1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A key-value store of mod details.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 A file in the same format as the one in builtin. It will be parsed by the
200 settings menu and the settings will be displayed in the "Mods" category.
204 The main Lua script. Running this script should register everything it
205 wants to register. Subsequent execution depends on minetest calling the
206 registered callbacks.
208 `minetest.settings` can be used to read custom or existing settings at load
209 time, if necessary. (See [`Settings`])
213 Models for entities or meshnodes.
215 ### `textures`, `sounds`, `media`
217 Media files (textures, sounds, whatever) that will be transferred to the
218 client and will be available for use by the mod.
222 Translation files for the clients. (See [Translations])
227 Registered names should generally be in this format:
231 `<whatever>` can have these characters:
235 This is to prevent conflicting names from corrupting maps and is
236 enforced by the mod loader.
238 Registered names can be overridden by prefixing the name with `:`. This can
239 be used for overriding the registrations of some other mod.
241 The `:` prefix can also be used for maintaining backwards compatibility.
245 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
246 So the name should be `experimental:tnt`.
248 Any mod can redefine `experimental:tnt` by using the name
252 when registering it. That mod is required to have `experimental` as a
261 Aliases of itemnames can be added by using
262 `minetest.register_alias(alias, original_name)` or
263 `minetest.register_alias_force(alias, original_name)`.
265 This adds an alias `alias` for the item called `original_name`.
266 From now on, you can use `alias` to refer to the item `original_name`.
268 The only difference between `minetest.register_alias` and
269 `minetest.register_alias_force` is that if an item named `alias` already exists,
270 `minetest.register_alias` will do nothing while
271 `minetest.register_alias_force` will unregister it.
273 This can be used for maintaining backwards compatibility.
275 This can also set quick access names for things, e.g. if
276 you have an item called `epiclylongmodname:stuff`, you could do
278 minetest.register_alias("stuff", "epiclylongmodname:stuff")
280 and be able to use `/giveme stuff`.
285 In a game, a certain number of these must be set to tell core mapgens which
286 of the game's nodes are to be used by the core mapgens. For example:
288 minetest.register_alias("mapgen_stone", "default:stone")
290 ### Aliases needed for all mapgens except Mapgen V6
295 * mapgen_water_source
296 * mapgen_river_water_source
300 Not required if cave liquid nodes are set in biome definitions.
306 Not required if dungeon nodes are set in biome definitions.
309 * mapgen_stair_cobble
311 * mapgen_desert_stone
312 * mapgen_stair_desert_stone
314 * mapgen_sandstonebrick
315 * mapgen_stair_sandstone_block
317 ### Aliases needed for Mapgen V6
319 #### Terrain and biomes
322 * mapgen_water_source
325 * mapgen_dirt_with_grass
328 * mapgen_desert_stone
330 * mapgen_dirt_with_snow
341 * mapgen_jungleleaves
344 * mapgen_pine_needles
349 * mapgen_stair_cobble
351 * mapgen_stair_desert_stone
353 ### Setting the node used in Mapgen Singlenode
355 By default the world is filled with air nodes. To set a different node use, for
358 minetest.register_alias("mapgen_singlenode", "default:stone")
366 Mods should generally prefix their textures with `modname_`, e.g. given
367 the mod name `foomod`, a texture could be called:
371 Textures are referred to by their complete name, or alternatively by
372 stripping out the file extension:
374 * e.g. `foomod_foothing.png`
375 * e.g. `foomod_foothing`
380 There are various texture modifiers that can be used
381 to generate textures on-the-fly.
383 ### Texture overlaying
385 Textures can be overlaid by putting a `^` between them.
389 default_dirt.png^default_grass_side.png
391 `default_grass_side.png` is overlaid over `default_dirt.png`.
392 The texture with the lower resolution will be automatically upscaled to
393 the higher resolution texture.
397 Textures can be grouped together by enclosing them in `(` and `)`.
399 Example: `cobble.png^(thing1.png^thing2.png)`
401 A texture for `thing1.png^thing2.png` is created and the resulting
402 texture is overlaid on top of `cobble.png`.
406 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
407 passing complex texture names as arguments. Escaping is done with backslash and
408 is required for `^` and `:`.
410 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
412 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
413 on top of `cobble.png`.
415 ### Advanced texture modifiers
421 * `[crack:<t>:<n>:<p>`
422 * `[cracko:<t>:<n>:<p>`
426 * `<t>`: tile count (in each direction)
427 * `<n>`: animation frame count
428 * `<p>`: current animation frame
430 Draw a step of the crack animation on the texture.
431 `crack` draws it normally, while `cracko` lays it over, keeping transparent
436 default_cobble.png^[crack:10:1
438 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
444 * `<file>`: texture to combine
446 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
447 specified coordinates.
451 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
453 #### `[resize:<w>x<h>`
455 Resizes the texture to the given dimensions.
459 default_sandstone.png^[resize:16x16
463 Makes the base image transparent according to the given ratio.
465 `r` must be between 0 (transparent) and 255 (opaque).
469 default_sandstone.png^[opacity:127
471 #### `[invert:<mode>`
473 Inverts the given channels of the base image.
474 Mode may contain the characters "r", "g", "b", "a".
475 Only the channels that are mentioned in the mode string will be inverted.
479 default_apple.png^[invert:rgb
483 Brightens the texture.
487 tnt_tnt_side.png^[brighten
491 Makes the texture completely opaque.
495 default_leaves.png^[noalpha
497 #### `[makealpha:<r>,<g>,<b>`
499 Convert one color to transparency.
503 default_cobble.png^[makealpha:128,128,128
507 * `<t>`: transformation(s) to apply
509 Rotates and/or flips the image.
511 `<t>` can be a number (between 0 and 7) or a transform name.
512 Rotations are counter-clockwise.
515 1 R90 rotate by 90 degrees
516 2 R180 rotate by 180 degrees
517 3 R270 rotate by 270 degrees
519 5 FXR90 flip X then rotate by 90 degrees
521 7 FYR90 flip Y then rotate by 90 degrees
525 default_stone.png^[transformFXR90
527 #### `[inventorycube{<top>{<left>{<right>`
529 Escaping does not apply here and `^` is replaced by `&` in texture names
532 Create an inventory cube texture using the side textures.
536 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
538 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
539 `dirt.png^grass_side.png` textures
541 #### `[lowpart:<percent>:<file>`
543 Blit the lower `<percent>`% part of `<file>` on the texture.
547 base.png^[lowpart:25:overlay.png
549 #### `[verticalframe:<t>:<n>`
551 * `<t>`: animation frame count
552 * `<n>`: current animation frame
554 Crops the texture to a frame of a vertical animation.
558 default_torch_animated.png^[verticalframe:16:8
562 Apply a mask to the base image.
564 The mask is applied using binary AND.
566 #### `[sheet:<w>x<h>:<x>,<y>`
568 Retrieves a tile at position x,y from the base image
569 which it assumes to be a tilesheet with dimensions w,h.
571 #### `[colorize:<color>:<ratio>`
573 Colorize the textures with the given color.
574 `<color>` is specified as a `ColorString`.
575 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
576 it is an int, then it specifies how far to interpolate between the
577 colors where 0 is only the texture color and 255 is only `<color>`. If
578 omitted, the alpha of `<color>` will be used as the ratio. If it is
579 the word "`alpha`", then each texture pixel will contain the RGB of
580 `<color>` and the alpha of `<color>` multiplied by the alpha of the
583 #### `[multiply:<color>`
585 Multiplies texture colors with the given color.
586 `<color>` is specified as a `ColorString`.
587 Result is more like what you'd expect if you put a color on top of another
588 color, meaning white surfaces get a lot of your new color while black parts
589 don't change very much.
594 The goal of hardware coloring is to simplify the creation of
595 colorful nodes. If your textures use the same pattern, and they only
596 differ in their color (like colored wool blocks), you can use hardware
597 coloring instead of creating and managing many texture files.
598 All of these methods use color multiplication (so a white-black texture
599 with red coloring will result in red-black color).
603 This method is useful if you wish to create nodes/items with
604 the same texture, in different colors, each in a new node/item definition.
608 When you register an item or node, set its `color` field (which accepts a
609 `ColorSpec`) to the desired color.
611 An `ItemStack`'s static color can be overwritten by the `color` metadata
612 field. If you set that field to a `ColorString`, that color will be used.
616 Each tile may have an individual static color, which overwrites every
617 other coloring method. To disable the coloring of a face,
618 set its color to white (because multiplying with white does nothing).
619 You can set the `color` property of the tiles in the node's definition
620 if the tile is in table format.
624 For nodes and items which can have many colors, a palette is more
625 suitable. A palette is a texture, which can contain up to 256 pixels.
626 Each pixel is one possible color for the node/item.
627 You can register one node/item, which can have up to 256 colors.
629 #### Palette indexing
631 When using palettes, you always provide a pixel index for the given
632 node or `ItemStack`. The palette is read from left to right and from
633 top to bottom. If the palette has less than 256 pixels, then it is
634 stretched to contain exactly 256 pixels (after arranging the pixels
635 to one line). The indexing starts from 0.
639 * 16x16 palette, index = 0: the top left corner
640 * 16x16 palette, index = 4: the fifth pixel in the first row
641 * 16x16 palette, index = 16: the pixel below the top left corner
642 * 16x16 palette, index = 255: the bottom right corner
643 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
644 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
645 to ensure the total 256 pixels.
646 * 2x4 palette, index = 32: the top right corner
647 * 2x4 palette, index = 63: the top right corner
648 * 2x4 palette, index = 64: the pixel below the top left corner
650 #### Using palettes with items
652 When registering an item, set the item definition's `palette` field to
653 a texture. You can also use texture modifiers.
655 The `ItemStack`'s color depends on the `palette_index` field of the
656 stack's metadata. `palette_index` is an integer, which specifies the
657 index of the pixel to use.
659 #### Linking palettes with nodes
661 When registering a node, set the item definition's `palette` field to
662 a texture. You can also use texture modifiers.
663 The node's color depends on its `param2`, so you also must set an
664 appropriate `paramtype2`:
666 * `paramtype2 = "color"` for nodes which use their full `param2` for
667 palette indexing. These nodes can have 256 different colors.
668 The palette should contain 256 pixels.
669 * `paramtype2 = "colorwallmounted"` for nodes which use the first
670 five bits (most significant) of `param2` for palette indexing.
671 The remaining three bits are describing rotation, as in `wallmounted`
672 paramtype2. Division by 8 yields the palette index (without stretching the
673 palette). These nodes can have 32 different colors, and the palette
674 should contain 32 pixels.
676 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
677 pixel will be picked from the palette.
678 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
679 pixel will be picked from the palette.
680 * `paramtype2 = "colorfacedir"` for nodes which use the first
681 three bits of `param2` for palette indexing. The remaining
682 five bits are describing rotation, as in `facedir` paramtype2.
683 Division by 32 yields the palette index (without stretching the
684 palette). These nodes can have 8 different colors, and the
685 palette should contain 8 pixels.
