles reference loops.
2801 * `obj`: arbitrary variable
2802 * `name`: string, default: `"_"`
2803 * `dumped`: table, default: `{}`
2804 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2805 * `obj`: arbitrary variable
2806 * `dumped`: table, default: `{}`
2807 * `math.hypot(x, y)`
2808 * Get the hypotenuse of a triangle with legs x and y.
2809 Useful for distance calculation.
2810 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2811 * Get the sign of a number.
2812 * tolerance: number, default: `0.0`
2813 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2815 * `math.factorial(x)`: returns the factorial of `x`
2816 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2817 * `separator`: string, default: `","`
2818 * `include_empty`: boolean, default: `false`
2819 * `max_splits`: number, if it's negative, splits aren't limited,
2821 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2822 string or a pattern (regex), default: `false`
2823 * e.g. `"a,b":split","` returns `{"a","b"}`
2824 * `string:trim()`: returns the string without whitespace pre- and suffixes
2825 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2826 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2827 * Adds newlines to the string to keep it within the specified character
2829 * Note that the returned lines may be longer than the limit since it only
2830 splits at word borders.
2831 * `limit`: number, maximal amount of characters in one line
2832 * `as_table`: boolean, if set to true, a table of lines instead of a string
2833 is returned, default: `false`
2834 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2835 * `pos`: table {x=X, y=Y, z=Z}
2836 * Converts the position `pos` to a human-readable, printable string
2837 * `decimal_places`: number, if specified, the x, y and z values of
2838 the position are rounded to the given decimal place.
2839 * `minetest.string_to_pos(string)`: returns a position or `nil`
2840 * Same but in reverse.
2841 * If the string can't be parsed to a position, nothing is returned.
2842 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2843 * Converts a string representing an area box into two positions
2844 * `minetest.formspec_escape(string)`: returns a string
2845 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2847 * `minetest.is_yes(arg)`
2848 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2849 * `minetest.is_nan(arg)`
2850 * returns true when the passed number represents NaN.
2851 * `minetest.get_us_time()`
2852 * returns time with microsecond precision. May not return wall time.
2853 * `table.copy(table)`: returns a table
2854 * returns a deep copy of `table`
2855 * `table.indexof(list, val)`: returns the smallest numerical index containing
2856 the value `val` in the table `list`. Non-numerical indices are ignored.
2857 If `val` could not be found, `-1` is returned. `list` must not have
2859 * `table.insert_all(table, other_table)`:
2860 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2862 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2864 * returns the exact position on the surface of a pointed node
2865 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2867 Returns a table with the following fields:
2868 * `diggable`: `true` if node can be dug, `false` otherwise.
2869 * `time`: Time it would take to dig the node.
2870 * `wear`: How much wear would be added to the tool.
2871 `time` and `wear` are meaningless if node's not diggable
2873 * `groups`: Table of the node groups of the node that would be dug
2874 * `tool_capabilities`: Tool capabilities table of the tool
2875 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2876 Simulates an item that punches an object.
2877 Returns a table with the following fields:
2878 * `hp`: How much damage the punch would cause.
2879 * `wear`: How much wear would be added to the tool.
2881 * `groups`: Damage groups of the object
2882 * `tool_capabilities`: Tool capabilities table of the item
2883 * `time_from_last_punch`: time in seconds since last punch action
2891 Texts can be translated client-side with the help of `minetest.translate` and
2894 Translating a string
2895 --------------------
2897 Two functions are provided to translate strings: `minetest.translate` and
2898 `minetest.get_translator`.
2900 * `minetest.get_translator(textdomain)` is a simple wrapper around
2901 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2902 equivalent to `minetest.translate(textdomain, str, ...)`.
2903 It is intended to be used in the following way, so that it avoids verbose
2904 repetitions of `minetest.translate`:
2906 local S = minetest.get_translator(textdomain)
2909 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2911 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2912 the given `textdomain` for disambiguation. The textdomain must match the
2913 textdomain specified in the translation file in order to get the string
2914 translated. This can be used so that a string is translated differently in
2916 It is advised to use the name of the mod as textdomain whenever possible, to
2917 avoid clashes with other mods.
2918 This function must be given a number of arguments equal to the number of
2919 arguments the translated string expects.
2920 Arguments are literal strings -- they will not be translated, so if you want
2921 them to be, they need to come as outputs of `minetest.translate` as well.
2923 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2924 by the translation of "Red". We can do the following:
2926 local S = minetest.get_translator()
2927 S("@1 Wool", S("Red"))
2929 This will be displayed as "Red Wool" on old clients and on clients that do
2930 not have localization enabled. However, if we have for instance a translation
2931 file named `wool.fr.tr` containing the following:
2936 this will be displayed as "Laine Rouge" on clients with a French locale.
2938 Operations on translated strings
2939 --------------------------------
2941 The output of `minetest.translate` is a string, with escape sequences adding
2942 additional information to that string so that it can be translated on the
2943 different clients. In particular, you can't expect operations like string.length
2944 to work on them like you would expect them to, or string.gsub to work in the
2945 expected manner. However, string concatenation will still work as expected
2946 (note that you should only use this for things like formspecs; do not translate
2947 sentences by breaking them into parts; arguments should be used instead), and
2948 operations such as `minetest.colorize` which are also concatenation.
2950 Translation file format
2951 -----------------------
2953 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2954 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2955 The file should be a text file, with the following format:
2957 * Lines beginning with `# textdomain:` (the space is significant) can be used
2958 to specify the text domain of all following translations in the file.
2959 * All other empty lines or lines beginning with `#` are ignored.
2960 * Other lines should be in the format `original=translated`. Both `original`
2961 and `translated` can contain escape sequences beginning with `@` to insert
2962 arguments, literal `@`, `=` or newline (See [Escapes] below).
2963 There must be no extraneous whitespace around the `=` or at the beginning or
2964 the end of the line.
2969 Strings that need to be translated can contain several escapes, preceded by `@`.
2971 * `@@` acts as a literal `@`.
2972 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2973 string that will be inlined when translated. Due to how translations are
2974 implemented, the original translation string **must** have its arguments in
2975 increasing order, without gaps or repetitions, starting from 1.
2976 * `@=` acts as a literal `=`. It is not required in strings given to
2977 `minetest.translate`, but is in translation files to avoid being confused
2978 with the `=` separating the original from the translation.
2979 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2980 As with `@=`, this escape is not required in strings given to
2981 `minetest.translate`, but is in translation files.
2982 * `@n` acts as a literal newline as well.
2990 Perlin noise creates a continuously-varying value depending on the input values.
2991 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2992 The result is used during map generation to create the terrain shape, vary heat
2993 and humidity to distribute biomes, vary the density of decorations or vary the
2996 Structure of perlin noise
2997 -------------------------
2999 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3000 The smooth wavy noise it generates has a single characteristic scale, almost
3001 like a 'wavelength', so on its own does not create fine detail.
3002 Due to this perlin noise combines several octaves to create variation on
3003 multiple scales. Each additional octave has a smaller 'wavelength' than the
3006 This combination results in noise varying very roughly between -2.0 and 2.0 and
3007 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3008 and offset the noise variation.
3010 The final perlin noise variation is created as follows:
3012 noise = offset + scale * (octave1 +
3013 octave2 * persistence +
3014 octave3 * persistence ^ 2 +
3015 octave4 * persistence ^ 3 +
3021 Noise Parameters are commonly called `NoiseParams`.
3025 After the multiplication by `scale` this is added to the result and is the final
3026 step in creating the noise value.
3027 Can be positive or negative.
3031 Once all octaves have been combined, the result is multiplied by this.
3032 Can be positive or negative.
3036 For octave1, this is roughly the change of input value needed for a very large
3037 variation in the noise value generated by octave1. It is almost like a
3038 'wavelength' for the wavy noise variation.
3039 Each additional octave has a 'wavelength' that is smaller than the previous
3040 octave, to create finer detail. `spread` will therefore roughly be the typical
3041 size of the largest structures in the final noise variation.
3043 `spread` is a vector with values for x, y, z to allow the noise variation to be
3044 stretched or compressed in the desired axes.
3045 Values are positive numbers.
3049 This is a whole number that determines the entire pattern of the noise
3050 variation. Altering it enables different noise patterns to be created.
3051 With other parameters equal, different seeds produce different noise patterns
3052 and identical seeds produce identical noise patterns.
3054 For this parameter you can randomly choose any whole number. Usually it is
3055 preferable for this to be different from other seeds, but sometimes it is useful
3056 to be able to create identical noise patterns.
3058 When used in mapgen this is actually a 'seed offset', it is added to the
3059 'world seed' to create the seed used by the noise, to ensure the noise has a
3060 different pattern in different worlds.
3064 The number of simple noise generators that are combined.
3065 A whole number, 1 or more.
3066 Each additional octave adds finer detail to the noise but also increases the
3067 noise calculation load.
3068 3 is a typical minimum for a high quality, complex and natural-looking noise
3069 variation. 1 octave has a slight 'gridlike' appearence.
3071 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3072 size of the finest detail you require. For example:
3073 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3074 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3075 512, 256, 128, 64, 32, 16 nodes.
3076 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3080 Each additional octave has an amplitude that is the amplitude of the previous
3081 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3082 as is often helpful and natural to do so.
3083 Since this controls the balance of fine detail to large-scale detail
3084 `persistence` can be thought of as the 'roughness' of the noise.
3086 A positive or negative non-zero number, often between 0.3 and 1.0.
3087 A common medium value is 0.5, such that each octave has half the amplitude of
3088 the previous octave.
3089 This may need to be tuned when altering `lacunarity`; when doing so consider
3090 that a common medium value is 1 / lacunarity.
3094 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3095 previous octave multiplied by 1 / lacunarity, to create finer detail.
3096 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3098 A positive number no smaller than 1.0.
3099 Values below 2.0 create higher quality noise at the expense of requiring more
3100 octaves to cover a paticular range of 'wavelengths'.
3104 Leave this field unset for no special handling.
3105 Currently supported are `defaults`, `eased` and `absvalue`:
3109 Specify this if you would like to keep auto-selection of eased/not-eased while
3110 specifying some other flags.
3114 Maps noise gradient values onto a quintic S-curve before performing
3115 interpolation. This results in smooth, rolling noise.
3116 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3118 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3120 Easing a 3D noise significantly increases the noise calculation load, so use
3125 The absolute value of each octave's noise variation is used when combining the
3126 octaves. The final perlin noise variation is created as follows:
3128 noise = offset + scale * (abs(octave1) +
3129 abs(octave2) * persistence +
3130 abs(octave3) * persistence ^ 2 +
3131 abs(octave4) * persistence ^ 3 +
3136 For 2D or 3D perlin noise or perlin noise maps:
3141 spread = {x = 500, y = 500, z = 500},
3146 flags = "defaults, absvalue",
3149 For 2D noise the Z component of `spread` is still defined but is ignored.
3150 A single noise parameter table can be used for 2D or 3D noise.
3161 These tell in what manner the ore is generated.
3163 All default ores are of the uniformly-distributed scatter type.
3167 Randomly chooses a location and generates a cluster of ore.
3169 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3170 at that point is greater than the `noise_threshold`, giving the ability to
3171 create a non-equal distribution of ore.
3175 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3176 described by `noise_params` and `noise_threshold`. This is essentially an
3177 improved version of the so-called "stratus" ore seen in some unofficial mods.
3179 This sheet consists of vertical columns of uniform randomly distributed height,
3180 varying between the inclusive range `column_height_min` and `column_height_max`.
3181 If `column_height_min` is not specified, this parameter defaults to 1.
3182 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3183 for reverse compatibility. New code should prefer `column_height_max`.
3185 The `column_midpoint_factor` parameter controls the position of the column at
3186 which ore emanates from.
3187 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3188 equally starting from each direction.
3189 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3190 this parameter is not specified, the default is 0.5.
3192 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3197 Creates a sheet of ore in a cloud-like puff shape.
3199 As with the `sheet` ore type, the size and shape of puffs are described by
3200 `noise_params` and `noise_threshold` and are placed at random vertical
3201 positions within the currently generated chunk.
3203 The vertical top and bottom displacement of each puff are determined by the
3204 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3208 Creates a deformed sphere of ore according to 3d perlin noise described by
3209 `noise_params`. The maximum size of the blob is `clust_size`, and
3210 `clust_scarcity` has the same meaning as with the `scatter` type.
3214 Creates veins of ore varying in density by according to the intersection of two
3215 instances of 3d perlin noise with different seeds, both described by
3218 `random_factor` varies the influence random chance has on placement of an ore
3219 inside the vein, which is `1` by default. Note that modifying this parameter
3220 may require adjusting `noise_threshold`.
3222 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3225 This ore type is difficult to control since it is sensitive to small changes.
3226 The following is a decent set of parameters to work from:
3231 spread = {x=200, y=200, z=200},
3238 noise_threshold = 1.6
3240 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3241 computationally expensive than any other ore.
3245 Creates a single undulating ore stratum that is continuous across mapchunk
3246 borders and horizontally spans the world.
3248 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3249 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3250 defines the stratum's vertical thickness (in units of nodes). Due to being
3251 continuous across mapchunk borders the stratum's vertical thickness is
3254 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3255 to y_max in a simple horizontal stratum.
3257 A parameter `stratum_thickness` can be provided instead of the noise parameter
3258 `np_stratum_thickness`, to create a constant thickness.
3260 Leaving out one or both noise parameters makes the ore generation less
3261 intensive, useful when adding multiple strata.
3263 `y_min` and `y_max` define the limits of the ore generation and for performance
3264 reasons should be set as close together as possible but without clipping the
3265 stratum's Y variation.
3267 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3268 solid-ore stratum would require a `clust_scarcity` of 1.
3270 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3271 `random_factor` are ignored by this ore type.
3276 See section [Flag Specifier Format].
3278 Currently supported flags:
3279 `puff_cliffs`, `puff_additive_composition`.
3283 If set, puff ore generation will not taper down large differences in
3284 displacement when approaching the edge of a puff. This flag has no effect for
3285 ore types other than `puff`.
3287 ### `puff_additive_composition`
3289 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3290 in a negative displacement, the sub-column at that point is not generated. With
3291 this attribute set, puff ore generation will instead generate the absolute
3292 difference in noise displacement values. This flag has no effect for ore types
3301 The varying types of decorations that can be placed.
3306 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3307 a list, if a decoration list is specified). Can specify a certain node it must
3308 spawn next to, such as water or lava, for example. Can also generate a
3309 decoration of random height between a specified lower and upper bound.
3310 This type of decoration is intended for placement of grass, flowers, cacti,
3311 papyri, waterlilies and so on.
3316 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3317 Can specify a probability of a node randomly appearing when placed.
3318 This decoration type is intended to be used for multi-node sized discrete
3319 structures, such as trees, cave spikes, rocks, and so on.
3328 --------------------
3330 A schematic specifier identifies a schematic by either a filename to a
3331 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3332 in the form of a table. This table specifies the following fields:
3334 * The `size` field is a 3D vector containing the dimensions of the provided
3335 schematic. (required field)
3336 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3337 sets the probability of a particular horizontal slice of the schematic being
3338 placed. (optional field)
3339 `ypos` = 0 for the lowest horizontal slice of a schematic.
3340 The default of `prob` is 255.
3341 * The `data` field is a flat table of MapNode tables making up the schematic,
3342 in the order of `[z [y [x]]]`. (required field)
3343 Each MapNode table contains:
3344 * `name`: the name of the map node to place (required)
3345 * `prob` (alias `param1`): the probability of this node being placed
3347 * `param2`: the raw param2 value of the node being placed onto the map
3349 * `force_place`: boolean representing if the node should forcibly overwrite
3350 any previous contents (default: false)
3352 About probability values:
3354 * A probability value of `0` or `1` means that node will never appear
3356 * A probability value of `254` or `255` means the node will always appear
3358 * If the probability value `p` is greater than `1`, then there is a
3359 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3362 Schematic attributes
3363 --------------------
3365 See section [Flag Specifier Format].
3367 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3370 * `place_center_x`: Placement of this decoration is centered along the X axis.
3371 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3372 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3373 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3379 Lua Voxel Manipulator
3380 =====================
3385 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3386 facility. The purpose of this object is for fast, low-level, bulk access to
3387 reading and writing Map content. As such, setting map nodes through VoxelManip
3388 will lack many of the higher level features and concepts you may be used to
3389 with other methods of setting nodes. For example, nodes will not have their
3390 construction and destruction callbacks run, and no rollback information is
3393 It is important to note that VoxelManip is designed for speed, and *not* ease
3394 of use or flexibility. If your mod requires a map manipulation facility that
3395 will handle 100% of all edge cases, or the use of high level node placement
3396 features, perhaps `minetest.set_node()` is better suited for the job.
3398 In addition, VoxelManip might not be faster, or could even be slower, for your
3399 specific use case. VoxelManip is most effective when setting large areas of map
3400 at once - for example, if only setting a 3x3x3 node area, a
3401 `minetest.set_node()` loop may be more optimal. Always profile code using both
3402 methods of map manipulation to determine which is most appropriate for your
3405 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3406 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3411 A VoxelManip object can be created any time using either:
3412 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3414 If the optional position parameters are present for either of these routines,
3415 the specified region will be pre-loaded into the VoxelManip object on creation.
3416 Otherwise, the area of map you wish to manipulate must first be loaded into the
3417 VoxelManip object using `VoxelManip:read_from_map()`.
3419 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3420 formed by these positions indicate the minimum and maximum (respectively)
3421 positions of the area actually loaded in the VoxelManip, which may be larger
3422 than the area requested. For convenience, the loaded area coordinates can also
3423 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3425 Now that the VoxelManip object is populated with map data, your mod can fetch a
3426 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3427 which retrieves an individual node in a MapNode formatted table at the position
3428 requested is the simplest method to use, but also the slowest.
3430 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3433 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3435 * `VoxelManip:get_light_data()` for node light levels, and
3436 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3438 See section [Flat array format] for more details.
