1 Minetest Lua Modding API Reference
2 ==================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest using Lua scripting
9 in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things, which is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API, and to document it here.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 Where `gameid` is unique to each game.
56 The game directory can contain the following files:
58 * `game.conf`, which contains:
59 * `name = <Human-readable full name of the game>` e.g. `name = Minetest`
60 * Optionally, game.conf can also contain
61 `disallowed_mapgens = <comma-separated mapgens>`
62 e.g. `disallowed_mapgens = v5,v6,flat`
63 These mapgens are removed from the list of mapgens for the game.
65 Used to set default settings when running this game.
67 In the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be
69 displayed in the "Games" category in the advanced settings tab.
70 * If the game contains a folder called `textures` the server will load it as a
71 texturepack, overriding mod textures.
72 Any server texturepack will override mod textures and the game texturepack.
76 Games can provide custom main menu images. They are put inside a `menu`
77 directory inside the game directory.
79 The images are named `$identifier.png`, where `$identifier` is one of
80 `overlay`, `background`, `footer`, `header`.
81 If you want to specify multiple images for one identifier, add additional
82 images named like `$identifier.$n.png`, with an ascending number $n starting
83 with 1, and a random image will be chosen from the provided ones.
89 * `$path_share/games/gameid/mods/`
91 * `$path_user/games/gameid/mods/`
92 * `$path_user/mods/` (User-installed mods)
93 * `$worldpath/worldmods/`
95 In a run-in-place version (e.g. the distributed windows version):
97 * `minetest-0.4.x/games/gameid/mods/`
98 * `minetest-0.4.x/mods/` (User-installed mods)
99 * `minetest-0.4.x/worlds/worldname/worldmods/`
101 On an installed version on Linux:
103 * `/usr/share/minetest/games/gameid/mods/`
104 * `$HOME/.minetest/mods/` (User-installed mods)
105 * `$HOME/.minetest/worlds/worldname/worldmods`
107 Mod load path for world-specific games
108 --------------------------------------
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds.
114 This happens if the following directory exists:
118 Mods should be then be placed in:
124 Mods can be put in a subdirectory, if the parent directory, which otherwise
125 should be a mod, contains a file named `modpack.txt`. This file shall be
126 empty, except for lines starting with `#`, which are comments.
128 Mod directory structure
129 ------------------------
135 | |-- settingtypes.txt
139 | | |-- modname_stuff.png
140 | | `-- modname_something_else.png
148 The location of this directory can be fetched by using
149 `minetest.get_modpath(modname)`.
152 A key-value store of mod details.
154 * `name` - the mod name. Allows Minetest to determine the mod name even if the
155 folder is wrongly named.
156 * `description` - Description of mod to be shown in the Mods tab of the mainmenu.
157 * `depends` - A comma separated list of dependencies. These are mods that must
158 be loaded before this mod.
159 * `optional_depends` - A comma separated list of optional dependencies.
160 Like a dependency, but no error if the mod doesn't exist.
162 Note: to support 0.4.x, please also provide depends.txt.
165 A screenshot shown in the mod manager within the main menu. It should
166 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
169 **Deprecated:** you should use mod.conf instead.
171 This file is used if there are no dependencies in mod.conf.
173 List of mods that have to be loaded before loading this mod.
175 A single line contains a single modname.
177 Optional dependencies can be defined by appending a question mark
178 to a single modname. This means that if the specified mod
179 is missing, it does not prevent this mod from being loaded.
181 ### `description.txt`
182 **Deprecated:** you should use mod.conf instead.
184 This file is used if there is no description in mod.conf.
186 A file containing a description to be shown in the Mods tab of the mainmenu.
188 ### `settingtypes.txt`
189 A file in the same format as the one in builtin. It will be parsed by the
190 settings menu and the settings will be displayed in the "Mods" category.
193 The main Lua script. Running this script should register everything it
194 wants to register. Subsequent execution depends on minetest calling the
195 registered callbacks.
197 `minetest.settings` can be used to read custom or existing settings at load
198 time, if necessary. (See `Settings`)
201 Models for entities or meshnodes.
203 ### `textures`, `sounds`, `media`
204 Media files (textures, sounds, whatever) that will be transferred to the
205 client and will be available for use by the mod.
208 Translation files for the clients. (See `Translations`)
210 Naming convention for registered textual names
211 ----------------------------------------------
212 Registered names should generally be in this format:
216 `<whatever>` can have these characters:
220 This is to prevent conflicting names from corrupting maps and is
221 enforced by the mod loader.
224 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
225 So the name should be `experimental:tnt`.
227 Enforcement can be overridden by prefixing the name with `:`. This can
228 be used for overriding the registrations of some other mod.
230 Example: Any mod can redefine `experimental:tnt` by using the name
235 (also that mod is required to have `experimental` as a dependency)
237 The `:` prefix can also be used for maintaining backwards compatibility.
241 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
242 `minetest.register_alias_force(name, convert_to)`.
244 This converts anything called `name` to `convert_to`.
246 The only difference between `minetest.register_alias` and
247 `minetest.register_alias_force` is that if an item called `name` exists,
248 `minetest.register_alias` will do nothing while
249 `minetest.register_alias_force` will unregister it.
251 This can be used for maintaining backwards compatibility.
253 This can also set quick access names for things, e.g. if
254 you have an item called `epiclylongmodname:stuff`, you could do
256 minetest.register_alias("stuff", "epiclylongmodname:stuff")
258 and be able to use `/giveme stuff`.
262 In a game, a certain number of these must be set to tell core mapgens which
263 of the game's nodes are to be used by the core mapgens. For example:
265 minetest.register_alias("mapgen_stone", "default:stone")
267 ### Aliases needed for all mapgens except Mapgen v6
272 "mapgen_water_source"
273 "mapgen_river_water_source"
281 Only needed for registered biomes where 'node_stone' is stone:
283 "mapgen_stair_cobble"
285 Only needed for registered biomes where 'node_stone' is desert stone:
286 "mapgen_desert_stone"
287 "mapgen_stair_desert_stone"
288 Only needed for registered biomes where 'node_stone' is sandstone:
290 "mapgen_sandstonebrick"
291 "mapgen_stair_sandstone_block"
293 ### Aliases needed for Mapgen v6
298 "mapgen_water_source"
301 "mapgen_dirt_with_grass"
304 "mapgen_desert_stone"
306 "mapgen_dirt_with_snow"
317 "mapgen_jungleleaves"
320 "mapgen_pine_needles"
325 "mapgen_stair_cobble"
327 "mapgen_stair_desert_stone"
331 Mods should generally prefix their textures with `modname_`, e.g. given
332 the mod name `foomod`, a texture could be called:
336 Textures are referred to by their complete name, or alternatively by
337 stripping out the file extension:
339 * e.g. `foomod_foothing.png`
340 * e.g. `foomod_foothing`
344 There are various texture modifiers that can be used
345 to generate textures on-the-fly.
347 ### Texture overlaying
348 Textures can be overlaid by putting a `^` between them.
352 default_dirt.png^default_grass_side.png
354 `default_grass_side.png` is overlaid over `default_dirt.png`.
355 The texture with the lower resolution will be automatically upscaled to
356 the higher resolution texture.
359 Textures can be grouped together by enclosing them in `(` and `)`.
361 Example: `cobble.png^(thing1.png^thing2.png)`
363 A texture for `thing1.png^thing2.png` is created and the resulting
364 texture is overlaid on top of `cobble.png`.
367 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
368 passing complex texture names as arguments. Escaping is done with backslash and
369 is required for `^` and `:`.
371 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
373 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
374 on top of `cobble.png`.
376 ### Advanced texture modifiers
381 * `[crack:<t>:<n>:<p>`
382 * `[cracko:<t>:<n>:<p>`
385 * `<t>` = tile count (in each direction)
386 * `<n>` = animation frame count
387 * `<p>` = current animation frame
389 Draw a step of the crack animation on the texture.
390 `crack` draws it normally, while `cracko` lays it over, keeping transparent
395 default_cobble.png^[crack:10:1
397 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
402 * `<file>` = texture to combine
404 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
405 specified coordinates.
409 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
411 #### `[resize:<w>x<h>`
412 Resizes the texture to the given dimensions.
416 default_sandstone.png^[resize:16x16
419 Makes the base image transparent according to the given ratio.
421 `r` must be between 0 and 255.
422 0 means totally transparent. 255 means totally opaque.
426 default_sandstone.png^[opacity:127
428 #### `[invert:<mode>`
429 Inverts the given channels of the base image.
430 Mode may contain the characters "r", "g", "b", "a".
431 Only the channels that are mentioned in the mode string will be inverted.
435 default_apple.png^[invert:rgb
438 Brightens the texture.
442 tnt_tnt_side.png^[brighten
445 Makes the texture completely opaque.
449 default_leaves.png^[noalpha
451 #### `[makealpha:<r>,<g>,<b>`
452 Convert one color to transparency.
456 default_cobble.png^[makealpha:128,128,128
459 * `<t>` = transformation(s) to apply
461 Rotates and/or flips the image.
463 `<t>` can be a number (between 0 and 7) or a transform name.
464 Rotations are counter-clockwise.
467 1 R90 rotate by 90 degrees
468 2 R180 rotate by 180 degrees
469 3 R270 rotate by 270 degrees
471 5 FXR90 flip X then rotate by 90 degrees
473 7 FYR90 flip Y then rotate by 90 degrees
477 default_stone.png^[transformFXR90
479 #### `[inventorycube{<top>{<left>{<right>`
480 Escaping does not apply here and `^` is replaced by `&` in texture names
483 Create an inventory cube texture using the side textures.
487 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
489 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
490 `dirt.png^grass_side.png` textures
492 #### `[lowpart:<percent>:<file>`
493 Blit the lower `<percent>`% part of `<file>` on the texture.
497 base.png^[lowpart:25:overlay.png
499 #### `[verticalframe:<t>:<n>`
500 * `<t>` = animation frame count
501 * `<n>` = current animation frame
503 Crops the texture to a frame of a vertical animation.
507 default_torch_animated.png^[verticalframe:16:8
510 Apply a mask to the base image.
512 The mask is applied using binary AND.
514 #### `[sheet:<w>x<h>:<x>,<y>`
515 Retrieves a tile at position x,y from the base image
516 which it assumes to be a tilesheet with dimensions w,h.
519 #### `[colorize:<color>:<ratio>`
520 Colorize the textures with the given color.
521 `<color>` is specified as a `ColorString`.
522 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
523 it is an int, then it specifies how far to interpolate between the
524 colors where 0 is only the texture color and 255 is only `<color>`. If
525 omitted, the alpha of `<color>` will be used as the ratio. If it is
526 the word "`alpha`", then each texture pixel will contain the RGB of
527 `<color>` and the alpha of `<color>` multiplied by the alpha of the
530 #### `[multiply:<color>`
531 Multiplies texture colors with the given color.
532 `<color>` is specified as a `ColorString`.
533 Result is more like what you'd expect if you put a color on top of another
534 color. Meaning white surfaces get a lot of your new color while black parts
535 don't change very much.
539 The goal of hardware coloring is to simplify the creation of
540 colorful nodes. If your textures use the same pattern, and they only
541 differ in their color (like colored wool blocks), you can use hardware
542 coloring instead of creating and managing many texture files.
543 All of these methods use color multiplication (so a white-black texture
544 with red coloring will result in red-black color).
547 This method is useful if you wish to create nodes/items with
548 the same texture, in different colors, each in a new node/item definition.
551 When you register an item or node, set its `color` field (which accepts a
552 `ColorSpec`) to the desired color.
554 An `ItemStack`s static color can be overwritten by the `color` metadata
555 field. If you set that field to a `ColorString`, that color will be used.
558 Each tile may have an individual static color, which overwrites every
559 other coloring methods. To disable the coloring of a face,
560 set its color to white (because multiplying with white does nothing).
561 You can set the `color` property of the tiles in the node's definition
562 if the tile is in table format.
565 For nodes and items which can have many colors, a palette is more
566 suitable. A palette is a texture, which can contain up to 256 pixels.
567 Each pixel is one possible color for the node/item.
568 You can register one node/item, which can have up to 256 colors.
570 #### Palette indexing
571 When using palettes, you always provide a pixel index for the given
572 node or `ItemStack`. The palette is read from left to right and from
573 top to bottom. If the palette has less than 256 pixels, then it is
574 stretched to contain exactly 256 pixels (after arranging the pixels
575 to one line). The indexing starts from 0.
579 * 16x16 palette, index = 0: the top left corner
580 * 16x16 palette, index = 4: the fifth pixel in the first row
581 * 16x16 palette, index = 16: the pixel below the top left corner
582 * 16x16 palette, index = 255: the bottom right corner
583 * 2 (width)x4 (height) palette, index=31: the top left corner.
584 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
585 to ensure the total 256 pixels.
586 * 2x4 palette, index=32: the top right corner
587 * 2x4 palette, index=63: the top right corner
588 * 2x4 palette, index=64: the pixel below the top left corner
590 #### Using palettes with items
591 When registering an item, set the item definition's `palette` field to
592 a texture. You can also use texture modifiers.
594 The `ItemStack`'s color depends on the `palette_index` field of the
595 stack's metadata. `palette_index` is an integer, which specifies the
596 index of the pixel to use.
598 #### Linking palettes with nodes
599 When registering a node, set the item definition's `palette` field to
600 a texture. You can also use texture modifiers.
601 The node's color depends on its `param2`, so you also must set an
602 appropriate `paramtype2`:
604 * `paramtype2 = "color"` for nodes which use their full `param2` for
605 palette indexing. These nodes can have 256 different colors.
606 The palette should contain 256 pixels.
607 * `paramtype2 = "colorwallmounted"` for nodes which use the first
608 five bits (most significant) of `param2` for palette indexing.
609 The remaining three bits are describing rotation, as in `wallmounted`
610 paramtype2. Division by 8 yields the palette index (without stretching the
611 palette). These nodes can have 32 different colors, and the palette
612 should contain 32 pixels.
614 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
615 pixel will be picked from the palette.
616 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
617 pixel will be picked from the palette.
618 * `paramtype2 = "colorfacedir"` for nodes which use the first
619 three bits of `param2` for palette indexing. The remaining
620 five bits are describing rotation, as in `facedir` paramtype2.
621 Division by 32 yields the palette index (without stretching the
622 palette). These nodes can have 8 different colors, and the
623 palette should contain 8 pixels.
625 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
626 first (= 0 + 1) pixel will be picked from the palette.
627 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
628 second (= 1 + 1) pixel will be picked from the palette.
630 To colorize a node on the map, set its `param2` value (according
631 to the node's paramtype2).
633 ### Conversion between nodes in the inventory and the on the map
634 Static coloring is the same for both cases, there is no need
637 If the `ItemStack`'s metadata contains the `color` field, it will be
638 lost on placement, because nodes on the map can only use palettes.
640 If the `ItemStack`'s metadata contains the `palette_index` field, it is
641 automatically transferred between node and item forms by the engine,
642 when a player digs or places a colored node.
643 You can disable this feature by setting the `drop` field of the node
644 to itself (without metadata).
645 To transfer the color to a special drop, you need a drop table.
649 minetest.register_node("mod:stone", {
650 description = "Stone",
651 tiles = {"default_stone.png"},
652 paramtype2 = "color",
653 palette = "palette.png",
656 -- assume that mod:cobblestone also has the same palette
657 {items = {"mod:cobblestone"}, inherit_color = true },
662 ### Colored items in craft recipes
663 Craft recipes only support item strings, but fortunately item strings
664 can also contain metadata. Example craft recipe registration:
666 minetest.register_craft({
667 output = minetest.itemstring_with_palette("wool:block", 3),
675 To set the `color` field, you can use `minetest.itemstring_with_color`.
677 Metadata field filtering in the `recipe` field are not supported yet,
678 so the craft output is independent of the color of the ingredients.
682 Sometimes hardware coloring is not enough, because it affects the
683 whole tile. Soft texture overlays were added to Minetest to allow
684 the dynamic coloring of only specific parts of the node's texture.
685 For example a grass block may have colored grass, while keeping the
688 These overlays are 'soft', because unlike texture modifiers, the layers
689 are not merged in the memory, but they are simply drawn on top of each
690 other. This allows different hardware coloring, but also means that
691 tiles with overlays are drawn slower. Using too much overlays might
694 For inventory and wield images you can specify overlays which
695 hardware coloring does not modify. You have to set `inventory_overlay`
696 and `wield_overlay` fields to an image name.
698 To define a node overlay, simply set the `overlay_tiles` field of the node
699 definition. These tiles are defined in the same way as plain tiles:
700 they can have a texture name, color etc.
701 To skip one face, set that overlay tile to an empty string.
703 Example (colored grass block):
705 minetest.register_node("default:dirt_with_grass", {
706 description = "Dirt with Grass",
707 -- Regular tiles, as usual
708 -- The dirt tile disables palette coloring
709 tiles = {{name = "default_grass.png"},
710 {name = "default_dirt.png", color = "white"}},
711 -- Overlay tiles: define them in the same style
712 -- The top and bottom tile does not have overlay
713 overlay_tiles = {"", "",
714 {name = "default_grass_side.png", tileable_vertical = false}},
715 -- Global color, used in inventory
717 -- Palette in the world
718 paramtype2 = "color",
719 palette = "default_foilage.png",
724 Only Ogg Vorbis files are supported.
726 For positional playing of sounds, only single-channel (mono) files are
727 supported. Otherwise OpenAL will play them non-positionally.
729 Mods should generally prefix their sounds with `modname_`, e.g. given
730 the mod name "`foomod`", a sound could be called:
734 Sounds are referred to by their name with a dot, a single digit and the
735 file extension stripped out. When a sound is played, the actual sound file
736 is chosen randomly from the matching sounds.
738 When playing the sound `foomod_foosound`, the sound is chosen randomly
739 from the available ones of the following files:
741 * `foomod_foosound.ogg`
742 * `foomod_foosound.0.ogg`
743 * `foomod_foosound.1.ogg`
745 * `foomod_foosound.9.ogg`
747 Examples of sound parameter tables:
749 -- Play locationless on all clients
751 gain = 1.0, -- default
752 fade = 0.0, -- default, change to a value > 0 to fade the sound in
753 pitch = 1.0, -- default
755 -- Play locationless to one player
758 gain = 1.0, -- default
759 fade = 0.0, -- default, change to a value > 0 to fade the sound in
760 pitch = 1.0, -- default
762 -- Play locationless to one player, looped
765 gain = 1.0, -- default
768 -- Play in a location
770 pos = {x = 1, y = 2, z = 3},
771 gain = 1.0, -- default
772 max_hear_distance = 32, -- default, uses an euclidean metric
774 -- Play connected to an object, looped
776 object = <an ObjectRef>,
777 gain = 1.0, -- default
778 max_hear_distance = 32, -- default, uses an euclidean metric
782 Looped sounds must either be connected to an object or played locationless to
783 one player using `to_player = name,`
785 ### `SimpleSoundSpec`
787 * e.g. `"default_place_node"`
789 * e.g. `{name = "default_place_node"}`
790 * e.g. `{name = "default_place_node", gain = 1.0}`
791 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
793 Registered definitions of stuff
794 -------------------------------
795 Anything added using certain `minetest.register_*` functions get added to
796 the global `minetest.registered_*` tables.
798 * `minetest.register_entity(name, prototype table)`
799 * added to `minetest.registered_entities[name]`
801 * `minetest.register_node(name, node definition)`
802 * added to `minetest.registered_items[name]`
803 * added to `minetest.registered_nodes[name]`
805 * `minetest.register_tool(name, item definition)`
806 * added to `minetest.registered_items[name]`
808 * `minetest.register_craftitem(name, item definition)`
809 * added to `minetest.registered_items[name]`
811 * `minetest.unregister_item(name)`
812 * Unregisters the item name from engine, and deletes the entry with key
813 * `name` from `minetest.registered_items` and from the associated item
814 * table according to its nature: `minetest.registered_nodes[]` etc
816 * `minetest.register_biome(biome definition)`
817 * returns an integer uniquely identifying the registered biome
818 * added to `minetest.registered_biome` with the key of `biome.name`
819 * if `biome.name` is nil, the key is the returned ID
821 * `minetest.unregister_biome(name)`
822 * Unregisters the biome name from engine, and deletes the entry with key
823 * `name` from `minetest.registered_biome`
825 * `minetest.register_ore(ore definition)`
826 * returns an integer uniquely identifying the registered ore
827 * added to `minetest.registered_ores` with the key of `ore.name`
828 * if `ore.name` is nil, the key is the returned ID
830 * `minetest.register_decoration(decoration definition)`
831 * returns an integer uniquely identifying the registered decoration
832 * added to `minetest.registered_decorations` with the key of
834 * if `decoration.name` is nil, the key is the returned ID
836 * `minetest.register_schematic(schematic definition)`
837 * returns an integer uniquely identifying the registered schematic
838 * added to `minetest.registered_schematic` with the key of `schematic.name`
839 * if `schematic.name` is nil, the key is the returned ID
840 * if the schematic is loaded from a file, schematic.name is set to the
842 * if the function is called when loading the mod, and schematic.name is a
843 relative path, then the current mod path will be prepended to the
846 * `minetest.clear_registered_biomes()`
847 * clears all biomes currently registered
849 * `minetest.clear_registered_ores()`
850 * clears all ores currently registered
852 * `minetest.clear_registered_decorations()`
853 * clears all decorations currently registered
855 * `minetest.clear_registered_schematics()`
856 * clears all schematics currently registered
858 Note that in some cases you will stumble upon things that are not contained
859 in these tables (e.g. when a mod has been removed). Always check for
860 existence before trying to access the fields.
862 Example: If you want to check the drawtype of a node, you could do:
864 local function get_nodedef_field(nodename, fieldname)
865 if not minetest.registered_nodes[nodename] then
868 return minetest.registered_nodes[nodename][fieldname]
870 local drawtype = get_nodedef_field(nodename, "drawtype")
872 Example: `minetest.get_item_group(name, group)` has been implemented as:
874 function minetest.get_item_group(name, group)
875 if not minetest.registered_items[name] or not
876 minetest.registered_items[name].groups[group] then
879 return minetest.registered_items[name].groups[group]
884 Nodes are the bulk data of the world: cubes and other things that take the
885 space of a cube. Huge amounts of them are handled efficiently, but they
888 The definition of a node is stored and can be accessed by name in
890 minetest.registered_nodes[node.name]
892 See "Registered definitions of stuff".
894 Nodes are passed by value between Lua and the engine.
895 They are represented by a table:
897 {name="name", param1=num, param2=num}
899 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
900 them for certain automated functions. If you don't use these functions, you can
901 use them to store arbitrary values.
903 The functions of `param1` and `param2` are determined by certain fields in the
906 `param1` is reserved for the engine when `paramtype != "none"`:
909 ^ The value stores light with and without sun in its upper and lower 4 bits
910 respectively. Allows light to propagate from or through the node with
911 light value falling by 1 per node. This is essential for a light source
912 node to spread its light.
914 `param2` is reserved for the engine when any of these are used:
916 liquidtype == "flowing"
917 ^ The level and some flags of the liquid is stored in param2
918 drawtype == "flowingliquid"
919 ^ The drawn liquid level is read from param2
920 drawtype == "torchlike"
921 drawtype == "signlike"
922 paramtype2 == "wallmounted"
923 ^ The rotation of the node is stored in param2. You can make this value
924 by using minetest.dir_to_wallmounted().
925 paramtype2 == "facedir"
926 ^ The rotation of the node is stored in param2. Furnaces and chests are
927 rotated this way. Can be made by using minetest.dir_to_facedir().
929 facedir / 4 = axis direction:
930 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
931 facedir modulo 4 = rotation around that axis
932 paramtype2 == "leveled"
933 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
935 The level of the top face of the nodebox is stored in param2.
936 The other faces are defined by 'fixed = {}' like 'type = "fixed"'
938 The nodebox height is (param2 / 64) nodes.
939 The maximum accepted value of param2 is 127.
941 The height of the 'plantlike' section is stored in param2.
942 The height is (param2 / 16) nodes.
943 paramtype2 == "degrotate"
944 ^ Only valid for "plantlike". The rotation of the node is stored in param2.
945 Values range 0 - 179. The value stored in param2 is multiplied by two to
946 get the actual rotation in degrees of the node.
947 paramtype2 == "meshoptions"
948 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which
949 can be used to change how the client draws plantlike nodes.