687 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
688 first (= 0 + 1) pixel will be picked from the palette.
689 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
690 second (= 1 + 1) pixel will be picked from the palette.
692 To colorize a node on the map, set its `param2` value (according
693 to the node's paramtype2).
695 ### Conversion between nodes in the inventory and on the map
697 Static coloring is the same for both cases, there is no need
700 If the `ItemStack`'s metadata contains the `color` field, it will be
701 lost on placement, because nodes on the map can only use palettes.
703 If the `ItemStack`'s metadata contains the `palette_index` field, it is
704 automatically transferred between node and item forms by the engine,
705 when a player digs or places a colored node.
706 You can disable this feature by setting the `drop` field of the node
707 to itself (without metadata).
708 To transfer the color to a special drop, you need a drop table.
712 minetest.register_node("mod:stone", {
713 description = "Stone",
714 tiles = {"default_stone.png"},
715 paramtype2 = "color",
716 palette = "palette.png",
719 -- assume that mod:cobblestone also has the same palette
720 {items = {"mod:cobblestone"}, inherit_color = true },
725 ### Colored items in craft recipes
727 Craft recipes only support item strings, but fortunately item strings
728 can also contain metadata. Example craft recipe registration:
730 minetest.register_craft({
731 output = minetest.itemstring_with_palette("wool:block", 3),
739 To set the `color` field, you can use `minetest.itemstring_with_color`.
741 Metadata field filtering in the `recipe` field are not supported yet,
742 so the craft output is independent of the color of the ingredients.
747 Sometimes hardware coloring is not enough, because it affects the
748 whole tile. Soft texture overlays were added to Minetest to allow
749 the dynamic coloring of only specific parts of the node's texture.
750 For example a grass block may have colored grass, while keeping the
753 These overlays are 'soft', because unlike texture modifiers, the layers
754 are not merged in the memory, but they are simply drawn on top of each
755 other. This allows different hardware coloring, but also means that
756 tiles with overlays are drawn slower. Using too much overlays might
759 For inventory and wield images you can specify overlays which
760 hardware coloring does not modify. You have to set `inventory_overlay`
761 and `wield_overlay` fields to an image name.
763 To define a node overlay, simply set the `overlay_tiles` field of the node
764 definition. These tiles are defined in the same way as plain tiles:
765 they can have a texture name, color etc.
766 To skip one face, set that overlay tile to an empty string.
768 Example (colored grass block):
770 minetest.register_node("default:dirt_with_grass", {
771 description = "Dirt with Grass",
772 -- Regular tiles, as usual
773 -- The dirt tile disables palette coloring
774 tiles = {{name = "default_grass.png"},
775 {name = "default_dirt.png", color = "white"}},
776 -- Overlay tiles: define them in the same style
777 -- The top and bottom tile does not have overlay
778 overlay_tiles = {"", "",
779 {name = "default_grass_side.png", tileable_vertical = false}},
780 -- Global color, used in inventory
782 -- Palette in the world
783 paramtype2 = "color",
784 palette = "default_foilage.png",
793 Only Ogg Vorbis files are supported.
795 For positional playing of sounds, only single-channel (mono) files are
796 supported. Otherwise OpenAL will play them non-positionally.
798 Mods should generally prefix their sounds with `modname_`, e.g. given
799 the mod name "`foomod`", a sound could be called:
803 Sounds are referred to by their name with a dot, a single digit and the
804 file extension stripped out. When a sound is played, the actual sound file
805 is chosen randomly from the matching sounds.
807 When playing the sound `foomod_foosound`, the sound is chosen randomly
808 from the available ones of the following files:
810 * `foomod_foosound.ogg`
811 * `foomod_foosound.0.ogg`
812 * `foomod_foosound.1.ogg`
814 * `foomod_foosound.9.ogg`
816 Examples of sound parameter tables:
818 -- Play locationless on all clients
820 gain = 1.0, -- default
821 fade = 0.0, -- default, change to a value > 0 to fade the sound in
822 pitch = 1.0, -- default
824 -- Play locationless to one player
827 gain = 1.0, -- default
828 fade = 0.0, -- default, change to a value > 0 to fade the sound in
829 pitch = 1.0, -- default
831 -- Play locationless to one player, looped
834 gain = 1.0, -- default
837 -- Play in a location
839 pos = {x = 1, y = 2, z = 3},
840 gain = 1.0, -- default
841 max_hear_distance = 32, -- default, uses an euclidean metric
843 -- Play connected to an object, looped
845 object = <an ObjectRef>,
846 gain = 1.0, -- default
847 max_hear_distance = 32, -- default, uses an euclidean metric
851 Looped sounds must either be connected to an object or played locationless to
852 one player using `to_player = name,`.
854 A positional sound will only be heard by players that are within
855 `max_hear_distance` of the sound position, at the start of the sound.
861 * e.g. `"default_place_node"`
863 * e.g. `{name = "default_place_node"}`
864 * e.g. `{name = "default_place_node", gain = 1.0}`
865 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
870 Registered definitions
871 ======================
873 Anything added using certain [Registration functions] gets added to one or more
874 of the global [Registered definition tables].
876 Note that in some cases you will stumble upon things that are not contained
877 in these tables (e.g. when a mod has been removed). Always check for
878 existence before trying to access the fields.
882 All nodes register with `minetest.register_node` get added to the table
883 `minetest.registered_nodes`.
885 If you want to check the drawtype of a node, you could do:
887 local function get_nodedef_field(nodename, fieldname)
888 if not minetest.registered_nodes[nodename] then
891 return minetest.registered_nodes[nodename][fieldname]
893 local drawtype = get_nodedef_field(nodename, "drawtype")
901 Nodes are the bulk data of the world: cubes and other things that take the
902 space of a cube. Huge amounts of them are handled efficiently, but they
905 The definition of a node is stored and can be accessed by using
907 minetest.registered_nodes[node.name]
909 See [Registered definitions].
911 Nodes are passed by value between Lua and the engine.
912 They are represented by a table:
914 {name="name", param1=num, param2=num}
916 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
917 them for certain automated functions. If you don't use these functions, you can
918 use them to store arbitrary values.
923 The functions of `param1` and `param2` are determined by certain fields in the
926 `param1` is reserved for the engine when `paramtype != "none"`:
928 * `paramtype = "light"`
929 * The value stores light with and without sun in its upper and lower 4 bits
931 * Required by a light source node to enable spreading its light.
932 * Required by the following drawtypes as they determine their visual
933 brightness from their internal light value:
944 `param2` is reserved for the engine when any of these are used:
946 * `liquidtype = "flowing"`
947 * The level and some flags of the liquid is stored in `param2`
948 * `drawtype = "flowingliquid"`
949 * The drawn liquid level is read from `param2`
950 * `drawtype = "torchlike"`
951 * `drawtype = "signlike"`
952 * `paramtype2 = "wallmounted"`
953 * The rotation of the node is stored in `param2`. You can make this value
954 by using `minetest.dir_to_wallmounted()`.
955 * `paramtype2 = "facedir"`
956 * The rotation of the node is stored in `param2`. Furnaces and chests are
957 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
958 * Values range 0 - 23
959 * facedir / 4 = axis direction:
960 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
961 * facedir modulo 4 = rotation around that axis
962 * `paramtype2 = "leveled"`
963 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
965 * The level of the top face of the nodebox is stored in `param2`.
966 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
968 * The nodebox height is (`param2` / 64) nodes.
969 * The maximum accepted value of `param2` is 127.
971 * The height of the 'plantlike' section is stored in `param2`.
972 * The height is (`param2` / 16) nodes.
973 * `paramtype2 = "degrotate"`
974 * Only valid for "plantlike". The rotation of the node is stored in
976 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
977 get the actual rotation in degrees of the node.
978 * `paramtype2 = "meshoptions"`
979 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
980 can be used to change how the client draws plantlike nodes.
981 * Bits 0, 1 and 2 form a mesh selector.
982 Currently the following meshes are choosable:
983 * 0 = a "x" shaped plant (ordinary plant)
984 * 1 = a "+" shaped plant (just rotated 45 degrees)
985 * 2 = a "*" shaped plant with 3 faces instead of 2
986 * 3 = a "#" shaped plant with 4 faces instead of 2
987 * 4 = a "#" shaped plant with 4 faces that lean outwards
988 * 5-7 are unused and reserved for future meshes.
989 * Bits 3 through 7 are optional flags that can be combined and give these
991 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
992 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
993 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
994 * bits 6-7 are reserved for future use.
995 * `paramtype2 = "color"`
996 * `param2` tells which color is picked from the palette.
997 The palette should have 256 pixels.
998 * `paramtype2 = "colorfacedir"`
999 * Same as `facedir`, but with colors.
1000 * The first three bits of `param2` tells which color is picked from the
1001 palette. The palette should have 8 pixels.
1002 * `paramtype2 = "colorwallmounted"`
1003 * Same as `wallmounted`, but with colors.
1004 * The first five bits of `param2` tells which color is picked from the
1005 palette. The palette should have 32 pixels.
1006 * `paramtype2 = "glasslikeliquidlevel"`
1007 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1009 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1011 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1013 Nodes can also contain extra data. See [Node Metadata].
1018 There are a bunch of different looking node types.
1020 Look for examples in `games/minimal` or `games/minetest_game`.
1023 * A node-sized cube.
1025 * Invisible, uses no texture.
1027 * The cubic source node for a liquid.
1029 * The flowing version of a liquid, appears with various heights and slopes.
1031 * Often used for partially-transparent nodes.
1032 * Only external sides of textures are visible.
1033 * `glasslike_framed`
1034 * All face-connected nodes are drawn as one volume within a surrounding
1036 * The frame appearance is generated from the edges of the first texture
1037 specified in `tiles`. The width of the edges used are 1/16th of texture
1038 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1039 * The glass 'shine' (or other desired detail) on each node face is supplied
1040 by the second texture specified in `tiles`.
1041 * `glasslike_framed_optional`
1042 * This switches between the above 2 drawtypes according to the menu setting
1045 * Often used for partially-transparent nodes.
1046 * External and internal sides of textures are visible.
1047 * `allfaces_optional`
1048 * Often used for leaves nodes.
1049 * This switches between `normal`, `glasslike` and `allfaces` according to
1050 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1051 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1052 is used instead, if present. This allows a visually thicker texture to be
1053 used to compensate for how `glasslike` reduces visual thickness.
1055 * A single vertical texture.
1056 * If placed on top of a node, uses the first texture specified in `tiles`.
1057 * If placed against the underside of a node, uses the second texture
1058 specified in `tiles`.
1059 * If placed on the side of a node, uses the third texture specified in
1060 `tiles` and is perpendicular to that node.
1062 * A single texture parallel to, and mounted against, the top, underside or
1065 * Two vertical and diagonal textures at right-angles to each other.
1066 * See `paramtype2 = "meshoptions"` above for other options.
1068 * When above a flat surface, appears as 6 textures, the central 2 as
1069 `plantlike` plus 4 more surrounding those.