3440 It is very important to understand that the tables returned by any of the above
3441 three functions represent a snapshot of the VoxelManip's internal state at the
3442 time of the call. This copy of the data will not magically update itself if
3443 another function modifies the internal VoxelManip state.
3444 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3445 internal state unless otherwise explicitly stated.
3447 Once the bulk data has been edited to your liking, the internal VoxelManip
3448 state can be set using:
3450 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3452 * `VoxelManip:set_light_data()` for node light levels, and
3453 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3455 The parameter to each of the above three functions can use any table at all in
3456 the same flat array format as produced by `get_data()` etc. and is not required
3457 to be a table retrieved from `get_data()`.
3459 Once the internal VoxelManip state has been modified to your liking, the
3460 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3462 ### Flat array format
3465 `Nx = p2.X - p1.X + 1`,
3466 `Ny = p2.Y - p1.Y + 1`, and
3467 `Nz = p2.Z - p1.Z + 1`.
3469 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3470 including the value of the expression `Nx * Ny * Nz`.
3472 Positions offset from p1 are present in the array with the format of:
3475 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3476 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3478 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3479 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3481 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3483 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3486 and the array index for a position p contained completely in p1..p2 is:
3488 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3490 Note that this is the same "flat 3D array" format as
3491 `PerlinNoiseMap:get3dMap_flat()`.
3492 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3493 of the index for a single point in a flat VoxelManip array.
3497 A Content ID is a unique integer identifier for a specific node type.
3498 These IDs are used by VoxelManip in place of the node name string for
3499 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3500 `minetest.get_content_id()` to look up the Content ID for the specified node
3501 name, and `minetest.get_name_from_content_id()` to look up the node name string
3502 for a given Content ID.
3503 After registration of a node, its Content ID will remain the same throughout
3504 execution of the mod.
3505 Note that the node being queried needs to have already been been registered.
3507 The following builtin node types have their Content IDs defined as constants:
3509 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3510 * `minetest.CONTENT_AIR`: ID for "air" nodes
3511 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3513 ### Mapgen VoxelManip objects
3515 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3516 VoxelManip object used by the core's Map Generator (commonly abbreviated
3517 Mapgen). Most of the rules previously described still apply but with a few
3520 * The Mapgen VoxelManip object is retrieved using:
3521 `minetest.get_mapgen_object("voxelmanip")`
3522 * This VoxelManip object already has the region of map just generated loaded
3523 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3524 a Mapgen VoxelManip.
3525 * The `on_generated()` callbacks of some mods may place individual nodes in the
3526 generated area using non-VoxelManip map modification methods. Because the
3527 same Mapgen VoxelManip object is passed through each `on_generated()`
3528 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3529 consistency with the current map state. For this reason, calling any of the
3530 following functions:
3531 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3532 will also update the Mapgen VoxelManip object's internal state active on the
3534 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3535 necessary to update lighting information using either:
3536 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3538 ### Other API functions operating on a VoxelManip
3540 If any VoxelManip contents were set to a liquid node,
3541 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3542 flowing. It is recommended to call this function only after having written all
3543 buffered data back to the VoxelManip object, save for special situations where
3544 the modder desires to only have certain liquid nodes begin flowing.
3546 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3547 will generate all registered decorations and ores throughout the full area
3548 inside of the specified VoxelManip object.
3550 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3551 `minetest.place_schematic()`, except instead of placing the specified schematic
3552 directly on the map at the specified position, it will place the schematic
3553 inside the VoxelManip.
3557 * Attempting to read data from a VoxelManip object before map is read will
3558 result in a zero-length array table for `VoxelManip:get_data()`, and an
3559 "ignore" node at any position for `VoxelManip:get_node_at()`.
3560 * If either a region of map has not yet been generated or is out-of-bounds of
3561 the map, that region is filled with "ignore" nodes.
3562 * Other mods, or the core itself, could possibly modify the area of map
3563 currently loaded into a VoxelManip object. With the exception of Mapgen
3564 VoxelManips (see above section), the internal buffers are not updated. For
3565 this reason, it is strongly encouraged to complete the usage of a particular
3566 VoxelManip object in the same callback it had been created.
3567 * If a VoxelManip object will be used often, such as in an `on_generated()`
3568 callback, consider passing a file-scoped table as the optional parameter to
3569 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3570 to write map data to instead of returning a new table each call. This greatly
3571 enhances performance by avoiding unnecessary memory allocations.
3576 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3577 containing the region formed by `p1` and `p2`.
3578 * returns actual emerged `pmin`, actual emerged `pmax`
3579 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3581 * **important**: data must be set using `VoxelManip:set_data()` before
3583 * if `light` is true, then lighting is automatically recalculated.
3584 The default value is true.
3585 If `light` is false, no light calculations happen, and you should correct
3586 all modified blocks with `minetest.fix_light()` as soon as possible.
3587 Keep in mind that modifying the map where light is incorrect can cause
3589 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3590 the `VoxelManip` at that position
3591 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3593 * `get_data([buffer])`: Retrieves the node content data loaded into the
3594 `VoxelManip` object.
3595 * returns raw node data in the form of an array of node content IDs
3596 * if the param `buffer` is present, this table will be used to store the
3598 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3599 * `update_map()`: Does nothing, kept for compatibility.
3600 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3602 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3603 * To be used only by a `VoxelManip` object from
3604 `minetest.get_mapgen_object`.
3605 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3607 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3608 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3610 * Each value is the bitwise combination of day and night light values
3612 * `light = day + (night * 16)`
3613 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3614 in the `VoxelManip`.
3615 * expects lighting data in the same format that `get_light_data()` returns
3616 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3617 `VoxelManip` object.
3618 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3620 * If the param `buffer` is present, this table will be used to store the
3622 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3624 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3626 * To be used only by a `VoxelManip` object from
3627 `minetest.get_mapgen_object`.
3628 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3629 area if left out or nil. For almost all uses these should be left out
3630 or nil to use the default.
3631 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3632 generated mapchunk above are propagated down into the mapchunk, defaults
3633 to `true` if left out.
3634 * `update_liquids()`: Update liquid flow
3635 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3636 manipulator had been modified since the last read from map, due to a call to
3637 `minetest.set_data()` on the loaded area elsewhere.
3638 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3643 A helper class for voxel areas.
3644 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3645 The coordinates are *inclusive*, like most other things in Minetest.
3649 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3650 `MinEdge` and `MaxEdge`.
3651 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3653 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3655 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3656 * The position (x, y, z) is not checked for being inside the area volume,
3657 being outside can cause an incorrect index result.
3658 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3659 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3660 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3661 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3662 is not checked for being inside the area volume.
3663 * `position(i)`: returns the absolute position vector corresponding to index
3665 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3666 `MinEdge` and `MaxEdge`.
3667 * `containsp(p)`: same as above, except takes a vector
3668 * `containsi(i)`: same as above, except takes an index `i`
3669 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3671 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3673 * `iterp(minp, maxp)`: same as above, except takes a vector
3681 A mapgen object is a construct used in map generation. Mapgen objects can be
3682 used by an `on_generate` callback to speed up operations by avoiding
3683 unnecessary recalculations, these can be retrieved using the
3684 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3685 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3686 callback, `nil` is returned.
3688 The following Mapgen objects are currently available:
3692 This returns three values; the `VoxelManip` object to be used, minimum and
3693 maximum emerged position, in that order. All mapgens support this object.
3697 Returns an array containing the y coordinates of the ground levels of nodes in
3698 the most recently generated chunk by the current mapgen.
3702 Returns an array containing the biome IDs of nodes in the most recently
3703 generated chunk by the current mapgen.
3707 Returns an array containing the temperature values of nodes in the most
3708 recently generated chunk by the current mapgen.
3712 Returns an array containing the humidity values of nodes in the most recently
3713 generated chunk by the current mapgen.
3717 Returns a table mapping requested generation notification types to arrays of
3718 positions at which the corresponding generated structures are located within
3719 the current chunk. To set the capture of positions of interest to be recorded
3720 on generate, use `minetest.set_gen_notify()`.
3721 For decorations, the returned positions are the ground surface 'place_on'
3722 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3723 node above the returned position and possibly displaced by 'place_offset_y'.
3725 Possible fields of the table returned are:
3731 * `large_cave_begin`
3735 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3736 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3744 Functions receive a "luaentity" as `self`:
3746 * It has the member `.name`, which is the registered name `("mod:thing")`
3747 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3748 * The original prototype stuff is visible directly via a metatable
3752 * `on_activate(self, staticdata, dtime_s)`
3753 * Called when the object is instantiated.
3754 * `dtime_s` is the time passed since the object was unloaded, which can be
3755 used for updating the entity state.
3756 * `on_step(self, dtime)`
3757 * Called on every server tick, after movement and collision processing.
3758 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3760 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3761 * Called when somebody punches the object.
3762 * Note that you probably want to handle most punches using the automatic
3764 * `puncher`: an `ObjectRef` (can be `nil`)
3765 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3767 * `tool_capabilities`: capability table of used tool (can be `nil`)
3768 * `dir`: unit vector of direction of punch. Always defined. Points from the
3769 puncher to the punched.
3770 * `damage`: damage that will be done to entity.
3771 * `on_death(self, killer)`
3772 * Called when the object dies.
3773 * `killer`: an `ObjectRef` (can be `nil`)
3774 * `on_rightclick(self, clicker)`
3775 * `on_attach_child(self, child)`
3776 * `child`: an `ObjectRef` of the child that attaches
3777 * `on_detach_child(self, child)`
3778 * `child`: an `ObjectRef` of the child that detaches
3779 * `on_detach(self, parent)`
3780 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3781 * This happens before the parent object is removed from the world
3782 * `get_staticdata(self)`
3783 * Should return a string that will be passed to `on_activate` when the
3784 object is instantiated the next time.
3796 axiom, --string initial tree axiom
3797 rules_a, --string rules set A
3798 rules_b, --string rules set B
3799 rules_c, --string rules set C
3800 rules_d, --string rules set D
3801 trunk, --string trunk node name
3802 leaves, --string leaves node name
3803 leaves2, --string secondary leaves node name
3804 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3805 angle, --num angle in deg
3806 iterations, --num max # of iterations, usually 2 -5
3807 random_level, --num factor to lower nr of iterations, usually 0 - 3
3808 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3809 -- 2x2 nodes or 3x3 in cross shape
3810 thin_branches, --boolean true -> use thin (1 node) branches
3811 fruit, --string fruit node name
3812 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3813 seed, --num random seed, if no seed is provided, the engine
3817 Key for special L-System symbols used in axioms
3818 -----------------------------------------------
3820 * `G`: move forward one unit with the pen up
3821 * `F`: move forward one unit with the pen down drawing trunks and branches
3822 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3823 * `T`: move forward one unit with the pen down drawing trunks only
3824 * `R`: move forward one unit with the pen down placing fruit
3825 * `A`: replace with rules set A
3826 * `B`: replace with rules set B
3827 * `C`: replace with rules set C
3828 * `D`: replace with rules set D
3829 * `a`: replace with rules set A, chance 90%
3830 * `b`: replace with rules set B, chance 80%
3831 * `c`: replace with rules set C, chance 70%
3832 * `d`: replace with rules set D, chance 60%
3833 * `+`: yaw the turtle right by `angle` parameter
3834 * `-`: yaw the turtle left by `angle` parameter
3835 * `&`: pitch the turtle down by `angle` parameter
3836 * `^`: pitch the turtle up by `angle` parameter
3837 * `/`: roll the turtle to the right by `angle` parameter
3838 * `*`: roll the turtle to the left by `angle` parameter
3839 * `[`: save in stack current state info
3840 * `]`: recover from stack state info
3845 Spawn a small apple tree:
3847 pos = {x=230,y=20,z=4}
3850 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3851 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3852 trunk="default:tree",
3853 leaves="default:leaves",
3857 trunk_type="single",
3860 fruit="default:apple"
3862 minetest.spawn_tree(pos,apple_tree)
3867 'minetest' namespace reference
3868 ==============================
3873 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3875 * `minetest.get_modpath(modname)`: returns e.g.
3876 `"/home/user/.minetest/usermods/modname"`.
3877 * Useful for loading additional `.lua` modules or static data from mod
3878 * `minetest.get_modnames()`: returns a list of installed mods
3879 * Return a list of installed mods, sorted alphabetically
3880 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3881 * Useful for storing custom data
3882 * `minetest.is_singleplayer()`
3883 * `minetest.features`: Table containing API feature flags
3886 glasslike_framed = true, -- 0.4.7
3887 nodebox_as_selectionbox = true, -- 0.4.7
3888 get_all_craft_recipes_works = true, -- 0.4.7
3889 -- The transparency channel of textures can optionally be used on
3891 use_texture_alpha = true,
3892 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3893 no_legacy_abms = true,
3894 -- Texture grouping is possible using parentheses (0.4.11)
3895 texture_names_parens = true,
3896 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3897 area_store_custom_ids = true,
3898 -- add_entity supports passing initial staticdata to on_activate
3900 add_entity_with_staticdata = true,
3901 -- Chat messages are no longer predicted (0.4.16)
3902 no_chat_message_prediction = true,
3903 -- The transparency channel of textures can optionally be used on
3904 -- objects (ie: players and lua entities) (5.0.0)
3905 object_use_texture_alpha = true,
3906 -- Object selectionbox is settable independently from collisionbox
3908 object_independent_selectionbox = true,
3909 -- Specifies whether binary data can be uploaded or downloaded using
3910 -- the HTTP API (5.1.0)
3911 httpfetch_binary_data = true,
3912 -- Whether formspec_version[<version>] may be used (5.1.0)
3913 formspec_version_element = true,
3914 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
3915 area_store_persistent_ids = true,
3918 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3919 * `arg`: string or table in format `{foo=true, bar=true}`
3920 * `missing_features`: `{foo=true, bar=true}`
3921 * `minetest.get_player_information(player_name)`: Table containing information
3922 about a player. Example return value:
3925 address = "127.0.0.1", -- IP address of client
3926 ip_version = 4, -- IPv4 / IPv6
3927 min_rtt = 0.01, -- minimum round trip time
3928 max_rtt = 0.2, -- maximum round trip time
3929 avg_rtt = 0.02, -- average round trip time
3930 min_jitter = 0.01, -- minimum packet time jitter
3931 max_jitter = 0.5, -- maximum packet time jitter
3932 avg_jitter = 0.03, -- average packet time jitter
3933 connection_uptime = 200, -- seconds since client connected
3934 protocol_version = 32, -- protocol version used by client
3935 formspec_version = 2, -- supported formspec version
3936 -- following information is available on debug build only!!!
3937 -- DO NOT USE IN MODS
3938 --ser_vers = 26, -- serialization version used by client
3939 --major = 0, -- major version number
3940 --minor = 4, -- minor version number
3941 --patch = 10, -- patch version number
3942 --vers_string = "0.4.9-git", -- full version string
3943 --state = "Active" -- current client state
3946 * `minetest.mkdir(path)`: returns success.
3947 * Creates a directory specified by `path`, creating parent directories
3948 if they don't exist.
3949 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3951 * nil: return all entries,
3952 * true: return only subdirectory names, or
3953 * false: return only file names.
3954 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3955 * Replaces contents of file at path with new contents in a safe (atomic)
3956 way. Use this instead of below code when writing e.g. database files:
3957 `local f = io.open(path, "wb"); f:write(content); f:close()`
3958 * `minetest.get_version()`: returns a table containing components of the
3959 engine version. Components:
3960 * `project`: Name of the project, eg, "Minetest"
3961 * `string`: Simple version, eg, "1.2.3-dev"
3962 * `hash`: Full git version (only set if available),
3963 eg, "1.2.3-dev-01234567-dirty".
3964 Use this for informational purposes only. The information in the returned
3965 table does not represent the capabilities of the engine, nor is it
3966 reliable or verifiable. Compatible forks will have a different name and
3967 version entirely. To check for the presence of engine features, test
3968 whether the functions exported by the wanted features exist. For example:
3969 `if minetest.check_for_falling then ... end`.
3970 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3971 * `data`: string of data to hash
3972 * `raw`: return raw bytes instead of hex digits, default: false
3977 * `minetest.debug(...)`
3978 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3979 * `minetest.log([level,] text)`
3980 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3981 `"info"`, or `"verbose"`. Default is `"none"`.
3983 Registration functions
3984 ----------------------
3986 Call these functions only at load time!
3990 * `minetest.register_node(name, node definition)`
3991 * `minetest.register_craftitem(name, item definition)`
3992 * `minetest.register_tool(name, item definition)`
3993 * `minetest.override_item(name, redefinition)`
3994 * Overrides fields of an item registered with register_node/tool/craftitem.
3995 * Note: Item must already be defined, (opt)depend on the mod defining it.
3996 * Example: `minetest.override_item("default:mese",
3997 {light_source=minetest.LIGHT_MAX})`
3998 * `minetest.unregister_item(name)`
3999 * Unregisters the item from the engine, and deletes the entry with key
4000 `name` from `minetest.registered_items` and from the associated item table
4001 according to its nature: `minetest.registered_nodes`, etc.
4002 * `minetest.register_entity(name, entity definition)`
4003 * `minetest.register_abm(abm definition)`
4004 * `minetest.register_lbm(lbm definition)`
4005 * `minetest.register_alias(alias, original_name)`
4006 * Also use this to set the 'mapgen aliases' needed in a game for the core
4007 mapgens. See [Mapgen aliases] section above.
4008 * `minetest.register_alias_force(alias, original_name)`
4009 * `minetest.register_ore(ore definition)`
4010 * Returns an integer object handle uniquely identifying the registered
4012 * The order of ore registrations determines the order of ore generation.
4013 * `minetest.register_biome(biome definition)`
4014 * Returns an integer object handle uniquely identifying the registered
4015 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4016 * `minetest.unregister_biome(name)`
4017 * Unregisters the biome from the engine, and deletes the entry with key
4018 `name` from `minetest.registered_biomes`.
4019 * `minetest.register_decoration(decoration definition)`
4020 * Returns an integer object handle uniquely identifying the registered
4021 decoration on success. To get the decoration ID, use
4022 `minetest.get_decoration_id`.