950 Bits 0, 1 and 2 form a mesh selector.
951 Currently the following meshes are choosable:
952 0 = a "x" shaped plant (ordinary plant)
953 1 = a "+" shaped plant (just rotated 45 degrees)
954 2 = a "*" shaped plant with 3 faces instead of 2
955 3 = a "#" shaped plant with 4 faces instead of 2
956 4 = a "#" shaped plant with 4 faces that lean outwards
957 5-7 are unused and reserved for future meshes.
958 Bits 3 through 7 are optional flags that can be combined and give these
960 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
961 bit 4 (0x10) - Makes the plant mesh 1.4x larger
962 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
963 bits 6-7 are reserved for future use.
964 paramtype2 == "color"
965 ^ `param2` tells which color is picked from the palette.
966 The palette should have 256 pixels.
967 paramtype2 == "colorfacedir"
968 ^ Same as `facedir`, but with colors.
969 The first three bits of `param2` tells which color
970 is picked from the palette.
971 The palette should have 8 pixels.
972 paramtype2 == "colorwallmounted"
973 ^ Same as `wallmounted`, but with colors.
974 The first five bits of `param2` tells which color
975 is picked from the palette.
976 The palette should have 32 pixels.
977 paramtype2 == "glasslikeliquidlevel"
978 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional"
980 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
982 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
984 Nodes can also contain extra data. See "Node Metadata".
988 There are a bunch of different looking node types.
990 Look for examples in `games/minimal` or `games/minetest_game`.
995 * Invisible, uses no texture.
997 * The cubic source node for a liquid.
999 * The flowing version of a liquid, appears with various heights and slopes.
1001 * Often used for partially-transparent nodes.
1002 * Only external sides of textures are visible.
1003 * `glasslike_framed`
1004 * All face-connected nodes are drawn as one volume within a surrounding
1006 * The frame appearence is generated from the edges of the first texture
1007 specified in `tiles`. The width of the edges used are 1/16th of texture
1008 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1009 * The glass 'shine' (or other desired detail) on each node face is supplied
1010 by the second texture specified in `tiles`.
1011 * `glasslike_framed_optional`
1012 * This switches between the above 2 drawtypes according to the menu setting
1015 * Often used for partially-transparent nodes.
1016 * External and internal sides of textures are visible.
1017 * `allfaces_optional`
1018 * Often used for leaves nodes.
1019 * This switches between `normal`, `glasslike` and `allfaces` according to
1020 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1021 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1022 is used instead, if present. This allows a visually thicker texture to be
1023 used to compensate for how `glasslike` reduces visual thickness.
1025 * A single vertical texture.
1026 * If placed on top of a node, uses the first texture specified in `tiles`.
1027 * If placed against the underside of a node, uses the second texture
1028 specified in `tiles`.
1029 * If placed on the side of a node, uses the third texture specified in
1030 `tiles` and is perpendicular to that node.
1032 * A single texture parallel to, and mounted against, the top, underside or
1035 * Two vertical and diagonal textures at right-angles to each other.
1036 * See `paramtype2 == "meshoptions"` above for other options.
1038 * When above a flat surface, appears as 6 textures, the central 2 as
1039 `plantlike` plus 4 more surrounding those.
1040 * If not above a surface the central 2 do not appear, but the texture
1041 appears against the faces of surrounding nodes if they are present.
1043 * A 3D model suitable for a wooden fence.
1044 * One placed node appears as a single vertical post.
1045 * Adjacently-placed nodes cause horizontal bars to appear between them.
1047 * Often used for tracks for mining carts.
1048 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1049 curved, t-junction, crossing.
1050 * Each placed node automatically switches to a suitable rotated texture
1051 determined by the adjacent `raillike` nodes, in order to create a
1052 continuous track network.
1053 * Becomes a sloping node if placed against stepped nodes.
1055 * Often used for stairs and slabs.
1056 * Allows defining nodes consisting of an arbitrary number of boxes.
1057 * See 'Node boxes' below for more information.
1059 * Uses models for nodes.
1060 * Tiles should hold model materials textures.
1061 * Only static meshes are implemented.
1062 * For supported model formats see Irrlicht engine documentation.
1063 * `plantlike_rooted`
1064 * Enables underwater `plantlike` without air bubbles around the nodes.
1065 * Consists of a base cube at the co-ordinates of the node plus a
1066 `plantlike` extension above with a height of `param2 / 16` nodes.
1067 * The `plantlike` extension visually passes through any nodes above the
1068 base cube without affecting them.
1069 * The base cube texture tiles are defined as normal, the `plantlike`
1070 extension uses the defined special tile, for example:
1071 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1073 `*_optional` drawtypes need less rendering time if deactivated
1074 (always client-side).
1078 Node selection boxes are defined using "node boxes".
1080 A nodebox is defined as any of:
1083 -- A normal cube; the default in most things
1087 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1089 fixed = box OR {box1, box2, ...}
1092 -- A variable height box (or boxes) with the top face position defined
1093 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1095 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1097 fixed = box OR {box1, box2, ...}
1100 -- A box like the selection box for torches
1101 -- (wallmounted param2 is used, if applicable)
1102 type = "wallmounted",
1108 -- A node that has optional boxes depending on neighbouring nodes'
1109 -- presence and type. See also `connects_to`.
1111 fixed = box OR {box1, box2, ...}
1112 connect_top = box OR {box1, box2, ...}
1113 connect_bottom = box OR {box1, box2, ...}
1114 connect_front = box OR {box1, box2, ...}
1115 connect_left = box OR {box1, box2, ...}
1116 connect_back = box OR {box1, box2, ...}
1117 connect_right = box OR {box1, box2, ...}
1118 -- The following `disconnected_*` boxes are the opposites of the
1119 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1120 -- on the respective side, the corresponding disconnected box is drawn.
1121 disconnected_top = box OR {box1, box2, ...}
1122 disconnected_bottom = box OR {box1, box2, ...}
1123 disconnected_front = box OR {box1, box2, ...}
1124 disconnected_left = box OR {box1, box2, ...}
1125 disconnected_back = box OR {box1, box2, ...}
1126 disconnected_right = box OR {box1, box2, ...}
1127 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1128 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1129 neighbours to the sides
1132 A `box` is defined as:
1134 {x1, y1, z1, x2, y2, z2}
1136 A box of a regular node would look like:
1138 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1142 Perlin noise creates a continuously-varying value depending on the input values.
1143 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
1144 The result is used during map generation to create the terrain shape, vary heat
1145 and humidity to distribute biomes, vary the density of decorations or vary the
1148 ### Structure of perlin noise
1149 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
1150 The smooth wavy noise it generates has a single characteristic scale, almost
1151 like a 'wavelength', so on its own does not create fine detail.
1152 Due to this perlin noise combines several octaves to create variation on
1153 multiple scales. Each additional octave has a smaller 'wavelength' than the
1156 This combination results in noise varying very roughly between -2.0 and 2.0 and
1157 with an average value of 0.0, so `scale` and `offset` are then used to multiply
1158 and offset the noise variation.
1160 The final perlin noise variation is created as follows:
1162 noise = offset + scale * (octave1 +
1163 octave2 * persistence +
1164 octave3 * persistence ^ 2 +
1165 octave4 * persistence ^ 3 +
1170 Noise Parameters are commonly called `NoiseParams`.
1173 After the multiplication by `scale` this is added to the result and is the final
1174 step in creating the noise value.
1175 Can be positive or negative.
1178 Once all octaves have been combined, the result is multiplied by this.
1179 Can be positive or negative.
1182 For octave1, this is roughly the change of input value needed for a very large
1183 variation in the noise value generated by octave1. It is almost like a
1184 'wavelength' for the wavy noise variation.
1185 Each additional octave has a 'wavelength' that is smaller than the previous
1186 octave, to create finer detail. `spread` will therefore roughly be the typical
1187 size of the largest structures in the final noise variation.
1189 `spread` is a vector with values for x, y, z to allow the noise variation to be
1190 stretched or compressed in the desired axes.
1191 Values are positive numbers.
1194 This is a whole number that determines the entire pattern of the noise
1195 variation. Altering it enables different noise patterns to be created.
1196 With other parameters equal, different seeds produce different noise patterns
1197 and identical seeds produce identical noise patterns.
1199 For this parameter you can randomly choose any whole number. Usually it is
1200 preferable for this to be different from other seeds, but sometimes it is useful
1201 to be able to create identical noise patterns.
1203 When used in mapgen this is actually a 'seed offset', it is added to the
1204 'world seed' to create the seed used by the noise, to ensure the noise has a
1205 different pattern in different worlds.
1208 The number of simple noise generators that are combined.
1209 A whole number, 1 or more.
1210 Each additional octave adds finer detail to the noise but also increases the
1211 noise calculation load.
1212 3 is a typical minimum for a high quality, complex and natural-looking noise
1213 variation. 1 octave has a slight 'gridlike' appearence.
1215 Choose the number of octaves according to the `spread` and `lacunarity`, and the
1216 size of the finest detail you require. For example:
1217 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
1218 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
1219 512, 256, 128, 64, 32, 16 nodes.
1222 Each additional octave has an amplitude that is the amplitude of the previous
1223 octave multiplied by `persistence`, to reduce the amplitude of finer details,
1224 as is often helpful and natural to do so.
1225 Since this controls the balance of fine detail to large-scale detail
1226 `persistence` can be thought of as the 'roughness' of the noise.
1228 A positive or negative non-zero number, often between 0.3 and 1.0.
1229 A common medium value is 0.5, such that each octave has half the amplitude of
1230 the previous octave.
1231 This may need to be tuned when altering `lacunarity`; when doing so consider
1232 that a common medium value is 1 / lacunarity.
1235 Each additional octave has a 'wavelength' that is the 'wavelength' of the
1236 previous octave multiplied by 1 / lacunarity, to create finer detail.
1237 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
1239 A positive number no smaller than 1.0.
1240 Values below 2.0 create higher quality noise at the expense of requiring more
1241 octaves to cover a paticular range of 'wavelengths'.
1244 Leave this field unset for no special handling.
1245 Currently supported are `defaults`, `eased` and `absvalue`:
1248 Specify this if you would like to keep auto-selection of eased/not-eased while
1249 specifying some other flags.
1252 Maps noise gradient values onto a quintic S-curve before performing
1253 interpolation. This results in smooth, rolling noise.
1254 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
1256 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
1258 Easing a 3D noise significantly increases the noise calculation load, so use
1262 The absolute value of each octave's noise variation is used when combining the
1263 octaves. The final perlin noise variation is created as follows:
1265 noise = offset + scale * (abs(octave1) +
1266 abs(octave2) * persistence +
1267 abs(octave3) * persistence ^ 2 +
1268 abs(octave4) * persistence ^ 3 +
1272 For 2D or 3D perlin noise or perlin noise maps:
1277 spread = {x = 500, y = 500, z = 500},
1282 flags = "defaults, absvalue",
1285 For 2D noise the Z component of `spread` is still defined but is ignored.
1286 A single noise parameter table can be used for 2D or 3D noise.
1290 These tell in what manner the ore is generated.
1292 All default ores are of the uniformly-distributed scatter type.
1295 Randomly chooses a location and generates a cluster of ore.
1297 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
1298 at that point is greater than the `noise_threshold`, giving the ability to
1299 create a non-equal distribution of ore.
1302 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1303 described by `noise_params` and `noise_threshold`. This is essentially an
1304 improved version of the so-called "stratus" ore seen in some unofficial mods.
1306 This sheet consists of vertical columns of uniform randomly distributed height,
1307 varying between the inclusive range `column_height_min` and `column_height_max`.
1308 If `column_height_min` is not specified, this parameter defaults to 1.
1309 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1310 for reverse compatibility. New code should prefer `column_height_max`.
1312 The `column_midpoint_factor` parameter controls the position of the column at
1313 which ore emanates from.
1314 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
1315 equally starting from each direction.
1316 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
1317 this parameter is not specified, the default is 0.5.
1319 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
1323 Creates a sheet of ore in a cloud-like puff shape.
1325 As with the `sheet` ore type, the size and shape of puffs are described by
1326 `noise_params` and `noise_threshold` and are placed at random vertical
1327 positions within the currently generated chunk.
1329 The vertical top and bottom displacement of each puff are determined by the
1330 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
1333 Creates a deformed sphere of ore according to 3d perlin noise described by
1334 `noise_params`. The maximum size of the blob is `clust_size`, and
1335 `clust_scarcity` has the same meaning as with the `scatter` type.
1338 Creates veins of ore varying in density by according to the intersection of two
1339 instances of 3d perlin noise with different seeds, both described by
1342 `random_factor` varies the influence random chance has on placement of an ore
1343 inside the vein, which is `1` by default. Note that modifying this parameter
1344 may require adjusting `noise_threshold`.
1346 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1349 This ore type is difficult to control since it is sensitive to small changes.
1350 The following is a decent set of parameters to work from:
1355 spread = {x=200, y=200, z=200},
1362 noise_threshold = 1.6
1364 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1365 computationally expensive than any other ore.
1368 Creates a single undulating ore stratum that is continuous across mapchunk
1369 borders and horizontally spans the world.
1371 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
1372 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1373 defines the stratum's vertical thickness (in units of nodes). Due to being
1374 continuous across mapchunk borders the stratum's vertical thickness is
1377 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1378 to y_max in a simple horizontal stratum.
1380 A parameter `stratum_thickness` can be provided instead of the noise parameter
1381 `np_stratum_thickness`, to create a constant thickness.
1383 Leaving out one or both noise parameters makes the ore generation less
1384 intensive, useful when adding multiple strata.
1386 `y_min` and `y_max` define the limits of the ore generation and for performance
1387 reasons should be set as close together as possible but without clipping the
1388 stratum's Y variation.
1390 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1391 solid-ore stratum would require a `clust_scarcity` of 1.
1393 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1394 `random_factor` are ignored by this ore type.
1398 See section "Flag Specifier Format".
1400 Currently supported flags:
1401 `puff_cliffs`, `puff_additive_composition`.
1404 If set, puff ore generation will not taper down large differences in
1405 displacement when approaching the edge of a puff. This flag has no effect for
1406 ore types other than `puff`.
1408 ### `puff_additive_composition`
1409 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
1410 in a negative displacement, the sub-column at that point is not generated. With
1411 this attribute set, puff ore generation will instead generate the absolute
1412 difference in noise displacement values. This flag has no effect for ore types
1417 The varying types of decorations that can be placed.
1420 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1421 a list, if a decoration list is specified). Can specify a certain node it must
1422 spawn next to, such as water or lava, for example. Can also generate a
1423 decoration of random height between a specified lower and upper bound.
1424 This type of decoration is intended for placement of grass, flowers, cacti,
1425 papyri, waterlilies and so on.
1428 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1429 Can specify a probability of a node randomly appearing when placed.
1430 This decoration type is intended to be used for multi-node sized discrete
1431 structures, such as trees, cave spikes, rocks, and so on.
1435 --------------------
1436 A schematic specifier identifies a schematic by either a filename to a
1437 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1438 in the form of a table. This table specifies the following fields:
1440 * The `size` field is a 3D vector containing the dimensions of the provided
1441 schematic. (required)
1442 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th
1443 vertical slice of the schematic to have a `prob / 256 * 100` chance of
1444 occurring. (default: 255)
1445 * The `data` field is a flat table of MapNode tables making up the schematic,
1446 in the order of `[z [y [x]]]`. (required)
1447 Each MapNode table contains:
1448 * `name`: the name of the map node to place (required)
1449 * `prob` (alias `param1`): the probability of this node being placed
1451 * `param2`: the raw param2 value of the node being placed onto the map
1453 * `force_place`: boolean representing if the node should forcibly overwrite
1454 any previous contents (default: false)
1456 About probability values:
1458 * A probability value of `0` or `1` means that node will never appear
1460 * A probability value of `254` or `255` means the node will always appear
1462 * If the probability value `p` is greater than `1`, then there is a
1463 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1467 Schematic attributes
1468 --------------------
1469 See section "Flag Specifier Format".
1471 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1474 * `place_center_x`: Placement of this decoration is centered along the X axis.
1475 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1476 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1477 * `force_placement`: Schematic nodes other than "ignore" will replace existing
1483 The position field is used for all element types.
1485 To account for differing resolutions, the position coordinates are the
1486 percentage of the screen, ranging in value from `0` to `1`.
1488 The name field is not yet used, but should contain a description of what the
1489 HUD element represents. The direction field is the direction in which something
1492 `0` draws from left to right, `1` draws from right to left, `2` draws from
1493 top to bottom, and `3` draws from bottom to top.
1495 The `alignment` field specifies how the item will be aligned. It ranges from
1496 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1497 is to the right/down. Fractional values can be used.
1499 The `offset` field specifies a pixel offset from the position. Contrary to
1500 position, the offset is not scaled to screen size. This allows for some
1501 precisely positioned items in the HUD.
1503 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1506 Below are the specific uses for fields in each type; fields not listed for that
1509 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is
1510 still in the experimental stages.
1513 Displays an image on the HUD.
1515 * `scale`: The scale of the image, with 1 being the original texture size.
1516 Only the X coordinate scale is used (positive values).
1517 Negative values represent that percentage of the screen it
1518 should take; e.g. `x=-100` means 100% (width).
1519 * `text`: The name of the texture that is displayed.
1520 * `alignment`: The alignment of the image.
1521 * `offset`: offset in pixels from position.
1524 Displays text on the HUD.
1526 * `scale`: Defines the bounding rectangle of the text.
1527 A value such as `{x=100, y=100}` should work.
1528 * `text`: The text to be displayed in the HUD element.
1529 * `number`: An integer containing the RGB value of the color used to draw the
1530 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1531 * `alignment`: The alignment of the text.
1532 * `offset`: offset in pixels from position.
1535 Displays a horizontal bar made up of half-images.
1537 * `text`: The name of the texture that is used.
1538 * `number`: The number of half-textures that are displayed.
1539 If odd, will end with a vertically center-split texture.
1541 * `offset`: offset in pixels from position.
1542 * `size`: If used, will force full-image size to this value (override texture
1546 * `text`: The name of the inventory list to be displayed.
1547 * `number`: Number of items in the inventory to be displayed.
1548 * `item`: Position of item that is selected.
1550 * `offset`: offset in pixels from position.
1553 Displays distance to selected world position.
1555 * `name`: The name of the waypoint.
1556 * `text`: Distance suffix. Can be blank.
1557 * `number:` An integer containing the RGB value of the color used to draw the
1559 * `world_pos`: World position of the waypoint.
1561 Representations of simple things
1562 --------------------------------
1566 {x=num, y=num, z=num}
1568 For helper functions see "Vector helpers".
1571 * `{type="nothing"}`
1572 * `{type="node", under=pos, above=pos}`
1573 * `{type="object", ref=ObjectRef}`
1575 Flag Specifier Format
1576 ---------------------
1577 Flags using the standardized flag specifier format can be specified in either
1578 of two ways, by string or table.
1580 The string format is a comma-delimited set of flag names; whitespace and
1581 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1582 flag, and specifying a flag prefixed by the string `"no"` explicitly
1583 clears the flag from whatever the default may be.
1585 In addition to the standard string flag format, the schematic flags field can
1586 also be a table of flag names to boolean values representing whether or not the
1587 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1588 is present, mapped to a boolean of any value, the specified flag is unset.
1590 E.g. A flag field of value
1592 {place_center_x = true, place_center_y=false, place_center_z=true}
1596 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1598 which is equivalent to
1600 "place_center_x, noplace_center_y, place_center_z"
1604 "place_center_x, place_center_z"
1606 since, by default, no schematic attributes are set.
1612 There are three kinds of items: nodes, tools and craftitems.
1614 * Node (`register_node`): A node from the world.
1615 * Tool (`register_tool`): A tool/weapon that can dig and damage
1616 things according to `tool_capabilities`.
1617 * Craftitem (`register_craftitem`): A miscellaneous item.
1620 All item stacks have an amount between 0 to 65535. It is 1 by
1621 default. Tool item stacks can not have an amount greater than 1.
1623 Tools use a wear (=damage) value ranging from 0 to 65535. The
1624 value 0 is the default and used is for unworn tools. The values
1625 1 to 65535 are used for worn tools, where a higher value stands for
1626 a higher wear. Non-tools always have a wear value of 0.
1629 Items and item stacks can exist in three formats: Serializes, table format
1633 This is called "stackstring" or "itemstring". It is a simple string with
1634 1-3 components: the full item identifier, an optional amount and an optional
1637 <identifier> [<amount>[ <wear>]]
1641 * `'default:apple'`: 1 apple
1642 * `'default:dirt 5'`: 5 dirt
1643 * `'default:pick_stone'`: a new stone pickaxe
1644 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1651 {name="default:dirt", count=5, wear=0, metadata=""}
1653 A wooden pick about 1/3 worn out:
1655 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1659 {name="default:apple", count=1, wear=0, metadata=""}
1662 A native C++ format with many helper methods. Useful for converting
1663 between formats. See the Class reference section for details.
1665 When an item must be passed to a function, it can usually be in any of
1671 In a number of places, there is a group table. Groups define the
1672 properties of a thing (item, node, armor of entity, capabilities of
1673 tool) in such a way that the engine and other mods can can interact with
1674 the thing without actually knowing what the thing is.
1677 Groups are stored in a table, having the group names with keys and the
1678 group ratings as values. For example:
1680 groups = {crumbly=3, soil=1}
1683 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1684 -- ^ A more special dirt-kind of thing
1686 Groups always have a rating associated with them. If there is no
1687 useful meaning for a rating for an enabled group, it shall be `1`.
1689 When not defined, the rating of a group defaults to `0`. Thus when you
1690 read groups, you must interpret `nil` and `0` as the same value, `0`.
1692 You can read the rating of a group for an item or a node by using
1694 minetest.get_item_group(itemname, groupname)
1697 Groups of items can define what kind of an item it is (e.g. wool).
1700 In addition to the general item things, groups are used to define whether
1701 a node is destroyable and how long it takes to destroy by a tool.
1703 ### Groups of entities
1704 For entities, groups are, as of now, used only for calculating damage.
1705 The rating is the percentage of damage caused by tools with this damage group.
1706 See "Entity damage mechanism".
1708 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1709 object.set_armor_groups({fleshy=30, cracky=80})
1712 Groups in tools define which groups of nodes and entities they are
1715 ### Groups in crafting recipes
1716 An example: Make meat soup from any meat, any water and any bowl:
1719 output = 'food:meat_soup_raw',
1725 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1728 Another example: Make red wool from white wool and red dye:
1732 output = 'wool:red',
1733 recipe = {'wool:white', 'group:dye,basecolor_red'},
1737 * `immortal`: Disables the group damage system for an entity
1738 * `punch_operable`: For entities; disables the regular damage mechanism for
1739 players punching it by hand or a non-tool item, so that it can do something
1740 else than take damage.
1741 * `level`: Can be used to give an additional sense of progression in the game.
1742 * A larger level will cause e.g. a weapon of a lower level make much less
1743 damage, and get worn out much faster, or not be able to get drops
1744 from destroyed nodes.
1745 * `0` is something that is directly accessible at the start of gameplay
1746 * There is no upper limit
1747 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1748 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1749 * `3`: the node always gets the digging time 0 seconds (torch)
1750 * `disable_jump`: Player (and possibly other things) cannot jump from node
1751 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1752 * `bouncy`: value is bounce speed in percent
1753 * `falling_node`: if there is no walkable block under the node it will fall
1754 * `attached_node`: if the node under it is not a walkable block the node will be
1755 dropped as an item. If the node is wallmounted the wallmounted direction is
1757 * `soil`: saplings will grow on nodes in this group
1758 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1759 connect to each other
1760 * `slippery`: Players and items will slide on the node.
1761 Slipperiness rises steadily with `slippery` value, starting at 1.
1764 ### Known damage and digging time defining groups
1765 * `crumbly`: dirt, sand
1766 * `cracky`: tough but crackable stuff like stone.
1767 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1768 plants, wire, sheets of metal
1769 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1770 * `fleshy`: Living things like animals and the player. This could imply
1771 some blood effects when hitting.
1772 * `explody`: Especially prone to explosions
1773 * `oddly_breakable_by_hand`:
1774 Can be added to nodes that shouldn't logically be breakable by the
1775 hand but are. Somewhat similar to `dig_immediate`, but times are more
1776 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1777 speed of a tool if the tool can dig at a faster speed than this
1778 suggests for the hand.
1780 ### Examples of custom groups
1781 Item groups are often used for defining, well, _groups of items_.
1783 * `meat`: any meat-kind of a thing (rating might define the size or healing
1784 ability or be irrelevant -- it is not defined as of yet)
1785 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1787 * `flammable`: can be set on fire. Rating might define the intensity of the
1788 fire, affecting e.g. the speed of the spreading of an open fire.