1070 * If not above a surface the central 2 do not appear, but the texture
1071 appears against the faces of surrounding nodes if they are present.
1073 * A 3D model suitable for a wooden fence.
1074 * One placed node appears as a single vertical post.
1075 * Adjacently-placed nodes cause horizontal bars to appear between them.
1077 * Often used for tracks for mining carts.
1078 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1079 curved, t-junction, crossing.
1080 * Each placed node automatically switches to a suitable rotated texture
1081 determined by the adjacent `raillike` nodes, in order to create a
1082 continuous track network.
1083 * Becomes a sloping node if placed against stepped nodes.
1085 * Often used for stairs and slabs.
1086 * Allows defining nodes consisting of an arbitrary number of boxes.
1087 * See [Node boxes] below for more information.
1089 * Uses models for nodes.
1090 * Tiles should hold model materials textures.
1091 * Only static meshes are implemented.
1092 * For supported model formats see Irrlicht engine documentation.
1093 * `plantlike_rooted`
1094 * Enables underwater `plantlike` without air bubbles around the nodes.
1095 * Consists of a base cube at the co-ordinates of the node plus a
1096 `plantlike` extension above with a height of `param2 / 16` nodes.
1097 * The `plantlike` extension visually passes through any nodes above the
1098 base cube without affecting them.
1099 * The base cube texture tiles are defined as normal, the `plantlike`
1100 extension uses the defined special tile, for example:
1101 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1103 `*_optional` drawtypes need less rendering time if deactivated
1104 (always client-side).
1109 Node selection boxes are defined using "node boxes".
1111 A nodebox is defined as any of:
1114 -- A normal cube; the default in most things
1118 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1120 fixed = box OR {box1, box2, ...}
1123 -- A variable height box (or boxes) with the top face position defined
1124 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1126 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1128 fixed = box OR {box1, box2, ...}
1131 -- A box like the selection box for torches
1132 -- (wallmounted param2 is used, if applicable)
1133 type = "wallmounted",
1139 -- A node that has optional boxes depending on neighbouring nodes'
1140 -- presence and type. See also `connects_to`.
1142 fixed = box OR {box1, box2, ...}
1143 connect_top = box OR {box1, box2, ...}
1144 connect_bottom = box OR {box1, box2, ...}
1145 connect_front = box OR {box1, box2, ...}
1146 connect_left = box OR {box1, box2, ...}
1147 connect_back = box OR {box1, box2, ...}
1148 connect_right = box OR {box1, box2, ...}
1149 -- The following `disconnected_*` boxes are the opposites of the
1150 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1151 -- on the respective side, the corresponding disconnected box is drawn.
1152 disconnected_top = box OR {box1, box2, ...}
1153 disconnected_bottom = box OR {box1, box2, ...}
1154 disconnected_front = box OR {box1, box2, ...}
1155 disconnected_left = box OR {box1, box2, ...}
1156 disconnected_back = box OR {box1, box2, ...}
1157 disconnected_right = box OR {box1, box2, ...}
1158 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1159 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1160 -- neighbours to the sides
1163 A `box` is defined as:
1165 {x1, y1, z1, x2, y2, z2}
1167 A box of a regular node would look like:
1169 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1180 The position field is used for all element types.
1182 To account for differing resolutions, the position coordinates are the
1183 percentage of the screen, ranging in value from `0` to `1`.
1185 The name field is not yet used, but should contain a description of what the
1186 HUD element represents. The direction field is the direction in which something
1189 `0` draws from left to right, `1` draws from right to left, `2` draws from
1190 top to bottom, and `3` draws from bottom to top.
1192 The `alignment` field specifies how the item will be aligned. It is a table
1193 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1194 moved to the left/up, and `1` is to the right/down. Fractional values can be
1197 The `offset` field specifies a pixel offset from the position. Contrary to
1198 position, the offset is not scaled to screen size. This allows for some
1199 precisely positioned items in the HUD.
1201 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1204 Below are the specific uses for fields in each type; fields not listed for that
1209 Displays an image on the HUD.
1211 * `scale`: The scale of the image, with 1 being the original texture size.
1212 Only the X coordinate scale is used (positive values).
1213 Negative values represent that percentage of the screen it
1214 should take; e.g. `x=-100` means 100% (width).
1215 * `text`: The name of the texture that is displayed.
1216 * `alignment`: The alignment of the image.
1217 * `offset`: offset in pixels from position.
1221 Displays text on the HUD.
1223 * `scale`: Defines the bounding rectangle of the text.
1224 A value such as `{x=100, y=100}` should work.
1225 * `text`: The text to be displayed in the HUD element.
1226 * `number`: An integer containing the RGB value of the color used to draw the
1227 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1228 * `alignment`: The alignment of the text.
1229 * `offset`: offset in pixels from position.
1233 Displays a horizontal bar made up of half-images.
1235 * `text`: The name of the texture that is used.
1236 * `number`: The number of half-textures that are displayed.
1237 If odd, will end with a vertically center-split texture.
1239 * `offset`: offset in pixels from position.
1240 * `size`: If used, will force full-image size to this value (override texture
1245 * `text`: The name of the inventory list to be displayed.
1246 * `number`: Number of items in the inventory to be displayed.
1247 * `item`: Position of item that is selected.
1249 * `offset`: offset in pixels from position.
1253 Displays distance to selected world position.
1255 * `name`: The name of the waypoint.
1256 * `text`: Distance suffix. Can be blank.
1257 * `number:` An integer containing the RGB value of the color used to draw the
1259 * `world_pos`: World position of the waypoint.
1264 Representations of simple things
1265 ================================
1270 {x=num, y=num, z=num}
1272 For helper functions see [Spatial Vectors].
1277 * `{type="nothing"}`
1278 * `{type="node", under=pos, above=pos}`
1279 * `{type="object", ref=ObjectRef}`
1281 Exact pointing location (currently only `Raycast` supports these fields):
1283 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1284 point on the selection box which is pointed at. May be in the selection box
1285 if the pointer is in the box too.
1286 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1288 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1289 selected selection box. This specifies which face is pointed at.
1290 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1296 Flag Specifier Format
1297 =====================
1299 Flags using the standardized flag specifier format can be specified in either
1300 of two ways, by string or table.
1302 The string format is a comma-delimited set of flag names; whitespace and
1303 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1304 flag, and specifying a flag prefixed by the string `"no"` explicitly
1305 clears the flag from whatever the default may be.
1307 In addition to the standard string flag format, the schematic flags field can
1308 also be a table of flag names to boolean values representing whether or not the
1309 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1310 is present, mapped to a boolean of any value, the specified flag is unset.
1312 E.g. A flag field of value
1314 {place_center_x = true, place_center_y=false, place_center_z=true}
1318 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1320 which is equivalent to
1322 "place_center_x, noplace_center_y, place_center_z"
1326 "place_center_x, place_center_z"
1328 since, by default, no schematic attributes are set.
1339 There are three kinds of items: nodes, tools and craftitems.
1341 * Node: Can be placed in the world's voxel grid
1342 * Tool: Has a wear property but cannot be stacked. The default use action is to
1343 dig nodes or hit objects according to its tool capabilities.
1344 * Craftitem: Cannot dig nodes or be placed
1349 All item stacks have an amount between 0 and 65535. It is 1 by
1350 default. Tool item stacks can not have an amount greater than 1.
1352 Tools use a wear (damage) value ranging from 0 to 65535. The
1353 value 0 is the default and is used for unworn tools. The values
1354 1 to 65535 are used for worn tools, where a higher value stands for
1355 a higher wear. Non-tools always have a wear value of 0.
1360 Items and item stacks can exist in three formats: Serializes, table format
1363 When an item must be passed to a function, it can usually be in any of
1368 This is called "stackstring" or "itemstring". It is a simple string with
1369 1-3 components: the full item identifier, an optional amount and an optional
1372 <identifier> [<amount>[ <wear>]]
1376 * `'default:apple'`: 1 apple
1377 * `'default:dirt 5'`: 5 dirt
1378 * `'default:pick_stone'`: a new stone pickaxe
1379 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1387 {name="default:dirt", count=5, wear=0, metadata=""}
1389 A wooden pick about 1/3 worn out:
1391 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1395 {name="default:apple", count=1, wear=0, metadata=""}
1399 A native C++ format with many helper methods. Useful for converting
1400 between formats. See the [Class reference] section for details.
1408 In a number of places, there is a group table. Groups define the
1409 properties of a thing (item, node, armor of entity, capabilities of
1410 tool) in such a way that the engine and other mods can can interact with
1411 the thing without actually knowing what the thing is.
1416 Groups are stored in a table, having the group names with keys and the
1417 group ratings as values. For example:
1420 groups = {crumbly=3, soil=1}
1422 -- A more special dirt-kind of thing
1423 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1425 Groups always have a rating associated with them. If there is no
1426 useful meaning for a rating for an enabled group, it shall be `1`.
1428 When not defined, the rating of a group defaults to `0`. Thus when you
1429 read groups, you must interpret `nil` and `0` as the same value, `0`.
1431 You can read the rating of a group for an item or a node by using
1433 minetest.get_item_group(itemname, groupname)
1438 Groups of items can define what kind of an item it is (e.g. wool).
1443 In addition to the general item things, groups are used to define whether
1444 a node is destroyable and how long it takes to destroy by a tool.
1449 For entities, groups are, as of now, used only for calculating damage.
1450 The rating is the percentage of damage caused by tools with this damage group.
1451 See [Entity damage mechanism].
1453 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1454 object.set_armor_groups({fleshy=30, cracky=80})
1459 Groups in tools define which groups of nodes and entities they are
1462 Groups in crafting recipes
1463 --------------------------
1465 An example: Make meat soup from any meat, any water and any bowl:
1468 output = 'food:meat_soup_raw',
1474 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1477 Another example: Make red wool from white wool and red dye:
1481 output = 'wool:red',
1482 recipe = {'wool:white', 'group:dye,basecolor_red'},
1488 * `immortal`: Disables the group damage system for an entity
1489 * `punch_operable`: For entities; disables the regular damage mechanism for
1490 players punching it by hand or a non-tool item, so that it can do something
1491 else than take damage.
1492 * `level`: Can be used to give an additional sense of progression in the game.
1493 * A larger level will cause e.g. a weapon of a lower level make much less
1494 damage, and get worn out much faster, or not be able to get drops
1495 from destroyed nodes.
1496 * `0` is something that is directly accessible at the start of gameplay
1497 * There is no upper limit
1498 * `dig_immediate`: Player can always pick up node without reducing tool wear
1499 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1500 * `3`: the node always gets the digging time 0 seconds (torch)
1501 * `disable_jump`: Player (and possibly other things) cannot jump from node
1502 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1503 * `bouncy`: value is bounce speed in percent
1504 * `falling_node`: if there is no walkable block under the node it will fall
1505 * `float`: the node will not fall through liquids
1506 * `attached_node`: if the node under it is not a walkable block the node will be
1507 dropped as an item. If the node is wallmounted the wallmounted direction is
1509 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1510 connect to each other
1511 * `slippery`: Players and items will slide on the node.