4023 * The order of decoration registrations determines the order of decoration
4025 * `minetest.register_schematic(schematic definition)`
4026 * Returns an integer object handle uniquely identifying the registered
4027 schematic on success.
4028 * If the schematic is loaded from a file, the `name` field is set to the
4030 * If the function is called when loading the mod, and `name` is a relative
4031 path, then the current mod path will be prepended to the schematic
4033 * `minetest.clear_registered_ores()`
4034 * Clears all ores currently registered.
4035 * `minetest.clear_registered_biomes()`
4036 * Clears all biomes currently registered.
4037 * `minetest.clear_registered_decorations()`
4038 * Clears all decorations currently registered.
4039 * `minetest.clear_registered_schematics()`
4040 * Clears all schematics currently registered.
4044 * `minetest.register_craft(recipe)`
4045 * Check recipe table syntax for different types below.
4046 * `minetest.clear_craft(recipe)`
4047 * Will erase existing craft based either on output item or on input recipe.
4048 * Specify either output or input only. If you specify both, input will be
4049 ignored. For input use the same recipe table syntax as for
4050 `minetest.register_craft(recipe)`. For output specify only the item,
4052 * Returns false if no erase candidate could be found, otherwise returns true.
4053 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4054 ignored if the recipe contains output. Erasing is then done independently
4055 from the crafting method.
4056 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4057 * `minetest.override_chatcommand(name, redefinition)`
4058 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4059 * `minetest.unregister_chatcommand(name)`
4060 * Unregisters a chatcommands registered with `register_chatcommand`.
4061 * `minetest.register_privilege(name, definition)`
4062 * `definition` can be a description or a definition table (see [Privilege
4064 * If it is a description, the priv will be granted to singleplayer and admin
4066 * To allow players with `basic_privs` to grant, see the `basic_privs`
4067 minetest.conf setting.
4068 * `minetest.register_authentication_handler(authentication handler definition)`
4069 * Registers an auth handler that overrides the builtin one.
4070 * This function can be called by a single mod once only.
4072 Global callback registration functions
4073 --------------------------------------
4075 Call these functions only at load time!
4077 * `minetest.register_globalstep(function(dtime))`
4078 * Called every server step, usually interval of 0.1s
4079 * `minetest.register_on_mods_loaded(function())`
4080 * Called after mods have finished loading and before the media is cached or the
4082 * `minetest.register_on_shutdown(function())`
4083 * Called before server shutdown
4084 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4085 registered callbacks **will likely not be run**. Data should be saved at
4086 semi-frequent intervals as well as on server shutdown.
4087 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4088 * Called when a node has been placed
4089 * If return `true` no item is taken from `itemstack`
4090 * `placer` may be any valid ObjectRef or nil.
4091 * **Not recommended**; use `on_construct` or `after_place_node` in node
4092 definition whenever possible.
4093 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4094 * Called when a node has been dug.
4095 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4096 definition whenever possible.
4097 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4098 * Called when a node is punched
4099 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4100 * Called after generating a piece of world. Modifying nodes inside the area
4101 is a bit faster than usually.
4102 * `minetest.register_on_newplayer(function(ObjectRef))`
4103 * Called after a new player has been created
4104 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4105 * Called when a player is punched
4106 * Note: This callback is invoked even if the punched player is dead.
4107 * `player`: ObjectRef - Player that was punched
4108 * `hitter`: ObjectRef - Player that hit
4109 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4111 * `tool_capabilities`: Capability table of used tool (can be nil)
4112 * `dir`: Unit vector of direction of punch. Always defined. Points from
4113 the puncher to the punched.
4114 * `damage`: Number that represents the damage calculated by the engine
4115 * should return `true` to prevent the default damage mechanism
4116 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4117 * Called when the player gets damaged or healed
4118 * `player`: ObjectRef of the player
4119 * `hp_change`: the amount of change. Negative when it is damage.
4120 * `reason`: a PlayerHPChangeReason table.
4121 * The `type` field will have one of the following values:
4122 * `set_hp`: A mod or the engine called `set_hp` without
4123 giving a type - use this for custom damage types.
4124 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4126 * `node_damage`: `damage_per_second` from a neighbouring node.
4127 `reason.node` will hold the node name or nil.
4130 * Any of the above types may have additional fields from mods.
4131 * `reason.from` will be `mod` or `engine`.
4132 * `modifier`: when true, the function should return the actual `hp_change`.
4133 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4134 Modifiers can return true as a second argument to stop the execution of further functions.
4135 Non-modifiers receive the final HP change calculated by the modifiers.
4136 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4137 * Called when a player dies
4138 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4139 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4140 * Called when player is to be respawned
4141 * Called _before_ repositioning of player occurs
4142 * return true in func to disable regular player placement
4143 * `minetest.register_on_prejoinplayer(function(name, ip))`
4144 * Called before a player joins the game
4145 * If it returns a string, the player is disconnected with that string as
4147 * `minetest.register_on_joinplayer(function(ObjectRef))`
4148 * Called when a player joins the game
4149 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4150 * Called when a player leaves the game
4151 * `timed_out`: True for timeout, false for other reasons.
4152 * `minetest.register_on_auth_fail(function(name, ip))`
4153 * Called when a client attempts to log into an account but supplies the
4155 * `ip`: The IP address of the client.
4156 * `name`: The account the client attempted to log into.
4157 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4158 * Called when a player cheats
4159 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4161 * `interacted_too_far`
4162 * `interacted_while_dead`
4163 * `finished_unknown_dig`
4166 * `minetest.register_on_chat_message(function(name, message))`
4167 * Called always when a player says something
4168 * Return `true` to mark the message as handled, which means that it will
4169 not be sent to other players.
4170 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4171 * Called when the server received input from `player` in a formspec with
4172 the given `formname`. Specifically, this is called on any of the
4174 * a button was pressed,
4175 * Enter was pressed while the focus was on a text field
4176 * a checkbox was toggled,
4177 * something was selecteed in a drop-down list,
4178 * a different tab was selected,
4179 * selection was changed in a textlist or table,
4180 * an entry was double-clicked in a textlist or table,
4181 * a scrollbar was moved, or
4182 * the form was actively closed by the player.
4183 * Fields are sent for formspec elements which define a field. `fields`
4184 is a table containing each formspecs element value (as string), with
4185 the `name` parameter as index for each. The value depends on the
4186 formspec element type:
4187 * `button` and variants: If pressed, contains the user-facing button
4188 text as value. If not pressed, is `nil`
4189 * `field`, `textarea` and variants: Text in the field
4190 * `dropdown`: Text of selected item
4191 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4192 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4193 * `textlist`: See `minetest.explode_textlist_event`
4194 * `table`: See `minetest.explode_table_event`
4195 * `scrollbar`: See `minetest.explode_scrollbar_event`
4196 * Special case: `["quit"]="true"` is sent when the user actively
4197 closed the form by mouse click, keypress or through a button_exit[]
4199 * Special case: `["key_enter"]="true"` is sent when the user pressed
4200 the Enter key and the focus was either nowhere (causing the formspec
4201 to be closed) or on a button. If the focus was on a text field,
4202 additionally, the index `key_enter_field` contains the name of the
4203 text field. See also: `field_close_on_enter`.
4204 * Newest functions are called first
4205 * If function returns `true`, remaining functions are not called
4206 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4207 * Called when `player` crafts something
4208 * `itemstack` is the output
4209 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4211 * `craft_inv` is the inventory with the crafting grid
4212 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4214 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4215 * The same as before, except that it is called before the player crafts, to
4216 make craft prediction, and it should not change anything.
4217 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4218 * Determinates how much of a stack may be taken, put or moved to a
4220 * `player` (type `ObjectRef`) is the player who modified the inventory
4221 `inventory` (type `InvRef`).
4222 * List of possible `action` (string) values and their
4223 `inventory_info` (table) contents:
4224 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4225 * `put`: `{listname=string, index=number, stack=ItemStack}`
4226 * `take`: Same as `put`
4227 * Return a numeric value to limit the amount of items to be taken, put or
4228 moved. A value of `-1` for `take` will make the source stack infinite.
4229 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4230 * Called after a take, put or move event from/to/in a player inventory
4231 * Function arguments: see `minetest.register_allow_player_inventory_action`
4232 * Does not accept or handle any return value.
4233 * `minetest.register_on_protection_violation(function(pos, name))`
4234 * Called by `builtin` and mods when a player violates protection at a
4235 position (eg, digs a node or punches a protected entity).
4236 * The registered functions can be called using
4237 `minetest.record_protection_violation`.
4238 * The provided function should check that the position is protected by the
4239 mod calling this function before it prints a message, if it does, to
4240 allow for multiple protection mods.
4241 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4242 * Called when an item is eaten, by `minetest.item_eat`
4243 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4244 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4245 * Called when `granter` grants the priv `priv` to `name`.
4246 * Note that the callback will be called twice if it's done by a player,
4247 once with granter being the player name, and again with granter being nil.
4248 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4249 * Called when `revoker` revokes the priv `priv` from `name`.
4250 * Note that the callback will be called twice if it's done by a player,
4251 once with revoker being the player name, and again with revoker being nil.
4252 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4253 * Called when `name` user connects with `ip`.
4254 * Return `true` to by pass the player limit
4255 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4256 * Called when an incoming mod channel message is received
4257 * You should have joined some channels to receive events.
4258 * If message comes from a server mod, `sender` field is an empty string.
4263 * `minetest.settings`: Settings object containing all of the settings from the
4264 main config file (`minetest.conf`).
4265 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4266 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4271 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
4272 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
4273 * Convert between two privilege representations
4274 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4275 * `minetest.check_player_privs(player_or_name, ...)`:
4276 returns `bool, missing_privs`
4277 * A quickhand for checking privileges.
4278 * `player_or_name`: Either a Player object or the name of a player.
4279 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4280 a table, e.g. `{ priva = true, privb = true }`.
4282 * `minetest.check_password_entry(name, entry, password)`
4283 * Returns true if the "password entry" for a player with name matches given
4284 password, false otherwise.
4285 * The "password entry" is the password representation generated by the
4286 engine as returned as part of a `get_auth()` call on the auth handler.
4287 * Only use this function for making it possible to log in via password from
4288 external protocols such as IRC, other uses are frowned upon.
4289 * `minetest.get_password_hash(name, raw_password)`
4290 * Convert a name-password pair to a password hash that Minetest can use.
4291 * The returned value alone is not a good basis for password checks based
4292 on comparing the password hash in the database with the password hash
4293 from the function, with an externally provided password, as the hash
4294 in the db might use the new SRP verifier format.
4295 * For this purpose, use `minetest.check_password_entry` instead.
4296 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4298 * The player needs to be online for this to be successful.
4300 * `minetest.get_auth_handler()`: Return the currently active auth handler
4301 * See the [Authentication handler definition]
4302 * Use this to e.g. get the authentication data for a player:
4303 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4304 * `minetest.notify_authentication_modified(name)`
4305 * Must be called by the authentication handler for privilege changes.
4306 * `name`: string; if omitted, all auth data should be considered modified
4307 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4309 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4311 * `minetest.auth_reload()`
4312 * See `reload()` in authentication handler definition
4314 `minetest.set_player_password`, `minetest_set_player_privs`,
4315 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4321 * `minetest.chat_send_all(text)`
4322 * `minetest.chat_send_player(name, text)`
4323 * `minetest.format_chat_message(name, message)`
4324 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4325 Refer to the documentation of the setting for a list of valid placeholders.
4326 * Takes player name and message, and returns the formatted string to be sent to players.
4327 * Can be redefined by mods if required, for things like colored names or messages.
4328 * **Only** the first occurrence of each placeholder will be replaced.
4333 * `minetest.set_node(pos, node)`
4334 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4335 * Set node at position `pos`
4336 * `node`: table `{name=string, param1=number, param2=number}`
4337 * If param1 or param2 is omitted, it's set to `0`.
4338 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4339 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4340 * Set node on all positions set in the first argument.
4341 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4342 * For node specification or position syntax see `minetest.set_node` call
4343 * Faster than set_node due to single call, but still considerably slower
4344 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4345 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4346 in spread out positions which would cause LVMs to waste memory.
4347 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4349 * `minetest.swap_node(pos, node)`
4350 * Set node at position, but don't remove metadata
4351 * `minetest.remove_node(pos)`
4352 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4353 * `minetest.get_node(pos)`
4354 * Returns the node at the given position as table in the format
4355 `{name="node_name", param1=0, param2=0}`,
4356 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4357 * `minetest.get_node_or_nil(pos)`
4358 * Same as `get_node` but returns `nil` for unloaded areas.
4359 * `minetest.get_node_light(pos, timeofday)`
4360 * Gets the light value at the given position. Note that the light value
4361 "inside" the node at the given position is returned, so you usually want
4362 to get the light value of a neighbor.
4363 * `pos`: The position where to measure the light.
4364 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4365 * Returns a number between `0` and `15` or `nil`
4366 * `minetest.place_node(pos, node)`
4367 * Place node with the same effects that a player would cause
4368 * `minetest.dig_node(pos)`
4369 * Dig node with the same effects that a player would cause
4370 * Returns `true` if successful, `false` on failure (e.g. protected location)
4371 * `minetest.punch_node(pos)`
4372 * Punch node with the same effects that a player would cause
4373 * `minetest.spawn_falling_node(pos)`
4374 * Change node into falling node
4375 * Returns `true` if successful, `false` on failure
4377 * `minetest.find_nodes_with_meta(pos1, pos2)`
4378 * Get a table of positions of nodes that have metadata within a region
4380 * `minetest.get_meta(pos)`
4381 * Get a `NodeMetaRef` at that position
4382 * `minetest.get_node_timer(pos)`
4383 * Get `NodeTimerRef`
4385 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4387 * Returns `ObjectRef`, or `nil` if failed
4388 * `minetest.add_item(pos, item)`: Spawn item
4389 * Returns `ObjectRef`, or `nil` if failed
4390 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4391 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4393 * `radius`: using an euclidean metric
4394 * `minetest.set_timeofday(val)`
4395 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4396 * `minetest.get_timeofday()`
4397 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4399 * `minetest.get_day_count()`: returns number days elapsed since world was
4401 * accounts for time changes.
4402 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4404 * `radius`: using a maximum metric
4405 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4406 * `search_center` is an optional boolean (default: `false`)
4407 If true `pos` is also checked for the nodes
4408 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4410 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4411 * First return value: Table with all node positions
4412 * Second return value: Table with the count of each node with the node name
4414 * Area volume is limited to 4,096,000 nodes
4415 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4417 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4418 * Return value: Table with all node positions with a node air above
4419 * Area volume is limited to 4,096,000 nodes
4420 * `minetest.get_perlin(noiseparams)`
4421 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4422 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4423 * `minetest.get_voxel_manip([pos1, pos2])`
4424 * Return voxel manipulator object.
4425 * Loads the manipulator from the map if positions are passed.
4426 * `minetest.set_gen_notify(flags, {deco_ids})`
4427 * Set the types of on-generate notifications that should be collected.
4428 * `flags` is a flag field with the available flags:
4436 * The second parameter is a list of IDs of decorations which notification
4438 * `minetest.get_gen_notify()`
4439 * Returns a flagstring and a table with the `deco_id`s.
4440 * `minetest.get_decoration_id(decoration_name)`
4441 * Returns the decoration ID number for the provided decoration name string,
4442 or `nil` on failure.
4443 * `minetest.get_mapgen_object(objectname)`
4444 * Return requested mapgen object if available (see [Mapgen objects])
4445 * `minetest.get_heat(pos)`
4446 * Returns the heat at the position, or `nil` on failure.
4447 * `minetest.get_humidity(pos)`
4448 * Returns the humidity at the position, or `nil` on failure.
4449 * `minetest.get_biome_data(pos)`
4450 * Returns a table containing:
4451 * `biome` the biome id of the biome at that position
4452 * `heat` the heat at the position
4453 * `humidity` the humidity at the position
4454 * Or returns `nil` on failure.
4455 * `minetest.get_biome_id(biome_name)`
4456 * Returns the biome id, as used in the biomemap Mapgen object and returned
4457 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4458 * `minetest.get_biome_name(biome_id)`
4459 * Returns the biome name string for the provided biome id, or `nil` on
4461 * If no biomes have been registered, such as in mgv6, returns `default`.
4462 * `minetest.get_mapgen_params()`
4463 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4464 * Returns a table containing:
4470 * `minetest.set_mapgen_params(MapgenParams)`
4471 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4473 * Set map generation parameters.
4474 * Function cannot be called after the registration period; only
4475 initialization and `on_mapgen_init`.
4476 * Takes a table as an argument with the fields:
4482 * Leave field unset to leave that parameter unchanged.
4483 * `flags` contains a comma-delimited string of flags to set, or if the
4484 prefix `"no"` is attached, clears instead.
4485 * `flags` is in the same format and has the same options as `mg_flags` in
4487 * `minetest.get_mapgen_setting(name)`
4488 * Gets the *active* mapgen setting (or nil if none exists) in string
4489 format with the following order of precedence:
4490 1) Settings loaded from map_meta.txt or overrides set during mod
4492 2) Settings set by mods without a metafile override
4493 3) Settings explicitly set in the user config file, minetest.conf
4494 4) Settings set as the user config default
4495 * `minetest.get_mapgen_setting_noiseparams(name)`
4496 * Same as above, but returns the value as a NoiseParams table if the
4497 setting `name` exists and is a valid NoiseParams.
4498 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4499 * Sets a mapgen param to `value`, and will take effect if the corresponding
4500 mapgen setting is not already present in map_meta.txt.
4501 * `override_meta` is an optional boolean (default: `false`). If this is set
4502 to true, the setting will become the active setting regardless of the map
4504 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4505 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4506 * Same as above, except value is a NoiseParams table.
4507 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4508 * Sets the noiseparams setting of `name` to the noiseparams table specified
4510 * `set_default` is an optional boolean (default: `true`) that specifies
4511 whether the setting should be applied to the default config or current
4513 * `minetest.get_noiseparams(name)`
4514 * Returns a table of the noiseparams for name.