1789 * `wool`: any wool (any origin, any color)
1790 * `metal`: any metal
1791 * `weapon`: any weapon
1792 * `heavy`: anything considerably heavy
1794 ### Digging time calculation specifics
1795 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1796 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1797 faster digging time.
1799 The `level` group is used to limit the toughness of nodes a tool can dig
1800 and to scale the digging times / damage to a greater extent.
1802 **Please do understand this**, otherwise you cannot use the system to it's
1805 Tools define their properties by a list of parameters for groups. They
1806 cannot dig other groups; thus it is important to use a standard bunch of
1807 groups to enable interaction with tools.
1809 #### Tools definition
1812 * Full punch interval
1813 * Maximum drop level
1814 * For an arbitrary list of groups:
1815 * Uses (until the tool breaks)
1816 * Maximum level (usually `0`, `1`, `2` or `3`)
1820 #### Full punch interval
1821 When used as a weapon, the tool will do full damage if this time is spent
1822 between punches. If e.g. half the time is spent, the tool will do half
1825 #### Maximum drop level
1826 Suggests the maximum level of node, when dug with the tool, that will drop
1827 it's useful item. (e.g. iron ore to drop a lump of iron).
1829 This is not automated; it is the responsibility of the node definition
1833 Determines how many uses the tool has when it is used for digging a node,
1834 of this group, of the maximum level. For lower leveled nodes, the use count
1835 is multiplied by `3^leveldiff`.
1837 * `uses=10, leveldiff=0`: actual uses: 10
1838 * `uses=10, leveldiff=1`: actual uses: 30
1839 * `uses=10, leveldiff=2`: actual uses: 90
1842 Tells what is the maximum level of a node of this group that the tool will
1846 List of digging times for different ratings of the group, for nodes of the
1849 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1850 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1851 for this group, and unable to dig the rating `1`, which is the toughest.
1852 Unless there is a matching group that enables digging otherwise.
1854 If the result digging time is 0, a delay of 0.15 seconds is added between
1855 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1856 i.e. players can more quickly click the nodes away instead of holding LMB.
1859 List of damage for groups of entities. See "Entity damage mechanism".
1861 #### Example definition of the capabilities of a tool
1863 tool_capabilities = {
1864 full_punch_interval=1.5,
1867 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1869 damage_groups = {fleshy=2},
1872 This makes the tool be able to dig nodes that fulfil both of these:
1874 * Have the `crumbly` group
1875 * Have a `level` group less or equal to `2`
1877 Table of resulting digging times:
1879 crumbly 0 1 2 3 4 <- level
1881 1 0.80 1.60 1.60 - -
1882 2 0.60 1.20 1.20 - -
1883 3 0.40 0.80 0.80 - -
1885 level diff: 2 1 0 -1 -2
1887 Table of resulting tool uses:
1896 * At `crumbly==0`, the node is not diggable.
1897 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1898 easy nodes to be quickly breakable.
1899 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1901 Entity damage mechanism
1902 -----------------------
1906 foreach group in cap.damage_groups:
1907 damage += cap.damage_groups[group] * limit(actual_interval /
1908 cap.full_punch_interval, 0.0, 1.0)
1909 * (object.armor_groups[group] / 100.0)
1910 -- Where object.armor_groups[group] is 0 for inexistent values
1913 Client predicts damage based on damage groups. Because of this, it is able to
1914 give an immediate response when an entity is damaged or dies; the response is
1915 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1917 Currently a smoke puff will appear when an entity dies.
1919 The group `immortal` completely disables normal damage.
1921 Entities can define a special armor group, which is `punch_operable`. This
1922 group disables the regular damage mechanism for players punching it by hand or
1923 a non-tool item, so that it can do something else than take damage.
1925 On the Lua side, every punch calls:
1927 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1929 This should never be called directly, because damage is usually not handled by
1932 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1933 accessed unless absolutely required, to encourage interoperability.
1934 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1935 * `tool_capabilities` can be `nil`.
1936 * `direction` is a unit vector, pointing from the source of the punch to
1938 * `damage` damage that will be done to entity
1939 Return value of this function will determine if damage is done by this function
1940 (retval true) or shall be done by engine (retval false)
1942 To punch an entity/object in Lua, call:
1944 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1946 * Return value is tool wear.
1947 * Parameters are equal to the above callback.
1948 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1949 will be automatically filled in based on the location of `puncher`.
1953 The instance of a node in the world normally only contains the three values
1954 mentioned in "Nodes". However, it is possible to insert extra data into a
1955 node. It is called "node metadata"; See `NodeMetaRef`.
1957 Node metadata contains two things:
1962 Some of the values in the key-value store are handled specially:
1964 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1965 * `infotext`: Text shown on the screen when the node is pointed at
1969 local meta = minetest.get_meta(pos)
1970 meta:set_string("formspec",
1972 "list[context;main;0,0;8,4;]"..
1973 "list[current_player;main;0,5;8,4;]")
1974 meta:set_string("infotext", "Chest");
1975 local inv = meta:get_inventory()
1976 inv:set_size("main", 8*4)
1977 print(dump(meta:to_table()))
1980 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1981 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1982 [10] = "", [11] = "", [12] = "", [13] = "",
1983 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1984 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1985 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1986 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1990 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1997 Item stacks can store metadata too. See `ItemStackMetaRef`.
1999 Item metadata only contains a key-value store.
2001 Some of the values in the key-value store are handled specially:
2003 * `description`: Set the item stack's description. Defaults to
2005 * `color`: A `ColorString`, which sets the stack's color.
2006 * `palette_index`: If the item has a palette, this is used to get the
2007 current color from the palette.
2011 local meta = stack:get_meta()
2012 meta:set_string("key", "value")
2013 print(dump(meta:to_table()))
2017 Formspec defines a menu. Currently not much else than inventories are
2018 supported. It is a string, with a somewhat strange format.
2020 Spaces and newlines can be inserted between the blocks, as is used in the
2023 WARNING: Minetest allows you to add elements to every single formspec instance
2024 using player:set_formspec_prepend(), which may be the reason backgrounds are
2025 appearing when you don't expect them to. See `no_prepend[]`
2032 list[context;main;0,0;8,4;]
2033 list[current_player;main;0,5;8,4;]
2038 list[context;fuel;2,3;1,1;]
2039 list[context;src;2,1;1,1;]
2040 list[context;dst;5,1;2,2;]
2041 list[current_player;main;0,5;8,4;]
2043 #### Minecraft-like player inventory
2046 image[1,0.6;1,2;player.png]
2047 list[current_player;main;0,3.5;8,4;]
2048 list[current_player;craft;3,0;3,3;]
2049 list[current_player;craftpreview;7,1;1,1;]
2053 #### `size[<W>,<H>,<fixed_size>]`
2054 * Define the size of the menu in inventory slots
2055 * `fixed_size`: `true`/`false` (optional)
2056 * deprecated: `invsize[<W>,<H>;]`
2058 #### `position[<X>,<Y>]`
2059 * Must be used after `size` element.
2060 * Defines the position on the game window of the formspec's `anchor` point.
2061 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2063 * [0.0, 0.0] sets the position to the top left corner of the game window.
2064 * [1.0, 1.0] sets the position to the bottom right of the game window.
2065 * Defaults to the center of the game window [0.5, 0.5].
2067 #### `anchor[<X>,<Y>]`
2068 * Must be used after both `size` and `position` (if present) elements.
2069 * Defines the location of the anchor point within the formspec.
2070 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2072 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2073 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2074 * Defaults to the center of the formspec [0.5, 0.5].
2076 * `position` and `anchor` elements need suitable values to avoid a formspec
2077 extending off the game window due to particular game window sizes.
2080 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2081 * Disables player:set_formspec_prepend() from applying to this formspec.
2083 #### `container[<X>,<Y>]`
2084 * Start of a container block, moves all physical elements in the container by
2086 * Must have matching `container_end`
2087 * Containers can be nested, in which case the offsets are added
2088 (child containers are relative to parent containers)
2090 #### `container_end[]`
2091 * End of a container, following elements are no longer relative to this
2094 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2095 * Show an inventory list
2097 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2098 * Show an inventory list
2100 #### `listring[<inventory location>;<list name>]`
2101 * Allows to create a ring of inventory lists
2102 * Shift-clicking on items in one element of the ring
2103 will send them to the next inventory list inside the ring
2104 * The first occurrence of an element inside the ring will
2105 determine the inventory where items will be sent to
2108 * Shorthand for doing `listring[<inventory location>;<list name>]`
2109 for the last two inventory lists added by list[...]
2111 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2112 * Sets background color of slots as `ColorString`
2113 * Sets background color of slots on mouse hovering
2115 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2116 * Sets background color of slots as `ColorString`
2117 * Sets background color of slots on mouse hovering
2118 * Sets color of slots border
2120 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2121 * Sets background color of slots as `ColorString`
2122 * Sets background color of slots on mouse hovering
2123 * Sets color of slots border
2124 * Sets default background color of tooltips
2125 * Sets default font color of tooltips
2127 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2128 * Adds tooltip for an element
2129 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2130 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2132 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2134 * Position and size units are inventory slots
2136 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2137 * Show an inventory image of registered item/node
2138 * Position and size units are inventory slots
2140 #### `bgcolor[<color>;<fullscreen>]`
2141 * Sets background color of formspec as `ColorString`
2142 * If `true`, the background color is drawn fullscreen (does not effect the size
2145 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2146 * Use a background. Inventory rectangles are not drawn then.
2147 * Position and size units are inventory slots
2148 * Example for formspec 8x4 in 16x resolution: image shall be sized
2149 8 times 16px times 4 times 16px.
2151 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2152 * Use a background. Inventory rectangles are not drawn then.
2153 * Position and size units are inventory slots
2154 * Example for formspec 8x4 in 16x resolution:
2155 image shall be sized 8 times 16px times 4 times 16px
2156 * If `true` the background is clipped to formspec size
2157 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2159 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2160 * Textual password style field; will be sent to server when a button is clicked
2161 * When enter is pressed in field, fields.key_enter_field will be sent with the
2163 * `x` and `y` position the field relative to the top left of the menu
2164 * `w` and `h` are the size of the field
2165 * Fields are a set height, but will be vertically centred on `h`
2166 * Position and size units are inventory slots
2167 * `name` is the name of the field as returned in fields to `on_receive_fields`
2168 * `label`, if not blank, will be text printed on the top left above the field
2169 * See field_close_on_enter to stop enter closing the formspec
2171 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2172 * Textual field; will be sent to server when a button is clicked
2173 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2174 the name of this field.
2175 * `x` and `y` position the field relative to the top left of the menu
2176 * `w` and `h` are the size of the field
2177 * Fields are a set height, but will be vertically centred on `h`
2178 * Position and size units are inventory slots
2179 * `name` is the name of the field as returned in fields to `on_receive_fields`
2180 * `label`, if not blank, will be text printed on the top left above the field
2181 * `default` is the default value of the field
2182 * `default` may contain variable references such as `${text}'` which
2183 will fill the value from the metadata value `text`
2184 * **Note**: no extra text or more than a single variable is supported ATM.
2185 * See `field_close_on_enter` to stop enter closing the formspec
2187 #### `field[<name>;<label>;<default>]`
2188 * As above, but without position/size units
2189 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2190 the name of this field.
2191 * Special field for creating simple forms, such as sign text input
2192 * Must be used without a `size[]` element
2193 * A "Proceed" button will be added automatically
2194 * See `field_close_on_enter` to stop enter closing the formspec
2196 #### `field_close_on_enter[<name>;<close_on_enter>]`
2197 * <name> is the name of the field
2198 * if <close_on_enter> is false, pressing enter in the field will submit the
2199 form but not close it.
2200 * defaults to true when not specified (ie: no tag for a field)
2202 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2203 * Same as fields above, but with multi-line input
2204 * if the text overflows a vertical scrollbar is added
2205 * if the name is empty the textarea is readonly, the label is not displayed.
2207 #### `label[<X>,<Y>;<label>]`
2208 * `x` and `y` work as per field
2209 * `label` is the text on the label
2210 * Position and size units are inventory slots
2212 #### `vertlabel[<X>,<Y>;<label>]`
2213 * Textual label drawn vertically
2214 * `x` and `y` work as per field
2215 * `label` is the text on the label
2216 * Position and size units are inventory slots
2218 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2219 * Clickable button. When clicked, fields will be sent.
2220 * `x`, `y` and `name` work as per field
2221 * `w` and `h` are the size of the button
2222 * Fixed button height. It will be vertically centred on `h`
2223 * `label` is the text on the button
2224 * Position and size units are inventory slots
2226 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2227 * `x`, `y`, `w`, `h`, and `name` work as per button
2228 * `texture name` is the filename of an image
2229 * Position and size units are inventory slots
2231 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2232 * `x`, `y`, `w`, `h`, and `name` work as per button
2233 * `texture name` is the filename of an image
2234 * Position and size units are inventory slots
2235 * `noclip=true` means the image button doesn't need to be within specified
2237 * `drawborder`: draw button border or not
2238 * `pressed texture name` is the filename of an image on pressed state
2240 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2241 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2242 * `item name` is the registered name of an item/node,
2243 tooltip will be made out of its description
2244 to override it use tooltip element
2245 * Position and size units are inventory slots
2247 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2248 * When clicked, fields will be sent and the form will quit.
2250 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2251 * When clicked, fields will be sent and the form will quit.
2253 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2254 * Scrollable item list showing arbitrary text elements
2255 * `x` and `y` position the itemlist relative to the top left of the menu
2256 * `w` and `h` are the size of the itemlist
2257 * `name` fieldname sent to server on doubleclick value is current selected
2259 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2261 * if you want a listelement to start with "#" write "##".
2263 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2264 * Scrollable itemlist showing arbitrary text elements
2265 * `x` and `y` position the item list relative to the top left of the menu
2266 * `w` and `h` are the size of the item list
2267 * `name` fieldname sent to server on doubleclick value is current selected
2269 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2270 * if you want a listelement to start with "#" write "##"
2271 * Index to be selected within textlist
2272 * `true`/`false`: draw transparent background
2273 * See also `minetest.explode_textlist_event`
2274 (main menu: `engine.explode_textlist_event`).
2276 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2277 * Show a tab**header** at specific position (ignores formsize)
2278 * `x` and `y` position the itemlist relative to the top left of the menu
2279 * `name` fieldname data is transferred to Lua
2280 * `caption 1`...: name shown on top of tab
2281 * `current_tab`: index of selected tab 1...
2282 * `transparent` (optional): show transparent
2283 * `draw_border` (optional): draw border
2285 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2286 * Simple colored semitransparent box
2287 * `x` and `y` position the box relative to the top left of the menu
2288 * `w` and `h` are the size of box
2289 * `color` is color specified as a `ColorString`
2291 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2292 * Show a dropdown field
2293 * **Important note**: There are two different operation modes:
2294 1. handle directly on change (only changed dropdown is submitted)
2295 2. read the value on pressing a button (all dropdown values are available)
2296 * `x` and `y` position of dropdown
2298 * Fieldname data is transferred to Lua
2299 * Items to be shown in dropdown
2300 * Index of currently selected dropdown item
2302 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2304 * `x` and `y`: position of checkbox
2305 * `name` fieldname data is transferred to Lua
2306 * `label` to be shown left of checkbox
2307 * `selected` (optional): `true`/`false`
2309 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2311 * There are two ways to use it:
2312 1. handle the changed event (only changed scrollbar is available)
2313 2. read the value on pressing a button (all scrollbars are available)
2314 * `x` and `y`: position of trackbar
2315 * `w` and `h`: width and height
2316 * `orientation`: `vertical`/`horizontal`
2317 * Fieldname data is transferred to Lua
2318 * Value this trackbar is set to (`0`-`1000`)
2319 * See also `minetest.explode_scrollbar_event`
2320 (main menu: `engine.explode_scrollbar_event`).
2322 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2323 * Show scrollable table using options defined by the previous `tableoptions[]`
2324 * Displays cells as defined by the previous `tablecolumns[]`
2325 * `x` and `y`: position the itemlist relative to the top left of the menu
2326 * `w` and `h` are the size of the itemlist
2327 * `name`: fieldname sent to server on row select or doubleclick
2328 * `cell 1`...`cell n`: cell contents given in row-major order
2329 * `selected idx`: index of row to be selected within table (first row = `1`)
2330 * See also `minetest.explode_table_event`
2331 (main menu: `engine.explode_table_event`).
2333 #### `tableoptions[<opt 1>;<opt 2>;...]`
2334 * Sets options for `table[]`
2336 * default text color (`ColorString`), defaults to `#FFFFFF`
2337 * `background=#RRGGBB`
2338 * table background color (`ColorString`), defaults to `#000000`
2339 * `border=<true/false>`
2340 * should the table be drawn with a border? (default: `true`)
2341 * `highlight=#RRGGBB`
2342 * highlight background color (`ColorString`), defaults to `#466432`
2343 * `highlight_text=#RRGGBB`
2344 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2345 * `opendepth=<value>`
2346 * all subtrees up to `depth < value` are open (default value = `0`)
2347 * only useful when there is a column of type "tree"
2349 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2350 * Sets columns for `table[]`
2351 * Types: `text`, `image`, `color`, `indent`, `tree`
2352 * `text`: show cell contents as text
2353 * `image`: cell contents are an image index, use column options to define
2355 * `color`: cell contents are a ColorString and define color of following
2357 * `indent`: cell contents are a number and define indentation of following
2359 * `tree`: same as indent, but user can open and close subtrees
2363 * for `text` and `image`: content alignment within cells.
2364 Available values: `left` (default), `center`, `right`, `inline`
2366 * for `text` and `image`: minimum width in em (default: `0`)
2367 * for `indent` and `tree`: indent width in em (default: `1.5`)
2368 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2369 Exception: defaults to 0 for indent columns
2370 * `tooltip=<value>`: tooltip text (default: empty)
2371 * `image` column options:
2372 * `0=<value>` sets image for image index 0
2373 * `1=<value>` sets image for image index 1
2374 * `2=<value>` sets image for image index 2
2375 * and so on; defined indices need not be contiguous empty or
2376 non-numeric cells are treated as `0`.
2377 * `color` column options:
2378 * `span=<value>`: number of following columns to affect
2379 (default: infinite).
2381 **Note**: do _not_ use a element name starting with `key_`; those names are
2382 reserved to pass key press events to formspec!
2386 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2387 * `"current_player"`: Player to whom the menu is shown
2388 * `"player:<name>"`: Any player
2389 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2390 * `"detached:<name>"`: A detached inventory
2392 Player Inventory lists
2393 ----------------------
2394 * `main`: list containing the default inventory
2395 * `craft`: list containing the craft input
2396 * `craftpreview`: list containing the craft output
2397 * `hand`: list containing an override for the empty hand
2401 `#RGB` defines a color in hexadecimal format.
2403 `#RGBA` defines a color in hexadecimal format and alpha channel.
2405 `#RRGGBB` defines a color in hexadecimal format.
2407 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2409 Named colors are also supported and are equivalent to
2410 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2411 To specify the value of the alpha channel, append `#AA` to the end of the color
2412 name (e.g. `colorname#08`). For named colors the hexadecimal string
2413 representing the alpha value must (always) be two hexadecimal digits.
2417 A ColorSpec specifies a 32-bit color. It can be written in either:
2418 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2419 `colorspec = {a=255, r=0, g=255, b=0}`
2420 numerical form, the raw integer value of an ARGB8 quad:
2421 `colorspec = 0xFF00FF00`
2422 or string form, a ColorString (defined above):
2423 `colorspec = "green"`
2427 Most text can contain escape sequences, that can for example color the text.
2428 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2429 The following functions provide escape sequences:
2431 * `minetest.get_color_escape_sequence(color)`:
2432 * `color` is a ColorString
2433 * The escape sequence sets the text color to `color`
2434 * `minetest.colorize(color, message)`:
2436 `minetest.get_color_escape_sequence(color) ..
2438 minetest.get_color_escape_sequence("#ffffff")`
2439 * `minetest.get_background_escape_sequence(color)`
2440 * `color` is a ColorString
2441 * The escape sequence sets the background of the whole text element to
2442 `color`. Only defined for item descriptions and tooltips.
2443 * `minetest.strip_foreground_colors(str)`
2444 * Removes foreground colors added by `get_color_escape_sequence`.
2445 * `minetest.strip_background_colors(str)`
2446 * Removes background colors added by `get_background_escape_sequence`.
2447 * `minetest.strip_colors(str)`
2448 * Removes all color escape sequences.
2452 For the following functions, `v`, `v1`, `v2` are vectors,
2453 `p1`, `p2` are positions:
2455 * `vector.new(a[, b, c])`:
2457 * A copy of `a` if `a` is a vector.
2458 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2459 * `vector.direction(p1, p2)`:
2460 * Returns a vector of length 1 with direction `p1` to `p2`.
2461 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2462 * `vector.distance(p1, p2)`:
2463 * Returns zero or a positive number, the distance between `p1` and `p2`.
2464 * `vector.length(v)`:
2465 * Returns zero or a positive number, the length of vector `v`.
2466 * `vector.normalize(v)`:
2467 * Returns a vector of length 1 with direction of vector `v`.
2468 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2469 * `vector.floor(v)`:
2470 * Returns a vector, each dimension rounded down.
2471 * `vector.round(v)`:
2472 * Returns a vector, each dimension rounded to nearest integer.
2473 * `vector.apply(v, func)`:
2474 * Returns a vector where the function `func` has been applied to each
2476 * `vector.equals(v1, v2)`:
2477 * Returns a boolean, `true` if the vectors are identical.
2478 * `vector.sort(v1, v2)`:
2479 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2481 For the following functions `x` can be either a vector or a number:
2483 * `vector.add(v, x)`:
2485 * `vector.subtract(v, x)`:
2487 * `vector.multiply(v, x)`:
2488 * Returns a scaled vector or Schur product.
2489 * `vector.divide(v, x)`:
2490 * Returns a scaled vector or Schur quotient.
2494 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2495 human-readable, handles reference loops.
2496 * `obj`: arbitrary variable
2497 * `name`: string, default: `"_"`
2498 * `dumped`: table, default: `{}`
2499 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2500 * `obj`: arbitrary variable
2501 * `dumped`: table, default: `{}`
2502 * `math.hypot(x, y)`
2503 * Get the hypotenuse of a triangle with legs x and y.
2504 Useful for distance calculation.
2505 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2506 * Get the sign of a number.
2507 * tolerance: number, default: `0.0`
2508 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2510 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2511 * `separator`: string, default: `","`
2512 * `include_empty`: boolean, default: `false`
2513 * `max_splits`: number, if it's positive, splits aren't limited,
2515 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2516 string or a pattern (regex), default: `false`
2517 * e.g. `"a,b":split","` returns `{"a","b"}`
2518 * `string:trim()`: returns the string without whitespace pre- and suffixes
2519 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2520 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2521 * Adds newlines to the string to keep it within the specified character
2523 * Note that the returned lines may be longer than the limit since it only
2524 splits at word borders.
2525 * `limit`: number, maximal amount of characters in one line
2526 * `as_table`: boolean, if set to true, a table of lines instead of a string
2527 is returned, default: `false`
2528 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2529 * `pos`: table {x=X, y=Y, z=Z}
2530 * Converts the position `pos` to a human-readable, printable string
2531 * `decimal_places`: number, if specified, the x, y and z values of
2532 the position are rounded to the given decimal place.
2533 * `minetest.string_to_pos(string)`: returns a position or `nil`
2534 * Same but in reverse.
2535 * If the string can't be parsed to a position, nothing is returned.
2536 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2537 * Converts a string representing an area box into two positions
2538 * `minetest.formspec_escape(string)`: returns a string
2539 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2541 * `minetest.is_yes(arg)`
2542 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2543 * `minetest.get_us_time()`
2544 * returns time with microsecond precision. May not return wall time.
2545 * `table.copy(table)`: returns a table
2546 * returns a deep copy of `table`
2547 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2549 * returns the exact position on the surface of a pointed node
2554 Texts can be translated client-side with the help of `minetest.translate` and
2557 ### Translating a string
2558 Two functions are provided to translate strings: `minetest.translate` and
2559 `minetest.get_translator`.
2561 * `minetest.get_translator(textdomain)` is a simple wrapper around
2562 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2563 equivalent to `minetest.translate(textdomain, str, ...)`.