1512 Slipperiness rises steadily with `slippery` value, starting at 1.
1513 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1514 `"toolrepair"` crafting recipe
1516 Known damage and digging time defining groups
1517 ---------------------------------------------
1519 * `crumbly`: dirt, sand
1520 * `cracky`: tough but crackable stuff like stone.
1521 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1522 plants, wire, sheets of metal
1523 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1524 * `fleshy`: Living things like animals and the player. This could imply
1525 some blood effects when hitting.
1526 * `explody`: Especially prone to explosions
1527 * `oddly_breakable_by_hand`:
1528 Can be added to nodes that shouldn't logically be breakable by the
1529 hand but are. Somewhat similar to `dig_immediate`, but times are more
1530 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1531 speed of a tool if the tool can dig at a faster speed than this
1532 suggests for the hand.
1534 Examples of custom groups
1535 -------------------------
1537 Item groups are often used for defining, well, _groups of items_.
1539 * `meat`: any meat-kind of a thing (rating might define the size or healing
1540 ability or be irrelevant -- it is not defined as of yet)
1541 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1543 * `flammable`: can be set on fire. Rating might define the intensity of the
1544 fire, affecting e.g. the speed of the spreading of an open fire.
1545 * `wool`: any wool (any origin, any color)
1546 * `metal`: any metal
1547 * `weapon`: any weapon
1548 * `heavy`: anything considerably heavy
1550 Digging time calculation specifics
1551 ----------------------------------
1553 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1554 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1555 faster digging time.
1557 The `level` group is used to limit the toughness of nodes a tool can dig
1558 and to scale the digging times / damage to a greater extent.
1560 **Please do understand this**, otherwise you cannot use the system to it's
1563 Tools define their properties by a list of parameters for groups. They
1564 cannot dig other groups; thus it is important to use a standard bunch of
1565 groups to enable interaction with tools.
1578 * Full punch interval
1579 * Maximum drop level
1580 * For an arbitrary list of groups:
1581 * Uses (until the tool breaks)
1582 * Maximum level (usually `0`, `1`, `2` or `3`)
1586 ### Full punch interval
1588 When used as a weapon, the tool will do full damage if this time is spent
1589 between punches. If e.g. half the time is spent, the tool will do half
1592 ### Maximum drop level
1594 Suggests the maximum level of node, when dug with the tool, that will drop
1595 it's useful item. (e.g. iron ore to drop a lump of iron).
1597 This is not automated; it is the responsibility of the node definition
1602 Determines how many uses the tool has when it is used for digging a node,
1603 of this group, of the maximum level. For lower leveled nodes, the use count
1604 is multiplied by `3^leveldiff`.
1606 * `uses=10, leveldiff=0`: actual uses: 10
1607 * `uses=10, leveldiff=1`: actual uses: 30
1608 * `uses=10, leveldiff=2`: actual uses: 90
1612 Tells what is the maximum level of a node of this group that the tool will
1617 List of digging times for different ratings of the group, for nodes of the
1620 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1621 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1622 for this group, and unable to dig the rating `1`, which is the toughest.
1623 Unless there is a matching group that enables digging otherwise.
1625 If the result digging time is 0, a delay of 0.15 seconds is added between
1626 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1627 i.e. players can more quickly click the nodes away instead of holding LMB.
1631 List of damage for groups of entities. See [Entity damage mechanism].
1633 Example definition of the capabilities of a tool
1634 ------------------------------------------------
1636 tool_capabilities = {
1637 full_punch_interval=1.5,
1640 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1642 damage_groups = {fleshy=2},
1645 This makes the tool be able to dig nodes that fulfil both of these:
1647 * Have the `crumbly` group
1648 * Have a `level` group less or equal to `2`
1650 Table of resulting digging times:
1652 crumbly 0 1 2 3 4 <- level
1654 1 0.80 1.60 1.60 - -
1655 2 0.60 1.20 1.20 - -
1656 3 0.40 0.80 0.80 - -
1658 level diff: 2 1 0 -1 -2
1660 Table of resulting tool uses:
1669 * At `crumbly==0`, the node is not diggable.
1670 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1671 easy nodes to be quickly breakable.
1672 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1677 Entity damage mechanism
1678 =======================
1683 foreach group in cap.damage_groups:
1684 damage += cap.damage_groups[group]
1685 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1686 * (object.armor_groups[group] / 100.0)
1687 -- Where object.armor_groups[group] is 0 for inexistent values
1690 Client predicts damage based on damage groups. Because of this, it is able to
1691 give an immediate response when an entity is damaged or dies; the response is
1692 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1694 Currently a smoke puff will appear when an entity dies.
1696 The group `immortal` completely disables normal damage.
1698 Entities can define a special armor group, which is `punch_operable`. This
1699 group disables the regular damage mechanism for players punching it by hand or
1700 a non-tool item, so that it can do something else than take damage.
1702 On the Lua side, every punch calls:
1704 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1707 This should never be called directly, because damage is usually not handled by
1710 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1711 accessed unless absolutely required, to encourage interoperability.
1712 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1713 * `tool_capabilities` can be `nil`.
1714 * `direction` is a unit vector, pointing from the source of the punch to
1716 * `damage` damage that will be done to entity
1717 Return value of this function will determine if damage is done by this function
1718 (retval true) or shall be done by engine (retval false)
1720 To punch an entity/object in Lua, call:
1722 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1724 * Return value is tool wear.
1725 * Parameters are equal to the above callback.
1726 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1727 will be automatically filled in based on the location of `puncher`.
1738 The instance of a node in the world normally only contains the three values
1739 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1740 It is called "node metadata"; See `NodeMetaRef`.
1742 Node metadata contains two things:
1747 Some of the values in the key-value store are handled specially:
1749 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1750 * `infotext`: Text shown on the screen when the node is pointed at
1754 local meta = minetest.get_meta(pos)
1755 meta:set_string("formspec",
1757 "list[context;main;0,0;8,4;]"..
1758 "list[current_player;main;0,5;8,4;]")
1759 meta:set_string("infotext", "Chest");
1760 local inv = meta:get_inventory()
1761 inv:set_size("main", 8*4)
1762 print(dump(meta:to_table()))
1765 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1766 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1767 [10] = "", [11] = "", [12] = "", [13] = "",
1768 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1769 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1770 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1771 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1775 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1783 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1785 Item metadata only contains a key-value store.
1787 Some of the values in the key-value store are handled specially:
1789 * `description`: Set the item stack's description. Defaults to
1791 * `color`: A `ColorString`, which sets the stack's color.
1792 * `palette_index`: If the item has a palette, this is used to get the
1793 current color from the palette.
1797 local meta = stack:get_meta()
1798 meta:set_string("key", "value")
1799 print(dump(meta:to_table()))
1807 Formspec defines a menu. This supports inventories and some of the
1808 typical widgets like buttons, checkboxes, text input fields, etc.
1809 It is a string, with a somewhat strange format.
1811 A formspec is made out of formspec elements, which includes widgets
1812 like buttons but also can be used to set stuff like background color.
1814 Many formspec elements have a `name`, which is a unique identifier which
1815 is used when the server receives user input. You must not use the name
1816 "quit" for formspec elements.
1818 Spaces and newlines can be inserted between the blocks, as is used in the
1821 Position and size units are inventory slots, `X` and `Y` position the formspec
1822 element relative to the top left of the menu or container. `W` and `H` are its
1823 width and height values.
1824 Inventories with a `player:<name>` inventory location are only sent to the
1825 player named `<name>`.
1827 When displaying text which can contain formspec code, e.g. text set by a player,
1828 use `minetest.formspec_escape`.
1829 For coloured text you can use `minetest.colorize`.
1831 WARNING: Minetest allows you to add elements to every single formspec instance
1832 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1833 appearing when you don't expect them to. See [`no_prepend[]`].
1841 list[context;main;0,0;8,4;]
1842 list[current_player;main;0,5;8,4;]
1847 list[context;fuel;2,3;1,1;]
1848 list[context;src;2,1;1,1;]
1849 list[context;dst;5,1;2,2;]
1850 list[current_player;main;0,5;8,4;]
1852 ### Minecraft-like player inventory
1855 image[1,0.6;1,2;player.png]
1856 list[current_player;main;0,3.5;8,4;]
1857 list[current_player;craft;3,0;3,3;]
1858 list[current_player;craftpreview;7,1;1,1;]
1863 ### `size[<W>,<H>,<fixed_size>]`
1865 * Define the size of the menu in inventory slots
1866 * `fixed_size`: `true`/`false` (optional)
1867 * deprecated: `invsize[<W>,<H>;]`
1869 ### `position[<X>,<Y>]`
1871 * Must be used after `size` element.
1872 * Defines the position on the game window of the formspec's `anchor` point.
1873 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1875 * [0.0, 0.0] sets the position to the top left corner of the game window.
1876 * [1.0, 1.0] sets the position to the bottom right of the game window.
1877 * Defaults to the center of the game window [0.5, 0.5].
1879 ### `anchor[<X>,<Y>]`
1881 * Must be used after both `size` and `position` (if present) elements.
1882 * Defines the location of the anchor point within the formspec.
1883 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1885 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1886 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1887 * Defaults to the center of the formspec [0.5, 0.5].
1889 * `position` and `anchor` elements need suitable values to avoid a formspec
1890 extending off the game window due to particular game window sizes.
1894 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1895 * Disables player:set_formspec_prepend() from applying to this formspec.
1897 ### `container[<X>,<Y>]`
1899 * Start of a container block, moves all physical elements in the container by
1901 * Must have matching `container_end`
1902 * Containers can be nested, in which case the offsets are added
1903 (child containers are relative to parent containers)
1905 ### `container_end[]`
1907 * End of a container, following elements are no longer relative to this
1910 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1912 * Show an inventory list if it has been sent to the client. Nothing will
1913 be shown if the inventory list is of size 0.
1915 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1917 * Show an inventory list if it has been sent to the client. Nothing will
1918 be shown if the inventory list is of size 0.
1920 ### `listring[<inventory location>;<list name>]`
1922 * Allows to create a ring of inventory lists
1923 * Shift-clicking on items in one element of the ring
1924 will send them to the next inventory list inside the ring
1925 * The first occurrence of an element inside the ring will
1926 determine the inventory where items will be sent to
1930 * Shorthand for doing `listring[<inventory location>;<list name>]`
1931 for the last two inventory lists added by list[...]
1933 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1935 * Sets background color of slots as `ColorString`
1936 * Sets background color of slots on mouse hovering
1938 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1940 * Sets background color of slots as `ColorString`
1941 * Sets background color of slots on mouse hovering
1942 * Sets color of slots border
1944 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1946 * Sets background color of slots as `ColorString`
1947 * Sets background color of slots on mouse hovering
1948 * Sets color of slots border
1949 * Sets default background color of tooltips
1950 * Sets default font color of tooltips
1952 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1954 * Adds tooltip for an element
1955 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1956 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1958 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1960 * Adds tooltip for an area. Other tooltips will take priority when present.