4515 * `minetest.generate_ores(vm, pos1, pos2)`
4516 * Generate all registered ores within the VoxelManip `vm` and in the area
4517 from `pos1` to `pos2`.
4518 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4519 * `minetest.generate_decorations(vm, pos1, pos2)`
4520 * Generate all registered decorations within the VoxelManip `vm` and in the
4521 area from `pos1` to `pos2`.
4522 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4523 * `minetest.clear_objects([options])`
4524 * Clear all objects in the environment
4525 * Takes an optional table as an argument with the field `mode`.
4526 * mode = `"full"` : Load and go through every mapblock, clearing
4528 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4529 clear objects in unloaded mapblocks only when the
4530 mapblocks are next activated.
4531 * `minetest.load_area(pos1[, pos2])`
4532 * Load the mapblocks containing the area from `pos1` to `pos2`.
4533 `pos2` defaults to `pos1` if not specified.
4534 * This function does not trigger map generation.
4535 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4536 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4537 asynchronously fetched from memory, loaded from disk, or if inexistent,
4539 * If `callback` is a valid Lua function, this will be called for each block
4541 * The function signature of callback is:
4542 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4543 * `blockpos` is the *block* coordinates of the block that had been
4545 * `action` could be one of the following constant values:
4546 * `minetest.EMERGE_CANCELLED`
4547 * `minetest.EMERGE_ERRORED`
4548 * `minetest.EMERGE_FROM_MEMORY`
4549 * `minetest.EMERGE_FROM_DISK`
4550 * `minetest.EMERGE_GENERATED`
4551 * `calls_remaining` is the number of callbacks to be expected after
4553 * `param` is the user-defined parameter passed to emerge_area (or
4554 nil if the parameter was absent).
4555 * `minetest.delete_area(pos1, pos2)`
4556 * delete all mapblocks in the area from pos1 to pos2, inclusive
4557 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4558 * Checks if there is anything other than air between pos1 and pos2.
4559 * Returns false if something is blocking the sight.
4560 * Returns the position of the blocking node when `false`
4561 * `pos1`: First position
4562 * `pos2`: Second position
4563 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4564 * Creates a `Raycast` object.
4565 * `pos1`: start of the ray
4566 * `pos2`: end of the ray
4567 * `objects`: if false, only nodes will be returned. Default is `true`.
4568 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4569 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4570 * returns table containing path
4571 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4573 * `pos1`: start position
4574 * `pos2`: end position
4575 * `searchdistance`: number of blocks to search in each direction using a
4577 * `max_jump`: maximum height difference to consider walkable
4578 * `max_drop`: maximum height difference to consider droppable
4579 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4580 * `minetest.spawn_tree (pos, {treedef})`
4581 * spawns L-system tree at given `pos` with definition in `treedef` table
4582 * `minetest.transforming_liquid_add(pos)`
4583 * add node to liquid update queue
4584 * `minetest.get_node_max_level(pos)`
4585 * get max available level for leveled node
4586 * `minetest.get_node_level(pos)`
4587 * get level of leveled node (water, snow)
4588 * `minetest.set_node_level(pos, level)`
4589 * set level of leveled node, default `level` equals `1`
4590 * if `totallevel > maxlevel`, returns rest (`total-max`).
4591 * `minetest.add_node_level(pos, level)`
4592 * increase level of leveled node by level, default `level` equals `1`
4593 * if `totallevel > maxlevel`, returns rest (`total-max`)
4594 * can be negative for decreasing
4595 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4596 * resets the light in a cuboid-shaped part of
4597 the map and removes lighting bugs.
4598 * Loads the area if it is not loaded.
4599 * `pos1` is the corner of the cuboid with the least coordinates
4600 (in node coordinates), inclusive.
4601 * `pos2` is the opposite corner of the cuboid, inclusive.
4602 * The actual updated cuboid might be larger than the specified one,
4603 because only whole map blocks can be updated.
4604 The actual updated area consists of those map blocks that intersect
4605 with the given cuboid.
4606 * However, the neighborhood of the updated area might change
4607 as well, as light can spread out of the cuboid, also light
4609 * returns `false` if the area is not fully generated,
4611 * `minetest.check_single_for_falling(pos)`
4612 * causes an unsupported `group:falling_node` node to fall and causes an
4613 unattached `group:attached_node` node to fall.
4614 * does not spread these updates to neighbours.
4615 * `minetest.check_for_falling(pos)`
4616 * causes an unsupported `group:falling_node` node to fall and causes an
4617 unattached `group:attached_node` node to fall.
4618 * spread these updates to neighbours and can cause a cascade
4620 * `minetest.get_spawn_level(x, z)`
4621 * Returns a player spawn y co-ordinate for the provided (x, z)
4622 co-ordinates, or `nil` for an unsuitable spawn point.
4623 * For most mapgens a 'suitable spawn point' is one with y between
4624 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4625 so `nil` will be returned for many (x, z) co-ordinates.
4626 * The spawn level returned is for a player spawn in unmodified terrain.
4627 * The spawn level is intentionally above terrain level to cope with
4628 full-node biome 'dust' nodes.
4633 You can find mod channels communication scheme in `doc/mod_channels.png`.
4635 * `minetest.mod_channel_join(channel_name)`
4636 * Server joins channel `channel_name`, and creates it if necessary. You
4637 should listen for incoming messages with
4638 `minetest.register_on_modchannel_message`
4643 `minetest.get_inventory(location)`: returns an `InvRef`
4646 * `{type="player", name="celeron55"}`
4647 * `{type="node", pos={x=, y=, z=}}`
4648 * `{type="detached", name="creative"}`
4649 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4651 * `callbacks`: See [Detached inventory callbacks]
4652 * `player_name`: Make detached inventory available to one player
4653 exclusively, by default they will be sent to every player (even if not
4655 Note that this parameter is mostly just a workaround and will be removed
4657 * Creates a detached inventory. If it already exists, it is cleared.
4658 * `minetest.remove_detached_inventory(name)`
4659 * Returns a `boolean` indicating whether the removal succeeded.
4660 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4661 returns left over ItemStack.
4662 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4667 * `minetest.show_formspec(playername, formname, formspec)`
4668 * `playername`: name of player to show formspec
4669 * `formname`: name passed to `on_player_receive_fields` callbacks.
4670 It should follow the `"modname:<whatever>"` naming convention
4671 * `formspec`: formspec to display
4672 * `minetest.close_formspec(playername, formname)`
4673 * `playername`: name of player to close formspec
4674 * `formname`: has to exactly match the one given in `show_formspec`, or the
4675 formspec will not close.
4676 * calling `show_formspec(playername, formname, "")` is equal to this
4678 * to close a formspec regardless of the formname, call
4679 `minetest.close_formspec(playername, "")`.
4680 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4681 * `minetest.formspec_escape(string)`: returns a string
4682 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4684 * `minetest.explode_table_event(string)`: returns a table
4685 * returns e.g. `{type="CHG", row=1, column=2}`
4687 * `"INV"`: no row selected
4689 * `"DCL"`: double-click
4690 * `minetest.explode_textlist_event(string)`: returns a table
4691 * returns e.g. `{type="CHG", index=1}`
4693 * `"INV"`: no row selected
4695 * `"DCL"`: double-click
4696 * `minetest.explode_scrollbar_event(string)`: returns a table
4697 * returns e.g. `{type="CHG", value=500}`
4699 * `"INV"`: something failed
4700 * `"CHG"`: has been changed
4701 * `"VAL"`: not changed
4706 * `minetest.inventorycube(img1, img2, img3)`
4707 * Returns a string for making an image of a cube (useful as an item image)
4708 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4709 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4710 does not refer to a node or entity.
4711 * If the optional `above` parameter is true and the `pointed_thing` refers
4712 to a node, then it will return the `above` position of the `pointed_thing`.
4713 * `minetest.dir_to_facedir(dir, is6d)`
4714 * Convert a vector to a facedir value, used in `param2` for
4715 `paramtype2="facedir"`.
4716 * passing something non-`nil`/`false` for the optional second parameter
4717 causes it to take the y component into account.
4718 * `minetest.facedir_to_dir(facedir)`
4719 * Convert a facedir back into a vector aimed directly out the "back" of a
4721 * `minetest.dir_to_wallmounted(dir)`
4722 * Convert a vector to a wallmounted value, used for
4723 `paramtype2="wallmounted"`.
4724 * `minetest.wallmounted_to_dir(wallmounted)`
4725 * Convert a wallmounted value back into a vector aimed directly out the
4727 * `minetest.dir_to_yaw(dir)`
4728 * Convert a vector into a yaw (angle)
4729 * `minetest.yaw_to_dir(yaw)`
4730 * Convert yaw (angle) to a vector
4731 * `minetest.is_colored_paramtype(ptype)`
4732 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4733 color information (`color`, `colorwallmounted` or `colorfacedir`).
4734 * `minetest.strip_param2_color(param2, paramtype2)`
4735 * Removes everything but the color information from the
4736 given `param2` value.
4737 * Returns `nil` if the given `paramtype2` does not contain color
4739 * `minetest.get_node_drops(nodename, toolname)`
4740 * Returns list of item names.
4741 * **Note**: This will be removed or modified in a future version.
4742 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4743 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4744 * `input.width` = for example `3`
4745 * `input.items` = for example
4746 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4747 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4748 * `output.time` = a number, if unsuccessful: `0`
4749 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4750 `decremented_input.items`
4751 * `decremented_input` = like `input`
4752 * `minetest.get_craft_recipe(output)`: returns input
4753 * returns last registered recipe for output item (node)
4754 * `output` is a node or item type such as `"default:torch"`
4755 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4756 * `input.width` = for example `3`
4757 * `input.items` = for example
4758 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4759 * `input.items` = `nil` if no recipe found
4760 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4761 * returns indexed table with all registered recipes for query item (node)
4762 or `nil` if no recipe was found.
4763 * recipe entry table:
4764 * `method`: 'normal' or 'cooking' or 'fuel'
4765 * `width`: 0-3, 0 means shapeless recipe
4766 * `items`: indexed [1-9] table with recipe items
4767 * `output`: string with item name and quantity
4768 * Example query for `"default:gold_ingot"` will return table:
4771 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4772 items = {1 = "default:gold_lump"}},
4773 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4774 items = {1 = "default:goldblock"}}
4776 * `minetest.handle_node_drops(pos, drops, digger)`
4777 * `drops`: list of itemstrings
4778 * Handles drops from nodes after digging: Default action is to put them
4779 into digger's inventory.
4780 * Can be overridden to get different functionality (e.g. dropping items on
4782 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4784 * Creates an item string which contains palette index information
4785 for hardware colorization. You can use the returned string
4786 as an output in a craft recipe.
4787 * `item`: the item stack which becomes colored. Can be in string,
4788 table and native form.
4789 * `palette_index`: this index is added to the item stack
4790 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4791 * Creates an item string which contains static color information
4792 for hardware colorization. Use this method if you wish to colorize
4793 an item that does not own a palette. You can use the returned string
4794 as an output in a craft recipe.
4795 * `item`: the item stack which becomes colored. Can be in string,
4796 table and native form.
4797 * `colorstring`: the new color of the item stack
4802 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4803 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4804 * Find who has done something to a node, or near a node
4805 * `actor`: `"player:<name>"`, also `"liquid"`.
4806 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4807 `boolean, log_messages`.
4808 * Revert latest actions of someone
4809 * `actor`: `"player:<name>"`, also `"liquid"`.
4811 Defaults for the `on_*` item definition functions
4812 -------------------------------------------------
4814 These functions return the leftover itemstack.
4816 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4817 * Place item as a node
4818 * `param2` overrides `facedir` and wallmounted `param2`
4819 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4820 for the newly placed node to prevent a callback and placement loop
4821 * returns `itemstack, success`
4822 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4824 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4825 * Use one of the above based on what the item is.
4826 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4827 * **Note**: is not called when wielded item overrides `on_place`
4828 * `param2` overrides `facedir` and wallmounted `param2`
4829 * returns `itemstack, success`
4830 * `minetest.item_drop(itemstack, dropper, pos)`
4832 * `minetest.item_eat(hp_change, replace_with_item)`
4834 * `replace_with_item` is the itemstring which is added to the inventory.
4835 If the player is eating a stack, then replace_with_item goes to a
4836 different spot. Can be `nil`
4837 * See `minetest.do_item_eat`
4839 Defaults for the `on_punch` and `on_dig` node definition callbacks
4840 ------------------------------------------------------------------
4842 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4843 * Calls functions registered by `minetest.register_on_punchnode()`
4844 * `minetest.node_dig(pos, node, digger)`
4845 * Checks if node can be dug, puts item into inventory, removes node
4846 * Calls functions registered by `minetest.registered_on_dignodes()`
4851 * `minetest.sound_play(spec, parameters)`: returns a handle
4852 * `spec` is a `SimpleSoundSpec`
4853 * `parameters` is a sound parameter table
4854 * `minetest.sound_stop(handle)`
4855 * `minetest.sound_fade(handle, step, gain)`
4856 * `handle` is a handle returned by `minetest.sound_play`
4857 * `step` determines how fast a sound will fade.
4858 Negative step will lower the sound volume, positive step will increase
4860 * `gain` the target gain for the fade.
4865 * `minetest.after(time, func, ...)`
4866 * Call the function `func` after `time` seconds, may be fractional
4867 * Optional: Variable number of arguments that are passed to `func`
4872 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4873 server shutdown. Will display `message` to clients.
4874 * `reconnect` == true displays a reconnect button
4875 * `delay` adds an optional delay (in seconds) before shutdown.
4876 Negative delay cancels the current active shutdown.
4877 Zero delay triggers an immediate shutdown.
4878 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4879 * `minetest.get_server_status(name, joined)`
4880 * Returns the server status string when a player joins or when the command
4881 `/status` is called. Returns `nil` or an empty string when the message is
4883 * `joined`: Boolean value, indicates whether the function was called when
4885 * This function may be overwritten by mods to customize the status message.
4886 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4887 * `minetest.remove_player(name)`: remove player from database (if they are not
4889 * As auth data is not removed, minetest.player_exists will continue to
4890 return true. Call the below method as well if you want to remove auth
4892 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4893 * `minetest.remove_player_auth(name)`: remove player authentication data
4894 * Returns boolean indicating success (false if player nonexistant)
4899 * `minetest.get_ban_list()`: returns the ban list
4900 (same as `minetest.get_ban_description("")`).
4901 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4902 * `minetest.ban_player(name)`: ban a player
4903 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4904 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4910 * `minetest.add_particle(particle definition)`
4911 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4912 expirationtime, size, collisiondetection, texture, playername)`
4914 * `minetest.add_particlespawner(particlespawner definition)`
4915 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4916 over `time` seconds.
4917 * Returns an `id`, and -1 if adding didn't succeed
4918 * Deprecated: `minetest.add_particlespawner(amount, time,
4922 minexptime, maxexptime,
4924 collisiondetection, texture, playername)`
4926 * `minetest.delete_particlespawner(id, player)`
4927 * Delete `ParticleSpawner` with `id` (return value from
4928 `minetest.add_particlespawner`).
4929 * If playername is specified, only deletes on the player's client,
4930 otherwise on all clients.
4935 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4936 * Create a schematic from the volume of map specified by the box formed by
4938 * Apply the specified probability and per-node force-place to the specified
4939 nodes according to the `probability_list`.
4940 * `probability_list` is an array of tables containing two fields, `pos`
4942 * `pos` is the 3D vector specifying the absolute coordinates of the
4943 node being modified,
4944 * `prob` is an integer value from `0` to `255` that encodes
4945 probability and per-node force-place. Probability has levels
4946 0-127, then 128 may be added to encode per-node force-place.
4947 For probability stated as 0-255, divide by 2 and round down to
4948 get values 0-127, then add 128 to apply per-node force-place.
4949 * If there are two or more entries with the same pos value, the
4951 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4953 * If `probability_list` equals `nil`, no probabilities are applied.
4954 * Apply the specified probability to the specified horizontal slices
4955 according to the `slice_prob_list`.
4956 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4958 * `ypos` indicates the y position of the slice with a probability
4959 applied, the lowest slice being `ypos = 0`.
4960 * If slice probability list equals `nil`, no slice probabilities
4962 * Saves schematic in the Minetest Schematic format to filename.
4964 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4965 * Place the schematic specified by schematic (see [Schematic specifier]) at
4967 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4968 * If the `rotation` parameter is omitted, the schematic is not rotated.
4969 * `replacements` = `{["old_name"] = "convert_to", ...}`
4970 * `force_placement` is a boolean indicating whether nodes other than `air`
4971 and `ignore` are replaced by the schematic.
4972 * Returns nil if the schematic could not be loaded.
4973 * **Warning**: Once you have loaded a schematic from a file, it will be
4974 cached. Future calls will always use the cached version and the
4975 replacement list defined for it, regardless of whether the file or the
4976 replacement list parameter have changed. The only way to load the file
4977 anew is to restart the server.
4978 * `flags` is a flag field with the available flags:
4983 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4984 * This function is analogous to minetest.place_schematic, but places a
4985 schematic onto the specified VoxelManip object `vmanip` instead of the
4987 * Returns false if any part of the schematic was cut-off due to the
4988 VoxelManip not containing the full area required, and true if the whole
4989 schematic was able to fit.
4990 * Returns nil if the schematic could not be loaded.
4991 * After execution, any external copies of the VoxelManip contents are
4993 * `flags` is a flag field with the available flags:
4998 * `minetest.serialize_schematic(schematic, format, options)`
4999 * Return the serialized schematic specified by schematic
5000 (see [Schematic specifier])
5001 * in the `format` of either "mts" or "lua".
5002 * "mts" - a string containing the binary MTS data used in the MTS file
5004 * "lua" - a string containing Lua code representing the schematic in table
5006 * `options` is a table containing the following optional parameters:
5007 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5008 generated will have (X, Z) position comments for every X row
5009 generated in the schematic data for easier reading.