2564 It is intended to be used in the following way, so that it avoids verbose
2565 repetitions of `minetest.translate`:
2567 local S = minetest.get_translator(textdomain)
2570 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2572 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2573 the given `textdomain` for disambiguation. The textdomain must match the
2574 textdomain specified in the translation file in order to get the string
2575 translated. This can be used so that a string is translated differently in
2577 It is advised to use the name of the mod as textdomain whenever possible, to
2578 avoid clashes with other mods.
2579 This function must be given a number of arguments equal to the number of
2580 arguments the translated string expects.
2581 Arguments are literal strings -- they will not be translated, so if you want
2582 them to be, they need to come as outputs of `minetest.translate` as well.
2584 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2585 by the translation of "Red". We can do the following:
2587 local S = minetest.get_translator()
2588 S("@1 Wool", S("Red"))
2590 This will be displayed as "Red Wool" on old clients and on clients that do
2591 not have localization enabled. However, if we have for instance a translation
2592 file named `wool.fr.tr` containing the following:
2597 this will be displayed as "Laine Rouge" on clients with a French locale.
2599 ### Operations on translated strings
2601 The output of `minetest.translate` is a string, with escape sequences adding
2602 additional information to that string so that it can be translated on the
2603 different clients. In particular, you can't expect operations like string.length
2604 to work on them like you would expect them to, or string.gsub to work in the
2605 expected manner. However, string concatenation will still work as expected
2606 (note that you should only use this for things like formspecs; do not translate
2607 sentences by breaking them into parts; arguments should be used instead), and
2608 operations such as `minetest.colorize` which are also concatenation.
2610 ### Translation file format
2611 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2613 The file should be a text file, with the following format:
2615 * Lines beginning with `# textdomain:` (the space is significant) can be used
2616 to specify the text domain of all following translations in the file.
2617 * All other empty lines or lines beginning with `#` are ignored.
2618 * Other lines should be in the format `original=translated`. Both `original`
2619 and `translated` can contain escape sequences beginning with `@` to insert
2620 arguments, literal `@`, `=` or newline (See ### Escapes below).
2621 There must be no extraneous whitespace around the `=` or at the beginning or
2622 the end of the line.
2625 Strings that need to be translated can contain several escapes, preceded by `@`.
2627 * `@@` acts as a literal `@`.
2628 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2629 string that will be inlined when translation. Due to how translations are
2630 implemented, the original translation string **must** have its arguments in
2631 increasing order, without gaps or repetitions, starting from 1.
2632 * `@=` acts as a literal `=`. It is not required in strings given to
2633 `minetest.translate`, but is in translation files to avoid being confused
2634 with the `=` separating the original from the translation.
2635 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2636 As with `@=`, this escape is not required in strings given to
2637 `minetest.translate`, but is in translation files.
2638 * `@n` acts as a literal newline as well.
2640 `minetest` namespace reference
2641 ------------------------------
2645 * `minetest.get_current_modname()`: returns the currently loading mod's name,
2647 * `minetest.get_modpath(modname)`: returns e.g.
2648 `"/home/user/.minetest/usermods/modname"`.
2649 * Useful for loading additional `.lua` modules or static data from mod
2650 * `minetest.get_modnames()`: returns a list of installed mods
2651 * Return a list of installed mods, sorted alphabetically
2652 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2653 * Useful for storing custom data
2654 * `minetest.is_singleplayer()`
2655 * `minetest.features`: Table containing API feature flags
2658 glasslike_framed = true,
2659 nodebox_as_selectionbox = true,
2660 chat_send_player_param3 = true,
2661 get_all_craft_recipes_works = true,
2662 use_texture_alpha = true,
2663 -- ^ The transparency channel of textures can optionally be used on nodes
2664 no_legacy_abms = true,
2665 -- ^ Tree and grass ABMs are no longer done from C++
2666 texture_names_parens = true,
2667 -- ^ Texture grouping is possible using parentheses
2668 area_store_custom_ids = true,
2669 -- ^ Unique Area ID for AreaStore:insert_area
2670 add_entity_with_staticdata = true,
2671 -- ^ add_entity supports passing initial staticdata to on_activate
2672 no_chat_message_prediction = true,
2673 -- ^ Chat messages are no longer predicted
2674 object_use_texture_alpha = true
2675 -- ^ The transparency channel of textures can optionally be used on
2676 -- objects (ie: players and lua entities)
2678 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2679 * `arg`: string or table in format `{foo=true, bar=true}`
2680 * `missing_features`: `{foo=true, bar=true}`
2681 * `minetest.get_player_information(player_name)`:
2682 * Returns a table containing information about a player.
2683 Example return value:
2686 address = "127.0.0.1", -- IP address of client
2687 ip_version = 4, -- IPv4 / IPv6
2688 min_rtt = 0.01, -- minimum round trip time
2689 max_rtt = 0.2, -- maximum round trip time
2690 avg_rtt = 0.02, -- average round trip time
2691 min_jitter = 0.01, -- minimum packet time jitter
2692 max_jitter = 0.5, -- maximum packet time jitter
2693 avg_jitter = 0.03, -- average packet time jitter
2694 connection_uptime = 200, -- seconds since client connected
2695 protocol_version = 32, -- protocol version used by client
2696 -- following information is available on debug build only!!!
2697 -- DO NOT USE IN MODS
2698 --ser_vers = 26, -- serialization version used by client
2699 --major = 0, -- major version number
2700 --minor = 4, -- minor version number
2701 --patch = 10, -- patch version number
2702 --vers_string = "0.4.9-git", -- full version string
2703 --state = "Active" -- current client state
2705 * `minetest.mkdir(path)`: returns success.
2706 * Creates a directory specified by `path`, creating parent directories
2707 if they don't exist.
2708 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2710 * nil: return all entries,
2711 * true: return only subdirectory names, or
2712 * false: return only file names.
2713 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2714 * Replaces contents of file at path with new contents in a safe (atomic)
2715 way. Use this instead of below code when writing e.g. database files:
2716 `local f = io.open(path, "wb"); f:write(content); f:close()`
2717 * `minetest.get_version()`: returns a table containing components of the
2718 engine version. Components:
2719 * `project`: Name of the project, eg, "Minetest"
2720 * `string`: Simple version, eg, "1.2.3-dev"
2721 * `hash`: Full git version (only set if available),
2722 eg, "1.2.3-dev-01234567-dirty".
2723 Use this for informational purposes only. The information in the returned
2724 table does not represent the capabilities of the engine, nor is it
2725 reliable or verifiable. Compatible forks will have a different name and
2726 version entirely. To check for the presence of engine features, test
2727 whether the functions exported by the wanted features exist. For example:
2728 `if minetest.check_for_falling then ... end`.
2729 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2730 * `data`: string of data to hash
2731 * `raw`: return raw bytes instead of hex digits, default: false
2734 * `minetest.debug(...)`
2735 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2736 * `minetest.log([level,] text)`
2737 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2738 `"info"`, or `"verbose"`. Default is `"none"`.
2740 ### Registration functions
2741 Call these functions only at load time!
2743 * `minetest.register_entity(name, prototype table)`
2744 * `minetest.register_abm(abm definition)`
2745 * `minetest.register_lbm(lbm definition)`
2746 * `minetest.register_node(name, node definition)`
2747 * `minetest.register_tool(name, item definition)`
2748 * `minetest.register_craftitem(name, item definition)`
2749 * `minetest.unregister_item(name)`
2750 * `minetest.register_alias(name, convert_to)`
2751 * Also use this to set the 'mapgen aliases' needed in a game for the core
2752 * mapgens. See 'Mapgen aliases' section above.
2753 * `minetest.register_alias_force(name, convert_to)`
2754 * `minetest.register_craft(recipe)`
2755 * Check recipe table syntax for different types below.
2756 * `minetest.clear_craft(recipe)`
2757 * Will erase existing craft based either on output item or on input recipe.
2758 * Specify either output or input only. If you specify both, input will be
2759 ignored. For input use the same recipe table syntax as for
2760 `minetest.register_craft(recipe)`. For output specify only the item,
2762 * If no erase candidate could be found, Lua exception will be thrown.
2763 * **Warning**! The type field ("shaped","cooking" or any other) will be
2764 ignored if the recipe contains output. Erasing is then done independently
2765 from the crafting method.
2766 * `minetest.register_ore(ore definition)`
2767 * `minetest.register_biome(biome definition)`
2768 * `minetest.register_decoration(decoration definition)`
2769 * `minetest.override_item(name, redefinition)`
2770 * Overrides fields of an item registered with register_node/tool/craftitem.
2771 * Note: Item must already be defined, (opt)depend on the mod defining it.
2772 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2773 * `minetest.clear_registered_ores()`
2774 * `minetest.clear_registered_biomes()`
2775 * `minetest.clear_registered_decorations()`
2777 ### Global callback registration functions
2778 Call these functions only at load time!
2780 * `minetest.register_globalstep(func(dtime))`
2781 * Called every server step, usually interval of 0.1s
2782 * `minetest.register_on_shutdown(func())`
2783 * Called before server shutdown
2784 * **Warning**: If the server terminates abnormally (i.e. crashes), the
2785 registered callbacks **will likely not be run**. Data should be saved at
2786 semi-frequent intervals as well as on server shutdown.
2787 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2788 * Called when a node has been placed
2789 * If return `true` no item is taken from `itemstack`
2790 * `placer` may be any valid ObjectRef or nil.
2791 * **Not recommended**; use `on_construct` or `after_place_node` in node
2792 definition whenever possible.
2793 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2794 * Called when a node has been dug.
2795 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
2796 definition whenever possible.
2797 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2798 * Called when a node is punched
2799 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2800 * Called after generating a piece of world. Modifying nodes inside the area
2801 is a bit faster than usually.
2802 * `minetest.register_on_newplayer(func(ObjectRef))`
2803 * Called after a new player has been created
2804 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2805 * Called when a player is punched
2806 * `player` - ObjectRef - Player that was punched
2807 * `hitter` - ObjectRef - Player that hit
2808 * `time_from_last_punch`: Meant for disallowing spamming of clicks
2810 * `tool_capabilities`: capability table of used tool (can be nil)
2811 * `dir`: unit vector of direction of punch. Always defined. Points from
2812 the puncher to the punched.
2813 * `damage` - number that represents the damage calculated by the engine
2814 * should return `true` to prevent the default damage mechanism
2815 * `minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)`
2816 * Called when the player gets damaged or healed
2817 * `player`: ObjectRef of the player
2818 * `hp_change`: the amount of change. Negative when it is damage.
2819 * `reason`: a PlayerHPChangeReason table.
2820 * The `type` field will have one of the following values:
2821 * `set_hp` - A mod or the engine called `set_hp` without
2822 giving a type - use this for custom damage types.
2823 * `punch` - Was punched. `reason.object` will hold the puncher, or nil if none.
2825 * `node_damage` - damage_per_second from a neighbouring node.
2828 * Any of the above types may have additional fields from mods.
2829 * `reason.from` will be `mod` or `engine`.
2830 * `modifier`: when true, the function should return the actual `hp_change`.
2831 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2832 modifiers can return true as a second argument to stop the execution of further functions.
2833 Non-modifiers receive the final hp change calculated by the modifiers.
2834 * `minetest.register_on_dieplayer(func(ObjectRef, reason))`
2835 * Called when a player dies
2836 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
2837 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2838 * Called when player is to be respawned
2839 * Called _before_ repositioning of player occurs
2840 * return true in func to disable regular player placement
2841 * `minetest.register_on_prejoinplayer(func(name, ip))`
2842 * Called before a player joins the game
2843 * If it returns a string, the player is disconnected with that string as
2845 * `minetest.register_on_joinplayer(func(ObjectRef))`
2846 * Called when a player joins the game
2847 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2848 * Called when a player leaves the game
2849 * `timed_out`: True for timeout, false for other reasons.
2850 * `minetest.register_on_auth_fail(func(name, ip))`
2851 * Called when a client attempts to log into an account but supplies the
2853 * `ip`: The IP address of the client.
2854 * `name`: The account the client attempted to log into.
2855 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2856 * Called when a player cheats
2857 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2859 * `interacted_too_far`
2860 * `interacted_while_dead`
2861 * `finished_unknown_dig`
2864 * `minetest.register_on_chat_message(func(name, message))`
2865 * Called always when a player says something
2866 * Return `true` to mark the message as handled, which means that it will
2867 not be sent to other players.
2868 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2869 * Called when a button is pressed in player's inventory form
2870 * Newest functions are called first
2871 * If function returns `true`, remaining functions are not called
2872 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2873 * Called when `player` crafts something
2874 * `itemstack` is the output
2875 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
2877 * `craft_inv` is the inventory with the crafting grid
2878 * Return either an `ItemStack`, to replace the output, or `nil`, to not
2880 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2881 * The same as before, except that it is called before the player crafts, to
2882 make craft prediction, and it should not change anything.
2883 * `minetest.register_allow_player_inventory_action(func(player, inventory, action, inventory_info))`
2884 * Determinates how much of a stack may be taken, put or moved to a
2886 * `player` (type `ObjectRef`) is the player who modified the inventory
2887 `inventory` (type `InvRef`).
2888 * List of possible `action` (string) values and their
2889 `inventory_info` (table) contents:
2890 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
2891 * `put`: `{listname=string, index=number, stack=ItemStack}`
2892 * `take`: Same as `put`
2893 * Return a numeric value to limit the amount of items to be taken, put or
2894 moved. A value of `-1` for `take` will make the source stack infinite.
2895 * `minetest.register_on_player_inventory_action(func(player, inventory, action, inventory_info))`
2896 * Called after a take, put or move event from/to/in a player inventory
2897 * Function arguments: see `minetest.register_allow_player_inventory_action`
2898 * Does not accept or handle any return value.
2899 * `minetest.register_on_protection_violation(func(pos, name))`
2900 * Called by `builtin` and mods when a player violates protection at a
2901 position (eg, digs a node or punches a protected entity).
2902 * The registered functions can be called using
2903 `minetest.record_protection_violation`.
2904 * The provided function should check that the position is protected by the
2905 mod calling this function before it prints a message, if it does, to
2906 allow for multiple protection mods.
2907 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2908 * Called when an item is eaten, by `minetest.item_eat`
2909 * Return `true` or `itemstack` to cancel the default item eat response
2910 (i.e.: hp increase).
2911 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2912 * Called when `granter` grants the priv `priv` to `name`.
2913 * Note that the callback will be called twice if it's done by a player,
2914 once with granter being the player name, and again with granter being nil.
2915 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2916 * Called when `revoker` revokes the priv `priv` from `name`.
2917 * Note that the callback will be called twice if it's done by a player,
2918 once with revoker being the player name, and again with revoker being nil.
2919 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2920 * Called when `name` user connects with `ip`.
2921 * Return `true` to by pass the player limit
2922 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2923 * Called when an incoming mod channel message is received
2924 * You should have joined some channels to receive events.
2925 * If message comes from a server mod, `sender` field is an empty string.
2927 ### Other registration functions
2928 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2929 * Adds definition to `minetest.registered_chatcommands`
2930 * `minetest.override_chatcommand(name, redefinition)`
2931 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2932 * `minetest.unregister_chatcommand(name)`
2933 * Unregisters a chatcommands registered with `register_chatcommand`.
2934 * `minetest.register_privilege(name, definition)`
2935 * `definition`: `"description text"`
2937 `{description = "description text", give_to_singleplayer = boolean}`
2938 the default of `give_to_singleplayer` is true.
2939 * To allow players with `basic_privs` to grant, see `basic_privs`
2940 minetest.conf setting.
2941 * `on_grant(name, granter_name)`: Called when given to player `name` by
2943 `granter_name` will be nil if the priv was granted by a mod.
2944 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
2946 `revoker_name` will be nil if the priv was revoked by a mod
2947 * Note that the above two callbacks will be called twice if a player is
2948 responsible, once with the player name, and then with a nil player name.
2949 * Return true in the above callbacks to stop register_on_priv_grant or
2950 revoke being called.
2951 * `minetest.register_authentication_handler(authentication handler definition)`
2952 * Registers an auth handler that overrides the builtin one
2953 * This function can be called by a single mod once only.
2956 * `minetest.settings`: Settings object containing all of the settings from the
2957 main config file (`minetest.conf`).
2958 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2959 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2962 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2963 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2964 * Convert between two privilege representations
2965 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2966 * `minetest.check_player_privs(player_or_name, ...)`:
2967 returns `bool, missing_privs`
2968 * A quickhand for checking privileges.
2969 * `player_or_name`: Either a Player object or the name of a player.
2970 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2971 a table, e.g. `{ priva = true, privb = true }`.
2973 * `minetest.check_password_entry(name, entry, password)`
2974 * Returns true if the "password entry" for a player with name matches given
2975 password, false otherwise.
2976 * The "password entry" is the password representation generated by the
2977 engine as returned as part of a `get_auth()` call on the auth handler.
2978 * Only use this function for making it possible to log in via password from
2979 external protocols such as IRC, other uses are frowned upon.
2980 * `minetest.get_password_hash(name, raw_password)`
2981 * Convert a name-password pair to a password hash that Minetest can use.
2982 * The returned value alone is not a good basis for password checks based
2983 on comparing the password hash in the database with the password hash
2984 from the function, with an externally provided password, as the hash
2985 in the db might use the new SRP verifier format.
2986 * For this purpose, use `minetest.check_password_entry` instead.
2987 * `minetest.get_player_ip(name)`: returns an IP address string for the player
2989 * The player needs to be online for this to be successful.
2991 * `minetest.get_auth_handler()`: Return the currently active auth handler
2992 * See the `Authentication handler definition`
2993 * Use this to e.g. get the authentication data for a player:
2994 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2995 * `minetest.notify_authentication_modified(name)`
2996 * Must be called by the authentication handler for privilege changes.
2997 * `name`: string; if omitted, all auth data should be considered modified
2998 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3000 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3002 * `minetest.auth_reload()`
3003 * See `reload()` in authentication handler definition
3005 `minetest.set_player_password`, `minetest_set_player_privs`,
3006 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3010 * `minetest.chat_send_all(text)`
3011 * `minetest.chat_send_player(name, text)`
3013 ### Environment access
3014 * `minetest.set_node(pos, node)`
3015 * `minetest.add_node(pos, node): alias to `minetest.set_node`
3016 * Set node at position `pos`
3017 * `node`: table `{name=string, param1=number, param2=number}`
3018 * If param1 or param2 is omitted, it's set to `0`.
3019 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3020 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3021 * Set node on all positions set in the first argument.
3022 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3023 * For node specification or position syntax see `minetest.set_node` call
3024 * Faster than set_node due to single call, but still considerably slower
3025 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3026 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3027 in spread out positions which would cause LVMs to waste memory.
3028 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3030 * `minetest.swap_node(pos, node)`
3031 * Set node at position, but don't remove metadata
3032 * `minetest.remove_node(pos)`
3033 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3034 * `minetest.get_node(pos)`
3035 * Returns the node at the given position as table in the format
3036 `{name="node_name", param1=0, param2=0}`,
3037 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3038 * `minetest.get_node_or_nil(pos)`
3039 * Same as `get_node` but returns `nil` for unloaded areas.
3040 * `minetest.get_node_light(pos, timeofday)`
3041 * Gets the light value at the given position. Note that the light value
3042 "inside" the node at the given position is returned, so you usually want
3043 to get the light value of a neighbor.
3044 * `pos`: The position where to measure the light.
3045 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3046 * Returns a number between `0` and `15` or `nil`
3047 * `minetest.place_node(pos, node)`
3048 * Place node with the same effects that a player would cause
3049 * `minetest.dig_node(pos)`
3050 * Dig node with the same effects that a player would cause
3051 * Returns `true` if successful, `false` on failure (e.g. protected location)
3052 * `minetest.punch_node(pos)`
3053 * Punch node with the same effects that a player would cause
3054 * `minetest.spawn_falling_node(pos)`
3055 * Change node into falling node
3056 * Returns `true` if successful, `false` on failure
3058 * `minetest.find_nodes_with_meta(pos1, pos2)`
3059 * Get a table of positions of nodes that have metadata within a region
3061 * `minetest.get_meta(pos)`
3062 * Get a `NodeMetaRef` at that position
3063 * `minetest.get_node_timer(pos)`
3064 * Get `NodeTimerRef`
3066 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3068 * Returns `ObjectRef`, or `nil` if failed
3069 * `minetest.add_item(pos, item)`: Spawn item
3070 * Returns `ObjectRef`, or `nil` if failed
3071 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3072 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3074 * `radius`: using an euclidean metric
3075 * `minetest.set_timeofday(val)`
3076 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3077 * `minetest.get_timeofday()`
3078 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3080 * `minetest.get_day_count()`: returns number days elapsed since world was
3082 * accounts for time changes.
3083 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3085 * `radius`: using a maximum metric
3086 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3087 * `search_center` is an optional boolean (default: `false`)
3088 If true `pos` is also checked for the nodes
3089 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3091 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3092 * First return value: Table with all node positions
3093 * Second return value: Table with the count of each node with the node name
3095 * Area volume is limited to 4,096,000 nodes
3096 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3098 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3099 * Return value: Table with all node positions with a node air above
3100 * Area volume is limited to 4,096,000 nodes
3101 * `minetest.get_perlin(noiseparams)`
3102 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3103 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3104 * `minetest.get_voxel_manip([pos1, pos2])`
3105 * Return voxel manipulator object.
3106 * Loads the manipulator from the map if positions are passed.
3107 * `minetest.set_gen_notify(flags, {deco_ids})`
3108 * Set the types of on-generate notifications that should be collected.
3109 * `flags` is a flag field with the available flags:
3117 * The second parameter is a list of IDS of decorations which notification
3119 * `minetest.get_gen_notify()`
3120 * Returns a flagstring and a table with the `deco_id`s.
3121 * `minetest.get_decoration_id(decoration_name)
3122 * Returns the decoration ID number for the provided decoration name string,
3123 or `nil` on failure.
3124 * `minetest.get_mapgen_object(objectname)`
3125 * Return requested mapgen object if available (see "Mapgen objects")
3126 * `minetest.get_heat(pos)`
3127 * Returns the heat at the position, or `nil` on failure.
3128 * `minetest.get_humidity(pos)`
3129 * Returns the humidity at the position, or `nil` on failure.
3130 * `minetest.get_biome_data(pos)`
3131 * Returns a table containing:
3132 * `biome` the biome id of the biome at that position
3133 * `heat` the heat at the position
3134 * `humidity` the humidity at the position
3135 * Or returns `nil` on failure.
3136 * `minetest.get_biome_id(biome_name)`
3137 * Returns the biome id, as used in the biomemap Mapgen object and returned
3138 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3139 * `minetest.get_biome_name(biome_id)`
3140 * Returns the biome name string for the provided biome id, or `nil` on
3142 * If no biomes have been registered, such as in mgv6, returns `default`.
3143 * `minetest.get_mapgen_params()`
3144 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3145 * Returns a table containing:
3151 * `minetest.set_mapgen_params(MapgenParams)`
3152 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3154 * Set map generation parameters.
3155 * Function cannot be called after the registration period; only
3156 initialization and `on_mapgen_init`.
3157 * Takes a table as an argument with the fields:
3163 * Leave field unset to leave that parameter unchanged.
3164 * `flags` contains a comma-delimited string of flags to set, or if the
3165 prefix `"no"` is attached, clears instead.
3166 * `flags` is in the same format and has the same options as `mg_flags` in
3168 * `minetest.get_mapgen_setting(name)`
3169 * Gets the *active* mapgen setting (or nil if none exists) in string
3170 format with the following order of precedence:
3171 1) Settings loaded from map_meta.txt or overrides set during mod
3173 2) Settings set by mods without a metafile override
3174 3) Settings explicitly set in the user config file, minetest.conf
3175 4) Settings set as the user config default
3176 * `minetest.get_mapgen_setting_noiseparams(name)`
3177 * Same as above, but returns the value as a NoiseParams table if the
3178 setting `name` exists and is a valid NoiseParams.
3179 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3180 * Sets a mapgen param to `value`, and will take effect if the corresponding
3181 mapgen setting is not already present in map_meta.txt.
3182 * `override_meta` is an optional boolean (default: `false`). If this is set
3183 to true, the setting will become the active setting regardless of the map
3185 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3186 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3187 * Same as above, except value is a NoiseParams table.
3188 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3189 * Sets the noiseparams setting of `name` to the noiseparams table specified
3191 * `set_default` is an optional boolean (default: `true`) that specifies
3192 whether the setting should be applied to the default config or current
3194 * `minetest.get_noiseparams(name)`
3195 * Returns a table of the noiseparams for name.
3196 * `minetest.generate_ores(vm, pos1, pos2)`
3197 * Generate all registered ores within the VoxelManip `vm` and in the area
3198 from `pos1` to `pos2`.