1961 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1962 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1964 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1968 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1970 * Show an inventory image of registered item/node
1972 ### `bgcolor[<color>;<fullscreen>]`
1974 * Sets background color of formspec as `ColorString`
1975 * If `true`, the background color is drawn fullscreen (does not affect the size
1978 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1980 * Use a background. Inventory rectangles are not drawn then.
1981 * Example for formspec 8x4 in 16x resolution: image shall be sized
1982 8 times 16px times 4 times 16px.
1984 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1986 * Use a background. Inventory rectangles are not drawn then.
1987 * Example for formspec 8x4 in 16x resolution:
1988 image shall be sized 8 times 16px times 4 times 16px
1989 * If `auto_clip` is `true`, the background is clipped to the formspec size
1990 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1992 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1994 * Textual password style field; will be sent to server when a button is clicked
1995 * When enter is pressed in field, fields.key_enter_field will be sent with the
1997 * Fields are a set height, but will be vertically centred on `H`
1998 * `name` is the name of the field as returned in fields to `on_receive_fields`
1999 * `label`, if not blank, will be text printed on the top left above the field
2000 * See `field_close_on_enter` to stop enter closing the formspec
2002 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2004 * Textual field; will be sent to server when a button is clicked
2005 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2006 the name of this field.
2007 * Fields are a set height, but will be vertically centred on `H`
2008 * `name` is the name of the field as returned in fields to `on_receive_fields`
2009 * `label`, if not blank, will be text printed on the top left above the field
2010 * `default` is the default value of the field
2011 * `default` may contain variable references such as `${text}` which
2012 will fill the value from the metadata value `text`
2013 * **Note**: no extra text or more than a single variable is supported ATM.
2014 * See `field_close_on_enter` to stop enter closing the formspec
2016 ### `field[<name>;<label>;<default>]`
2018 * As above, but without position/size units
2019 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2020 the name of this field.
2021 * Special field for creating simple forms, such as sign text input
2022 * Must be used without a `size[]` element
2023 * A "Proceed" button will be added automatically
2024 * See `field_close_on_enter` to stop enter closing the formspec
2026 ### `field_close_on_enter[<name>;<close_on_enter>]`
2028 * <name> is the name of the field
2029 * if <close_on_enter> is false, pressing enter in the field will submit the
2030 form but not close it.
2031 * defaults to true when not specified (ie: no tag for a field)
2033 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2035 * Same as fields above, but with multi-line input
2036 * If the text overflows, a vertical scrollbar is added.
2037 * If the name is empty, the textarea is read-only and
2038 the background is not shown, which corresponds to a multi-line label.
2040 ### `label[<X>,<Y>;<label>]`
2042 * The label formspec element displays the text set in `label`
2043 at the specified position.
2044 * The text is displayed directly without automatic line breaking,
2045 so label should not be used for big text chunks.
2047 ### `vertlabel[<X>,<Y>;<label>]`
2049 * Textual label drawn vertically
2050 * `label` is the text on the label
2052 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2054 * Clickable button. When clicked, fields will be sent.
2055 * Fixed button height. It will be vertically centred on `H`
2056 * `label` is the text on the button
2058 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2060 * `texture name` is the filename of an image
2062 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2064 * `texture name` is the filename of an image
2065 * `noclip=true` means the image button doesn't need to be within specified
2067 * `drawborder`: draw button border or not
2068 * `pressed texture name` is the filename of an image on pressed state
2070 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2072 * `item name` is the registered name of an item/node
2073 * The item description will be used as the tooltip. This can be overridden with
2076 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2078 * When clicked, fields will be sent and the form will quit.
2080 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2082 * When clicked, fields will be sent and the form will quit.
2084 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2086 * Scrollable item list showing arbitrary text elements
2087 * `name` fieldname sent to server on doubleclick value is current selected
2089 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2091 * if you want a listelement to start with "#" write "##".
2093 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2095 * Scrollable itemlist showing arbitrary text elements
2096 * `name` fieldname sent to server on doubleclick value is current selected
2098 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2099 * if you want a listelement to start with "#" write "##"
2100 * Index to be selected within textlist
2101 * `true`/`false`: draw transparent background
2102 * See also `minetest.explode_textlist_event`
2103 (main menu: `core.explode_textlist_event`).
2105 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2107 * Show a tab**header** at specific position (ignores formsize)
2108 * `name` fieldname data is transferred to Lua
2109 * `caption 1`...: name shown on top of tab
2110 * `current_tab`: index of selected tab 1...
2111 * `transparent` (optional): show transparent
2112 * `draw_border` (optional): draw border
2114 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2116 * Simple colored box
2117 * `color` is color specified as a `ColorString`.
2118 If the alpha component is left blank, the box will be semitransparent.
2120 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2122 * Show a dropdown field
2123 * **Important note**: There are two different operation modes:
2124 1. handle directly on change (only changed dropdown is submitted)
2125 2. read the value on pressing a button (all dropdown values are available)
2126 * `x` and `y` position of dropdown
2128 * Fieldname data is transferred to Lua
2129 * Items to be shown in dropdown
2130 * Index of currently selected dropdown item
2132 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2135 * `name` fieldname data is transferred to Lua
2136 * `label` to be shown left of checkbox
2137 * `selected` (optional): `true`/`false`
2139 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2142 * There are two ways to use it:
2143 1. handle the changed event (only changed scrollbar is available)
2144 2. read the value on pressing a button (all scrollbars are available)
2145 * `orientation`: `vertical`/`horizontal`
2146 * Fieldname data is transferred to Lua
2147 * Value this trackbar is set to (`0`-`1000`)
2148 * See also `minetest.explode_scrollbar_event`
2149 (main menu: `core.explode_scrollbar_event`).
2151 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2153 * Show scrollable table using options defined by the previous `tableoptions[]`
2154 * Displays cells as defined by the previous `tablecolumns[]`
2155 * `name`: fieldname sent to server on row select or doubleclick
2156 * `cell 1`...`cell n`: cell contents given in row-major order
2157 * `selected idx`: index of row to be selected within table (first row = `1`)
2158 * See also `minetest.explode_table_event`
2159 (main menu: `core.explode_table_event`).
2161 ### `tableoptions[<opt 1>;<opt 2>;...]`
2163 * Sets options for `table[]`
2165 * default text color (`ColorString`), defaults to `#FFFFFF`
2166 * `background=#RRGGBB`
2167 * table background color (`ColorString`), defaults to `#000000`
2168 * `border=<true/false>`
2169 * should the table be drawn with a border? (default: `true`)
2170 * `highlight=#RRGGBB`
2171 * highlight background color (`ColorString`), defaults to `#466432`
2172 * `highlight_text=#RRGGBB`
2173 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2174 * `opendepth=<value>`
2175 * all subtrees up to `depth < value` are open (default value = `0`)
2176 * only useful when there is a column of type "tree"
2178 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2180 * Sets columns for `table[]`
2181 * Types: `text`, `image`, `color`, `indent`, `tree`
2182 * `text`: show cell contents as text
2183 * `image`: cell contents are an image index, use column options to define
2185 * `color`: cell contents are a ColorString and define color of following
2187 * `indent`: cell contents are a number and define indentation of following
2189 * `tree`: same as indent, but user can open and close subtrees
2193 * for `text` and `image`: content alignment within cells.
2194 Available values: `left` (default), `center`, `right`, `inline`
2196 * for `text` and `image`: minimum width in em (default: `0`)
2197 * for `indent` and `tree`: indent width in em (default: `1.5`)
2198 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2199 Exception: defaults to 0 for indent columns
2200 * `tooltip=<value>`: tooltip text (default: empty)
2201 * `image` column options:
2202 * `0=<value>` sets image for image index 0
2203 * `1=<value>` sets image for image index 1
2204 * `2=<value>` sets image for image index 2
2205 * and so on; defined indices need not be contiguous empty or
2206 non-numeric cells are treated as `0`.
2207 * `color` column options:
2208 * `span=<value>`: number of following columns to affect
2209 (default: infinite).
2211 **Note**: do _not_ use a element name starting with `key_`; those names are
2212 reserved to pass key press events to formspec!
2223 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2224 * `"current_player"`: Player to whom the menu is shown
2225 * `"player:<name>"`: Any player
2226 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2227 * `"detached:<name>"`: A detached inventory
2229 Player Inventory lists
2230 ----------------------
2232 * `main`: list containing the default inventory
2233 * `craft`: list containing the craft input
2234 * `craftpreview`: list containing the craft prediction
2235 * `craftresult`: list containing the crafted output
2236 * `hand`: list containing an override for the empty hand
2237 * Is not created automatically, use `InvRef:set_size`
2248 `#RGB` defines a color in hexadecimal format.
2250 `#RGBA` defines a color in hexadecimal format and alpha channel.
2252 `#RRGGBB` defines a color in hexadecimal format.
2254 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2256 Named colors are also supported and are equivalent to
2257 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2258 To specify the value of the alpha channel, append `#AA` to the end of the color
2259 name (e.g. `colorname#08`). For named colors the hexadecimal string
2260 representing the alpha value must (always) be two hexadecimal digits.
2265 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2268 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2269 * `colorspec = {a=255, r=0, g=255, b=0}`
2270 * numerical form: The raw integer value of an ARGB8 quad:
2271 * `colorspec = 0xFF00FF00`
2272 * string form: A ColorString (defined above):
2273 * `colorspec = "green"`
2281 Most text can contain escape sequences, that can for example color the text.
2282 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2283 The following functions provide escape sequences:
2285 * `minetest.get_color_escape_sequence(color)`:
2286 * `color` is a ColorString
2287 * The escape sequence sets the text color to `color`
2288 * `minetest.colorize(color, message)`:
2290 `minetest.get_color_escape_sequence(color) ..
2292 minetest.get_color_escape_sequence("#ffffff")`
2293 * `minetest.get_background_escape_sequence(color)`
2294 * `color` is a ColorString
2295 * The escape sequence sets the background of the whole text element to
2296 `color`. Only defined for item descriptions and tooltips.
2297 * `minetest.strip_foreground_colors(str)`
2298 * Removes foreground colors added by `get_color_escape_sequence`.
2299 * `minetest.strip_background_colors(str)`
2300 * Removes background colors added by `get_background_escape_sequence`.
2301 * `minetest.strip_colors(str)`
2302 * Removes all color escape sequences.
2309 A spatial vector is similar to a position, but instead using
2310 absolute world coordinates, it uses *relative* coordinates, relative to
2311 no particular point.
2313 Internally, it is implemented as a table with the 3 fields
2314 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2316 For the following functions, `v`, `v1`, `v2` are vectors,
2317 `p1`, `p2` are positions:
2319 * `vector.new(a[, b, c])`:
2321 * A copy of `a` if `a` is a vector.
2322 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2323 * `vector.direction(p1, p2)`:
2324 * Returns a vector of length 1 with direction `p1` to `p2`.