5010 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5011 the Lua code generated will use that number of spaces as indentation
5012 instead of a tab character.
5014 * `minetest.read_schematic(schematic, options)`
5015 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5016 * `schematic` is the schematic to read (see: [Schematic specifier])
5017 * `options` is a table containing the following optional parameters:
5018 * `write_yslice_prob`: string value:
5019 * `none`: no `write_yslice_prob` table is inserted,
5020 * `low`: only probabilities that are not 254 or 255 are written in
5021 the `write_ylisce_prob` table,
5022 * `all`: write all probabilities to the `write_yslice_prob` table.
5023 * The default for this option is `all`.
5024 * Any invalid value will be interpreted as `all`.
5029 * `minetest.request_http_api()`:
5030 * returns `HTTPApiTable` containing http functions if the calling mod has
5031 been granted access by being listed in the `secure.http_mods` or
5032 `secure.trusted_mods` setting, otherwise returns `nil`.
5033 * The returned table contains the functions `fetch`, `fetch_async` and
5034 `fetch_async_get` described below.
5035 * Only works at init time and must be called from the mod's main scope
5036 (not from a function).
5037 * Function only exists if minetest server was built with cURL support.
5038 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5040 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5041 * Performs given request asynchronously and calls callback upon completion
5042 * callback: `function(HTTPRequestResult res)`
5043 * Use this HTTP function if you are unsure, the others are for advanced use
5044 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5045 * Performs given request asynchronously and returns handle for
5046 `HTTPApiTable.fetch_async_get`
5047 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5048 * Return response data for given asynchronous HTTP request
5053 * `minetest.get_mod_storage()`:
5054 * returns reference to mod private `StorageRef`
5055 * must be called during mod load time
5060 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5061 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5062 * `minetest.player_exists(name)`: boolean, whether player exists
5063 (regardless of online status)
5064 * `minetest.hud_replace_builtin(name, hud_definition)`
5065 * Replaces definition of a builtin hud element
5066 * `name`: `"breath"` or `"health"`
5067 * `hud_definition`: definition to replace builtin definition
5068 * `minetest.send_join_message(player_name)`
5069 * This function can be overridden by mods to change the join message.
5070 * `minetest.send_leave_message(player_name, timed_out)`
5071 * This function can be overridden by mods to change the leave message.
5072 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5073 * `pos`: table {x=number, y=number, z=number},
5074 * Gives a unique hash number for a node position (16+16+16=48bit)
5075 * `minetest.get_position_from_hash(hash)`: returns a position
5076 * Inverse transform of `minetest.hash_node_position`
5077 * `minetest.get_item_group(name, group)`: returns a rating
5078 * Get rating of a group of an item. (`0` means: not in group)
5079 * `minetest.get_node_group(name, group)`: returns a rating
5080 * Deprecated: An alias for the former.
5081 * `minetest.raillike_group(name)`: returns a rating
5082 * Returns rating of the connect_to_raillike group corresponding to name
5083 * If name is not yet the name of a connect_to_raillike group, a new group
5084 id is created, with that name.
5085 * `minetest.get_content_id(name)`: returns an integer
5086 * Gets the internal content ID of `name`
5087 * `minetest.get_name_from_content_id(content_id)`: returns a string
5088 * Gets the name of the content with that content ID
5089 * `minetest.parse_json(string[, nullvalue])`: returns something
5090 * Convert a string containing JSON data into the Lua equivalent
5091 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5092 * On success returns a table, a string, a number, a boolean or `nullvalue`
5093 * On failure outputs an error message and returns `nil`
5094 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5095 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5097 * Convert a Lua table into a JSON string
5098 * styled: Outputs in a human-readable format if this is set, defaults to
5100 * Unserializable things like functions and userdata will cause an error.
5101 * **Warning**: JSON is more strict than the Lua table format.
5102 1. You can only use strings and positive integers of at least one as
5104 2. You can not mix string and integer keys.
5105 This is due to the fact that JSON has two distinct array and object
5107 * Example: `write_json({10, {a = false}})`,
5108 returns `"[10, {\"a\": false}]"`
5109 * `minetest.serialize(table)`: returns a string
5110 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5111 into string form readable by `minetest.deserialize`
5112 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5113 * `minetest.deserialize(string)`: returns a table
5114 * Convert a string returned by `minetest.deserialize` into a table
5115 * `string` is loaded in an empty sandbox environment.
5116 * Will load functions, but they cannot access the global environment.
5117 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5118 returns `{foo='bar'}`
5119 * Example: `deserialize('print("foo")')`, returns `nil`
5120 (function call fails), returns
5121 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5122 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5123 * Compress a string of data.
5124 * `method` is a string identifying the compression method to be used.
5125 * Supported compression methods:
5126 * Deflate (zlib): `"deflate"`
5127 * `...` indicates method-specific arguments. Currently defined arguments
5129 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5130 * `minetest.decompress(compressed_data, method, ...)`: returns data
5131 * Decompress a string of data (using ZLib).
5132 * See documentation on `minetest.compress()` for supported compression
5134 * `...` indicates method-specific arguments. Currently, no methods use this
5135 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5136 * Each argument is a 8 Bit unsigned integer
5137 * Returns the ColorString from rgb or rgba values
5138 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5139 * `minetest.encode_base64(string)`: returns string encoded in base64
5140 * Encodes a string in base64.
5141 * `minetest.decode_base64(string)`: returns string
5142 * Decodes a string encoded in base64.
5143 * `minetest.is_protected(pos, name)`: returns boolean
5144 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5145 placing) the node at position `pos`.
5146 * `name` will be `""` for non-players or unknown players.
5147 * This function should be overridden by protection mods. It is highly
5148 recommended to grant access to players with the `protection_bypass` privilege.
5149 * Cache and call the old version of this function if the position is
5150 not protected by the mod. This will allow using multiple protection mods.
5153 local old_is_protected = minetest.is_protected
5154 function minetest.is_protected(pos, name)
5155 if mymod:position_protected_from(pos, name) then
5158 return old_is_protected(pos, name)
5160 * `minetest.record_protection_violation(pos, name)`
5161 * This function calls functions registered with
5162 `minetest.register_on_protection_violation`.
5163 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5164 * Returns the position of the first node that `player_name` may not modify
5165 in the specified cuboid between `pos1` and `pos2`.
5166 * Returns `false` if no protections were found.
5167 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5168 The points are spaced evenly throughout the volume and have a spacing
5169 similar to, but no larger than, `interval`.
5170 * All corners and edges of the defined volume are checked.
5171 * `interval` defaults to 4.
5172 * `interval` should be carefully chosen and maximised to avoid an excessive
5173 number of points being checked.
5174 * Like `minetest.is_protected`, this function may be extended or
5175 overwritten by mods to provide a faster implementation to check the
5176 cuboid for intersections.
5177 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5178 orient_flags, prevent_after_place])`
5179 * Attempt to predict the desired orientation of the facedir-capable node
5180 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5181 or hanging from the ceiling).
5182 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5183 stacks are handled normally.
5184 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5185 * `invert_wall`: if `true`, place wall-orientation on the ground and
5186 ground-orientation on the wall.
5187 * `force_wall` : if `true`, always place the node in wall orientation.
5188 * `force_ceiling`: if `true`, always place on the ceiling.
5189 * `force_floor`: if `true`, always place the node on the floor.
5190 * `force_facedir`: if `true`, forcefully reset the facedir to north
5191 when placing on the floor or ceiling.
5192 * The first four options are mutually-exclusive; the last in the list
5193 takes precedence over the first.
5194 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5195 * Returns the new itemstack after placement
5196 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5197 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5198 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5199 parameter and `prevent_after_place` set to `true`.
5201 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5202 tool_capabilities, dir, distance, damage)`
5203 * Returns the amount of knockback applied on the punched player.
5204 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5205 * `distance`: distance between puncher and punched player
5206 * This function can be overriden by mods that wish to modify this behaviour.
5207 * You may want to cache and call the old function to allow multiple mods to
5208 change knockback behaviour.
5210 * `minetest.forceload_block(pos[, transient])`
5211 * forceloads the position `pos`.
5212 * returns `true` if area could be forceloaded
5213 * If `transient` is `false` or absent, the forceload will be persistent
5214 (saved between server runs). If `true`, the forceload will be transient
5215 (not saved between server runs).
5217 * `minetest.forceload_free_block(pos[, transient])`
5218 * stops forceloading the position `pos`
5219 * If `transient` is `false` or absent, frees a persistent forceload.
5220 If `true`, frees a transient forceload.
5222 * `minetest.request_insecure_environment()`: returns an environment containing
5223 insecure functions if the calling mod has been listed as trusted in the
5224 `secure.trusted_mods` setting or security is disabled, otherwise returns
5226 * Only works at init time and must be called from the mod's main scope (not
5228 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5229 IT IN A LOCAL VARIABLE!**
5231 * `minetest.global_exists(name)`
5232 * Checks if a global variable has been set, without triggering a warning.
5237 * `minetest.env`: `EnvRef` of the server environment and world.
5238 * Any function in the minetest namespace can be called using the syntax
5239 `minetest.env:somefunction(somearguments)`
5240 instead of `minetest.somefunction(somearguments)`
5241 * Deprecated, but support is not to be dropped soon
5246 ### Registered definition tables
5248 * `minetest.registered_items`
5249 * Map of registered items, indexed by name
5250 * `minetest.registered_nodes`
5251 * Map of registered node definitions, indexed by name
5252 * `minetest.registered_craftitems`
5253 * Map of registered craft item definitions, indexed by name
5254 * `minetest.registered_tools`
5255 * Map of registered tool definitions, indexed by name
5256 * `minetest.registered_entities`
5257 * Map of registered entity prototypes, indexed by name
5258 * `minetest.object_refs`
5259 * Map of object references, indexed by active object id
5260 * `minetest.luaentities`
5261 * Map of Lua entities, indexed by active object id
5262 * `minetest.registered_abms`
5263 * List of ABM definitions
5264 * `minetest.registered_lbms`
5265 * List of LBM definitions
5266 * `minetest.registered_aliases`
5267 * Map of registered aliases, indexed by name
5268 * `minetest.registered_ores`
5269 * Map of registered ore definitions, indexed by the `name` field.
5270 * If `name` is nil, the key is the object handle returned by
5271 `minetest.register_ore`.
5272 * `minetest.registered_biomes`
5273 * Map of registered biome definitions, indexed by the `name` field.
5274 * If `name` is nil, the key is the object handle returned by
5275 `minetest.register_biome`.
5276 * `minetest.registered_decorations`
5277 * Map of registered decoration definitions, indexed by the `name` field.
5278 * If `name` is nil, the key is the object handle returned by
5279 `minetest.register_decoration`.
5280 * `minetest.registered_schematics`
5281 * Map of registered schematic definitions, indexed by the `name` field.
5282 * If `name` is nil, the key is the object handle returned by
5283 `minetest.register_schematic`.
5284 * `minetest.registered_chatcommands`
5285 * Map of registered chat command definitions, indexed by name
5286 * `minetest.registered_privileges`
5287 * Map of registered privilege definitions, indexed by name
5289 ### Registered callback tables
5291 All callbacks registered with [Global callback registration functions] are added
5292 to corresponding `minetest.registered_*` tables.
5300 Sorted alphabetically.
5305 A fast access data structure to store areas, and find areas near a given
5307 Every area has a `data` string attribute to store additional information.
5308 You can create an empty `AreaStore` by calling `AreaStore()`, or
5309 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5310 If you chose the parameter-less constructor, a fast implementation will be
5311 automatically chosen for you.
5315 * `get_area(id, include_borders, include_data)`
5316 * Returns the area information about the specified ID.
5317 * Returned values are either of these:
5319 nil -- Area not found
5320 true -- Without `include_borders` and `include_data`
5322 min = pos, max = pos -- `include_borders == true`
5323 data = string -- `include_data == true`
5326 * `get_areas_for_pos(pos, include_borders, include_data)`
5327 * Returns all areas as table, indexed by the area ID.
5328 * Table values: see `get_area`.
5329 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5330 * Returns all areas that contain all nodes inside the area specified by `edge1`
5331 and `edge2` (inclusive).
5332 * `accept_overlap`: if `true`, areas are returned that have nodes in
5333 common (intersect) with the specified area.
5334 * Returns the same values as `get_areas_for_pos`.
5335 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5336 * Returns the new area's ID, or nil if the insertion failed.
5337 * The (inclusive) positions `edge1` and `edge2` describe the area.
5338 * `data` is a string stored with the area.
5339 * `id` (optional): will be used as the internal area ID if it is an unique
5340 number between 0 and 2^32-2.
5341 * `reserve(count)`: reserves resources for at most `count` many contained
5343 Only needed for efficiency, and only some implementations profit.
5344 * `remove_area(id)`: removes the area with the given id from the store, returns
5346 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5347 Calling invalidates the cache, so that its elements have to be newly
5349 * `params` is a table with the following fields:
5351 enabled = boolean, -- Whether to enable, default true
5352 block_radius = int, -- The radius (in nodes) of the areas the cache
5353 -- generates prefiltered lists for, minimum 16,
5355 limit = int, -- The cache size, minimum 20, default 1000
5356 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5358 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5360 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5362 Returns success and, optionally, an error message.
5363 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5369 An `InvRef` is a reference to an inventory.
5373 * `is_empty(listname)`: return `true` if list is empty
5374 * `get_size(listname)`: get size of a list
5375 * `set_size(listname, size)`: set size of a list
5376 * returns `false` on error (e.g. invalid `listname` or `size`)
5377 * `get_width(listname)`: get width of a list
5378 * `set_width(listname, width)`: set width of list; currently used for crafting
5379 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5380 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5381 * `get_list(listname)`: return full list
5382 * `set_list(listname, list)`: set full list (size will not change)
5383 * `get_lists()`: returns list of inventory lists
5384 * `set_lists(lists)`: sets inventory lists (size will not change)
5385 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5387 * `room_for_item(listname, stack):` returns `true` if the stack of items
5388 can be fully added to the list
5389 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5390 the stack of items can be fully taken from the list.
5391 If `match_meta` is false, only the items' names are compared
5393 * `remove_item(listname, stack)`: take as many items as specified from the
5394 list, returns the items that were actually removed (as an `ItemStack`)
5395 -- note that any item metadata is ignored, so attempting to remove a specific
5396 unique item this way will likely remove the wrong one -- to do that use
5397 `set_stack` with an empty `ItemStack`.
5398 * `get_location()`: returns a location compatible to
5399 `minetest.get_inventory(location)`.
5400 * returns `{type="undefined"}` in case location is not known
5405 An `ItemStack` is a stack of items.
5407 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5408 an itemstring, a table or `nil`.
5412 * `is_empty()`: returns `true` if stack is empty.
5413 * `get_name()`: returns item name (e.g. `"default:stone"`).
5414 * `set_name(item_name)`: returns a boolean indicating whether the item was
5416 * `get_count()`: Returns number of items on the stack.
5417 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5418 * `count`: number, unsigned 16 bit integer
5419 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5420 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5421 * `wear`: number, unsigned 16 bit integer
5422 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5423 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5425 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5426 * `get_description()`: returns the description shown in inventory list tooltips.
5427 * `clear()`: removes all items from the stack, making it empty.
5428 * `replace(item)`: replace the contents of this stack.
5429 * `item` can also be an itemstring or table.
5430 * `to_string()`: returns the stack in itemstring form.
5431 * `to_table()`: returns the stack in Lua table form.
5432 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5434 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5435 * `is_known()`: returns `true` if the item name refers to a defined item type.
5436 * `get_definition()`: returns the item definition table.
5437 * `get_tool_capabilities()`: returns the digging properties of the item,
5438 or those of the hand if none are defined for this item type
5439 * `add_wear(amount)`
5440 * Increases wear by `amount` if the item is a tool
5441 * `amount`: number, integer
5442 * `add_item(item)`: returns leftover `ItemStack`
5443 * Put some item or stack onto this stack
5444 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5446 * `take_item(n)`: returns taken `ItemStack`
5447 * Take (and remove) up to `n` items from this stack
5448 * `n`: number, default: `1`
5449 * `peek_item(n)`: returns taken `ItemStack`
5450 * Copy (don't remove) up to `n` items from this stack
5451 * `n`: number, default: `1`
5456 ItemStack metadata: reference extra data and functionality stored in a stack.
5457 Can be obtained via `item:get_meta()`.
5461 * All methods in MetaDataRef
5462 * `set_tool_capabilities([tool_capabilities])`
5463 * Overrides the item's tool capabilities
5464 * A nil value will clear the override data and restore the original
5470 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5471 and [`PlayerMetaRef`].
5475 * `contains(key)`: Returns true if key present, otherwise false.
5476 * Returns `nil` when the MetaData is inexistent.
5477 * `get(key)`: Returns `nil` if key not present, else the stored string.
5478 * `set_string(key, value)`: Value of `""` will delete the key.
5479 * `get_string(key)`: Returns `""` if key not present.
5480 * `set_int(key, value)`
5481 * `get_int(key)`: Returns `0` if key not present.
5482 * `set_float(key, value)`
5483 * `get_float(key)`: Returns `0` if key not present.
5484 * `to_table()`: returns `nil` or a table with keys:
5485 * `fields`: key-value storage
5486 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5487 * `from_table(nil or {})`
5488 * Any non-table value will clear the metadata
5489 * See [Node Metadata] for an example
5490 * returns `true` on success
5492 * returns `true` if this metadata has the same key-value pairs as `other`
5497 An interface to use mod channels on client and server
5501 * `leave()`: leave the mod channel.
5502 * Server leaves channel `channel_name`.
5503 * No more incoming or outgoing messages can be sent to this channel from
5505 * This invalidate all future object usage.
5506 * Ensure you set mod_channel to nil after that to free Lua resources.
5507 * `is_writeable()`: returns true if channel is writeable and mod can send over
5509 * `send_all(message)`: Send `message` though the mod channel.
5510 * If mod channel is not writeable or invalid, message will be dropped.