3199 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3200 * `minetest.generate_decorations(vm, pos1, pos2)`
3201 * Generate all registered decorations within the VoxelManip `vm` and in the
3202 area from `pos1` to `pos2`.
3203 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3204 * `minetest.clear_objects([options])`
3205 * Clear all objects in the environment
3206 * Takes an optional table as an argument with the field `mode`.
3207 * mode = `"full"` : Load and go through every mapblock, clearing
3209 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
3210 clear objects in unloaded mapblocks only when the
3211 mapblocks are next activated.
3212 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3213 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
3214 asynchronously fetched from memory, loaded from disk, or if inexistent,
3216 * If `callback` is a valid Lua function, this will be called for each block
3218 * The function signature of callback is:
3219 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
3220 * `blockpos` is the *block* coordinates of the block that had been
3222 * `action` could be one of the following constant values:
3223 * `minetest.EMERGE_CANCELLED`
3224 * `minetest.EMERGE_ERRORED`
3225 * `minetest.EMERGE_FROM_MEMORY`
3226 * `minetest.EMERGE_FROM_DISK`
3227 * `minetest.EMERGE_GENERATED`
3228 * `calls_remaining` is the number of callbacks to be expected after
3230 * `param` is the user-defined parameter passed to emerge_area (or
3231 nil if the parameter was absent).
3232 * `minetest.delete_area(pos1, pos2)`
3233 * delete all mapblocks in the area from pos1 to pos2, inclusive
3234 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
3235 * Checks if there is anything other than air between pos1 and pos2.
3236 * Returns false if something is blocking the sight.
3237 * Returns the position of the blocking node when `false`
3238 * `pos1`: First position
3239 * `pos2`: Second position
3240 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
3241 * Creates a `Raycast` object.
3242 * `pos1`: start of the ray
3243 * `pos2`: end of the ray
3244 * `objects` : if false, only nodes will be returned. Default is `true`.
3245 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
3246 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
3247 * returns table containing path
3248 * returns a table of 3D points representing a path from `pos1` to `pos2` or
3250 * `pos1`: start position
3251 * `pos2`: end position
3252 * `searchdistance`: number of blocks to search in each direction using a
3254 * `max_jump`: maximum height difference to consider walkable
3255 * `max_drop`: maximum height difference to consider droppable
3256 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
3257 * `minetest.spawn_tree (pos, {treedef})`
3258 * spawns L-system tree at given `pos` with definition in `treedef` table
3259 * `minetest.transforming_liquid_add(pos)`
3260 * add node to liquid update queue
3261 * `minetest.get_node_max_level(pos)`
3262 * get max available level for leveled node
3263 * `minetest.get_node_level(pos)`
3264 * get level of leveled node (water, snow)
3265 * `minetest.set_node_level(pos, level)`
3266 * set level of leveled node, default `level` equals `1`
3267 * if `totallevel > maxlevel`, returns rest (`total-max`).
3268 * `minetest.add_node_level(pos, level)`
3269 * increase level of leveled node by level, default `level` equals `1`
3270 * if `totallevel > maxlevel`, returns rest (`total-max`)
3271 * can be negative for decreasing
3272 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
3273 * resets the light in a cuboid-shaped part of
3274 the map and removes lighting bugs.
3275 * Loads the area if it is not loaded.
3276 * `pos1` is the corner of the cuboid with the least coordinates
3277 (in node coordinates), inclusive.
3278 * `pos2` is the opposite corner of the cuboid, inclusive.
3279 * The actual updated cuboid might be larger than the specified one,
3280 because only whole map blocks can be updated.
3281 The actual updated area consists of those map blocks that intersect
3282 with the given cuboid.
3283 * However, the neighborhood of the updated area might change
3284 as well, as light can spread out of the cuboid, also light
3286 * returns `false` if the area is not fully generated,
3288 * `minetest.check_single_for_falling(pos)`
3289 * causes an unsupported `group:falling_node` node to fall and causes an
3290 unattached `group:attached_node` node to fall.
3291 * does not spread these updates to neighbours.
3292 * `minetest.check_for_falling(pos)`
3293 * causes an unsupported `group:falling_node` node to fall and causes an
3294 unattached `group:attached_node` node to fall.
3295 * spread these updates to neighbours and can cause a cascade
3297 * `minetest.get_spawn_level(x, z)`
3298 * Returns a player spawn y co-ordinate for the provided (x, z)
3299 co-ordinates, or `nil` for an unsuitable spawn point.
3300 * For most mapgens a 'suitable spawn point' is one with y between
3301 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
3302 so `nil` will be returned for many (x, z) co-ordinates.
3303 * The spawn level returned is for a player spawn in unmodified terrain.
3304 * The spawn level is intentionally above terrain level to cope with
3305 full-node biome 'dust' nodes.
3308 You can find mod channels communication scheme in `docs/mod_channels.png`.
3310 * `minetest.mod_channel_join(channel_name)`
3311 * Server joins channel `channel_name`, and creates it if necessary. You
3312 should listen from incoming messages with
3313 `minetest.register_on_modchannel_message` call to receive incoming
3317 `minetest.get_inventory(location)`: returns an `InvRef`
3320 * `{type="player", name="celeron55"}`
3321 * `{type="node", pos={x=, y=, z=}}`
3322 * `{type="detached", name="creative"}`
3323 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
3325 * callbacks: See "Detached inventory callbacks"
3326 * `player_name`: Make detached inventory available to one player
3327 exclusively, by default they will be sent to every player (even if not
3329 Note that this parameter is mostly just a workaround and will be removed
3331 * Creates a detached inventory. If it already exists, it is cleared.
3332 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3333 returns left over ItemStack.
3334 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3337 * `minetest.show_formspec(playername, formname, formspec)`
3338 * `playername`: name of player to show formspec
3339 * `formname`: name passed to `on_player_receive_fields` callbacks.
3340 It should follow the `"modname:<whatever>"` naming convention
3341 * `formspec`: formspec to display
3342 * `minetest.close_formspec(playername, formname)`
3343 * `playername`: name of player to close formspec
3344 * `formname`: has to exactly match the one given in `show_formspec`, or the
3345 formspec will not close.
3346 * calling `show_formspec(playername, formname, "")` is equal to this
3348 * to close a formspec regardless of the formname, call
3349 `minetest.close_formspec(playername, "")`.
3350 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3351 * `minetest.formspec_escape(string)`: returns a string
3352 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3354 * `minetest.explode_table_event(string)`: returns a table
3355 * returns e.g. `{type="CHG", row=1, column=2}`
3357 * `"INV"`: no row selected)
3358 * `"CHG"`: selected)
3359 * `"DCL"`: double-click
3360 * `minetest.explode_textlist_event(string)`: returns a table
3361 * returns e.g. `{type="CHG", index=1}`
3363 * `"INV"`: no row selected)
3364 * `"CHG"`: selected)
3365 * `"DCL"`: double-click
3366 * `minetest.explode_scrollbar_event(string)`: returns a table
3367 * returns e.g. `{type="CHG", value=500}`
3369 * `"INV"`: something failed
3370 * `"CHG"`: has been changed
3371 * `"VAL"`: not changed
3374 * `minetest.inventorycube(img1, img2, img3)`
3375 * Returns a string for making an image of a cube (useful as an item image)
3376 * `minetest.get_pointed_thing_position(pointed_thing, above)`
3377 * Get position of a `pointed_thing` (that you can get from somewhere)
3378 * `minetest.dir_to_facedir(dir, is6d)`
3379 * Convert a vector to a facedir value, used in `param2` for
3380 `paramtype2="facedir"`.
3381 * passing something non-`nil`/`false` for the optional second parameter
3382 causes it to take the y component into account.
3383 * `minetest.facedir_to_dir(facedir)`
3384 * Convert a facedir back into a vector aimed directly out the "back" of a
3386 * `minetest.dir_to_wallmounted(dir)`
3387 * Convert a vector to a wallmounted value, used for
3388 `paramtype2="wallmounted"`.
3389 * `minetest.wallmounted_to_dir(wallmounted)`
3390 * Convert a wallmounted value back into a vector aimed directly out the
3392 * `minetest.dir_to_yaw(dir)`
3393 * Convert a vector into a yaw (angle)
3394 * `minetest.yaw_to_dir(yaw)`
3395 * Convert yaw (angle) to a vector
3396 * `minetest.is_colored_paramtype(ptype)`
3397 * Returns a boolean. Returns `true` if the given `paramtype2` contains
3398 color information (`color`, `colorwallmounted` or `colorfacedir`).
3399 * `minetest.strip_param2_color(param2, paramtype2)`
3400 * Removes everything but the color information from the
3401 given `param2` value.
3402 * Returns `nil` if the given `paramtype2` does not contain color
3404 * `minetest.get_node_drops(nodename, toolname)`
3405 * Returns list of item names.
3406 * **Note**: This will be removed or modified in a future version.
3407 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
3408 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3409 * `input.width` = for example `3`
3410 * `input.items` = for example
3411 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3412 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3413 * `output.time` = a number, if unsuccessful: `0`
3414 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3415 `decremented_input.items`
3416 * `decremented_input` = like `input`
3417 * `minetest.get_craft_recipe(output)`: returns input
3418 * returns last registered recipe for output item (node)
3419 * `output` is a node or item type such as `"default:torch"`
3420 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3421 * `input.width` = for example `3`
3422 * `input.items` = for example
3423 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3424 * `input.items` = `nil` if no recipe found
3425 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3426 * returns indexed table with all registered recipes for query item (node)
3427 or `nil` if no recipe was found.
3428 * recipe entry table:
3431 method = 'normal' or 'cooking' or 'fuel'
3432 width = 0-3, 0 means shapeless recipe
3433 items = indexed [1-9] table with recipe items
3434 output = string with item name and quantity
3436 * Example query for `"default:gold_ingot"` will return table:
3439 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3440 items = {1 = "default:gold_lump"}},
3441 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3442 items = {1 = "default:goldblock"}}
3444 * `minetest.handle_node_drops(pos, drops, digger)`
3445 * `drops`: list of itemstrings
3446 * Handles drops from nodes after digging: Default action is to put them
3447 into digger's inventory.
3448 * Can be overridden to get different functionality (e.g. dropping items on
3450 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
3452 * Creates an item string which contains palette index information
3453 for hardware colorization. You can use the returned string
3454 as an output in a craft recipe.
3455 * `item`: the item stack which becomes colored. Can be in string,
3456 table and native form.
3457 * `palette_index`: this index is added to the item stack
3458 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3459 * Creates an item string which contains static color information
3460 for hardware colorization. Use this method if you wish to colorize
3461 an item that does not own a palette. You can use the returned string
3462 as an output in a craft recipe.
3463 * `item`: the item stack which becomes colored. Can be in string,
3464 table and native form.
3465 * `colorstring`: the new color of the item stack
3468 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3469 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3470 * Find who has done something to a node, or near a node
3471 * `actor`: `"player:<name>"`, also `"liquid"`.
3472 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
3473 `boolean, log_messages`.
3474 * Revert latest actions of someone
3475 * `actor`: `"player:<name>"`, also `"liquid"`.
3477 ### Defaults for the `on_*` item definition functions
3478 These functions return the leftover itemstack.
3480 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
3481 * Place item as a node
3482 * `param2` overrides `facedir` and wallmounted `param2`
3483 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
3484 for the newly placed node to prevent a callback and placement loop
3485 * returns `itemstack, success`
3486 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3488 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3489 * Use one of the above based on what the item is.
3490 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3491 * **Note**: is not called when wielded item overrides `on_place`
3492 * `param2` overrides `facedir` and wallmounted `param2`
3493 * returns `itemstack, success`
3494 * `minetest.item_drop(itemstack, dropper, pos)`
3496 * `minetest.item_eat(hp_change, replace_with_item)`
3498 * `replace_with_item` is the itemstring which is added to the inventory.
3499 If the player is eating a stack, then replace_with_item goes to a
3500 different spot. Can be `nil`
3501 * See `minetest.do_item_eat`
3503 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3504 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3505 * Calls functions registered by `minetest.register_on_punchnode()`
3506 * `minetest.node_dig(pos, node, digger)`
3507 * Checks if node can be dug, puts item into inventory, removes node
3508 * Calls functions registered by `minetest.registered_on_dignodes()`
3511 * `minetest.sound_play(spec, parameters)`: returns a handle
3512 * `spec` is a `SimpleSoundSpec`
3513 * `parameters` is a sound parameter table
3514 * `minetest.sound_stop(handle)`
3515 * `minetest.sound_fade(handle, step, gain)`
3516 * `handle` is a handle returned by `minetest.sound_play`
3517 * `step` determines how fast a sound will fade.
3518 Negative step will lower the sound volume, positive step will increase
3520 * `gain` the target gain for the fade.
3523 * `minetest.after(time, func, ...)`
3524 * Call the function `func` after `time` seconds, may be fractional
3525 * Optional: Variable number of arguments that are passed to `func`
3528 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
3529 server shutdown. Will display `message` to clients.
3530 * `reconnect` == true displays a reconnect button
3531 * `delay` adds an optional delay (in seconds) before shutdown.
3532 Negative delay cancels the current active shutdown.
3533 Zero delay triggers an immediate shutdown.
3534 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3535 * `minetest.get_server_status()`: returns server status string
3536 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3537 * `minetest.remove_player(name)`: remove player from database (if they are not
3539 * As auth data is not removed, minetest.player_exists will continue to
3540 return true. Call the below method as well if you want to remove auth
3542 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3543 * `minetest.remove_player_auth(name)`: remove player authentication data
3544 * Returns boolean indicating success (false if player nonexistant)
3547 * `minetest.get_ban_list()`: returns the ban list
3548 (same as `minetest.get_ban_description("")`).
3549 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3550 * `minetest.ban_player(name)`: ban a player
3551 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3552 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
3556 * `minetest.add_particle(particle definition)`
3557 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
3558 expirationtime, size, collisiondetection, texture, playername)`
3560 * `minetest.add_particlespawner(particlespawner definition)`
3561 * Add a `ParticleSpawner`, an object that spawns an amount of particles
3562 over `time` seconds.
3563 * Returns an `id`, and -1 if adding didn't succeed
3564 * `Deprecated: minetest.add_particlespawner(amount, time,
3568 minexptime, maxexptime,
3570 collisiondetection, texture, playername)`
3572 * `minetest.delete_particlespawner(id, player)`
3573 * Delete `ParticleSpawner` with `id` (return value from
3574 `minetest.add_particlespawner`).
3575 * If playername is specified, only deletes on the player's client,
3576 otherwise on all clients.
3579 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3580 * Create a schematic from the volume of map specified by the box formed by
3582 * Apply the specified probability and per-node force-place to the specified
3583 nodes according to the `probability_list`.
3584 * `probability_list` is an array of tables containing two fields, `pos`
3586 * `pos` is the 3D vector specifying the absolute coordinates of the
3587 node being modified,
3588 * `prob` is an integer value from `0` to `255` that encodes
3589 probability and per-node force-place. Probability has levels
3590 0-127, then 128 may be added to encode per-node force-place.
3591 For probability stated as 0-255, divide by 2 and round down to
3592 get values 0-127, then add 128 to apply per-node force-place.
3593 * If there are two or more entries with the same pos value, the
3595 * If `pos` is not inside the box formed by `p1` and `p2`, it is
3597 * If `probability_list` equals `nil`, no probabilities are applied.
3598 * Apply the specified probability to the specified horizontal slices
3599 according to the `slice_prob_list`.
3600 * `slice_prob_list` is an array of tables containing two fields, `ypos`
3602 * `ypos` indicates the y position of the slice with a probability
3603 applied, the lowest slice being `ypos = 0`.
3604 * If slice probability list equals `nil`, no slice probabilities
3606 * Saves schematic in the Minetest Schematic format to filename.
3608 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
3609 * Place the schematic specified by schematic (see: Schematic specifier) at
3611 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3612 * If the `rotation` parameter is omitted, the schematic is not rotated.
3613 * `replacements` = `{["old_name"] = "convert_to", ...}`
3614 * `force_placement` is a boolean indicating whether nodes other than `air`
3615 and `ignore` are replaced by the schematic.
3616 * Returns nil if the schematic could not be loaded.
3617 * **Warning**: Once you have loaded a schematic from a file, it will be
3618 cached. Future calls will always use the cached version and the
3619 replacement list defined for it, regardless of whether the file or the
3620 replacement list parameter have changed. The only way to load the file
3621 anew is to restart the server.
3622 * `flags` is a flag field with the available flags:
3627 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
3628 * This function is analogous to minetest.place_schematic, but places a
3629 schematic onto the specified VoxelManip object `vmanip` instead of the
3631 * Returns false if any part of the schematic was cut-off due to the
3632 VoxelManip not containing the full area required, and true if the whole
3633 schematic was able to fit.
3634 * Returns nil if the schematic could not be loaded.
3635 * After execution, any external copies of the VoxelManip contents are
3637 * `flags` is a flag field with the available flags:
3642 * `minetest.serialize_schematic(schematic, format, options)`
3643 * Return the serialized schematic specified by schematic
3644 (see: Schematic specifier)
3645 * in the `format` of either "mts" or "lua".
3646 * "mts" - a string containing the binary MTS data used in the MTS file
3648 * "lua" - a string containing Lua code representing the schematic in table
3650 * `options` is a table containing the following optional parameters:
3651 * If `lua_use_comments` is true and `format` is "lua", the Lua code
3652 generated will have (X, Z) position comments for every X row
3653 generated in the schematic data for easier reading.
3654 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
3655 the Lua code generated will use that number of spaces as indentation
3656 instead of a tab character.
3659 * `minetest.request_http_api()`:
3660 * returns `HTTPApiTable` containing http functions if the calling mod has
3661 been granted access by being listed in the `secure.http_mods` or
3662 `secure.trusted_mods` setting, otherwise returns `nil`.
3663 * The returned table contains the functions `fetch`, `fetch_async` and
3664 `fetch_async_get` described below.
3665 * Only works at init time and must be called from the mod's main scope
3666 (not from a function).
3667 * Function only exists if minetest server was built with cURL support.
3668 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3670 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3671 * Performs given request asynchronously and calls callback upon completion
3672 * callback: `function(HTTPRequestResult res)`
3673 * Use this HTTP function if you are unsure, the others are for advanced use
3674 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3675 * Performs given request asynchronously and returns handle for
3676 `HTTPApiTable.fetch_async_get`
3677 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3678 * Return response data for given asynchronous HTTP request
3681 * `minetest.get_mod_storage()`:
3682 * returns reference to mod private `StorageRef`
3683 * must be called during mod load time
3686 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3687 * `minetest.is_player(o)`: boolean, whether `o` is a player
3688 * `minetest.player_exists(name)`: boolean, whether player exists
3689 (regardless of online status)
3690 * `minetest.hud_replace_builtin(name, hud_definition)`
3691 * Replaces definition of a builtin hud element
3692 * `name`: `"breath"` or `"health"`
3693 * `hud_definition`: definition to replace builtin definition
3694 * `minetest.send_join_message(player_name)`
3695 * This function can be overridden by mods to change the join message.
3696 * `minetest.send_leave_message(player_name, timed_out)`
3697 * This function can be overridden by mods to change the leave message.
3698 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3699 * `pos`: table {x=number, y=number, z=number},
3700 * Gives a unique hash number for a node position (16+16+16=48bit)
3701 * `minetest.get_position_from_hash(hash)`: returns a position
3702 * Inverse transform of `minetest.hash_node_position`
3703 * `minetest.get_item_group(name, group)`: returns a rating
3704 * Get rating of a group of an item. (`0` means: not in group)
3705 * `minetest.get_node_group(name, group)`: returns a rating
3706 * Deprecated: An alias for the former.
3707 * `minetest.raillike_group(name)`: returns a rating
3708 * Returns rating of the connect_to_raillike group corresponding to name
3709 * If name is not yet the name of a connect_to_raillike group, a new group
3710 id is created, with that name.
3711 * `minetest.get_content_id(name)`: returns an integer
3712 * Gets the internal content ID of `name`
3713 * `minetest.get_name_from_content_id(content_id)`: returns a string
3714 * Gets the name of the content with that content ID
3715 * `minetest.parse_json(string[, nullvalue])`: returns something
3716 * Convert a string containing JSON data into the Lua equivalent
3717 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3718 * On success returns a table, a string, a number, a boolean or `nullvalue`
3719 * On failure outputs an error message and returns `nil`
3720 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3721 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
3723 * Convert a Lua table into a JSON string
3724 * styled: Outputs in a human-readable format if this is set, defaults to
3726 * Unserializable things like functions and userdata will cause an error.
3727 * **Warning**: JSON is more strict than the Lua table format.
3728 1. You can only use strings and positive integers of at least one as
3730 2. You can not mix string and integer keys.
3731 This is due to the fact that JSON has two distinct array and object
3733 * Example: `write_json({10, {a = false}})`,
3734 returns `"[10, {\"a\": false}]"`
3735 * `minetest.serialize(table)`: returns a string
3736 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3737 into string form readable by `minetest.deserialize`
3738 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3739 * `minetest.deserialize(string)`: returns a table
3740 * Convert a string returned by `minetest.deserialize` into a table
3741 * `string` is loaded in an empty sandbox environment.
3742 * Will load functions, but they cannot access the global environment.
3743 * Example: `deserialize('return { ["foo"] = "bar" }')`,
3744 returns `{foo='bar'}`
3745 * Example: `deserialize('print("foo")')`, returns `nil`
3746 (function call fails), returns
3747 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3748 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3749 * Compress a string of data.
3750 * `method` is a string identifying the compression method to be used.
3751 * Supported compression methods:
3752 * Deflate (zlib): `"deflate"`
3753 * `...` indicates method-specific arguments. Currently defined arguments
3755 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3756 * `minetest.decompress(compressed_data, method, ...)`: returns data
3757 * Decompress a string of data (using ZLib).
3758 * See documentation on `minetest.compress()` for supported compression
3760 * `...` indicates method-specific arguments. Currently, no methods use this
3761 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3762 * Each argument is a 8 Bit unsigned integer
3763 * Returns the ColorString from rgb or rgba values
3764 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3765 * `minetest.encode_base64(string)`: returns string encoded in base64
3766 * Encodes a string in base64.
3767 * `minetest.decode_base64(string)`: returns string
3768 * Decodes a string encoded in base64.
3769 * `minetest.is_protected(pos, name)`: returns boolean
3770 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
3771 other actions, definable by mods, due to some mod-defined ownership-like
3773 * Returns false or nil, if the player is allowed to do such actions.
3774 * `name` will be "" for non-players or unknown players.
3775 * This function should be overridden by protection mods and should be used
3776 to check if a player can interact at a position.
3777 * This function should call the old version of itself if the position is
3778 not protected by the mod.
3781 local old_is_protected = minetest.is_protected
3782 function minetest.is_protected(pos, name)
3783 if mymod:position_protected_from(pos, name) then
3786 return old_is_protected(pos, name)
3788 * `minetest.record_protection_violation(pos, name)`
3789 * This function calls functions registered with
3790 `minetest.register_on_protection_violation`.
3791 * `minetest.is_area_protected(pos1, pos2, player_name, interval)
3792 * Returns the position of the first node that `player_name` may not modify
3793 in the specified cuboid between `pos1` and `pos2`.
3794 * Returns `false` if no protections were found.
3795 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
3796 The points are spaced evenly throughout the volume and have a spacing
3797 similar to, but no larger than, `interval`.
3798 * All corners and edges of the defined volume are checked.
3799 * `interval` defaults to 4.
3800 * `interval` should be carefully chosen and maximised to avoid an excessive
3801 number of points being checked.
3802 * Like `minetest.is_protected`, this function may be extended or
3803 overwritten by mods to provide a faster implementation to check the
3804 cuboid for intersections.
3805 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
3806 orient_flags, prevent_after_place])`
3807 * Attempt to predict the desired orientation of the facedir-capable node
3808 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
3809 or hanging from the ceiling).
3810 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
3811 stacks are handled normally.
3812 * `orient_flags`: Optional table containing extra tweaks to the placement code:
3813 * `invert_wall`: if `true`, place wall-orientation on the ground and
3814 ground-orientation on the wall.
3815 * `force_wall` : if `true`, always place the node in wall orientation.
3816 * `force_ceiling`: if `true`, always place on the ceiling.
3817 * `force_floor`: if `true`, always place the node on the floor.
3818 * `force_facedir`: if `true`, forcefully reset the facedir to north
3819 when placing on the floor or ceiling.
3820 * The first four options are mutually-exclusive; the last in the list
3821 takes precedence over the first.