2325 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2326 * `vector.distance(p1, p2)`:
2327 * Returns zero or a positive number, the distance between `p1` and `p2`.
2328 * `vector.length(v)`:
2329 * Returns zero or a positive number, the length of vector `v`.
2330 * `vector.normalize(v)`:
2331 * Returns a vector of length 1 with direction of vector `v`.
2332 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2333 * `vector.floor(v)`:
2334 * Returns a vector, each dimension rounded down.
2335 * `vector.round(v)`:
2336 * Returns a vector, each dimension rounded to nearest integer.
2337 * `vector.apply(v, func)`:
2338 * Returns a vector where the function `func` has been applied to each
2340 * `vector.equals(v1, v2)`:
2341 * Returns a boolean, `true` if the vectors are identical.
2342 * `vector.sort(v1, v2)`:
2343 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2345 For the following functions `x` can be either a vector or a number:
2347 * `vector.add(v, x)`:
2349 * If `x` is a vector: Returns the sum of `v` and `x`.
2350 * If `x` is a number: Adds `x` to each component of `v`.
2351 * `vector.subtract(v, x)`:
2353 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2354 * If `x` is a number: Subtracts `x` from each component of `v`.
2355 * `vector.multiply(v, x)`:
2356 * Returns a scaled vector or Schur product.
2357 * `vector.divide(v, x)`:
2358 * Returns a scaled vector or Schur quotient.
2366 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2367 human-readable, handles reference loops.
2368 * `obj`: arbitrary variable
2369 * `name`: string, default: `"_"`
2370 * `dumped`: table, default: `{}`
2371 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2372 * `obj`: arbitrary variable
2373 * `dumped`: table, default: `{}`
2374 * `math.hypot(x, y)`
2375 * Get the hypotenuse of a triangle with legs x and y.
2376 Useful for distance calculation.
2377 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2378 * Get the sign of a number.
2379 * tolerance: number, default: `0.0`
2380 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2382 * `math.factorial(x)`: returns the factorial of `x`
2383 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2384 * `separator`: string, default: `","`
2385 * `include_empty`: boolean, default: `false`
2386 * `max_splits`: number, if it's negative, splits aren't limited,
2388 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2389 string or a pattern (regex), default: `false`
2390 * e.g. `"a,b":split","` returns `{"a","b"}`
2391 * `string:trim()`: returns the string without whitespace pre- and suffixes
2392 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2393 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2394 * Adds newlines to the string to keep it within the specified character
2396 * Note that the returned lines may be longer than the limit since it only
2397 splits at word borders.
2398 * `limit`: number, maximal amount of characters in one line
2399 * `as_table`: boolean, if set to true, a table of lines instead of a string
2400 is returned, default: `false`
2401 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2402 * `pos`: table {x=X, y=Y, z=Z}
2403 * Converts the position `pos` to a human-readable, printable string
2404 * `decimal_places`: number, if specified, the x, y and z values of
2405 the position are rounded to the given decimal place.
2406 * `minetest.string_to_pos(string)`: returns a position or `nil`
2407 * Same but in reverse.
2408 * If the string can't be parsed to a position, nothing is returned.
2409 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2410 * Converts a string representing an area box into two positions
2411 * `minetest.formspec_escape(string)`: returns a string
2412 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2414 * `minetest.is_yes(arg)`
2415 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2416 * `minetest.is_nan(arg)`
2417 * returns true when the passed number represents NaN.
2418 * `minetest.get_us_time()`
2419 * returns time with microsecond precision. May not return wall time.
2420 * `table.copy(table)`: returns a table
2421 * returns a deep copy of `table`
2422 * `table.indexof(list, val)`: returns the smallest numerical index containing
2423 the value `val` in the table `list`. Non-numerical indices are ignored.
2424 If `val` could not be found, `-1` is returned. `list` must not have
2426 * `table.insert_all(table, other_table)`:
2427 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2429 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2431 * returns the exact position on the surface of a pointed node
2432 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2434 Returns a table with the following fields:
2435 * `diggable`: `true` if node can be dug, `false` otherwise.
2436 * `time`: Time it would take to dig the node.
2437 * `wear`: How much wear would be added to the tool.
2438 `time` and `wear` are meaningless if node's not diggable
2440 * `groups`: Table of the node groups of the node that would be dug
2441 * `tool_capabilities`: Tool capabilities table of the tool
2442 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2443 Simulates an item that punches an object.
2444 Returns a table with the following fields:
2445 * `hp`: How much damage the punch would cause.
2446 * `wear`: How much wear would be added to the tool.
2448 * `groups`: Damage groups of the object
2449 * `tool_capabilities`: Tool capabilities table of the item
2450 * `time_from_last_punch`: time in seconds since last punch action
2458 Texts can be translated client-side with the help of `minetest.translate` and
2461 Translating a string
2462 --------------------
2464 Two functions are provided to translate strings: `minetest.translate` and
2465 `minetest.get_translator`.
2467 * `minetest.get_translator(textdomain)` is a simple wrapper around
2468 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2469 equivalent to `minetest.translate(textdomain, str, ...)`.
2470 It is intended to be used in the following way, so that it avoids verbose
2471 repetitions of `minetest.translate`:
2473 local S = minetest.get_translator(textdomain)
2476 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2478 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2479 the given `textdomain` for disambiguation. The textdomain must match the
2480 textdomain specified in the translation file in order to get the string
2481 translated. This can be used so that a string is translated differently in
2483 It is advised to use the name of the mod as textdomain whenever possible, to
2484 avoid clashes with other mods.
2485 This function must be given a number of arguments equal to the number of
2486 arguments the translated string expects.
2487 Arguments are literal strings -- they will not be translated, so if you want
2488 them to be, they need to come as outputs of `minetest.translate` as well.
2490 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2491 by the translation of "Red". We can do the following:
2493 local S = minetest.get_translator()
2494 S("@1 Wool", S("Red"))
2496 This will be displayed as "Red Wool" on old clients and on clients that do
2497 not have localization enabled. However, if we have for instance a translation
2498 file named `wool.fr.tr` containing the following:
2503 this will be displayed as "Laine Rouge" on clients with a French locale.
2505 Operations on translated strings
2506 --------------------------------
2508 The output of `minetest.translate` is a string, with escape sequences adding
2509 additional information to that string so that it can be translated on the
2510 different clients. In particular, you can't expect operations like string.length
2511 to work on them like you would expect them to, or string.gsub to work in the
2512 expected manner. However, string concatenation will still work as expected
2513 (note that you should only use this for things like formspecs; do not translate
2514 sentences by breaking them into parts; arguments should be used instead), and
2515 operations such as `minetest.colorize` which are also concatenation.
2517 Translation file format
2518 -----------------------
2520 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2521 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2522 The file should be a text file, with the following format:
2524 * Lines beginning with `# textdomain:` (the space is significant) can be used
2525 to specify the text domain of all following translations in the file.
2526 * All other empty lines or lines beginning with `#` are ignored.
2527 * Other lines should be in the format `original=translated`. Both `original`
2528 and `translated` can contain escape sequences beginning with `@` to insert
2529 arguments, literal `@`, `=` or newline (See [Escapes] below).
2530 There must be no extraneous whitespace around the `=` or at the beginning or
2531 the end of the line.
2536 Strings that need to be translated can contain several escapes, preceded by `@`.
2538 * `@@` acts as a literal `@`.
2539 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2540 string that will be inlined when translated. Due to how translations are
2541 implemented, the original translation string **must** have its arguments in
2542 increasing order, without gaps or repetitions, starting from 1.
2543 * `@=` acts as a literal `=`. It is not required in strings given to
2544 `minetest.translate`, but is in translation files to avoid being confused
2545 with the `=` separating the original from the translation.
2546 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2547 As with `@=`, this escape is not required in strings given to
2548 `minetest.translate`, but is in translation files.
2549 * `@n` acts as a literal newline as well.
2557 Perlin noise creates a continuously-varying value depending on the input values.
2558 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2559 The result is used during map generation to create the terrain shape, vary heat
2560 and humidity to distribute biomes, vary the density of decorations or vary the
2563 Structure of perlin noise
2564 -------------------------
2566 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2567 The smooth wavy noise it generates has a single characteristic scale, almost
2568 like a 'wavelength', so on its own does not create fine detail.
2569 Due to this perlin noise combines several octaves to create variation on
2570 multiple scales. Each additional octave has a smaller 'wavelength' than the
2573 This combination results in noise varying very roughly between -2.0 and 2.0 and
2574 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2575 and offset the noise variation.
2577 The final perlin noise variation is created as follows:
2579 noise = offset + scale * (octave1 +
2580 octave2 * persistence +
2581 octave3 * persistence ^ 2 +
2582 octave4 * persistence ^ 3 +
2588 Noise Parameters are commonly called `NoiseParams`.
2592 After the multiplication by `scale` this is added to the result and is the final
2593 step in creating the noise value.
2594 Can be positive or negative.
2598 Once all octaves have been combined, the result is multiplied by this.
2599 Can be positive or negative.
2603 For octave1, this is roughly the change of input value needed for a very large
2604 variation in the noise value generated by octave1. It is almost like a
2605 'wavelength' for the wavy noise variation.
2606 Each additional octave has a 'wavelength' that is smaller than the previous
2607 octave, to create finer detail. `spread` will therefore roughly be the typical
2608 size of the largest structures in the final noise variation.
2610 `spread` is a vector with values for x, y, z to allow the noise variation to be
2611 stretched or compressed in the desired axes.
2612 Values are positive numbers.
2616 This is a whole number that determines the entire pattern of the noise
2617 variation. Altering it enables different noise patterns to be created.
2618 With other parameters equal, different seeds produce different noise patterns
2619 and identical seeds produce identical noise patterns.
2621 For this parameter you can randomly choose any whole number. Usually it is
2622 preferable for this to be different from other seeds, but sometimes it is useful
2623 to be able to create identical noise patterns.
2625 When used in mapgen this is actually a 'seed offset', it is added to the
2626 'world seed' to create the seed used by the noise, to ensure the noise has a
2627 different pattern in different worlds.
2631 The number of simple noise generators that are combined.
2632 A whole number, 1 or more.
2633 Each additional octave adds finer detail to the noise but also increases the
2634 noise calculation load.
2635 3 is a typical minimum for a high quality, complex and natural-looking noise
2636 variation. 1 octave has a slight 'gridlike' appearence.
2638 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2639 size of the finest detail you require. For example:
2640 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2641 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2642 512, 256, 128, 64, 32, 16 nodes.
2643 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2647 Each additional octave has an amplitude that is the amplitude of the previous
2648 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2649 as is often helpful and natural to do so.
2650 Since this controls the balance of fine detail to large-scale detail
2651 `persistence` can be thought of as the 'roughness' of the noise.
2653 A positive or negative non-zero number, often between 0.3 and 1.0.
2654 A common medium value is 0.5, such that each octave has half the amplitude of
2655 the previous octave.
2656 This may need to be tuned when altering `lacunarity`; when doing so consider
2657 that a common medium value is 1 / lacunarity.