5511 * Message size is limited to 65535 characters by protocol.
5516 Node metadata: reference extra data and functionality stored in a node.
5517 Can be obtained via `minetest.get_meta(pos)`.
5521 * All methods in MetaDataRef
5522 * `get_inventory()`: returns `InvRef`
5523 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5524 This will prevent them from being sent to the client. Note that the "private"
5525 status will only be remembered if an associated key-value pair exists,
5526 meaning it's best to call this when initializing all other meta (e.g.
5532 Node Timers: a high resolution persistent per-node timer.
5533 Can be gotten via `minetest.get_node_timer(pos)`.
5537 * `set(timeout,elapsed)`
5538 * set a timer's state
5539 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5540 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5541 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5545 * equivalent to `set(timeout,0)`
5548 * `get_timeout()`: returns current timeout in seconds
5549 * if `timeout` equals `0`, timer is inactive
5550 * `get_elapsed()`: returns current elapsed time in seconds
5551 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5553 * `is_started()`: returns boolean state of timer
5554 * returns `true` if timer is started, otherwise `false`
5559 Moving things in the game are generally these.
5561 This is basically a reference to a C++ `ServerActiveObject`
5565 * `get_pos()`: returns `{x=num, y=num, z=num}`
5566 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5567 * `move_to(pos, continuous=false)`
5568 * Does an interpolated move for Lua entities for visually smooth transitions.
5569 * If `continuous` is true, the Lua entity will not be moved to the current
5570 position before starting the interpolated move.
5571 * For players this does the same as `set_pos`,`continuous` is ignored.
5572 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5573 * `puncher` = another `ObjectRef`,
5574 * `time_from_last_punch` = time since last punch action of the puncher
5575 * `direction`: can be `nil`
5576 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5577 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5578 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5579 * See reason in register_on_player_hpchange
5580 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5581 * `get_wield_list()`: returns the name of the inventory list the wielded item
5583 * `get_wield_index()`: returns the index of the wielded item
5584 * `get_wielded_item()`: returns an `ItemStack`
5585 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5587 * `set_armor_groups({group1=rating, group2=rating, ...})`
5588 * `get_armor_groups()`: returns a table with the armor group ratings
5589 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5590 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5591 * `frame_speed`: number, default: `15.0`
5592 * `frame_blend`: number, default: `0.0`
5593 * `frame_loop`: boolean, default: `true`
5594 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5596 * `set_animation_frame_speed(frame_speed)`
5597 * `frame_speed`: number, default: `15.0`
5598 * `set_attach(parent, bone, position, rotation)`
5600 * `position`: `{x=num, y=num, z=num}` (relative)
5601 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5602 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5605 * `set_bone_position(bone, position, rotation)`
5607 * `position`: `{x=num, y=num, z=num}` (relative)
5608 * `rotation`: `{x=num, y=num, z=num}`
5609 * `get_bone_position(bone)`: returns position and rotation of the bone
5610 * `set_properties(object property table)`
5611 * `get_properties()`: returns object property table
5612 * `is_player()`: returns true for players, false otherwise
5613 * `get_nametag_attributes()`
5614 * returns a table with the attributes of the nametag of an object
5616 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5619 * `set_nametag_attributes(attributes)`
5620 * sets the attributes of the nametag of an object
5624 text = "My Nametag",
5627 #### Lua entity only (no-op for other objects)
5629 * `remove()`: remove object (after returning from Lua)
5630 * `set_velocity(vel)`
5631 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5632 * `add_velocity(vel)`
5633 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5634 * In comparison to using get_velocity, adding the velocity and then using
5635 set_velocity, add_velocity is supposed to avoid synchronization problems.
5636 * `get_velocity()`: returns the velocity, a vector
5637 * `set_acceleration(acc)`
5639 * `get_acceleration()`: returns the acceleration, a vector
5640 * `set_rotation(rot)`
5641 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5642 and Z is roll (bank).
5643 * `get_rotation()`: returns the rotation, a vector (radians)
5644 * `set_yaw(radians)`: sets the yaw (heading).
5645 * `get_yaw()`: returns number in radians
5646 * `set_texture_mod(mod)`
5647 * `get_texture_mod()` returns current texture modifier
5648 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5649 * Select sprite from spritesheet with optional animation and Dungeon Master
5650 style texture selection based on yaw relative to camera
5651 * `p`: {x=number, y=number}, the coordinate of the first frame
5652 (x: column, y: row), default: `{x=0, y=0}`
5653 * `num_frames`: number, default: `1`
5654 * `framelength`: number, default: `0.2`
5655 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5656 Master mob, default: `false`
5657 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5660 #### Player only (no-op for other objects)
5662 * `get_player_name()`: returns `""` if is not a player
5663 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5664 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5665 * `add_player_velocity(vel)`
5666 * Adds to player velocity, this happens client-side and only once.
5667 * Does not apply during free_move.
5668 * Note that since the player speed is normalized at each move step,
5669 increasing e.g. Y velocity beyond what would usually be achieved
5670 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5671 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5672 pressing the jump key (assuming default settings)
5673 * `get_look_dir()`: get camera direction as a unit vector
5674 * `get_look_vertical()`: pitch in radians
5675 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5677 * `get_look_horizontal()`: yaw in radians
5678 * Angle is counter-clockwise from the +z direction.
5679 * `set_look_vertical(radians)`: sets look pitch
5680 * radians: Angle from looking forward, where positive is downwards.
5681 * `set_look_horizontal(radians)`: sets look yaw
5682 * radians: Angle from the +z direction, where positive is counter-clockwise.
5683 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5684 `get_look_vertical`.
5685 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5687 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5688 `get_look_horizontal`.
5689 * Angle is counter-clockwise from the +x direction.
5690 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5691 `set_look_vertical`.
5692 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5693 `set_look_horizontal`.
5694 * `get_breath()`: returns player's breath
5695 * `set_breath(value)`: sets player's breath
5697 * `0`: player is drowning
5698 * max: bubbles bar is not shown
5699 * See [Object properties] for more information
5700 * `set_fov(fov, is_multiplier)`: Sets player's FOV
5702 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
5703 Defaults to `false`.
5704 * Set to 0 to clear FOV override.
5706 * Returns player's FOV override in degrees, and a boolean depending on whether
5707 the value is a multiplier.
5708 * Returns 0 as first value if player's FOV hasn't been overridden.
5709 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5710 * Sets an extra attribute with value on player.
5711 * `value` must be a string, or a number which will be converted to a
5713 * If `value` is `nil`, remove attribute from player.
5714 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5715 * Returns value (a string) for extra attribute.
5716 * Returns `nil` if no attribute found.
5717 * `get_meta()`: Returns a PlayerMetaRef.
5718 * `set_inventory_formspec(formspec)`
5719 * Redefine player's inventory form
5720 * Should usually be called in `on_joinplayer`
5721 * `get_inventory_formspec()`: returns a formspec string
5722 * `set_formspec_prepend(formspec)`:
5723 * the formspec string will be added to every formspec shown to the user,
5724 except for those with a no_prepend[] tag.
5725 * This should be used to set style elements such as background[] and
5726 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5727 * Only affects formspecs shown after this is called.
5728 * `get_formspec_prepend(formspec)`: returns a formspec string.
5729 * `get_player_control()`: returns table with player pressed keys
5730 * The table consists of fields with boolean value representing the pressed
5731 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5732 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5733 sneak=true, aux1=false, down=false, up=false}`
5734 * `get_player_control_bits()`: returns integer with bit packed player pressed
5736 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5738 * `set_physics_override(override_table)`
5739 * `override_table` is a table with the following fields:
5740 * `speed`: multiplier to default walking speed value (default: `1`)
5741 * `jump`: multiplier to default jump value (default: `1`)
5742 * `gravity`: multiplier to default gravity value (default: `1`)
5743 * `sneak`: whether player can sneak (default: `true`)
5744 * `sneak_glitch`: whether player can use the new move code replications
5745 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5747 * `new_move`: use new move/sneak code. When `false` the exact old code
5748 is used for the specific old sneak behaviour (default: `true`)
5749 * `get_physics_override()`: returns the table given to `set_physics_override`
5750 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5752 * `hud_remove(id)`: remove the HUD element of the specified id
5753 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5755 * element `stat` values:
5756 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5757 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5758 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5759 * `flags`: A table with the following fields set to boolean values
5767 * If a flag equals `nil`, the flag is not modified
5768 * `minimap`: Modifies the client's permission to view the minimap.
5769 The client may locally elect to not view the minimap.
5770 * `minimap_radar` is only usable when `minimap` is true
5771 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5772 * See `hud_set_flags` for a list of flags that can be toggled.
5773 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5774 * `count`: number of items, must be between `1` and `32`
5775 * `hud_get_hotbar_itemcount`: returns number of visible items
5776 * `hud_set_hotbar_image(texturename)`
5777 * sets background image for hotbar
5778 * `hud_get_hotbar_image`: returns texturename
5779 * `hud_set_hotbar_selected_image(texturename)`
5780 * sets image for selected item of hotbar
5781 * `hud_get_hotbar_selected_image`: returns texturename
5782 * `set_sky(bgcolor, type, {texture names}, clouds)`
5783 * `bgcolor`: ColorSpec, defaults to white
5784 * `type`: Available types:
5785 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5786 * `"skybox"`: Uses 6 textures, `bgcolor` used
5787 * `"plain"`: Uses 0 textures, `bgcolor` used
5788 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5789 `"plain"` custom skyboxes (default: `true`)
5790 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5791 * `set_clouds(parameters)`: set cloud parameters
5792 * `parameters` is a table with the following optional fields:
5793 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5794 * `color`: basic cloud color with alpha channel, ColorSpec
5795 (default `#fff0f0e5`).
5796 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5797 ColorSpec (alpha ignored, default `#000000`)
5798 * `height`: cloud height, i.e. y of cloud base (default per conf,
5800 * `thickness`: cloud thickness in nodes (default `16`)
5801 * `speed`: 2D cloud speed + direction in nodes per second
5802 (default `{x=0, z=-2}`).
5803 * `get_clouds()`: returns a table with the current cloud parameters as in
5805 * `override_day_night_ratio(ratio or nil)`
5806 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5808 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5809 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5810 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5811 set animation for player model in third person view
5813 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5814 {x=168, y=187}, -- walk animation key frames
5815 {x=189, y=198}, -- dig animation key frames
5816 {x=200, y=219}, -- walk+dig animation key frames
5817 frame_speed=30) -- animation frame speed
5818 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5820 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5822 * in first person view
5823 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5824 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5825 * `send_mapblock(blockpos)`:
5826 * Sends a server-side loaded mapblock to the player.
5827 * Returns `false` if failed.
5828 * Resource intensive - use sparsely
5829 * To get blockpos, integer divide pos by 16
5834 A 32-bit pseudorandom number generator.
5835 Uses PCG32, an algorithm of the permuted congruential generator family,
5836 offering very strong randomness.
5838 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5842 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5843 * `next(min, max)`: return next integer random number [`min`...`max`]
5844 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5845 random number [`min`...`max`].
5846 * This is only a rough approximation of a normal distribution with:
5847 * `mean = (max - min) / 2`, and
5848 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5849 * Increasing `num_trials` improves accuracy of the approximation
5854 A perlin noise generator.
5855 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5856 or `PerlinNoise(noiseparams)`.
5857 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5858 or `minetest.get_perlin(noiseparams)`.
5862 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5863 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5868 A fast, bulk perlin noise generator.
5870 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5871 `minetest.get_perlin_map(noiseparams, size)`.
5873 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5874 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5877 For each of the functions with an optional `buffer` parameter: If `buffer` is
5878 not nil, this table will be used to store the result instead of creating a new
5883 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5884 with values starting at `pos={x=,y=}`
5885 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5886 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5887 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5888 array of 2D noise with values starting at `pos={x=,y=}`
5889 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5890 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5891 is stored internally.
5892 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5893 is stored internally.
5894 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5895 returns a slice of the most recently computed noise results. The result slice
5896 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5897 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5899 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5900 It is important to note that `slice_offset` offset coordinates begin at 1,
5901 and are relative to the starting position of the most recently calculated
5903 To grab a single vertical column of noise starting at map coordinates
5904 x = 1023, y=1000, z = 1000:
5905 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5906 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5912 Uses the same method of storage as the deprecated player attribute API, so
5913 data there will also be in player meta.
5914 Can be obtained using `player:get_meta()`.
5918 * All methods in MetaDataRef
5923 A 16-bit pseudorandom number generator.
5924 Uses a well-known LCG algorithm introduced by K&R.
5926 It can be created via `PseudoRandom(seed)`.
5930 * `next()`: return next integer random number [`0`...`32767`]
5931 * `next(min, max)`: return next integer random number [`min`...`max`]
5932 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5933 due to the simple implementation making bad distribution otherwise.
5938 A raycast on the map. It works with selection boxes.
5939 Can be used as an iterator in a for loop as:
5941 local ray = Raycast(...)
5942 for pointed_thing in ray do
5946 The map is loaded as the ray advances. If the map is modified after the
5947 `Raycast` is created, the changes may or may not have an effect on the object.
5949 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5950 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5952 * `pos1`: start of the ray
5953 * `pos2`: end of the ray
5954 * `objects`: if false, only nodes will be returned. Default is true.
5955 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5959 * `next()`: returns a `pointed_thing` with exact pointing location
5960 * Returns the next thing pointed by the ray or nil.
5965 Interface for the operating system's crypto-secure PRNG.
5967 It can be created via `SecureRandom()`. The constructor returns nil if a
5968 secure random device cannot be found on the system.
5972 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5973 random bytes, as a string.
5978 An interface to read config files in the format of `minetest.conf`.
5980 It can be created via `Settings(filename)`.
5984 * `get(key)`: returns a value
5985 * `get_bool(key, [default])`: returns a boolean
5986 * `default` is the value returned if `key` is not found.
5987 * Returns `nil` if `key` is not found and `default` not specified.
5988 * `get_np_group(key)`: returns a NoiseParams table
5990 * Setting names can't contain whitespace or any of `="{}#`.
5991 * Setting values can't contain the sequence `\n"""`.
5992 * Setting names starting with "secure." can't be set on the main settings
5993 object (`minetest.settings`).
5994 * `set_bool(key, value)`
5995 * See documentation for set() above.
5996 * `set_np_group(key, value)`
5997 * `value` is a NoiseParams table.
5998 * Also, see documentation for set() above.
5999 * `remove(key)`: returns a boolean (`true` for success)
6000 * `get_names()`: returns `{key1,...}`
6001 * `write()`: returns a boolean (`true` for success)
6002 * Writes changes to file.
6003 * `to_table()`: returns `{[key1]=value1,...}`
6007 The settings have the format `key = value`. Example:
6019 Mod metadata: per mod metadata, saved automatically.
6020 Can be obtained via `minetest.get_mod_storage()` during load time.
6022 WARNING: This storage backend is incaptable to save raw binary data due
6023 to restrictions of JSON.
6027 * All methods in MetaDataRef
6038 Used by `ObjectRef` methods. Part of an Entity definition.
6039 These properties are not persistent, but are applied automatically to the
6040 corresponding Lua entity using the given registration fields.
6041 Player properties need to be saved manually.
6045 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6048 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6051 -- For players only. Zoom FOV in degrees.
6052 -- Note that zoom loads and/or generates world beyond the server's
6053 -- maximum send and generate distances, so acts like a telescope.
6054 -- Smaller zoom_fov values increase the distance loaded/generated.
6055 -- Defaults to 15 in creative mode, 0 in survival mode.
6056 -- zoom_fov = 0 disables zooming for the player.
6059 -- For players only. Camera height above feet position in nodes.
6060 -- Defaults to 1.625.
6064 collide_with_objects = true,
6065 -- Collide with other objects if physical = true
6069 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6070 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6071 -- Selection box uses collision box dimensions when not set.
6072 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6076 -- Overrides selection box when false
6078 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6079 -- "cube" is a node-sized cube.
6080 -- "sprite" is a flat texture always facing the player.
6081 -- "upright_sprite" is a vertical flat texture.
6082 -- "mesh" uses the defined mesh model.
6083 -- "wielditem" is used for dropped items.
6084 -- (see builtin/game/item_entity.lua).
6085 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6086 -- If the item has a 'wield_image' the object will be an extrusion of
6088 -- If 'itemname' is a cubic node or nodebox the object will appear
6089 -- identical to 'itemname'.
6090 -- If 'itemname' is a plantlike node the object will be an extrusion
6092 -- Otherwise for non-node items, the object will be an extrusion of
6093 -- 'inventory_image'.
6094 -- If 'itemname' contains a ColorString or palette index (e.g. from
6095 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6096 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6098 visual_size = {x = 1, y = 1, z = 1},
6099 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6100 -- to scale the entity along both horizontal axes.
6105 -- Number of required textures depends on visual.
6106 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6107 -- "sprite" uses 1 texture.
6108 -- "upright_sprite" uses 2 textures: {front, back}.
6109 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6112 -- Number of required colors depends on visual
6114 use_texture_alpha = false,
6115 -- Use texture's alpha channel.
6116 -- Excludes "upright_sprite" and "wielditem".
6117 -- Note: currently causes visual issues when viewed through other
6118 -- semi-transparent materials such as water.
6120 spritediv = {x = 1, y = 1},
6121 -- Used with spritesheet textures for animation and/or frame selection
6122 -- according to position relative to player.
6123 -- Defines the number of columns and rows in the spritesheet:
6126 initial_sprite_basepos = {x = 0, y = 0},
6127 -- Used with spritesheet textures.
6128 -- Defines the {column, row} position of the initially used frame in the
6133 makes_footstep_sound = false,
6135 automatic_rotate = 0,
6136 -- Set constant rotation in radians per second, positive or negative.
6137 -- Set to 0 to disable constant rotation.
6141 automatic_face_movement_dir = 0.0,
6142 -- Automatically set yaw to movement direction, offset in degrees.
6143 -- 'false' to disable.
6145 automatic_face_movement_max_rotation_per_sec = -1,
6146 -- Limit automatic rotation to this value in degrees per second.