3822 * `prevent_after_place` is directly passed to `minetest.item_place_node`
3823 * Returns the new itemstack after placement
3824 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3825 * calls `rotate_and_place()` with `infinitestacks` set according to the state
3826 of the creative mode setting, checks for "sneak" to set the `invert_wall`
3827 parameter and `prevent_after_place` set to `true`.
3829 * `minetest.forceload_block(pos[, transient])`
3830 * forceloads the position `pos`.
3831 * returns `true` if area could be forceloaded
3832 * If `transient` is `false` or absent, the forceload will be persistent
3833 (saved between server runs). If `true`, the forceload will be transient
3834 (not saved between server runs).
3836 * `minetest.forceload_free_block(pos[, transient])`
3837 * stops forceloading the position `pos`
3838 * If `transient` is `false` or absent, frees a persistent forceload.
3839 If `true`, frees a transient forceload.
3841 * `minetest.request_insecure_environment()`: returns an environment containing
3842 insecure functions if the calling mod has been listed as trusted in the
3843 `secure.trusted_mods` setting or security is disabled, otherwise returns
3845 * Only works at init time and must be called from the mod's main scope (not
3847 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
3848 IT IN A LOCAL VARIABLE!**
3850 * `minetest.global_exists(name)`
3851 * Checks if a global variable has been set, without triggering a warning.
3854 * `minetest.env`: `EnvRef` of the server environment and world.
3855 * Any function in the minetest namespace can be called using the syntax
3856 `minetest.env:somefunction(somearguments)`
3857 instead of `minetest.somefunction(somearguments)`
3858 * Deprecated, but support is not to be dropped soon
3861 * `minetest.registered_items`
3862 * Map of registered items, indexed by name
3863 * `minetest.registered_nodes`
3864 * Map of registered node definitions, indexed by name
3865 * `minetest.registered_craftitems`
3866 * Map of registered craft item definitions, indexed by name
3867 * `minetest.registered_tools`
3868 * Map of registered tool definitions, indexed by name
3869 * `minetest.registered_entities`
3870 * Map of registered entity prototypes, indexed by name
3871 * `minetest.object_refs`
3872 * Map of object references, indexed by active object id
3873 * `minetest.luaentities`
3874 * Map of Lua entities, indexed by active object id
3875 * `minetest.registered_chatcommands`
3876 * Map of registered chat command definitions, indexed by name
3877 * `minetest.registered_ores`
3878 * List of registered ore definitions.
3879 * `minetest.registered_biomes`
3880 * List of registered biome definitions.
3881 * `minetest.registered_decorations`
3882 * List of registered decoration definitions.
3889 An interface to use mod channels on client and server
3892 * `leave()`: leave the mod channel.
3893 * Server leaves channel `channel_name`.
3894 * No more incoming or outgoing messages can be sent to this channel from
3896 * This invalidate all future object usage.
3897 * Ensure your set mod_channel to nil after that to free Lua resources.
3898 * `is_writeable()`: returns true if channel is writeable and mod can send over
3900 * `send_all(message)`: Send `message` though the mod channel.
3901 * If mod channel is not writeable or invalid, message will be dropped.
3902 * Message size is limited to 65535 characters by protocol.
3905 See `StorageRef`, `NodeMetaRef`, `ItemStackMetaRef`, and `PlayerMetaRef`.
3908 * `set_string(name, value)`
3909 * `get_string(name)`
3910 * `set_int(name, value)`
3912 * `set_float(name, value)`
3914 * `to_table()`: returns `nil` or a table with keys:
3915 * `fields`: key-value storage
3916 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3917 * `from_table(nil or {})`
3918 * Any non-table value will clear the metadata
3919 * See "Node Metadata" for an example
3920 * returns `true` on success
3922 * returns `true` if this metadata has the same key-value pairs as `other`
3925 Node metadata: reference extra data and functionality stored in a node.
3926 Can be obtained via `minetest.get_meta(pos)`.
3929 * All methods in MetaDataRef
3930 * `get_inventory()`: returns `InvRef`
3931 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3932 This will prevent them from being sent to the client. Note that the "private"
3933 status will only be remembered if an associated key-value pair exists,
3934 meaning it's best to call this when initializing all other meta (e.g.
3937 ### `ItemStackMetaRef`
3938 ItemStack metadata: reference extra data and functionality stored in a stack.
3939 Can be obtained via `item:get_meta()`.
3942 * All methods in MetaDataRef
3943 * `set_tool_capabilities([tool_capabilities])`
3944 * Overrides the item's tool capabilities
3945 * A nil value will clear the override data and restore the original
3949 Mod metadata: per mod metadata, saved automatically.
3950 Can be obtained via `minetest.get_mod_storage()` during load time.
3953 * All methods in MetaDataRef
3957 Uses the same method of storage as the deprecated player attribute API, so
3958 data there will also be in player meta.
3959 Can be obtained using `player:get_meta()`.
3962 * All methods in MetaDataRef
3965 Node Timers: a high resolution persistent per-node timer.
3966 Can be gotten via `minetest.get_node_timer(pos)`.
3969 * `set(timeout,elapsed)`
3970 * set a timer's state
3971 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3972 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3973 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
3977 * equivalent to `set(timeout,0)`
3980 * `get_timeout()`: returns current timeout in seconds
3981 * if `timeout` equals `0`, timer is inactive
3982 * `get_elapsed()`: returns current elapsed time in seconds
3983 * the node's `on_timer` function will be called after `(timeout - elapsed)`
3985 * `is_started()`: returns boolean state of timer
3986 * returns `true` if timer is started, otherwise `false`
3989 Moving things in the game are generally these.
3991 This is basically a reference to a C++ `ServerActiveObject`
3994 * `remove()`: remove object (after returning from Lua)
3995 * Note: Doesn't work on players, use `minetest.kick_player` instead
3996 * `get_pos()`: returns `{x=num, y=num, z=num}`
3997 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3998 * `move_to(pos, continuous=false)`: interpolated move
3999 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
4000 * `puncher` = another `ObjectRef`,
4001 * `time_from_last_punch` = time since last punch action of the puncher
4002 * `direction`: can be `nil`
4003 * `right_click(clicker)`; `clicker` is another `ObjectRef`
4004 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
4005 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
4006 * See reason in register_on_player_hpchange
4007 * `get_inventory()`: returns an `InvRef`
4008 * `get_wield_list()`: returns the name of the inventory list the wielded item
4010 * `get_wield_index()`: returns the index of the wielded item
4011 * `get_wielded_item()`: returns an `ItemStack`
4012 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
4014 * `set_armor_groups({group1=rating, group2=rating, ...})`
4015 * `get_armor_groups()`: returns a table with the armor group ratings
4016 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
4017 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
4018 * `frame_speed`: number, default: `15.0`
4019 * `frame_blend`: number, default: `0.0`
4020 * `frame_loop`: boolean, default: `true`
4021 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
4023 * `set_animation_frame_speed(frame_speed)`
4024 * `frame_speed`: number, default: `15.0`
4025 * `set_attach(parent, bone, position, rotation)`
4027 * `position`: `{x=num, y=num, z=num}` (relative)
4028 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
4029 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
4032 * `set_bone_position(bone, position, rotation)`
4034 * `position`: `{x=num, y=num, z=num}` (relative)
4035 * `rotation`: `{x=num, y=num, z=num}`
4036 * `get_bone_position(bone)`: returns position and rotation of the bone
4037 * `set_properties(object property table)`
4038 * `get_properties()`: returns object property table
4039 * `is_player()`: returns true for players, false otherwise
4040 * `get_nametag_attributes()`
4041 * returns a table with the attributes of the nametag of an object
4043 color = {a=0..255, r=0..255, g=0..255, b=0..255},
4046 * `set_nametag_attributes(attributes)`
4047 * sets the attributes of the nametag of an object
4051 text = "My Nametag",
4054 ##### LuaEntitySAO-only (no-op for other objects)
4055 * `set_velocity(vel)`
4056 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
4057 * `add_velocity(vel)`
4058 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
4059 * In comparison to using get_velocity, adding the velocity and then using
4060 set_velocity, add_velocity is supposed to avoid synchronization problems.
4061 * `get_velocity()`: returns the velocity, a vector
4062 * `set_acceleration(acc)`
4064 * `get_acceleration()`: returns the acceleration, a vector
4065 * `set_yaw(radians)`
4066 * `get_yaw()`: returns number in radians
4067 * `set_texture_mod(mod)`
4068 * `get_texture_mod()` returns current texture modifier
4069 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
4070 * Select sprite from spritesheet with optional animation and Dungeon Master
4071 style texture selection based on yaw relative to camera
4072 * `p`: {x=number, y=number}, the coordinate of the first frame
4073 (x: column, y: row), default: `{x=0, y=0}`
4074 * `num_frames`: number, default: `1`
4075 * `framelength`: number, default: `0.2`
4076 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
4077 Master mob, default: `false`
4078 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
4081 ##### Player-only (no-op for other objects)
4082 * `get_player_name()`: returns `""` if is not a player
4083 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
4084 table {x, y, z} representing the player's instantaneous velocity in nodes/s
4085 * `get_look_dir()`: get camera direction as a unit vector
4086 * `get_look_vertical()`: pitch in radians
4087 * Angle ranges between -pi/2 and pi/2, which are straight up and down
4089 * `get_look_horizontal()`: yaw in radians
4090 * Angle is counter-clockwise from the +z direction.
4091 * `set_look_vertical(radians)`: sets look pitch
4092 * radians - Angle from looking forward, where positive is downwards.
4093 * `set_look_horizontal(radians)`: sets look yaw
4094 * radians - Angle from the +z direction, where positive is
4096 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
4097 `get_look_vertical`.
4098 * Angle ranges between -pi/2 and pi/2, which are straight down and up
4100 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
4101 `get_look_horizontal`.
4102 * Angle is counter-clockwise from the +x direction.
4103 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
4104 `set_look_vertical`.
4105 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
4106 `set_look_horizontal`.
4107 * `get_breath()`: returns players breath
4108 * `set_breath(value)`: sets players breath
4110 * `0`: player is drowning
4111 * max: bubbles bar is not shown
4112 * See Object Properties for more information
4113 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
4114 * Sets an extra attribute with value on player.
4115 * `value` must be a string, or a number which will be converted to a
4117 * If `value` is `nil`, remove attribute from player.
4118 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
4119 * Returns value (a string) for extra attribute.
4120 * Returns `nil` if no attribute found.
4121 * `get_meta()`: Returns a PlayerMetaRef.
4122 * `set_inventory_formspec(formspec)`
4123 * Redefine player's inventory form
4124 * Should usually be called in `on_joinplayer`
4125 * `get_inventory_formspec()`: returns a formspec string
4126 * `set_formspec_prepend(formspec)`:
4127 * the formspec string will be added to every formspec shown to the user,
4128 except for those with a no_prepend[] tag.
4129 * This should be used to set style elements such as background[] and
4130 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
4131 * Only affects formspecs shown after this is called.
4132 * `get_formspec_prepend(formspec)`: returns a formspec string.
4133 * `get_player_control()`: returns table with player pressed keys
4134 * The table consists of fields with boolean value representing the pressed
4135 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
4136 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
4137 sneak=true, aux1=false, down=false, up=false}`
4138 * `get_player_control_bits()`: returns integer with bit packed player pressed
4140 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
4142 * `set_physics_override(override_table)`
4143 * `override_table` is a table with the following fields:
4144 * `speed`: multiplier to default walking speed value (default: `1`)
4145 * `jump`: multiplier to default jump value (default: `1`)
4146 * `gravity`: multiplier to default gravity value (default: `1`)
4147 * `sneak`: whether player can sneak (default: `true`)
4148 * `sneak_glitch`: whether player can use the new move code replications
4149 of the old sneak side-effects: sneak ladders and 2 node sneak jump
4151 * `new_move`: use new move/sneak code. When `false` the exact old code
4152 is used for the specific old sneak behaviour (default: `true`)
4153 * `get_physics_override()`: returns the table given to `set_physics_override`
4154 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
4156 * `hud_remove(id)`: remove the HUD element of the specified id
4157 * `hud_change(id, stat, value)`: change a value of a previously added HUD
4159 * element `stat` values:
4160 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
4161 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
4162 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
4163 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`,
4164 `breathbar`, `minimap`, `minimap_radar`
4165 * pass a table containing a `true`/`false` value of each flag to be set or
4167 * if a flag equals `nil`, the flag is not modified
4168 * note that setting `minimap` modifies the client's permission to view the
4169 minimap - the client may locally elect to not view the minimap.
4170 * minimap `radar` is only usable when `minimap` is true
4171 * `hud_get_flags()`: returns a table containing status of hud flags
4172 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
4173 breathbar=true, minimap=true, minimap_radar=true}`
4174 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
4175 * `count`: number of items, must be between `1` and `23`
4176 * `hud_get_hotbar_itemcount`: returns number of visible items
4177 * `hud_set_hotbar_image(texturename)`
4178 * sets background image for hotbar
4179 * `hud_get_hotbar_image`: returns texturename
4180 * `hud_set_hotbar_selected_image(texturename)`
4181 * sets image for selected item of hotbar
4182 * `hud_get_hotbar_selected_image`: returns texturename
4183 * `set_sky(bgcolor, type, {texture names}, clouds)`
4184 * `bgcolor`: ColorSpec, defaults to white
4185 * `type`: Available types:
4186 * `"regular"`: Uses 0 textures, `bgcolor` ignored
4187 * `"skybox"`: Uses 6 textures, `bgcolor` used
4188 * `"plain"`: Uses 0 textures, `bgcolor` used
4189 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
4190 `"plain"` custom skyboxes (default: `true`)
4191 * `get_sky()`: returns bgcolor, type, table of textures, clouds
4192 * `set_clouds(parameters)`: set cloud parameters
4193 * `parameters` is a table with the following optional fields:
4194 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
4195 * `color`: basic cloud color with alpha channel, ColorSpec
4196 (default `#fff0f0e5`).
4197 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
4198 ColorSpec (alpha ignored, default `#000000`)
4199 * `height`: cloud height, i.e. y of cloud base (default per conf,
4201 * `thickness`: cloud thickness in nodes (default `16`)
4202 * `speed`: 2D cloud speed + direction in nodes per second
4203 (default `{x=0, z=-2}`).
4204 * `get_clouds()`: returns a table with the current cloud parameters as in
4206 * `override_day_night_ratio(ratio or nil)`
4207 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
4209 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
4210 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
4211 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
4212 set animation for player model in third person view
4214 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
4215 {x=168, y=187}, -- < walk animation key frames
4216 {x=189, y=198}, -- < dig animation key frames
4217 {x=200, y=219}, -- < walk+dig animation key frames
4218 frame_speed=30): -- < animation frame speed
4219 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
4221 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
4223 * in first person view
4224 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
4225 * `get_eye_offset()`: returns `offset_first` and `offset_third`
4228 An `InvRef` is a reference to an inventory.
4231 * `is_empty(listname)`: return `true` if list is empty
4232 * `get_size(listname)`: get size of a list
4233 * `set_size(listname, size)`: set size of a list
4234 * returns `false` on error (e.g. invalid `listname` or `size`)
4235 * `get_width(listname)`: get width of a list
4236 * `set_width(listname, width)`: set width of list; currently used for crafting
4237 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4238 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4239 * `get_list(listname)`: return full list
4240 * `set_list(listname, list)`: set full list (size will not change)
4241 * `get_lists()`: returns list of inventory lists
4242 * `set_lists(lists)`: sets inventory lists (size will not change)
4243 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4245 * `room_for_item(listname, stack):` returns `true` if the stack of items
4246 can be fully added to the list
4247 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4248 the stack of items can be fully taken from the list.
4249 If `match_meta` is false, only the items' names are compared
4251 * `remove_item(listname, stack)`: take as many items as specified from the
4252 list, returns the items that were actually removed (as an `ItemStack`)
4253 -- note that any item metadata is ignored, so attempting to remove a specific
4254 unique item this way will likely remove the wrong one -- to do that use
4255 `set_stack` with an empty `ItemStack`.
4256 * `get_location()`: returns a location compatible to
4257 `minetest.get_inventory(location)`.
4258 * returns `{type="undefined"}` in case location is not known
4261 A fast access data structure to store areas, and find areas near a given
4263 Every area has a `data` string attribute to store additional information.
4264 You can create an empty `AreaStore` by calling `AreaStore()`, or
4265 `AreaStore(type_name)`.
4266 If you chose the parameter-less constructor, a fast implementation will be
4267 automatically chosen for you.
4270 * `get_area(id, include_borders, include_data)`: returns the area with the id
4272 (optional) Boolean values `include_borders` and `include_data` control what's
4274 Returns nil if specified area id does not exist.
4275 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4276 that contain the position `pos`.
4277 (optional) Boolean values `include_borders` and `include_data` control what's
4279 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4280 returns all areas that contain all nodes inside the area specified by `edge1`
4281 and `edge2` (inclusive).
4282 If `accept_overlap` is true, also areas are returned that have nodes in
4283 common with the specified area.
4284 (optional) Boolean values `include_borders` and `include_data` control what's
4286 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4287 Returns the new area's ID, or nil if the insertion failed.
4288 The (inclusive) positions `edge1` and `edge2` describe the area.
4289 `data` is a string stored with the area. If passed, `id` will be used as the
4290 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4291 the `id` parameter you must always use it, or insertions are likely to fail
4293 * `reserve(count)`: reserves resources for at most `count` many contained
4295 Only needed for efficiency, and only some implementations profit.
4296 * `remove_area(id)`: removes the area with the given id from the store, returns
4298 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4299 Calling invalidates the cache, so that its elements have to be newly
4303 enabled = boolean, -- whether to enable, default true
4304 block_radius = number, -- the radius (in nodes) of the areas the cache
4305 generates prefiltered lists for, minimum 16,
4307 limit = number, -- the cache's size, minimum 20, default 1000
4309 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4311 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4313 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4315 Returns success and, optionally, an error message.
4316 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4320 An `ItemStack` is a stack of items.
4322 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4323 an itemstring, a table or `nil`.
4326 * `is_empty()`: returns `true` if stack is empty.
4327 * `get_name()`: returns item name (e.g. `"default:stone"`).
4328 * `set_name(item_name)`: returns a boolean indicating whether the item was
4330 * `get_count()`: Returns number of items on the stack.
4331 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4332 * `count`: number, unsigned 16 bit integer
4333 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4334 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4335 * `wear`: number, unsigned 16 bit integer
4336 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4337 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4339 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4340 * `clear()`: removes all items from the stack, making it empty.
4341 * `replace(item)`: replace the contents of this stack.
4342 * `item` can also be an itemstring or table.
4343 * `to_string()`: returns the stack in itemstring form.
4344 * `to_table()`: returns the stack in Lua table form.
4345 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4347 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4348 * `is_known()`: returns `true` if the item name refers to a defined item type.
4349 * `get_definition()`: returns the item definition table.
4350 * `get_tool_capabilities()`: returns the digging properties of the item,
4351 or those of the hand if none are defined for this item type
4352 * `add_wear(amount)`
4353 * Increases wear by `amount` if the item is a tool
4354 * `amount`: number, integer
4355 * `add_item(item)`: returns leftover `ItemStack`
4356 * Put some item or stack onto this stack
4357 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4359 * `take_item(n)`: returns taken `ItemStack`
4360 * Take (and remove) up to `n` items from this stack
4361 * `n`: number, default: `1`
4362 * `peek_item(n)`: returns taken `ItemStack`
4363 * Copy (don't remove) up to `n` items from this stack
4364 * `n`: number, default: `1`
4367 A 16-bit pseudorandom number generator.
4368 Uses a well-known LCG algorithm introduced by K&R.
4370 It can be created via `PseudoRandom(seed)`.
4373 * `next()`: return next integer random number [`0`...`32767`]
4374 * `next(min, max)`: return next integer random number [`min`...`max`]
4375 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
4376 due to the simple implementation making bad distribution otherwise.
4379 A 32-bit pseudorandom number generator.
4380 Uses PCG32, an algorithm of the permuted congruential generator family,
4381 offering very strong randomness.
4383 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
4386 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
4387 * `next(min, max)`: return next integer random number [`min`...`max`]
4388 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
4389 random number [`min`...`max`].
4390 * This is only a rough approximation of a normal distribution with:
4391 * `mean = (max - min) / 2`, and
4392 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
4393 * Increasing `num_trials` improves accuracy of the approximation
4396 Interface for the operating system's crypto-secure PRNG.
4398 It can be created via `SecureRandom()`. The constructor returns nil if a
4399 secure random device cannot be found on the system.
4402 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
4403 random bytes, as a string.
4406 A perlin noise generator.
4407 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
4408 or `PerlinNoise(noiseparams)`.
4409 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
4410 or `minetest.get_perlin(noiseparams)`.
4413 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
4414 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
4416 ### `PerlinNoiseMap`
4417 A fast, bulk perlin noise generator.
4419 It can be created via `PerlinNoiseMap(noiseparams, size)` or
4420 `minetest.get_perlin_map(noiseparams, size)`.
4422 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
4423 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
4426 For each of the functions with an optional `buffer` parameter: If `buffer` is
4427 not nil, this table will be used to store the result instead of creating a new
4431 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
4432 with values starting at `pos={x=,y=}`
4433 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
4434 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
4435 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
4436 array of 2D noise with values starting at `pos={x=,y=}`
4437 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
4438 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
4439 is stored internally.
4440 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
4441 is stored internally.
4442 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
4443 returns a slice of the most recently computed noise results. The result slice
4444 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
4445 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
4447 `noisevals = noise:get_map_slice({y=20}, {y=2})`
4448 It is important to note that `slice_offset` offset coordinates begin at 1,
4449 and are relative to the starting position of the most recently calculated
4451 To grab a single vertical column of noise starting at map coordinates
4452 x = 1023, y=1000, z = 1000:
4453 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
4454 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
4458 #### About VoxelManip
4459 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4460 facility. The purpose of this object is for fast, low-level, bulk access to
4461 reading and writing Map content. As such, setting map nodes through VoxelManip
4462 will lack many of the higher level features and concepts you may be used to
4463 with other methods of setting nodes. For example, nodes will not have their
4464 construction and destruction callbacks run, and no rollback information is
4467 It is important to note that VoxelManip is designed for speed, and *not* ease
4468 of use or flexibility. If your mod requires a map manipulation facility that
4469 will handle 100% of all edge cases, or the use of high level node placement
4470 features, perhaps `minetest.set_node()` is better suited for the job.
4472 In addition, VoxelManip might not be faster, or could even be slower, for your
4473 specific use case. VoxelManip is most effective when setting large areas of map
4474 at once - for example, if only setting a 3x3x3 node area, a
4475 `minetest.set_node()` loop may be more optimal. Always profile code using both
4476 methods of map manipulation to determine which is most appropriate for your
4479 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4480 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4482 #### Using VoxelManip
4483 A VoxelManip object can be created any time using either:
4484 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4486 If the optional position parameters are present for either of these routines,
4487 the specified region will be pre-loaded into the VoxelManip object on creation.
4488 Otherwise, the area of map you wish to manipulate must first be loaded into the
4489 VoxelManip object using `VoxelManip:read_from_map()`.
4491 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4492 formed by these positions indicate the minimum and maximum (respectively)
4493 positions of the area actually loaded in the VoxelManip, which may be larger
4494 than the area requested. For convenience, the loaded area coordinates can also
4495 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4497 Now that the VoxelManip object is populated with map data, your mod can fetch a
4498 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4499 which retrieves an individual node in a MapNode formatted table at the position
4500 requested is the simplest method to use, but also the slowest.
4502 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4505 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4507 * `VoxelManip:get_light_data()` for node light levels, and
4508 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4510 See section 'Flat array format' for more details.
4512 It is very important to understand that the tables returned by any of the above
4513 three functions represent a snapshot of the VoxelManip's internal state at the
4514 time of the call. This copy of the data will not magically update itself if
4515 another function modifies the internal VoxelManip state.
4516 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4517 internal state unless otherwise explicitly stated.
4519 Once the bulk data has been edited to your liking, the internal VoxelManip
4520 state can be set using:
4522 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4524 * `VoxelManip:set_light_data()` for node light levels, and
4525 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4527 The parameter to each of the above three functions can use any table at all in
4528 the same flat array format as produced by `get_data()` etc. and is not required
4529 to be a table retrieved from `get_data()`.
4531 Once the internal VoxelManip state has been modified to your liking, the
4532 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4535 ##### Flat array format
4537 `Nx = p2.X - p1.X + 1`,
4538 `Ny = p2.Y - p1.Y + 1`, and
4539 `Nz = p2.Z - p1.Z + 1`.