2661 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2662 previous octave multiplied by 1 / lacunarity, to create finer detail.
2663 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2665 A positive number no smaller than 1.0.
2666 Values below 2.0 create higher quality noise at the expense of requiring more
2667 octaves to cover a paticular range of 'wavelengths'.
2671 Leave this field unset for no special handling.
2672 Currently supported are `defaults`, `eased` and `absvalue`:
2676 Specify this if you would like to keep auto-selection of eased/not-eased while
2677 specifying some other flags.
2681 Maps noise gradient values onto a quintic S-curve before performing
2682 interpolation. This results in smooth, rolling noise.
2683 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2685 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2687 Easing a 3D noise significantly increases the noise calculation load, so use
2692 The absolute value of each octave's noise variation is used when combining the
2693 octaves. The final perlin noise variation is created as follows:
2695 noise = offset + scale * (abs(octave1) +
2696 abs(octave2) * persistence +
2697 abs(octave3) * persistence ^ 2 +
2698 abs(octave4) * persistence ^ 3 +
2703 For 2D or 3D perlin noise or perlin noise maps:
2708 spread = {x = 500, y = 500, z = 500},
2713 flags = "defaults, absvalue",
2716 For 2D noise the Z component of `spread` is still defined but is ignored.
2717 A single noise parameter table can be used for 2D or 3D noise.
2728 These tell in what manner the ore is generated.
2730 All default ores are of the uniformly-distributed scatter type.
2734 Randomly chooses a location and generates a cluster of ore.
2736 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2737 at that point is greater than the `noise_threshold`, giving the ability to
2738 create a non-equal distribution of ore.
2742 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2743 described by `noise_params` and `noise_threshold`. This is essentially an
2744 improved version of the so-called "stratus" ore seen in some unofficial mods.
2746 This sheet consists of vertical columns of uniform randomly distributed height,
2747 varying between the inclusive range `column_height_min` and `column_height_max`.
2748 If `column_height_min` is not specified, this parameter defaults to 1.
2749 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2750 for reverse compatibility. New code should prefer `column_height_max`.
2752 The `column_midpoint_factor` parameter controls the position of the column at
2753 which ore emanates from.
2754 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2755 equally starting from each direction.
2756 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2757 this parameter is not specified, the default is 0.5.
2759 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2764 Creates a sheet of ore in a cloud-like puff shape.
2766 As with the `sheet` ore type, the size and shape of puffs are described by
2767 `noise_params` and `noise_threshold` and are placed at random vertical
2768 positions within the currently generated chunk.
2770 The vertical top and bottom displacement of each puff are determined by the
2771 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2775 Creates a deformed sphere of ore according to 3d perlin noise described by
2776 `noise_params`. The maximum size of the blob is `clust_size`, and
2777 `clust_scarcity` has the same meaning as with the `scatter` type.
2781 Creates veins of ore varying in density by according to the intersection of two
2782 instances of 3d perlin noise with different seeds, both described by
2785 `random_factor` varies the influence random chance has on placement of an ore
2786 inside the vein, which is `1` by default. Note that modifying this parameter
2787 may require adjusting `noise_threshold`.
2789 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2792 This ore type is difficult to control since it is sensitive to small changes.
2793 The following is a decent set of parameters to work from:
2798 spread = {x=200, y=200, z=200},
2805 noise_threshold = 1.6
2807 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2808 computationally expensive than any other ore.
2812 Creates a single undulating ore stratum that is continuous across mapchunk
2813 borders and horizontally spans the world.
2815 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2816 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2817 defines the stratum's vertical thickness (in units of nodes). Due to being
2818 continuous across mapchunk borders the stratum's vertical thickness is
2821 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2822 to y_max in a simple horizontal stratum.
2824 A parameter `stratum_thickness` can be provided instead of the noise parameter
2825 `np_stratum_thickness`, to create a constant thickness.
2827 Leaving out one or both noise parameters makes the ore generation less
2828 intensive, useful when adding multiple strata.
2830 `y_min` and `y_max` define the limits of the ore generation and for performance
2831 reasons should be set as close together as possible but without clipping the
2832 stratum's Y variation.
2834 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2835 solid-ore stratum would require a `clust_scarcity` of 1.
2837 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2838 `random_factor` are ignored by this ore type.
2843 See section [Flag Specifier Format].
2845 Currently supported flags:
2846 `puff_cliffs`, `puff_additive_composition`.
2850 If set, puff ore generation will not taper down large differences in
2851 displacement when approaching the edge of a puff. This flag has no effect for
2852 ore types other than `puff`.
2854 ### `puff_additive_composition`
2856 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2857 in a negative displacement, the sub-column at that point is not generated. With
2858 this attribute set, puff ore generation will instead generate the absolute
2859 difference in noise displacement values. This flag has no effect for ore types
2868 The varying types of decorations that can be placed.
2873 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2874 a list, if a decoration list is specified). Can specify a certain node it must
2875 spawn next to, such as water or lava, for example. Can also generate a
2876 decoration of random height between a specified lower and upper bound.
2877 This type of decoration is intended for placement of grass, flowers, cacti,
2878 papyri, waterlilies and so on.
2883 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2884 Can specify a probability of a node randomly appearing when placed.
2885 This decoration type is intended to be used for multi-node sized discrete
2886 structures, such as trees, cave spikes, rocks, and so on.
2895 --------------------
2897 A schematic specifier identifies a schematic by either a filename to a
2898 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2899 in the form of a table. This table specifies the following fields:
2901 * The `size` field is a 3D vector containing the dimensions of the provided
2902 schematic. (required field)
2903 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2904 sets the probability of a particular horizontal slice of the schematic being
2905 placed. (optional field)
2906 `ypos` = 0 for the lowest horizontal slice of a schematic.
2907 The default of `prob` is 255.
2908 * The `data` field is a flat table of MapNode tables making up the schematic,
2909 in the order of `[z [y [x]]]`. (required field)
2910 Each MapNode table contains:
2911 * `name`: the name of the map node to place (required)
2912 * `prob` (alias `param1`): the probability of this node being placed
2914 * `param2`: the raw param2 value of the node being placed onto the map
2916 * `force_place`: boolean representing if the node should forcibly overwrite
2917 any previous contents (default: false)
2919 About probability values:
2921 * A probability value of `0` or `1` means that node will never appear
2923 * A probability value of `254` or `255` means the node will always appear
2925 * If the probability value `p` is greater than `1`, then there is a
2926 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2929 Schematic attributes
2930 --------------------
2932 See section [Flag Specifier Format].
2934 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2937 * `place_center_x`: Placement of this decoration is centered along the X axis.
2938 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2939 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2940 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2946 Lua Voxel Manipulator
2947 =====================
2952 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2953 facility. The purpose of this object is for fast, low-level, bulk access to
2954 reading and writing Map content. As such, setting map nodes through VoxelManip
2955 will lack many of the higher level features and concepts you may be used to
2956 with other methods of setting nodes. For example, nodes will not have their
2957 construction and destruction callbacks run, and no rollback information is
2960 It is important to note that VoxelManip is designed for speed, and *not* ease
2961 of use or flexibility. If your mod requires a map manipulation facility that
2962 will handle 100% of all edge cases, or the use of high level node placement
2963 features, perhaps `minetest.set_node()` is better suited for the job.
2965 In addition, VoxelManip might not be faster, or could even be slower, for your
2966 specific use case. VoxelManip is most effective when setting large areas of map
2967 at once - for example, if only setting a 3x3x3 node area, a
2968 `minetest.set_node()` loop may be more optimal. Always profile code using both
2969 methods of map manipulation to determine which is most appropriate for your
2972 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2973 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2978 A VoxelManip object can be created any time using either:
2979 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2981 If the optional position parameters are present for either of these routines,
2982 the specified region will be pre-loaded into the VoxelManip object on creation.
2983 Otherwise, the area of map you wish to manipulate must first be loaded into the
2984 VoxelManip object using `VoxelManip:read_from_map()`.
2986 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2987 formed by these positions indicate the minimum and maximum (respectively)
2988 positions of the area actually loaded in the VoxelManip, which may be larger
2989 than the area requested. For convenience, the loaded area coordinates can also
2990 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2992 Now that the VoxelManip object is populated with map data, your mod can fetch a
2993 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2994 which retrieves an individual node in a MapNode formatted table at the position
2995 requested is the simplest method to use, but also the slowest.
2997 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3000 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3002 * `VoxelManip:get_light_data()` for node light levels, and
3003 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3005 See section [Flat array format] for more details.
3007 It is very important to understand that the tables returned by any of the above
3008 three functions represent a snapshot of the VoxelManip's internal state at the
3009 time of the call. This copy of the data will not magically update itself if
3010 another function modifies the internal VoxelManip state.
3011 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3012 internal state unless otherwise explicitly stated.
3014 Once the bulk data has been edited to your liking, the internal VoxelManip
3015 state can be set using:
3017 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3019 * `VoxelManip:set_light_data()` for node light levels, and
3020 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3022 The parameter to each of the above three functions can use any table at all in
3023 the same flat array format as produced by `get_data()` etc. and is not required
3024 to be a table retrieved from `get_data()`.
3026 Once the internal VoxelManip state has been modified to your liking, the
3027 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3029 ### Flat array format
3032 `Nx = p2.X - p1.X + 1`,
3033 `Ny = p2.Y - p1.Y + 1`, and
3034 `Nz = p2.Z - p1.Z + 1`.
3036 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3037 including the value of the expression `Nx * Ny * Nz`.
3039 Positions offset from p1 are present in the array with the format of:
3042 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3043 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3045 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3046 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3048 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3050 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3053 and the array index for a position p contained completely in p1..p2 is:
3055 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3057 Note that this is the same "flat 3D array" format as
3058 `PerlinNoiseMap:get3dMap_flat()`.
3059 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3060 of the index for a single point in a flat VoxelManip array.
3064 A Content ID is a unique integer identifier for a specific node type.
3065 These IDs are used by VoxelManip in place of the node name string for
3066 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3067 `minetest.get_content_id()` to look up the Content ID for the specified node
3068 name, and `minetest.get_name_from_content_id()` to look up the node name string
3069 for a given Content ID.
3070 After registration of a node, its Content ID will remain the same throughout
3071 execution of the mod.
3072 Note that the node being queried needs to have already been been registered.
3074 The following builtin node types have their Content IDs defined as constants:
3076 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3077 * `minetest.CONTENT_AIR`: ID for "air" nodes
3078 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3080 ### Mapgen VoxelManip objects
3082 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3083 VoxelManip object used by the core's Map Generator (commonly abbreviated
3084 Mapgen). Most of the rules previously described still apply but with a few
3087 * The Mapgen VoxelManip object is retrieved using:
3088 `minetest.get_mapgen_object("voxelmanip")`
3089 * This VoxelManip object already has the region of map just generated loaded
3090 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3091 a Mapgen VoxelManip.