6147 -- No limit if value <= 0.
6149 backface_culling = true,
6150 -- Set to false to disable backface_culling for model
6153 -- Add this much extra lighting when calculating texture color.
6154 -- Value < 0 disables light's effect on texture color.
6155 -- For faking self-lighting, UI style entities, or programmatic coloring
6159 -- By default empty, for players their name is shown if empty
6161 nametag_color = <ColorSpec>,
6162 -- Sets color of nametag
6165 -- By default empty, text to be shown when pointed at object
6168 -- If false, never save this object statically. It will simply be
6169 -- deleted when the block gets unloaded.
6170 -- The get_staticdata() callback is never called then.
6171 -- Defaults to 'true'.
6177 Used by `minetest.register_entity`.
6180 initial_properties = {
6182 mesh = "boats_boat.obj",
6185 -- A table of object properties, see the `Object properties` section.
6186 -- Object properties being read directly from the entity definition
6187 -- table is deprecated. Define object properties in this
6188 -- `initial_properties` table instead.
6190 on_activate = function(self, staticdata, dtime_s),
6192 on_step = function(self, dtime),
6194 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6196 on_rightclick = function(self, clicker),
6198 get_staticdata = function(self),
6199 -- Called sometimes; the string returned is passed to on_activate when
6200 -- the entity is re-activated from static state
6202 _custom_field = whatever,
6203 -- You can define arbitrary member variables here (see Item definition
6204 -- for more info) by using a '_' prefix
6207 ABM (ActiveBlockModifier) definition
6208 ------------------------------------
6210 Used by `minetest.register_abm`.
6213 label = "Lava cooling",
6214 -- Descriptive label for profiling purposes (optional).
6215 -- Definitions with identical labels will be listed as one.
6217 nodenames = {"default:lava_source"},
6218 -- Apply `action` function to these nodes.
6219 -- `group:groupname` can also be used here.
6221 neighbors = {"default:water_source", "default:water_flowing"},
6222 -- Only apply `action` to nodes that have one of, or any
6223 -- combination of, these neighbors.
6224 -- If left out or empty, any neighbor will do.
6225 -- `group:groupname` can also be used here.
6228 -- Operation interval in seconds
6231 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6235 -- If true, catch-up behaviour is enabled: The `chance` value is
6236 -- temporarily reduced when returning to an area to simulate time lost
6237 -- by the area being unattended. Note that the `chance` value can often
6240 action = function(pos, node, active_object_count, active_object_count_wider),
6241 -- Function triggered for each qualifying node.
6242 -- `active_object_count` is number of active objects in the node's
6244 -- `active_object_count_wider` is number of active objects in the node's
6245 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6246 -- mapblocks are unloaded an estmate is calculated for them based on
6247 -- loaded mapblocks.
6250 LBM (LoadingBlockModifier) definition
6251 -------------------------------------
6253 Used by `minetest.register_lbm`.
6255 A loading block modifier (LBM) is used to define a function that is called for
6256 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6260 label = "Upgrade legacy doors",
6261 -- Descriptive label for profiling purposes (optional).
6262 -- Definitions with identical labels will be listed as one.
6264 name = "modname:replace_legacy_door",
6266 nodenames = {"default:lava_source"},
6267 -- List of node names to trigger the LBM on.
6268 -- Also non-registered nodes will work.
6269 -- Groups (as of group:groupname) will work as well.
6271 run_at_every_load = false,
6272 -- Whether to run the LBM's action every time a block gets loaded,
6273 -- and not only the first time the block gets loaded after the LBM
6276 action = function(pos, node),
6283 * `{name="image.png", animation={Tile Animation definition}}`
6284 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6285 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6286 * backface culling enabled by default for most nodes
6287 * tileable flags are info for shaders, how they should treat texture
6288 when displacement mapping is used.
6289 Directions are from the point of view of the tile texture,
6290 not the node it's on.
6291 * align style determines whether the texture will be rotated with the node
6292 or kept aligned with its surroundings. "user" means that client
6293 setting will be used, similar to `glasslike_framed_optional`.
6294 Note: supported by solid nodes and nodeboxes only.
6295 * scale is used to make texture span several (exactly `scale`) nodes,
6296 instead of just one, in each direction. Works for world-aligned
6298 Note that as the effect is applied on per-mapblock basis, `16` should
6299 be equally divisible by `scale` or you may get wrong results.
6300 * `{name="image.png", color=ColorSpec}`
6301 * the texture's color will be multiplied with this color.
6302 * the tile's color overrides the owning node's color in all cases.
6303 * deprecated, yet still supported field names:
6306 Tile animation definition
6307 -------------------------
6310 type = "vertical_frames",
6313 -- Width of a frame in pixels
6316 -- Height of a frame in pixels
6326 -- Width in number of frames
6329 -- Height in number of frames
6332 -- Length of a single frame
6338 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6339 `minetest.register_tool`.
6342 description = "Steel Axe",
6345 -- key = name, value = rating; rating = 1..3.
6346 -- If rating not applicable, use 1.
6347 -- e.g. {wool = 1, fluffy = 3}
6348 -- {soil = 2, outerspace = 1, crumbly = 1}
6349 -- {bendy = 2, snappy = 1},
6350 -- {hard = 1, metal = 1, spikes = 1}
6352 inventory_image = "default_tool_steelaxe.png",
6354 inventory_overlay = "overlay.png",
6355 -- An overlay which does not get colorized
6362 -- An image file containing the palette of a node.
6363 -- You can set the currently used color as the "palette_index" field of
6364 -- the item stack metadata.
6365 -- The palette is always stretched to fit indices between 0 and 255, to
6366 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6368 color = "0xFFFFFFFF",
6369 -- The color of the item. The palette overrides this.
6371 wield_scale = {x = 1, y = 1, z = 1},
6377 liquids_pointable = false,
6379 -- See "Tools" section for an example including explanation
6380 tool_capabilities = {
6381 full_punch_interval = 1.0,
6385 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6386 uses = 20, maxlevel = 2},
6388 damage_groups = {groupname = damage},
6390 punch_attack_uses = nil,
6391 -- Amount of uses this tool has for attacking players and entities
6392 -- by punching them (0 = infinite uses).
6393 -- For compatibility, this is automatically set from the first
6394 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6395 -- It is recommend to set this explicitly instead of relying on the
6396 -- fallback behavior.
6399 node_placement_prediction = nil,
6400 -- If nil and item is node, prediction is made automatically.
6401 -- If nil and item is not a node, no prediction is made.
6402 -- If "" and item is anything, no prediction is made.
6403 -- Otherwise should be name of node which the client immediately places
6404 -- on ground when the player places the item. Server will always update
6405 -- actual result to client in a short moment.
6407 node_dig_prediction = "air",
6408 -- if "", no prediction is made.
6409 -- if "air", node is removed.
6410 -- Otherwise should be name of node which the client immediately places
6411 -- upon digging. Server will always update actual result shortly.
6414 breaks = "default_tool_break", -- tools only
6415 place = <SimpleSoundSpec>,
6416 eat = <SimpleSoundSpec>,
6419 on_place = function(itemstack, placer, pointed_thing),
6420 -- Shall place item and return the leftover itemstack.
6421 -- The placer may be any ObjectRef or nil.
6422 -- default: minetest.item_place
6424 on_secondary_use = function(itemstack, user, pointed_thing),
6425 -- Same as on_place but called when pointing at nothing.
6426 -- The user may be any ObjectRef or nil.
6427 -- pointed_thing: always { type = "nothing" }
6429 on_drop = function(itemstack, dropper, pos),
6430 -- Shall drop item and return the leftover itemstack.
6431 -- The dropper may be any ObjectRef or nil.
6432 -- default: minetest.item_drop
6434 on_use = function(itemstack, user, pointed_thing),
6436 -- Function must return either nil if no item shall be removed from
6437 -- inventory, or an itemstack to replace the original itemstack.
6438 -- e.g. itemstack:take_item(); return itemstack
6439 -- Otherwise, the function is free to do what it wants.
6440 -- The user may be any ObjectRef or nil.
6441 -- The default functions handle regular use cases.
6443 after_use = function(itemstack, user, node, digparams),
6445 -- If defined, should return an itemstack and will be called instead of
6446 -- wearing out the tool. If returns nil, does nothing.
6447 -- If after_use doesn't exist, it is the same as:
6448 -- function(itemstack, user, node, digparams)
6449 -- itemstack:add_wear(digparams.wear)
6452 -- The user may be any ObjectRef or nil.
6454 _custom_field = whatever,
6455 -- Add your own custom fields. By convention, all custom field names
6456 -- should start with `_` to avoid naming collisions with future engine
6463 Used by `minetest.register_node`.
6466 -- <all fields allowed in item definitions>,
6468 drawtype = "normal", -- See "Node drawtypes"
6471 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6472 -- "firelike", "mesh".
6473 -- For plantlike and firelike, the image will start at the bottom of the
6474 -- node, for the other drawtypes the image will be centered on the node.
6475 -- Note that positioning for "torchlike" may still change.
6477 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6478 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6479 -- Old field name was 'tile_images'.
6480 -- List can be shortened to needed length.
6482 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6483 -- Same as `tiles`, but these textures are drawn on top of the base
6484 -- tiles. You can use this to colorize only specific parts of your
6485 -- texture. If the texture name is an empty string, that overlay is not
6486 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6487 -- overlays on very common nodes.
6489 special_tiles = {tile definition 1, Tile definition 2},
6490 -- Special textures of node; used rarely.
6491 -- Old field name was 'special_materials'.
6492 -- List can be shortened to needed length.
6495 -- The node's original color will be multiplied with this color.
6496 -- If the node has a palette, then this setting only has an effect in
6497 -- the inventory and on the wield item.
6499 use_texture_alpha = false,
6500 -- Use texture's alpha channel
6502 palette = "palette.png",
6503 -- The node's `param2` is used to select a pixel from the image.
6504 -- Pixels are arranged from left to right and from top to bottom.
6505 -- The node's color will be multiplied with the selected pixel's color.
6506 -- Tiles can override this behavior.
6507 -- Only when `paramtype2` supports palettes.
6509 post_effect_color = "green#0F",
6510 -- Screen tint if player is inside node, see "ColorSpec"
6512 paramtype = "none", -- See "Nodes"
6514 paramtype2 = "none", -- See "Nodes"
6516 place_param2 = nil, -- Force value for param2 when player places node
6518 is_ground_content = true,
6519 -- If false, the cave generator and dungeon generator will not carve
6520 -- through this node.
6521 -- Specifically, this stops mod-added nodes being removed by caves and
6522 -- dungeons when those generate in a neighbor mapchunk and extend out
6523 -- beyond the edge of that mapchunk.
6525 sunlight_propagates = false,
6526 -- If true, sunlight will go infinitely through this node
6528 walkable = true, -- If true, objects collide with node
6530 pointable = true, -- If true, can be pointed at
6532 diggable = true, -- If false, can never be dug
6534 climbable = false, -- If true, can be climbed on (ladder)
6536 buildable_to = false, -- If true, placed nodes can replace this node
6539 -- If true, liquids flow into and replace this node.
6540 -- Warning: making a liquid node 'floodable' will cause problems.
6542 liquidtype = "none", -- "none" / "source" / "flowing"
6544 liquid_alternative_flowing = "", -- Flowing version of source liquid
6546 liquid_alternative_source = "", -- Source version of flowing liquid
6548 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6550 liquid_renewable = true,
6551 -- If true, a new liquid source can be created by placing two or more
6555 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6556 -- Allows defining the nodebox height without using param2.
6557 -- The nodebox height is 'leveled' / 64 nodes.
6558 -- The maximum value of 'leveled' is 127.
6560 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6563 -- Player will take this amount of damage if no bubbles are left
6566 -- Amount of light emitted by node.
6567 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6568 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6571 damage_per_second = 0,
6572 -- If player is inside node, this damage is caused
6574 node_box = {type="regular"}, -- See "Node boxes"
6576 connects_to = nodenames,
6577 -- Used for nodebox nodes with the type == "connected".
6578 -- Specifies to what neighboring nodes connections will be drawn.
6579 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6581 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6582 -- Tells connected nodebox nodes to connect only to these sides of this
6590 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6593 -- Custom selection box definition. Multiple boxes can be defined.
6594 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6595 -- definition is used for the selection box.
6600 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6603 -- Custom collision box definition. Multiple boxes can be defined.
6604 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6605 -- definition is used for the collision box.
6606 -- Both of the boxes above are defined as:
6607 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6609 -- Support maps made in and before January 2012
6610 legacy_facedir_simple = false,
6611 legacy_wallmounted = false,
6614 -- Valid for drawtypes:
6615 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6616 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6617 -- 2 - wave node like leaves (whole node moves side-to-side)
6618 -- 3 - wave node like liquids (whole node moves up and down)
6619 -- Not all models will properly wave.
6620 -- plantlike drawtype can only wave like plants.
6621 -- allfaces_optional drawtype can only wave like leaves.
6622 -- liquid, flowingliquid drawtypes can only wave like liquids.
6625 footstep = <SimpleSoundSpec>,
6626 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6627 dug = <SimpleSoundSpec>,
6628 place = <SimpleSoundSpec>,
6629 place_failed = <SimpleSoundSpec>,
6630 fall = <SimpleSoundSpec>,
6634 -- Name of dropped item when dug.
6635 -- Default dropped item is the node itself.
6636 -- Using a table allows multiple items, drop chances and tool filtering.
6637 -- Tool filtering was undocumented until recently, tool filtering by string
6638 -- matching is deprecated.
6641 -- Maximum number of item lists to drop.
6642 -- The entries in 'items' are processed in order. For each:
6643 -- Tool filtering is applied, chance of drop is applied, if both are
6644 -- successful the entire item list is dropped.
6645 -- Entry processing continues until the number of dropped item lists
6646 -- equals 'max_items'.
6647 -- Therefore, entries should progress from low to high drop chance.
6651 -- 1 in 1000 chance of dropping a diamond.
6652 -- Default rarity is '1'.
6654 items = {"default:diamond"},
6657 -- Only drop if using a tool whose name is identical to one
6659 tools = {"default:shovel_mese", "default:shovel_diamond"},
6661 items = {"default:dirt"},
6662 -- Whether all items in the dropped item list inherit the
6663 -- hardware coloring palette color from the dug node.
6664 -- Default is 'false'.
6665 inherit_color = true,
6668 -- Only drop if using a tool whose name contains
6669 -- "default:shovel_" (this tool filtering by string matching
6671 tools = {"~default:shovel_"},
6673 -- The item list dropped.
6674 items = {"default:sand", "default:desert_sand"},
6679 on_construct = function(pos),
6680 -- Node constructor; called after adding node.
6681 -- Can set up metadata and stuff like that.
6682 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6685 on_destruct = function(pos),
6686 -- Node destructor; called before removing node.
6687 -- Not called for bulk node placement.
6690 after_destruct = function(pos, oldnode),
6691 -- Node destructor; called after removing node.
6692 -- Not called for bulk node placement.
6695 on_flood = function(pos, oldnode, newnode),
6696 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6697 -- `floodable = true` in the nodedef. Not called for bulk node placement
6698 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6699 -- node is not flooded, but on_flood callback will most likely be called
6700 -- over and over again every liquid update interval.
6702 -- Warning: making a liquid node 'floodable' will cause problems.
6704 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6705 -- Called when oldnode is about be converted to an item, but before the
6706 -- node is deleted from the world or the drops are added. This is
6707 -- generally the result of either the node being dug or an attached node
6708 -- becoming detached.
6709 -- drops is a table of ItemStacks, so any metadata to be preserved can
6710 -- be added directly to one or more of the dropped items. See
6711 -- "ItemStackMetaRef".
6714 after_place_node = function(pos, placer, itemstack, pointed_thing),
6715 -- Called after constructing node when node was placed using
6716 -- minetest.item_place_node / minetest.place_node.
6717 -- If return true no item is taken from itemstack.
6718 -- `placer` may be any valid ObjectRef or nil.
6721 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6722 -- oldmetadata is in table format.
6723 -- Called after destructing node when node was dug using
6724 -- minetest.node_dig / minetest.dig_node.
6727 can_dig = function(pos, [player]),
6728 -- Returns true if node can be dug, or false if not.
6731 on_punch = function(pos, node, puncher, pointed_thing),
6732 -- default: minetest.node_punch
6733 -- By default calls minetest.register_on_punchnode callbacks.
6735 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6737 -- itemstack will hold clicker's wielded item.
6738 -- Shall return the leftover itemstack.
6739 -- Note: pointed_thing can be nil, if a mod calls this function.
6740 -- This function does not get triggered by clients <=0.4.16 if the
6741 -- "formspec" node metadata field is set.
6743 on_dig = function(pos, node, digger),
6744 -- default: minetest.node_dig
6745 -- By default checks privileges, wears out tool and removes node.
6747 on_timer = function(pos, elapsed),
6749 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6750 -- elapsed is the total time passed since the timer was started.
6751 -- return true to run the timer for another cycle with the same timeout
6754 on_receive_fields = function(pos, formname, fields, sender),
6755 -- fields = {name1 = value1, name2 = value2, ...}
6756 -- Called when an UI form (e.g. sign text input) returns data.
6757 -- See minetest.register_on_player_receive_fields for more info.
6760 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6761 -- Called when a player wants to move items inside the inventory.
6762 -- Return value: number of items allowed to move.
6764 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6765 -- Called when a player wants to put something into the inventory.
6766 -- Return value: number of items allowed to put.
6767 -- Return value -1: Allow and don't modify item count in inventory.
6769 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6770 -- Called when a player wants to take something out of the inventory.
6771 -- Return value: number of items allowed to take.
6772 -- Return value -1: Allow and don't modify item count in inventory.
6774 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6775 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6776 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6777 -- Called after the actual action has happened, according to what was
6781 on_blast = function(pos, intensity),
6782 -- intensity: 1.0 = mid range of regular TNT.
6783 -- If defined, called when an explosion touches the node, instead of
6784 -- removing the node.