4541 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4542 including the value of the expression `Nx * Ny * Nz`.
4544 Positions offset from p1 are present in the array with the format of:
4548 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4549 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4551 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4552 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4554 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4556 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4560 and the array index for a position p contained completely in p1..p2 is:
4562 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4564 Note that this is the same "flat 3D array" format as
4565 `PerlinNoiseMap:get3dMap_flat()`.
4566 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation
4567 of the index for a single point in a flat VoxelManip array.
4570 A Content ID is a unique integer identifier for a specific node type.
4571 These IDs are used by VoxelManip in place of the node name string for
4572 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4573 `minetest.get_content_id()` to look up the Content ID for the specified node
4574 name, and `minetest.get_name_from_content_id()` to look up the node name string
4575 for a given Content ID.
4576 After registration of a node, its Content ID will remain the same throughout
4577 execution of the mod.
4578 Note that the node being queried needs to have already been been registered.
4580 The following builtin node types have their Content IDs defined as constants:
4582 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4583 * `minetest.CONTENT_AIR`: ID for "air" nodes
4584 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4586 ##### Mapgen VoxelManip objects
4587 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4588 VoxelManip object used by the core's Map Generator (commonly abbreviated
4589 Mapgen). Most of the rules previously described still apply but with a few
4592 * The Mapgen VoxelManip object is retrieved using:
4593 `minetest.get_mapgen_object("voxelmanip")`
4594 * This VoxelManip object already has the region of map just generated loaded
4595 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4596 a Mapgen VoxelManip.
4597 * The `on_generated()` callbacks of some mods may place individual nodes in the
4598 generated area using non-VoxelManip map modification methods. Because the
4599 same Mapgen VoxelManip object is passed through each `on_generated()`
4600 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4601 consistency with the current map state. For this reason, calling any of the
4602 following functions:
4603 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4604 will also update the Mapgen VoxelManip object's internal state active on the
4606 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4607 necessary to update lighting information using either:
4608 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4610 ##### Other API functions operating on a VoxelManip
4611 If any VoxelManip contents were set to a liquid node,
4612 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4613 flowing. It is recommended to call this function only after having written all
4614 buffered data back to the VoxelManip object, save for special situations where
4615 the modder desires to only have certain liquid nodes begin flowing.
4617 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4618 will generate all registered decorations and ores throughout the full area
4619 inside of the specified VoxelManip object.
4621 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4622 `minetest.place_schematic()`, except instead of placing the specified schematic
4623 directly on the map at the specified position, it will place the schematic
4624 inside the VoxelManip.
4627 * Attempting to read data from a VoxelManip object before map is read will
4628 result in a zero-length array table for `VoxelManip:get_data()`, and an
4629 "ignore" node at any position for `VoxelManip:get_node_at()`.
4630 * If either a region of map has not yet been generated or is out-of-bounds of
4631 the map, that region is filled with "ignore" nodes.
4632 * Other mods, or the core itself, could possibly modify the area of map
4633 currently loaded into a VoxelManip object. With the exception of Mapgen
4634 VoxelManips (see above section), the internal buffers are not updated. For
4635 this reason, it is strongly encouraged to complete the usage of a particular
4636 VoxelManip object in the same callback it had been created.
4637 * If a VoxelManip object will be used often, such as in an `on_generated()`
4638 callback, consider passing a file-scoped table as the optional parameter to
4639 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4640 to write map data to instead of returning a new table each call. This greatly
4641 enhances performance by avoiding unnecessary memory allocations.
4644 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4645 containing the region formed by `p1` and `p2`.
4646 * returns actual emerged `pmin`, actual emerged `pmax`
4647 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4649 * **important**: data must be set using `VoxelManip:set_data()` before
4651 * if `light` is true, then lighting is automatically recalculated.
4652 The default value is true.
4653 If `light` is false, no light calculations happen, and you should correct
4654 all modified blocks with `minetest.fix_light()` as soon as possible.
4655 Keep in mind that modifying the map where light is incorrect can cause
4657 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4658 the `VoxelManip` at that position
4659 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4661 * `get_data([buffer])`: Retrieves the node content data loaded into the
4662 `VoxelManip` object.
4663 * returns raw node data in the form of an array of node content IDs
4664 * if the param `buffer` is present, this table will be used to store the
4666 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4667 * `update_map()`: Does nothing, kept for compatibility.
4668 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4670 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4671 * To be used only by a `VoxelManip` object from
4672 `minetest.get_mapgen_object`.
4673 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4675 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4676 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4678 * Each value is the bitwise combination of day and night light values
4680 * `light = day + (night * 16)`
4681 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4682 in the `VoxelManip`.
4683 * expects lighting data in the same format that `get_light_data()` returns
4684 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4685 `VoxelManip` object.
4686 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4688 * If the param `buffer` is present, this table will be used to store the
4690 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4692 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4694 * To be used only by a `VoxelManip` object from
4695 `minetest.get_mapgen_object`.
4696 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4697 area if left out or nil.
4698 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4699 generated mapchunk above are propagated down into the mapchunk, defaults
4700 to `true` if left out.
4701 * `update_liquids()`: Update liquid flow
4702 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4703 manipulator had been modified since the last read from map, due to a call to
4704 `minetest.set_data()` on the loaded area elsewhere.
4705 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4708 A helper class for voxel areas.
4709 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4710 The coordinates are *inclusive*, like most other things in Minetest.
4713 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4714 `MinEdge` and `MaxEdge`.
4715 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4717 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4719 * useful for things like `VoxelManip`, raw Schematic specifiers,
4720 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4721 * `indexp(p)`: same as above, except takes a vector
4722 * `position(i)`: returns the absolute position vector corresponding to index
4724 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4725 `MinEdge` and `MaxEdge`.
4726 * `containsp(p)`: same as above, except takes a vector
4727 * `containsi(i)`: same as above, except takes an index `i`
4728 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4730 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4732 * `iterp(minp, maxp)`: same as above, except takes a vector
4735 An interface to read config files in the format of `minetest.conf`.
4737 It can be created via `Settings(filename)`.
4740 * `get(key)`: returns a value
4741 * `get_bool(key, [default])`: returns a boolean
4742 * `default` is the value returned if `key` is not found.
4743 * Returns `nil` if `key` is not found and `default` not specified.
4744 * `get_np_group(key)`: returns a NoiseParams table
4746 * Setting names can't contain whitespace or any of `="{}#`.
4747 * Setting values can't contain the sequence `\n"""`.
4748 * Setting names starting with "secure." can't be set on the main settings
4749 object (`minetest.settings`).
4750 * `set_bool(key, value)`
4751 * See documentation for set() above.
4752 * `set_np_group(key, value)`
4753 * `value` is a NoiseParams table.
4754 * Also, see documentation for set() above.
4755 * `remove(key)`: returns a boolean (`true` for success)
4756 * `get_names()`: returns `{key1,...}`
4757 * `write()`: returns a boolean (`true` for success)
4758 * Writes changes to file.
4759 * `to_table()`: returns `{[key1]=value1,...}`
4762 A raycast on the map. It works with selection boxes.
4763 Can be used as an iterator in a for loop.
4765 The map is loaded as the ray advances. If the
4766 map is modified after the `Raycast` is created,
4767 the changes may or may not have an effect on
4770 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4771 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4772 * `pos1`: start of the ray
4773 * `pos2`: end of the ray
4774 * `objects` : if false, only nodes will be returned. Default is true.
4775 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4778 * `next()`: returns a `pointed_thing`
4779 * Returns the next thing pointed by the ray or nil.
4783 A mapgen object is a construct used in map generation. Mapgen objects can be
4784 used by an `on_generate` callback to speed up operations by avoiding
4785 unnecessary recalculations, these can be retrieved using the
4786 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4787 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4788 callback, `nil` is returned.
4790 The following Mapgen objects are currently available:
4793 This returns three values; the `VoxelManip` object to be used, minimum and
4794 maximum emerged position, in that order. All mapgens support this object.
4797 Returns an array containing the y coordinates of the ground levels of nodes in
4798 the most recently generated chunk by the current mapgen.
4801 Returns an array containing the biome IDs of nodes in the most recently
4802 generated chunk by the current mapgen.
4805 Returns an array containing the temperature values of nodes in the most
4806 recently generated chunk by the current mapgen.
4809 Returns an array containing the humidity values of nodes in the most recently
4810 generated chunk by the current mapgen.
4813 Returns a table mapping requested generation notification types to arrays of
4814 positions at which the corresponding generated structures are located within
4815 the current chunk. To set the capture of positions of interest to be recorded
4816 on generate, use `minetest.set_gen_notify()`.
4817 For decorations, the returned positions are the ground surface 'place_on'
4818 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4819 node above the returned position and possibly displaced by 'place_offset_y'.
4821 Possible fields of the table returned are:
4827 * `large_cave_begin`
4831 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4832 numeric unique decoration ID.
4836 * Functions receive a "luaentity" as `self`:
4837 * It has the member `.name`, which is the registered name `("mod:thing")`
4838 * It has the member `.object`, which is an `ObjectRef` pointing to the
4840 * The original prototype stuff is visible directly via a metatable
4842 * `on_activate(self, staticdata, dtime_s)`
4843 * Called when the object is instantiated.
4844 * `dtime_s` is the time passed since the object was unloaded, which can
4845 be used for updating the entity state.
4846 * `on_step(self, dtime)`
4847 * Called on every server tick, after movement and collision processing.
4848 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step`
4849 setting `in minetest.conf`.
4850 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4851 * Called when somebody punches the object.
4852 * Note that you probably want to handle most punches using the
4853 automatic armor group system.
4854 * `puncher`: an `ObjectRef` (can be `nil`)
4855 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4857 * `tool_capabilities`: capability table of used tool (can be `nil`)
4858 * `dir`: unit vector of direction of punch. Always defined. Points from
4859 the puncher to the punched.
4860 * `on_death(self, killer)`
4861 * Called when the object dies.
4862 * `killer`: an `ObjectRef` (can be `nil`)
4863 * `on_rightclick(self, clicker)`
4864 * `get_staticdata(self)`
4865 * Should return a string that will be passed to `on_activate` when
4866 the object is instantiated the next time.
4874 axiom, --string initial tree axiom
4875 rules_a, --string rules set A
4876 rules_b, --string rules set B
4877 rules_c, --string rules set C
4878 rules_d, --string rules set D
4879 trunk, --string trunk node name
4880 leaves, --string leaves node name
4881 leaves2, --string secondary leaves node name
4882 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4883 angle, --num angle in deg
4884 iterations, --num max # of iterations, usually 2 -5
4885 random_level, --num factor to lower nr of iterations, usually 0 - 3
4886 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4887 -- 2x2 nodes or 3x3 in cross shape
4888 thin_branches, --boolean true -> use thin (1 node) branches
4889 fruit, --string fruit node name
4890 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4891 seed, --num random seed, if no seed is provided, the engine
4895 ### Key for Special L-System Symbols used in Axioms
4897 * `G`: move forward one unit with the pen up
4898 * `F`: move forward one unit with the pen down drawing trunks and branches
4899 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4900 * `T`: move forward one unit with the pen down drawing trunks only
4901 * `R`: move forward one unit with the pen down placing fruit
4902 * `A`: replace with rules set A
4903 * `B`: replace with rules set B
4904 * `C`: replace with rules set C
4905 * `D`: replace with rules set D
4906 * `a`: replace with rules set A, chance 90%
4907 * `b`: replace with rules set B, chance 80%
4908 * `c`: replace with rules set C, chance 70%
4909 * `d`: replace with rules set D, chance 60%
4910 * `+`: yaw the turtle right by `angle` parameter
4911 * `-`: yaw the turtle left by `angle` parameter
4912 * `&`: pitch the turtle down by `angle` parameter
4913 * `^`: pitch the turtle up by `angle` parameter
4914 * `/`: roll the turtle to the right by `angle` parameter
4915 * `*`: roll the turtle to the left by `angle` parameter
4916 * `[`: save in stack current state info
4917 * `]`: recover from stack state info
4920 Spawn a small apple tree:
4922 pos = {x=230,y=20,z=4}
4925 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4926 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4927 trunk="default:tree",
4928 leaves="default:leaves",
4932 trunk_type="single",
4935 fruit="default:apple"
4937 minetest.spawn_tree(pos,apple_tree)
4942 ### Object Properties
4946 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4948 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4950 -- ^ For players only. Zoom FOV in degrees.
4951 -- Note that zoom loads and/or generates world beyond the server's
4952 -- maximum send and generate distances, so acts like a telescope.
4953 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4954 -- Defaults to 15 in creative mode, 0 in survival mode.
4955 -- zoom_fov = 0 disables zooming for the player.
4957 -- ^ For players only. Camera height above feet position in nodes.
4958 -- Defaults to 1.625.
4960 collide_with_objects = true,
4961 -- ^ Collide with other objects if physical = true.
4963 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4964 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4965 -- ^ Default, uses collision box dimensions when not set.
4966 -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
4969 -- ^ Overrides selection box when false.
4970 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4971 -- ^ "cube" is a node-sized cube.
4972 -- ^ "sprite" is a flat texture always facing the player.
4973 -- ^ "upright_sprite" is a vertical flat texture.
4974 -- ^ "mesh" uses the defined mesh model.
4975 -- ^ "wielditem" is used for dropped items
4976 -- (see builtin/game/item_entity.lua).
4977 -- For this use 'textures = {itemname}'.
4978 -- If the item has a 'wield_image' the object will be an extrusion of
4980 -- If 'itemname' is a cubic node or nodebox the object will appear
4981 -- identical to 'itemname'.
4982 -- If 'itemname' is a plantlike node the object will be an extrusion of
4984 -- Otherwise for non-node items, the object will be an extrusion of
4985 -- 'inventory_image'.
4986 visual_size = {x = 1, y = 1},
4987 -- ^ `x` multiplies horizontal (X and Z) visual size.
4988 -- ^ `y` multiplies vertical (Y) visual size.
4991 -- ^ Number of required textures depends on visual.
4992 -- ^ "cube" uses 6 textures in the way a node does.
4993 -- ^ "sprite" uses 1 texture.
4994 -- ^ "upright_sprite" uses 2 textures: {front, back}.
4995 -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
4997 -- ^ Number of required colors depends on visual.
4998 use_texture_alpha = false,
4999 -- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem"
5000 -- ^ Note: currently causes visual issues when viewed through other
5001 -- ^ semi-transparent materials such as water.
5002 spritediv = {x = 1, y = 1},
5003 -- ^ Used with spritesheet textures for animation and/or frame selection
5004 -- according to position relative to player.
5005 -- ^ Defines the number of columns and rows in the spritesheet:
5007 initial_sprite_basepos = {x = 0, y = 0},
5008 -- ^ Used with spritesheet textures.
5009 -- ^ Defines the {column, row} position of the initially used frame in the
5012 makes_footstep_sound = false,
5013 automatic_rotate = 0,
5014 -- ^ Set constant rotation in radians per second, positive or negative.
5015 -- ^ Set to 0 to disable constant rotation.
5017 automatic_face_movement_dir = 0.0,
5018 -- ^ Automatically set yaw to movement direction, offset in degrees,
5019 -- 'false' to disable.
5020 automatic_face_movement_max_rotation_per_sec = -1,
5021 -- ^ Limit automatic rotation to this value in degrees per second,
5022 -- value < 0 no limit.
5023 backface_culling = true,
5024 -- ^ Set to false to disable backface_culling for model.
5026 -- ^ Add this much extra lighting when calculating texture color.
5027 -- Value < 0 disables light's effect on texture color.
5028 -- For faking self-lighting, UI style entities, or programmatic coloring
5031 -- ^ By default empty, for players their name is shown if empty.
5032 nametag_color = <color>,
5033 -- ^ Sets color of nametag as ColorSpec.
5035 -- ^ By default empty, text to be shown when pointed at object.
5037 -- ^ If false, never save this object statically. It will simply be
5038 -- deleted when the block gets unloaded.
5039 -- The get_staticdata() callback is never called then.
5040 -- Defaults to 'true'
5043 ### Entity definition (`register_entity`)
5046 -- Deprecated: Everything in object properties is read directly from here
5048 initial_properties = --[[<initial object properties>]],
5050 on_activate = function(self, staticdata, dtime_s),
5051 on_step = function(self, dtime),
5052 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5053 on_rightclick = function(self, clicker),
5054 get_staticdata = function(self),
5055 -- ^ Called sometimes; the string returned is passed to on_activate when
5056 -- the entity is re-activated from static state
5058 _custom_field = whatever,
5059 -- ^ You can define arbitrary member variables here (see item definition
5060 -- for more info) by using a '_' prefix.
5063 ### ABM (ActiveBlockModifier) definition (`register_abm`)
5066 label = "Lava cooling",
5067 ^ Descriptive label for profiling purposes (optional).
5068 Definitions with identical labels will be listed as one.
5069 nodenames = {"default:lava_source"},
5070 ^ Apply `action` function to these nodes.
5071 ^ `group:groupname` can also be used here.
5072 neighbors = {"default:water_source", "default:water_flowing"},
5073 ^ Only apply `action` to nodes that have one of, or any
5074 combination of, these neighbors.
5075 ^ If left out or empty, any neighbor will do.
5076 ^ `group:groupname` can also be used here.
5078 ^ Operation interval in seconds.
5080 ^ Chance of triggering `action` per-node per-interval is 1.0 / this
5083 ^ If true, catch-up behaviour is enabled: The `chance` value is
5084 temporarily reduced when returning to an area to simulate time lost
5085 by the area being unattended. Note that the `chance` value can often
5087 action = function(pos, node, active_object_count, active_object_count_wider),
5088 ^ Function triggered for each qualifying node.
5089 ^ `active_object_count` is number of active objects in the node's
5091 ^ `active_object_count_wider` is number of active objects in the node's
5092 mapblock plus all 26 neighboring mapblocks. If any neighboring
5093 mapblocks are unloaded an estmate is calculated for them based on
5097 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
5100 label = "Upgrade legacy doors",
5101 -- ^ Descriptive label for profiling purposes (optional).
5102 -- Definitions with identical labels will be listed as one.
5103 name = "modname:replace_legacy_door",
5104 nodenames = {"default:lava_source"},
5105 -- ^ List of node names to trigger the LBM on.
5106 -- Also non-registered nodes will work.
5107 -- Groups (as of group:groupname) will work as well.
5108 run_at_every_load = false,
5109 -- ^ Whether to run the LBM's action every time a block gets loaded,
5110 -- and not just for blocks that were saved last time before LBMs were
5111 -- introduced to the world.
5112 action = func(pos, node),
5115 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
5118 description = "Steel Axe",
5119 groups = {}, -- key = name, value = rating; rating = 1..3.
5120 if rating not applicable, use 1.
5121 e.g. {wool = 1, fluffy = 3}
5122 {soil = 2, outerspace = 1, crumbly = 1}
5123 {bendy = 2, snappy = 1},
5124 {hard = 1, metal = 1, spikes = 1}
5125 inventory_image = "default_tool_steelaxe.png",
5126 inventory_overlay = "overlay.png",
5127 ^ An overlay which does not get colorized.
5132 ^ An image file containing the palette of a node.
5133 ^ You can set the currently used color as the
5134 ^ "palette_index" field of the item stack metadata.
5135 ^ The palette is always stretched to fit indices
5136 ^ between 0 and 255, to ensure compatibility with
5137 ^ "colorfacedir" and "colorwallmounted" nodes.
5139 color = "0xFFFFFFFF",
5140 ^ The color of the item. The palette overrides this.
5141 wield_scale = {x = 1, y = 1, z = 1},
5144 liquids_pointable = false,
5145 tool_capabilities = {
5146 full_punch_interval = 1.0,
5150 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5151 uses = 20, maxlevel = 2},
5153 damage_groups = {groupname = damage},
5155 node_placement_prediction = nil,
5157 ^ If nil and item is node, prediction is made automatically
5158 ^ If nil and item is not a node, no prediction is made
5159 ^ If "" and item is anything, no prediction is made
5160 ^ Otherwise should be name of node which the client immediately places
5161 on ground when the player places the item. Server will always update
5162 actual result to client in a short moment.
5164 node_dig_prediction = "air",
5166 ^ if "", no prediction is made
5167 ^ if "air", node is removed
5168 ^ Otherwise should be name of node which the client immediately places
5169 upon digging. Server will always update actual result shortly.
5172 breaks = "default_tool_break", -- tools only
5173 place = --[[<SimpleSoundSpec>]],
5176 on_place = func(itemstack, placer, pointed_thing),
5178 ^ Shall place item and return the leftover itemstack
5179 ^ The placer may be any ObjectRef or nil.
5180 ^ default: minetest.item_place ]]
5181 on_secondary_use = func(itemstack, user, pointed_thing),
5183 ^ Same as on_place but called when pointing at nothing.
5184 ^ The user may be any ObjectRef or nil.
5185 ^ pointed_thing : always { type = "nothing" }
5187 on_drop = func(itemstack, dropper, pos),
5189 ^ Shall drop item and return the leftover itemstack
5190 ^ The dropper may be any ObjectRef or nil.
5191 ^ default: minetest.item_drop ]]
5192 on_use = func(itemstack, user, pointed_thing),
5195 ^ Function must return either nil if no item shall be removed from
5196 inventory, or an itemstack to replace the original itemstack.
5197 e.g. itemstack:take_item(); return itemstack
5198 ^ Otherwise, the function is free to do what it wants.
5199 ^ The user may be any ObjectRef or nil.
5200 ^ The default functions handle regular use cases.
5202 after_use = func(itemstack, user, node, digparams),
5205 ^ If defined, should return an itemstack and will be called instead of
5206 wearing out the tool. If returns nil, does nothing.
5207 If after_use doesn't exist, it is the same as:
5208 function(itemstack, user, node, digparams)
5209 itemstack:add_wear(digparams.wear)
5212 ^ The user may be any ObjectRef or nil.
5214 _custom_field = whatever,
5216 ^ Add your own custom fields. By convention, all custom field names
5217 should start with `_` to avoid naming collisions with future engine
5224 * `{name="image.png", animation={Tile Animation definition}}`
5225 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5226 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5227 * backface culling enabled by default for most nodes
5228 * tileable flags are info for shaders, how they should treat texture
5229 when displacement mapping is used
5230 Directions are from the point of view of the tile texture,
5231 not the node it's on
5232 * align style determines whether the texture will be rotated with the node
5233 or kept aligned with its surroundings. "user" means that client
5234 setting will be used, similar to `glasslike_framed_optional`.
5235 Note: supported by solid nodes and nodeboxes only.
5236 * scale is used to make texture span several (exactly `scale`) nodes,
5237 instead of just one, in each direction. Works for world-aligned
5239 Note that as the effect is applied on per-mapblock basis, `16` should
5240 be equally divisible by `scale` or you may get wrong results.
5241 * `{name="image.png", color=ColorSpec}`
5242 * the texture's color will be multiplied with this color.
5243 * the tile's color overrides the owning node's color in all cases.
5244 * deprecated, yet still supported field names:
5247 ### Tile animation definition
5250 type = "vertical_frames",
5252 -- ^ specify width of a frame in pixels
5254 -- ^ specify height of a frame in pixels
5256 -- ^ specify full loop length
5262 -- ^ specify width in number of frames
5264 -- ^ specify height in number of frames
5266 -- ^ specify length of a single frame
5269 ### Node definition (`register_node`)
5272 -- <all fields allowed in item definitions>,
5274 drawtype = "normal", -- See "Node drawtypes"
5275 visual_scale = 1.0, --[[
5276 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
5277 ^ "firelike", "mesh".
5278 ^ For plantlike and firelike, the image will start at the bottom of the
5279 ^ node, for the other drawtypes the image will be centered on the node.
5280 ^ Note that positioning for "torchlike" may still change. ]]
5281 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5282 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z
5283 ^ Old field name was 'tile_images'.
5284 ^ List can be shortened to needed length ]]
5285 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
5286 ^ Same as `tiles`, but these textures are drawn on top of the
5287 ^ base tiles. You can use this to colorize only specific parts of
5288 ^ your texture. If the texture name is an empty string, that
5289 ^ overlay is not drawn. Since such tiles are drawn twice, it
5290 ^ is not recommended to use overlays on very common nodes. ]]
5291 special_tiles = {tile definition 1, Tile definition 2}, --[[
5292 ^ Special textures of node; used rarely
5293 ^ Old field name was 'special_materials'.
5294 ^ List can be shortened to needed length ]]
5295 color = ColorSpec, --[[
5296 ^ The node's original color will be multiplied with this color.