6790 Used by `minetest.register_craft`.
6795 output = 'default:pick_stone',
6797 {'default:cobble', 'default:cobble', 'default:cobble'},
6798 {'', 'default:stick', ''},
6799 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6801 replacements = <list of item pairs>,
6802 -- replacements: replace one input item with another item on crafting
6810 output = 'mushrooms:mushroom_stew',
6813 "mushrooms:mushroom_brown",
6814 "mushrooms:mushroom_red",
6816 replacements = <list of item pairs>,
6822 type = "toolrepair",
6823 additional_wear = -0.02,
6826 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6832 output = "default:glass",
6833 recipe = "default:sand",
6841 recipe = "bucket:bucket_lava",
6843 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6849 Used by `minetest.register_ore`.
6851 See [Ores] section above for essential information.
6854 ore_type = "scatter",
6856 ore = "default:stone_with_coal",
6859 -- Facedir rotation. Default is 0 (unchanged rotation)
6861 wherein = "default:stone",
6862 -- A list of nodenames is supported too
6864 clust_scarcity = 8 * 8 * 8,
6865 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6866 -- If the desired average distance between ores is 'd', set this to
6870 -- Number of ores in a cluster
6873 -- Size of the bounding box of the cluster.
6874 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6875 -- nodes are coal ore.
6879 -- Lower and upper limits for ore
6882 -- Attributes for the ore generation, see 'Ore attributes' section above
6884 noise_threshold = 0.5,
6885 -- If noise is above this threshold, ore is placed. Not needed for a
6886 -- uniform distribution.
6891 spread = {x = 100, y = 100, z = 100},
6896 -- NoiseParams structure describing one of the perlin noises used for
6897 -- ore distribution.
6898 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6899 -- Omit from "scatter" ore for a uniform ore distribution.
6900 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6903 biomes = {"desert", "rainforest"},
6904 -- List of biomes in which this ore occurs.
6905 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6906 -- being used does not support biomes.
6907 -- Can be a list of (or a single) biome names, IDs, or definitions.
6909 -- Type-specific parameters
6912 column_height_min = 1,
6913 column_height_max = 16,
6914 column_midpoint_factor = 0.5,
6920 spread = {x = 100, y = 100, z = 100},
6928 spread = {x = 100, y = 100, z = 100},
6935 random_factor = 1.0,
6938 np_stratum_thickness = {
6941 spread = {x = 100, y = 100, z = 100},
6946 stratum_thickness = 8,
6952 Used by `minetest.register_biome`.
6957 node_dust = "default:snow",
6958 -- Node dropped onto upper surface after all else is generated
6960 node_top = "default:dirt_with_snow",
6962 -- Node forming surface layer of biome and thickness of this layer
6964 node_filler = "default:permafrost",
6966 -- Node forming lower layer of biome and thickness of this layer
6968 node_stone = "default:bluestone",
6969 -- Node that replaces all stone nodes between roughly y_min and y_max.
6971 node_water_top = "default:ice",
6972 depth_water_top = 10,
6973 -- Node forming a surface layer in seawater with the defined thickness
6976 -- Node that replaces all seawater nodes not in the surface layer
6978 node_river_water = "default:ice",
6979 -- Node that replaces river water in mapgens that use
6980 -- default:river_water
6982 node_riverbed = "default:gravel",
6984 -- Node placed under river water and thickness of this layer
6986 node_cave_liquid = "default:lava_source",
6987 node_cave_liquid = {"default:water_source", "default:lava_source"},
6988 -- Nodes placed inside 50% of the medium size caves.
6989 -- Multiple nodes can be specified, each cave will use a randomly
6990 -- chosen node from the list.
6991 -- If this field is left out or 'nil', cave liquids fall back to
6992 -- classic behaviour of lava and water distributed using 3D noise.
6993 -- For no cave liquid, specify "air".
6995 node_dungeon = "default:cobble",
6996 -- Node used for primary dungeon structure.
6997 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
6998 -- alias, if that is also absent, dungeon nodes fall back to the biome
7000 -- If present, the following two nodes are also used.
7002 node_dungeon_alt = "default:mossycobble",
7003 -- Node used for randomly-distributed alternative structure nodes.
7004 -- If alternative structure nodes are not wanted leave this absent for
7005 -- performance reasons.
7007 node_dungeon_stair = "stairs:stair_cobble",
7008 -- Node used for dungeon stairs.
7009 -- If absent, stairs fall back to 'node_dungeon'.
7013 -- Upper and lower limits for biome.
7014 -- Alternatively you can use xyz limits as shown below.
7016 max_pos = {x = 31000, y = 128, z = 31000},
7017 min_pos = {x = -31000, y = 9, z = -31000},
7018 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7019 -- Biome is limited to a cuboid defined by these positions.
7020 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7021 -- 31000 in 'max_pos'.
7024 -- Vertical distance in nodes above 'y_max' over which the biome will
7025 -- blend with the biome above.
7026 -- Set to 0 for no vertical blend. Defaults to 0.
7029 humidity_point = 50,
7030 -- Characteristic temperature and humidity for the biome.
7031 -- These values create 'biome points' on a voronoi diagram with heat and
7032 -- humidity as axes. The resulting voronoi cells determine the
7033 -- distribution of the biomes.
7034 -- Heat and humidity have average values of 50, vary mostly between
7035 -- 0 and 100 but can exceed these values.
7038 Decoration definition
7039 ---------------------
7041 See [Decoration types]. Used by `minetest.register_decoration`.
7044 deco_type = "simple",
7046 place_on = "default:dirt_with_grass",
7047 -- Node (or list of nodes) that the decoration can be placed on
7050 -- Size of the square divisions of the mapchunk being generated.
7051 -- Determines the resolution of noise variation if used.
7052 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7053 -- equal to the chunk size.
7056 -- The value determines 'decorations per surface node'.
7057 -- Used only if noise_params is not specified.
7058 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7059 -- a different and much faster method.
7064 spread = {x = 100, y = 100, z = 100},
7071 -- NoiseParams structure describing the perlin noise used for decoration
7073 -- A noise value is calculated for each square division and determines
7074 -- 'decorations per surface node' within each division.
7075 -- If the noise value >= 10.0 complete coverage is enabled and
7076 -- decoration placement uses a different and much faster method.
7078 biomes = {"Oceanside", "Hills", "Plains"},
7079 -- List of biomes in which this decoration occurs. Occurs in all biomes
7080 -- if this is omitted, and ignored if the Mapgen being used does not
7082 -- Can be a list of (or a single) biome names, IDs, or definitions.
7086 -- Lower and upper limits for decoration.
7087 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7089 spawn_by = "default:water",
7090 -- Node (or list of nodes) that the decoration only spawns next to.
7091 -- Checks two horizontal planes of 8 neighbouring nodes (including
7092 -- diagonal neighbours), one plane level with the 'place_on' node and a
7093 -- plane one node above that.
7096 -- Number of spawn_by nodes that must be surrounding the decoration
7097 -- position to occur.
7098 -- If absent or -1, decorations occur next to any nodes.
7100 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7101 -- Flags for all decoration types.
7102 -- "liquid_surface": Instead of placement on the highest solid surface
7103 -- in a mapchunk column, placement is on the highest liquid surface.
7104 -- Placement is disabled if solid nodes are found above the liquid
7106 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7107 -- by the decoration.
7108 -- "all_floors", "all_ceilings": Instead of placement on the highest
7109 -- surface in a mapchunk the decoration is placed on all floor and/or
7110 -- ceiling surfaces, for example in caves and dungeons.
7111 -- Ceiling decorations act as an inversion of floor decorations so the
7112 -- effect of 'place_offset_y' is inverted.
7113 -- Y-slice probabilities do not function correctly for ceiling
7114 -- schematic decorations as the behaviour is unchanged.
7115 -- If a single decoration registration has both flags the floor and
7116 -- ceiling decorations will be aligned vertically.
7118 ----- Simple-type parameters
7120 decoration = "default:grass",
7121 -- The node name used as the decoration.
7122 -- If instead a list of strings, a randomly selected node from the list
7123 -- is placed as the decoration.
7126 -- Decoration height in nodes.
7127 -- If height_max is not 0, this is the lower limit of a randomly
7131 -- Upper limit of the randomly selected height.
7132 -- If absent, the parameter 'height' is used as a constant.
7135 -- Param2 value of decoration nodes.
7136 -- If param2_max is not 0, this is the lower limit of a randomly
7140 -- Upper limit of the randomly selected param2.
7141 -- If absent, the parameter 'param2' is used as a constant.
7144 -- Y offset of the decoration base node relative to the standard base
7146 -- Can be positive or negative. Default is 0.
7147 -- Effect is inverted for "all_ceilings" decorations.
7148 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7149 -- to the 'place_on' node.
7151 ----- Schematic-type parameters
7153 schematic = "foobar.mts",
7154 -- If schematic is a string, it is the filepath relative to the current
7155 -- working directory of the specified Minetest schematic file.
7156 -- Could also be the ID of a previously registered schematic.
7159 size = {x = 4, y = 6, z = 4},
7161 {name = "default:cobble", param1 = 255, param2 = 0},
7162 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7163 {name = "air", param1 = 255, param2 = 0},
7167 {ypos = 2, prob = 128},
7168 {ypos = 5, prob = 64},
7172 -- Alternative schematic specification by supplying a table. The fields
7173 -- size and data are mandatory whereas yslice_prob is optional.
7174 -- See 'Schematic specifier' for details.
7176 replacements = {["oldname"] = "convert_to", ...},
7178 flags = "place_center_x, place_center_y, place_center_z",
7179 -- Flags for schematic decorations. See 'Schematic attributes'.
7182 -- Rotation can be "0", "90", "180", "270", or "random"
7185 -- If the flag 'place_center_y' is set this parameter is ignored.
7186 -- Y offset of the schematic base node layer relative to the 'place_on'
7188 -- Can be positive or negative. Default is 0.
7189 -- Effect is inverted for "all_ceilings" decorations.
7190 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7191 -- to the 'place_on' node.
7194 Chat command definition
7195 -----------------------
7197 Used by `minetest.register_chatcommand`.
7200 params = "<name> <privilege>", -- Short parameter description
7202 description = "Remove privilege from player", -- Full description
7204 privs = {privs=true}, -- Require the "privs" privilege to run
7206 func = function(name, param),
7207 -- Called when command is run. Returns boolean success and text output.
7210 Note that in params, use of symbols is as follows:
7212 * `<>` signifies a placeholder to be replaced when the command is used. For
7213 example, when a player name is needed: `<name>`
7214 * `[]` signifies param is optional and not required when the command is used.
7215 For example, if you require param1 but param2 is optional:
7216 `<param1> [<param2>]`
7217 * `|` signifies exclusive or. The command requires one param from the options
7218 provided. For example: `<param1> | <param2>`
7219 * `()` signifies grouping. For example, when param1 and param2 are both
7220 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7222 Privilege definition
7223 --------------------
7225 Used by `minetest.register_privilege`.
7229 -- Privilege description
7231 give_to_singleplayer = true,
7232 -- Whether to grant the privilege to singleplayer.
7234 give_to_admin = true,
7235 -- Whether to grant the privilege to the server admin.
7236 -- Uses value of 'give_to_singleplayer' by default.
7238 on_grant = function(name, granter_name),
7239 -- Called when given to player 'name' by 'granter_name'.
7240 -- 'granter_name' will be nil if the priv was granted by a mod.
7242 on_revoke = function(name, revoker_name),
7243 -- Called when taken from player 'name' by 'revoker_name'.
7244 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7246 -- Note that the above two callbacks will be called twice if a player is
7247 -- responsible, once with the player name, and then with a nil player
7249 -- Return true in the above callbacks to stop register_on_priv_grant or
7250 -- revoke being called.
7253 Detached inventory callbacks
7254 ----------------------------
7256 Used by `minetest.create_detached_inventory`.
7259 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7260 -- Called when a player wants to move items inside the inventory.
7261 -- Return value: number of items allowed to move.
7263 allow_put = function(inv, listname, index, stack, player),
7264 -- Called when a player wants to put something into the inventory.
7265 -- Return value: number of items allowed to put.
7266 -- Return value -1: Allow and don't modify item count in inventory.
7268 allow_take = function(inv, listname, index, stack, player),
7269 -- Called when a player wants to take something out of the inventory.
7270 -- Return value: number of items allowed to take.
7271 -- Return value -1: Allow and don't modify item count in inventory.
7273 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7274 on_put = function(inv, listname, index, stack, player),
7275 on_take = function(inv, listname, index, stack, player),
7276 -- Called after the actual action has happened, according to what was
7286 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7289 hud_elem_type = "image", -- See HUD element types
7290 -- Type of element, can be "image", "text", "statbar", or "inventory"
7292 position = {x=0.5, y=0.5},
7293 -- Left corner position of element
7297 scale = {x = 2, y = 2},
7304 -- Selected item in inventory. 0 for no item selected.
7307 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7309 alignment = {x=0, y=0},
7311 offset = {x=0, y=0},
7313 size = { x=100, y=100 },
7314 -- Size of element in pixels
7320 Used by `minetest.add_particle`.
7323 pos = {x=0, y=0, z=0},
7324 velocity = {x=0, y=0, z=0},
7325 acceleration = {x=0, y=0, z=0},
7326 -- Spawn particle at pos with velocity and acceleration
7329 -- Disappears after expirationtime seconds
7332 -- Scales the visual size of the particle texture.
7334 collisiondetection = false,
7335 -- If true collides with `walkable` nodes and, depending on the
7336 -- `object_collision` field, objects too.
7338 collision_removal = false,
7339 -- If true particle is removed when it collides.
7340 -- Requires collisiondetection = true to have any effect.
7342 object_collision = false,
7343 -- If true particle collides with objects that are defined as
7344 -- `physical = true,` and `collide_with_objects = true,`.
7345 -- Requires collisiondetection = true to have any effect.
7348 -- If true faces player using y axis only
7350 texture = "image.png",
7352 playername = "singleplayer",
7353 -- Optional, if specified spawns particle only on the player's client
7355 animation = {Tile Animation definition},
7356 -- Optional, specifies how to animate the particle texture
7359 -- Optional, specify particle self-luminescence in darkness.
7364 `ParticleSpawner` definition
7365 ----------------------------
7367 Used by `minetest.add_particlespawner`.
7371 -- Number of particles spawned over the time period `time`.
7374 -- Lifespan of spawner in seconds.
7375 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7376 -- a per-second basis.
7378 minpos = {x=0, y=0, z=0},
7379 maxpos = {x=0, y=0, z=0},
7380 minvel = {x=0, y=0, z=0},
7381 maxvel = {x=0, y=0, z=0},
7382 minacc = {x=0, y=0, z=0},
7383 maxacc = {x=0, y=0, z=0},
7388 -- The particles' properties are random values between the min and max
7390 -- pos, velocity, acceleration, expirationtime, size
7392 collisiondetection = false,
7393 -- If true collide with `walkable` nodes and, depending on the
7394 -- `object_collision` field, objects too.
7396 collision_removal = false,
7397 -- If true particles are removed when they collide.
7398 -- Requires collisiondetection = true to have any effect.
7400 object_collision = false,
7401 -- If true particles collide with objects that are defined as
7402 -- `physical = true,` and `collide_with_objects = true,`.
7403 -- Requires collisiondetection = true to have any effect.
7405 attached = ObjectRef,
7406 -- If defined, particle positions, velocities and accelerations are
7407 -- relative to this object's position and yaw
7410 -- If true face player using y axis only
7412 texture = "image.png",
7414 playername = "singleplayer",
7415 -- Optional, if specified spawns particles only on the player's client
7417 animation = {Tile Animation definition},
7418 -- Optional, specifies how to animate the particles' texture
7421 -- Optional, specify particle self-luminescence in darkness.
7425 `HTTPRequest` definition
7426 ------------------------
7428 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7431 url = "http://example.org",
7434 -- Timeout for connection in seconds. Default is 3 seconds.
7436 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7437 -- Optional, if specified a POST request with post_data is performed.
7438 -- Accepts both a string and a table. If a table is specified, encodes
7439 -- table as x-www-form-urlencoded key-value pairs.
7440 -- If post_data is not specified, a GET request is performed instead.
7442 user_agent = "ExampleUserAgent",
7443 -- Optional, if specified replaces the default minetest user agent with
7446 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7447 -- Optional, if specified adds additional headers to the HTTP request.
7448 -- You must make sure that the header strings follow HTTP specification
7452 -- Optional, if true performs a multipart HTTP request.
7453 -- Default is false.
7456 `HTTPRequestResult` definition
7457 ------------------------------
7459 Passed to `HTTPApiTable.fetch` callback. Returned by
7460 `HTTPApiTable.fetch_async_get`.
7464 -- If true, the request has finished (either succeeded, failed or timed
7468 -- If true, the request was successful
7471 -- If true, the request timed out
7479 Authentication handler definition
7480 ---------------------------------
7482 Used by `minetest.register_authentication_handler`.
7485 get_auth = function(name),
7486 -- Get authentication data for existing player `name` (`nil` if player
7488 -- Returns following structure:
7489 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7491 create_auth = function(name, password),
7492 -- Create new auth data for player `name`.
7493 -- Note that `password` is not plain-text but an arbitrary
7494 -- representation decided by the engine.
7496 delete_auth = function(name),
7497 -- Delete auth data of player `name`.
7498 -- Returns boolean indicating success (false if player is nonexistent).
7500 set_password = function(name, password),
7501 -- Set password of player `name` to `password`.
7502 -- Auth data should be created if not present.
7504 set_privileges = function(name, privileges),
7505 -- Set privileges of player `name`.
7506 -- `privileges` is in table form, auth data should be created if not
7509 reload = function(),
7510 -- Reload authentication data from the storage location.
7511 -- Returns boolean indicating success.
7513 record_login = function(name),
7514 -- Called when player joins, used for keeping track of last_login
7516 iterate = function(),
7517 -- Returns an iterator (use with `for` loops) for all player names
7518 -- currently in the auth database