5297 ^ If the node has a palette, then this setting only has an effect
5298 ^ in the inventory and on the wield item. ]]
5299 use_texture_alpha = false,
5300 ^ Use texture's alpha channel.
5301 palette = "palette.png", --[[
5302 ^ The node's `param2` is used to select a pixel from the image
5303 ^ (pixels are arranged from left to right and from top to bottom).
5304 ^ The node's color will be multiplied with the selected pixel's
5305 ^ color. Tiles can override this behavior.
5306 ^ Only when `paramtype2` supports palettes. ]]
5307 post_effect_color = "green#0F",
5308 ^ Screen tint if player is inside node, see "ColorSpec".
5309 paramtype = "none", --[[
5311 ^ paramtype = "light" allows light to propagate from or through the
5312 ^ node with light value falling by 1 per node. This line is essential
5313 ^ for a light source node to spread its light. ]]
5314 paramtype2 = "none", -- See "Nodes"
5315 place_param2 = nil, -- Force value for param2 when player places node
5316 is_ground_content = true,
5317 ^ If false, the cave generator will not carve through this node.
5318 sunlight_propagates = false,
5319 ^ If true, sunlight will go infinitely through this.
5320 walkable = true, -- If true, objects collide with node
5321 pointable = true, -- If true, can be pointed at
5322 diggable = true, -- If false, can never be dug
5323 climbable = false, -- If true, can be climbed on (ladder)
5324 buildable_to = false, -- If true, placed nodes can replace this node
5325 floodable = false, --[[
5326 ^ If true, liquids flow into and replace this node.
5327 ^ Warning: making a liquid node 'floodable' will cause problems. ]]
5328 liquidtype = "none", -- "none"/"source"/"flowing"
5329 liquid_alternative_flowing = "", -- Flowing version of source liquid
5330 liquid_alternative_source = "", -- Source version of flowing liquid
5331 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5332 liquid_renewable = true, --[[
5333 ^ If true, a new liquid source can be created by placing two or more
5336 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
5337 ^ Allows defining the nodebox height without using param2.
5338 ^ The nodebox height is 'leveled' / 64 nodes.
5339 ^ The maximum value of 'leveled' is 127. ]]
5340 liquid_range = 8, -- number of flowing nodes around source (max. 8)
5342 ^ Player will take this amount of damage if no bubbles are left.
5343 light_source = 0, --[[
5344 ^ Amount of light emitted by node.
5345 ^ To set the maximum (currently 14), use the value
5346 ^ 'minetest.LIGHT_MAX'.
5347 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5349 damage_per_second = 0,
5350 ^ If player is inside node, this damage is caused.
5351 node_box = {type="regular"}, -- See "Node boxes"
5352 connects_to = nodenames, --[[
5353 ^ Used for nodebox nodes with the type == "connected"
5354 ^ Specifies to what neighboring nodes connections will be drawn
5355 ^ e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
5356 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5358 ^ Tells connected nodebox nodes to connect only to these sides of this
5361 selection_box = {type="regular"}, --[[
5363 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box
5365 legacy_facedir_simple = false,
5366 ^ Support maps made in and before January 2012.
5367 legacy_wallmounted = false,
5368 ^ Support maps made in and before January 2012.
5370 ^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5371 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
5372 ^ 2 - wave node like leaves (whole node moves side-to-side)
5373 ^ caveats: not all models will properly wave.
5374 ^ plantlike drawtype nodes can only wave like plants.
5375 ^ allfaces_optional drawtype nodes can only wave like leaves. --]]
5377 footstep = <SimpleSoundSpec>,
5378 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5379 dug = <SimpleSoundSpec>,
5380 place = <SimpleSoundSpec>,
5381 place_failed = <SimpleSoundSpec>,
5384 ^ Name of dropped node when dug. Default is the node itself.
5387 max_items = 1, -- Maximum number of items to drop.
5388 items = { -- Choose max_items randomly from this list.
5390 items = {"foo:bar", "baz:frob"}, -- Items to drop.
5391 rarity = 1, -- Probability of dropping is 1 / rarity.
5392 inherit_color = true, -- To inherit palette color from the
5398 on_construct = func(pos), --[[
5399 ^ Node constructor; called after adding node
5400 ^ Can set up metadata and stuff like that
5401 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5404 on_destruct = func(pos), --[[
5405 ^ Node destructor; called before removing node
5406 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5409 after_destruct = func(pos, oldnode), --[[
5410 ^ Node destructor; called after removing node
5411 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5414 on_flood = func(pos, oldnode, newnode), --[[
5415 ^ Called when a liquid (newnode) is about to flood oldnode, if
5416 ^ it has `floodable = true` in the nodedef. Not called for bulk
5417 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
5418 ^ return true the node is not flooded, but on_flood callback will
5419 ^ most likely be called over and over again every liquid update
5420 ^ interval. Default: nil.
5421 ^ Warning: making a liquid node 'floodable' will cause problems. ]]
5423 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
5424 ^ Called when oldnode is about be converted to an item, but before the
5425 ^ node is deleted from the world or the drops are added. This is
5426 ^ generally the result of either the node being dug or an attached node
5427 ^ becoming detached.
5428 ^ drops is a table of ItemStacks, so any metadata to be preserved can
5429 ^ be added directly to one or more of the dropped items. See
5430 ^ "ItemStackMetaRef".
5433 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
5434 ^ Called after constructing node when node was placed using
5435 ^ minetest.item_place_node / minetest.place_node
5436 ^ If return true no item is taken from itemstack
5437 ^ `placer` may be any valid ObjectRef or nil
5440 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
5441 ^ oldmetadata is in table format
5442 ^ Called after destructing node when node was dug using
5443 ^ minetest.node_dig / minetest.dig_node
5446 can_dig = function(pos, [player]) --[[
5447 ^ returns true if node can be dug, or false if not
5450 on_punch = func(pos, node, puncher, pointed_thing), --[[
5451 ^ default: minetest.node_punch
5452 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
5454 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
5457 ^ itemstack will hold clicker's wielded item
5458 ^ Shall return the leftover itemstack
5459 ^ Note: pointed_thing can be nil, if a mod calls this function
5460 ^ This function does not get triggered by clients <=0.4.16 if the
5461 ^ "formspec" node metadata field is set ]]
5463 on_dig = func(pos, node, digger), --[[
5464 ^ default: minetest.node_dig
5465 ^ By default: checks privileges, wears out tool and removes node ]]
5467 on_timer = function(pos,elapsed), --[[
5469 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
5470 ^ elapsed is the total time passed since the timer was started
5471 ^ return true to run the timer for another cycle with the same timeout
5474 on_receive_fields = func(pos, formname, fields, sender), --[[
5475 ^ fields = {name1 = value1, name2 = value2, ...}
5476 ^ Called when an UI form (e.g. sign text input) returns data
5479 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5481 ^ Called when a player wants to move items inside the inventory
5482 ^ Return value: number of items allowed to move ]]
5484 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
5486 ^ Called when a player wants to put something into the inventory
5487 ^ Return value: number of items allowed to put
5488 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5490 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
5492 ^ Called when a player wants to take something out of the inventory
5493 ^ Return value: number of items allowed to take
5494 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5496 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5497 on_metadata_inventory_put = func(pos, listname, index, stack, player),
5498 on_metadata_inventory_take = func(pos, listname, index, stack, player),
5500 ^ Called after the actual action has happened, according to what was
5502 ^ No return value ]]
5504 on_blast = func(pos, intensity), --[[
5505 ^ intensity: 1.0 = mid range of regular TNT
5506 ^ If defined, called when an explosion touches the node, instead of
5507 removing the node ]]
5510 ### Recipe for `register_craft` (shaped)
5513 output = 'default:pick_stone',
5515 {'default:cobble', 'default:cobble', 'default:cobble'},
5516 {'', 'default:stick', ''},
5517 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
5519 replacements = --[[<optional list of item pairs,
5520 replace one input item with another item on crafting>]]
5523 ### Recipe for `register_craft` (shapeless)
5527 output = 'mushrooms:mushroom_stew',
5530 "mushrooms:mushroom_brown",
5531 "mushrooms:mushroom_red",
5533 replacements = --[[<optional list of item pairs,
5534 replace one input item with another item on crafting>]]
5537 ### Recipe for `register_craft` (tool repair)
5540 type = "toolrepair",
5541 additional_wear = -0.02,
5544 ### Recipe for `register_craft` (cooking)
5548 output = "default:glass",
5549 recipe = "default:sand",
5553 ### Recipe for `register_craft` (furnace fuel)
5557 recipe = "default:leaves",
5561 ### Ore definition (`register_ore`)
5563 See 'Ore types' section above for essential information.
5566 ore_type = "scatter",
5567 ore = "default:stone_with_coal",
5569 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
5570 wherein = "default:stone",
5571 -- ^ a list of nodenames is supported too
5572 clust_scarcity = 8 * 8 * 8,
5573 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
5574 -- ^ If the desired average distance between ores is 'd', set this to
5577 -- ^ Number of ores in a cluster
5579 -- ^ Size of the bounding box of the cluster
5580 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
5581 -- ^ nodes are coal ore.
5584 -- ^ Lower and upper limits for ore.
5586 -- ^ Attributes for this ore generation, see 'Ore attributes' section
5588 noise_threshold = 0.5,
5589 -- ^ If noise is above this threshold, ore is placed. Not needed for a
5590 -- ^ uniform distribution.
5594 spread = {x = 100, y = 100, z = 100},
5599 -- ^ NoiseParams structure describing one of the perlin noises used for
5600 -- ^ ore distribution.
5601 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
5602 -- ^ Omit from "scatter" ore for a uniform ore distribution.
5603 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to
5605 biomes = {"desert", "rainforest"}
5606 -- ^ List of biomes in which this decoration occurs.
5607 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen
5608 -- ^ being used does not support biomes.
5609 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5610 column_height_min = 1,
5611 column_height_max = 16,
5612 column_midpoint_factor = 0.5,
5613 -- ^ See 'Ore types' section above.
5614 -- ^ The above 3 parameters are only valid for "sheet" ore.
5618 spread = {x = 100, y = 100, z = 100},
5626 spread = {x = 100, y = 100, z = 100},
5631 -- ^ See 'Ore types' section above.
5632 -- ^ The above 2 parameters are only valid for "puff" ore.
5633 random_factor = 1.0,
5634 -- ^ See 'Ore types' section above.
5635 -- ^ Only valid for "vein" ore.
5636 np_stratum_thickness = {
5639 spread = {x = 100, y = 100, z = 100},
5644 stratum_thickness = 8,
5645 -- ^ See 'Ore types' section above.
5646 -- ^ The above 2 parameters are only valid for "stratum" ore.
5649 ### Biome definition (`register_biome`)
5653 node_dust = "default:snow",
5654 -- ^ Node dropped onto upper surface after all else is generated.
5655 node_top = "default:dirt_with_snow",
5657 -- ^ Node forming surface layer of biome and thickness of this layer.
5658 node_filler = "default:permafrost",
5660 -- ^ Node forming lower layer of biome and thickness of this layer.
5661 node_stone = "default:bluestone",
5662 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
5663 node_water_top = "default:ice",
5664 depth_water_top = 10,
5665 -- ^ Node forming a surface layer in seawater with the defined thickness.
5667 -- ^ Node that replaces all seawater nodes not in the defined surface
5669 node_river_water = "default:ice",
5670 -- ^ Node that replaces river water in mapgens that use
5671 -- ^ default:river_water.
5672 node_riverbed = "default:gravel",
5674 -- ^ Node placed under river water and thickness of this layer.
5675 node_cave_liquid = "default:water_source",
5676 -- ^ Nodes placed as a blob of liquid in 50% of large caves.
5677 -- ^ If absent, cave liquids fall back to classic behaviour of lava or
5678 -- ^ water distributed according to a hardcoded 3D noise.
5679 node_dungeon = "default:cobble",
5680 -- ^ Node used for primary dungeon structure.
5681 -- ^ If absent, dungeon materials fall back to classic behaviour.
5682 -- ^ If present, the following two nodes are also used.
5683 node_dungeon_alt = "default:mossycobble",
5684 -- ^ Node used for randomly-distributed alternative structure nodes.
5685 -- ^ If alternative structure nodes are not wanted leave this absent for
5686 -- ^ performance reasons.
5687 node_dungeon_stair = "stairs:stair_cobble",
5688 -- ^ Node used for dungeon stairs.
5689 -- ^ If absent, stairs fall back to 'node_dungeon'.
5692 -- ^ Upper and lower limits for biome.
5693 -- ^ Alternatively you can use xyz limits as shown below.
5694 max_pos = {x = 31000, y = 128, z = 31000},
5695 min_pos = {x = -31000, y = 9, z = -31000},
5696 -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
5697 -- ^ Biome is limited to a cuboid defined by these positions.
5698 -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
5699 -- ^ 31000 in 'max_pos'.
5701 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
5702 -- ^ blend with the biome above.
5703 -- ^ Set to 0 for no vertical blend. Defaults to 0.
5705 humidity_point = 50,
5706 -- ^ Characteristic temperature and humidity for the biome.
5707 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5708 -- ^ humidity as axes. The resulting voronoi cells determine the
5709 -- ^ distribution of the biomes.
5710 -- ^ Heat and humidity have average values of 50, vary mostly between
5711 -- ^ 0 and 100 but can exceed these values.
5714 ### Decoration definition (`register_decoration`)
5717 deco_type = "simple", -- See "Decoration types"
5718 place_on = "default:dirt_with_grass",
5719 -- ^ Node (or list of nodes) that the decoration can be placed on
5721 -- ^ Size of the square divisions of the mapchunk being generated.
5722 -- ^ Determines the resolution of noise variation if used.
5723 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made
5724 -- ^ equal to the chunk size.
5726 -- ^ The value determines 'decorations per surface node'.
5727 -- ^ Used only if noise_params is not specified.
5731 spread = {x = 100, y = 100, z = 100},
5738 -- ^ NoiseParams structure describing the perlin noise used for decoration
5740 -- ^ A noise value is calculated for each square division and determines
5741 -- ^ 'decorations per surface node' within each division.
5742 biomes = {"Oceanside", "Hills", "Plains"},
5743 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes
5744 -- ^ if this is omitted, and ignored if the Mapgen being used does not
5745 -- ^ support biomes.
5746 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5749 -- ^ Lower and upper limits for decoration.
5750 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
5751 spawn_by = "default:water",
5752 -- ^ Node (or list of nodes) that the decoration only spawns next to.
5753 -- ^ Checks two horizontal planes of 8 neighbouring nodes (including
5754 -- ^ diagonal neighbours), one plane level with the 'place_on' node and a
5755 -- ^ plane one node above that.
5757 -- ^ Number of spawn_by nodes that must be surrounding the decoration
5758 -- ^ position to occur.
5759 -- ^ If absent or -1, decorations occur next to any nodes.
5760 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
5761 -- ^ Flags for all decoration types.
5762 -- ^ "liquid_surface": Instead of placement on the highest solid surface
5763 -- ^ in a mapchunk column, placement is on the highest liquid surface.
5764 -- ^ Placement is disabled if solid nodes are found above the liquid
5766 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
5767 -- ^ by the decoration.
5768 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
5769 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
5770 -- ^ ceiling surfaces, for example in caves.
5771 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5772 -- ^ effect of 'place_offset_y' is inverted.
5773 -- ^ If a single decoration registration has both flags the floor and
5774 -- ^ ceiling decorations will be aligned vertically and may sometimes
5775 -- ^ meet to form a column.
5777 ----- Simple-type parameters
5778 decoration = "default:grass",
5779 -- ^ The node name used as the decoration.
5780 -- ^ If instead a list of strings, a randomly selected node from the list
5781 -- ^ is placed as the decoration.
5783 -- ^ Decoration height in nodes.
5784 -- ^ If height_max is not 0, this is the lower limit of a randomly
5785 -- ^ selected height.
5787 -- ^ Upper limit of the randomly selected height.
5788 -- ^ If absent, the parameter 'height' is used as a constant.
5790 -- ^ Param2 value of decoration nodes.
5791 -- ^ If param2_max is not 0, this is the lower limit of a randomly
5792 -- ^ selected param2.
5794 -- ^ Upper limit of the randomly selected param2.
5795 -- ^ If absent, the parameter 'param2' is used as a constant.
5797 -- ^ Y offset of the decoration base node relative to the standard base
5799 -- ^ Can be positive or negative. Default is 0.
5800 -- ^ Effect is inverted for "all_ceilings" decorations.
5801 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5802 -- ^ to the 'place_on' node.
5804 ----- Schematic-type parameters
5805 schematic = "foobar.mts",
5806 -- ^ If schematic is a string, it is the filepath relative to the current
5807 -- ^ working directory of the specified Minetest schematic file.
5808 -- ^ - OR -, could be the ID of a previously registered schematic
5809 -- ^ - OR -, could instead be a table containing two mandatory fields,
5810 -- ^ size and data, and an optional table yslice_prob:
5812 size = {x = 4, y = 6, z = 4},
5814 {name = "default:cobble", param1 = 255, param2 = 0},
5815 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
5816 {name = "air", param1 = 255, param2 = 0},
5820 {ypos = 2, prob = 128},
5821 {ypos = 5, prob = 64},
5825 -- ^ See 'Schematic specifier' for details.
5826 replacements = {["oldname"] = "convert_to", ...},
5827 flags = "place_center_x, place_center_y, place_center_z",
5828 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5830 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5832 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5833 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5835 -- ^ Can be positive or negative. Default is 0.
5836 -- ^ Effect is inverted for "all_ceilings" decorations.
5837 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5838 -- ^ to the 'place_on' node.
5841 ### Chat command definition (`register_chatcommand`)
5844 params = "<name> <privilege>", -- Short parameter description
5845 description = "Remove privilege from player", -- Full description
5846 privs = {privs=true}, -- Require the "privs" privilege to run
5847 func = function(name, param), -- Called when command is run.
5848 -- Returns boolean success and text
5852 Note that in params, use of symbols is as follows:
5854 * `<>` signifies a placeholder to be replaced when the command is used. For
5855 example, when a player name is needed: `<name>`
5856 * `[]` signifies param is optional and not required when the command is used.
5857 For example, if you require param1 but param2 is optional:
5858 `<param1> [<param2>]`
5859 * `|` signifies exclusive or. The command requires one param from the options
5860 provided. For example: `<param1> | <param2>`
5861 * `()` signifies grouping. For example, when param1 and param2 are both
5862 required, or only param3 is required: `(<param1> <param2>) | <param3>`
5864 ### Detached inventory callbacks
5867 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5868 -- ^ Called when a player wants to move items inside the inventory
5869 -- ^ Return value: number of items allowed to move
5871 allow_put = func(inv, listname, index, stack, player),
5872 -- ^ Called when a player wants to put something into the inventory
5873 -- ^ Return value: number of items allowed to put
5874 -- ^ Return value: -1: Allow and don't modify item count in inventory
5876 allow_take = func(inv, listname, index, stack, player),
5877 -- ^ Called when a player wants to take something out of the inventory
5878 -- ^ Return value: number of items allowed to take
5879 -- ^ Return value: -1: Allow and don't modify item count in inventory
5881 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5882 on_put = func(inv, listname, index, stack, player),
5883 on_take = func(inv, listname, index, stack, player),
5884 -- ^ Called after the actual action has happened, according to what was
5886 -- ^ No return value
5889 ### HUD Definition (`hud_add`, `hud_get`)
5892 hud_elem_type = "image", -- see HUD element types
5893 -- ^ type of HUD element, can be either of "image", "text", "statbar",
5895 position = {x=0.5, y=0.5},
5896 -- ^ Left corner position of element
5898 scale = {x = 2, y = 2},
5902 -- ^ Selected item in inventory. 0 for no item selected.
5904 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5905 alignment = {x=0, y=0},
5906 -- ^ See "HUD Element Types"
5907 offset = {x=0, y=0},
5908 -- ^ See "HUD Element Types"
5909 size = { x=100, y=100 },
5910 -- ^ Size of element in pixels
5913 ### Particle definition (`add_particle`)
5916 pos = {x=0, y=0, z=0},
5917 velocity = {x=0, y=0, z=0},
5918 acceleration = {x=0, y=0, z=0},
5919 -- ^ Spawn particle at pos with velocity and acceleration
5921 -- ^ Disappears after expirationtime seconds
5923 collisiondetection = false,
5924 -- ^ collisiondetection: if true collides with physical objects
5925 collision_removal = false,
5926 -- ^ collision_removal: if true then particle is removed when it collides,
5927 -- ^ requires collisiondetection = true to have any effect
5929 -- ^ vertical: if true faces player using y axis only
5930 texture = "image.png",
5931 -- ^ Uses texture (string)
5932 playername = "singleplayer",
5933 -- ^ optional, if specified spawns particle only on the player's client
5934 animation = {Tile Animation definition},
5935 -- ^ optional, specifies how to animate the particle texture
5937 -- ^ optional, specify particle self-luminescence in darkness
5941 ### `ParticleSpawner` definition (`add_particlespawner`)
5946 -- ^ If time is 0 has infinite lifespan and spawns the amount on a
5947 -- ^ per-second basis.
5948 minpos = {x=0, y=0, z=0},
5949 maxpos = {x=0, y=0, z=0},
5950 minvel = {x=0, y=0, z=0},
5951 maxvel = {x=0, y=0, z=0},
5952 minacc = {x=0, y=0, z=0},
5953 maxacc = {x=0, y=0, z=0},
5958 -- ^ The particle's properties are random values in between the bounds:
5959 -- ^ minpos/maxpos, minvel/maxvel (velocity),
5960 -- ^ minacc/maxacc (acceleration), minsize/maxsize,
5961 -- ^ minexptime/maxexptime (expirationtime).
5962 collisiondetection = false,
5963 -- ^ collisiondetection: if true uses collision detection
5964 collision_removal = false,
5965 -- ^ collision_removal: if true then particle is removed when it collides,
5966 -- ^ requires collisiondetection = true to have any effect
5967 attached = ObjectRef,
5968 -- ^ attached: if defined, particle positions, velocities and
5969 -- ^ accelerations are relative to this object's position and yaw.
5971 -- ^ vertical: if true faces player using y axis only
5972 texture = "image.png",
5973 -- ^ Uses texture (string)
5974 playername = "singleplayer"
5975 -- ^ Playername is optional, if specified spawns particle only on the
5976 -- ^ player's client.
5977 animation = {Tile Animation definition},
5978 -- ^ optional, specifies how to animate the particle texture
5980 -- ^ optional, specify particle self-luminescence in darkness
5983 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5986 url = "http://example.org",
5988 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5989 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
5990 -- ^ Optional, if specified a POST request with post_data is performed.
5991 -- ^ Accepts both a string and a table. If a table is specified, encodes
5992 -- ^ table as x-www-form-urlencoded key-value pairs.
5993 -- ^ If post_data ist not specified, a GET request is performed instead.
5994 user_agent = "ExampleUserAgent",
5995 -- ^ Optional, if specified replaces the default minetest user agent with
5997 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5998 -- ^ Optional, if specified adds additional headers to the HTTP request.
5999 -- ^ You must make sure that the header strings follow HTTP specification
6000 -- ^ ("Key: Value").
6002 -- ^ Optional, if true performs a multipart HTTP request.
6003 -- ^ Default is false.
6006 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
6010 -- ^ If true, the request has finished (either succeeded, failed or timed
6013 -- ^ If true, the request was successful
6015 -- ^ If true, the request timed out
6017 -- ^ HTTP status code
6021 ### Authentication handler definition
6024 get_auth = func(name),
6025 -- ^ Get authentication data for existing player `name` (`nil` if player
6027 -- ^ returns following structure:
6028 -- ^ `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6029 create_auth = func(name, password),
6030 -- ^ Create new auth data for player `name`
6031 -- ^ Note that `password` is not plain-text but an arbitrary
6032 -- ^ representation decided by the engine
6033 delete_auth = func(name),
6034 -- ^ Delete auth data of player `name`, returns boolean indicating success
6035 -- ^ (false if player nonexistant).
6036 set_password = func(name, password),
6037 -- ^ Set password of player `name` to `password`
6038 Auth data should be created if not present
6039 set_privileges = func(name, privileges),
6040 -- ^ Set privileges of player `name`
6041 -- ^ `privileges` is in table form, auth data should be created if not
6044 -- ^ Reload authentication data from the storage location
6045 -- ^ Returns boolean indicating success
6046 record_login = func(name),
6047 -- ^ Called when player joins, used for keeping track of last_login
6049 -- ^ Returns an iterator (use with `for` loops) for all player names
6050 -- ^ currently in the auth database.