3092 * The `on_generated()` callbacks of some mods may place individual nodes in the
3093 generated area using non-VoxelManip map modification methods. Because the
3094 same Mapgen VoxelManip object is passed through each `on_generated()`
3095 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3096 consistency with the current map state. For this reason, calling any of the
3097 following functions:
3098 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3099 will also update the Mapgen VoxelManip object's internal state active on the
3101 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3102 necessary to update lighting information using either:
3103 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3105 ### Other API functions operating on a VoxelManip
3107 If any VoxelManip contents were set to a liquid node,
3108 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3109 flowing. It is recommended to call this function only after having written all
3110 buffered data back to the VoxelManip object, save for special situations where
3111 the modder desires to only have certain liquid nodes begin flowing.
3113 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3114 will generate all registered decorations and ores throughout the full area
3115 inside of the specified VoxelManip object.
3117 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3118 `minetest.place_schematic()`, except instead of placing the specified schematic
3119 directly on the map at the specified position, it will place the schematic
3120 inside the VoxelManip.
3124 * Attempting to read data from a VoxelManip object before map is read will
3125 result in a zero-length array table for `VoxelManip:get_data()`, and an
3126 "ignore" node at any position for `VoxelManip:get_node_at()`.
3127 * If either a region of map has not yet been generated or is out-of-bounds of
3128 the map, that region is filled with "ignore" nodes.
3129 * Other mods, or the core itself, could possibly modify the area of map
3130 currently loaded into a VoxelManip object. With the exception of Mapgen
3131 VoxelManips (see above section), the internal buffers are not updated. For
3132 this reason, it is strongly encouraged to complete the usage of a particular
3133 VoxelManip object in the same callback it had been created.
3134 * If a VoxelManip object will be used often, such as in an `on_generated()`
3135 callback, consider passing a file-scoped table as the optional parameter to
3136 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3137 to write map data to instead of returning a new table each call. This greatly
3138 enhances performance by avoiding unnecessary memory allocations.
3143 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3144 containing the region formed by `p1` and `p2`.
3145 * returns actual emerged `pmin`, actual emerged `pmax`
3146 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3148 * **important**: data must be set using `VoxelManip:set_data()` before
3150 * if `light` is true, then lighting is automatically recalculated.
3151 The default value is true.
3152 If `light` is false, no light calculations happen, and you should correct
3153 all modified blocks with `minetest.fix_light()` as soon as possible.
3154 Keep in mind that modifying the map where light is incorrect can cause
3156 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3157 the `VoxelManip` at that position
3158 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3160 * `get_data([buffer])`: Retrieves the node content data loaded into the
3161 `VoxelManip` object.
3162 * returns raw node data in the form of an array of node content IDs
3163 * if the param `buffer` is present, this table will be used to store the
3165 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3166 * `update_map()`: Does nothing, kept for compatibility.
3167 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3169 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3170 * To be used only by a `VoxelManip` object from
3171 `minetest.get_mapgen_object`.
3172 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3174 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3175 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3177 * Each value is the bitwise combination of day and night light values
3179 * `light = day + (night * 16)`
3180 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3181 in the `VoxelManip`.
3182 * expects lighting data in the same format that `get_light_data()` returns
3183 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3184 `VoxelManip` object.
3185 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3187 * If the param `buffer` is present, this table will be used to store the
3189 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3191 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3193 * To be used only by a `VoxelManip` object from
3194 `minetest.get_mapgen_object`.
3195 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3196 area if left out or nil.
3197 * Setting `p1`, `p2` to `emin`, `emax` of the mapgen object voxelmanip (the
3198 entire volume of the voxelmanip: the mapchunk plus a 1 mapblock thick
3199 shell around it) will cause an error.
3200 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3201 generated mapchunk above are propagated down into the mapchunk, defaults
3202 to `true` if left out.
3203 * `update_liquids()`: Update liquid flow
3204 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3205 manipulator had been modified since the last read from map, due to a call to
3206 `minetest.set_data()` on the loaded area elsewhere.
3207 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3212 A helper class for voxel areas.
3213 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3214 The coordinates are *inclusive*, like most other things in Minetest.
3218 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3219 `MinEdge` and `MaxEdge`.
3220 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3222 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3224 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3225 * The position (x, y, z) is not checked for being inside the area volume,
3226 being outside can cause an incorrect index result.
3227 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3228 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3229 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3230 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3231 is not checked for being inside the area volume.
3232 * `position(i)`: returns the absolute position vector corresponding to index
3234 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3235 `MinEdge` and `MaxEdge`.
3236 * `containsp(p)`: same as above, except takes a vector
3237 * `containsi(i)`: same as above, except takes an index `i`
3238 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3240 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3242 * `iterp(minp, maxp)`: same as above, except takes a vector
3250 A mapgen object is a construct used in map generation. Mapgen objects can be
3251 used by an `on_generate` callback to speed up operations by avoiding
3252 unnecessary recalculations, these can be retrieved using the
3253 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3254 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3255 callback, `nil` is returned.
3257 The following Mapgen objects are currently available:
3261 This returns three values; the `VoxelManip` object to be used, minimum and
3262 maximum emerged position, in that order. All mapgens support this object.
3266 Returns an array containing the y coordinates of the ground levels of nodes in
3267 the most recently generated chunk by the current mapgen.
3271 Returns an array containing the biome IDs of nodes in the most recently
3272 generated chunk by the current mapgen.
3276 Returns an array containing the temperature values of nodes in the most
3277 recently generated chunk by the current mapgen.
3281 Returns an array containing the humidity values of nodes in the most recently
3282 generated chunk by the current mapgen.
3286 Returns a table mapping requested generation notification types to arrays of
3287 positions at which the corresponding generated structures are located within
3288 the current chunk. To set the capture of positions of interest to be recorded
3289 on generate, use `minetest.set_gen_notify()`.
3290 For decorations, the returned positions are the ground surface 'place_on'
3291 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3292 node above the returned position and possibly displaced by 'place_offset_y'.
3294 Possible fields of the table returned are:
3300 * `large_cave_begin`
3304 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3305 numeric unique decoration ID.
3313 Functions receive a "luaentity" as `self`:
3315 * It has the member `.name`, which is the registered name `("mod:thing")`
3316 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3317 * The original prototype stuff is visible directly via a metatable
3321 * `on_activate(self, staticdata, dtime_s)`
3322 * Called when the object is instantiated.
3323 * `dtime_s` is the time passed since the object was unloaded, which can be
3324 used for updating the entity state.
3325 * `on_step(self, dtime)`
3326 * Called on every server tick, after movement and collision processing.
3327 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3329 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3330 * Called when somebody punches the object.
3331 * Note that you probably want to handle most punches using the automatic
3333 * `puncher`: an `ObjectRef` (can be `nil`)
3334 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3336 * `tool_capabilities`: capability table of used tool (can be `nil`)
3337 * `dir`: unit vector of direction of punch. Always defined. Points from the
3338 puncher to the punched.
3339 * `damage`: damage that will be done to entity.
3340 * `on_death(self, killer)`
3341 * Called when the object dies.
3342 * `killer`: an `ObjectRef` (can be `nil`)
3343 * `on_rightclick(self, clicker)`
3344 * `on_attach_child(self, child)`
3345 * `child`: an `ObjectRef` of the child that attaches
3346 * `on_detach_child(self, child)`
3347 * `child`: an `ObjectRef` of the child that detaches
3348 * `on_detach(self, parent)`
3349 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3350 * This happens before the parent object is removed from the world
3351 * `get_staticdata(self)`
3352 * Should return a string that will be passed to `on_activate` when the
3353 object is instantiated the next time.
3365 axiom, --string initial tree axiom
3366 rules_a, --string rules set A
3367 rules_b, --string rules set B
3368 rules_c, --string rules set C
3369 rules_d, --string rules set D
3370 trunk, --string trunk node name
3371 leaves, --string leaves node name
3372 leaves2, --string secondary leaves node name
3373 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3374 angle, --num angle in deg
3375 iterations, --num max # of iterations, usually 2 -5
3376 random_level, --num factor to lower nr of iterations, usually 0 - 3
3377 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3378 -- 2x2 nodes or 3x3 in cross shape
3379 thin_branches, --boolean true -> use thin (1 node) branches
3380 fruit, --string fruit node name
3381 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3382 seed, --num random seed, if no seed is provided, the engine
3386 Key for special L-System symbols used in axioms
3387 -----------------------------------------------
3389 * `G`: move forward one unit with the pen up
3390 * `F`: move forward one unit with the pen down drawing trunks and branches
3391 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3392 * `T`: move forward one unit with the pen down drawing trunks only
3393 * `R`: move forward one unit with the pen down placing fruit
3394 * `A`: replace with rules set A
3395 * `B`: replace with rules set B
3396 * `C`: replace with rules set C
3397 * `D`: replace with rules set D
3398 * `a`: replace with rules set A, chance 90%
3399 * `b`: replace with rules set B, chance 80%
3400 * `c`: replace with rules set C, chance 70%
3401 * `d`: replace with rules set D, chance 60%
3402 * `+`: yaw the turtle right by `angle` parameter
3403 * `-`: yaw the turtle left by `angle` parameter
3404 * `&`: pitch the turtle down by `angle` parameter
3405 * `^`: pitch the turtle up by `angle` parameter
3406 * `/`: roll the turtle to the right by `angle` parameter
3407 * `*`: roll the turtle to the left by `angle` parameter
3408 * `[`: save in stack current state info
3409 * `]`: recover from stack state info
3414 Spawn a small apple tree:
3416 pos = {x=230,y=20,z=4}
3419 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3420 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3421 trunk="default:tree",
3422 leaves="default:leaves",
3426 trunk_type="single",
3429 fruit="default:apple"
3431 minetest.spawn_tree(pos,apple_tree)
3436 'minetest' namespace reference
3437 ==============================
3442 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3444 * `minetest.get_modpath(modname)`: returns e.g.
3445 `"/home/user/.minetest/usermods/modname"`.
3446 * Useful for loading additional `.lua` modules or static data from mod
3447 * `minetest.get_modnames()`: returns a list of installed mods
3448 * Return a list of installed mods, sorted alphabetically
3449 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3450 * Useful for storing custom data
3451 * `minetest.is_singleplayer()`
3452 * `minetest.features`: Table containing API feature flags
3455 glasslike_framed = true, -- 0.4.7
3456 nodebox_as_selectionbox = true, -- 0.4.7
3457 get_all_craft_recipes_works = true, -- 0.4.7
3458 -- The transparency channel of textures can optionally be used on
3460 use_texture_alpha = true,
3461 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3462 no_legacy_abms = true,
3463 -- Texture grouping is possible using parentheses (0.4.11)
3464 texture_names_parens = true,
3465 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3466 area_store_custom_ids = true,
3467 -- add_entity supports passing initial staticdata to on_activate
3469 add_entity_with_staticdata = true,
3470 -- Chat messages are no longer predicted (0.4.16)
3471 no_chat_message_prediction = true,
3472 -- The transparency channel of textures can optionally be used on
3473 -- objects (ie: players and lua entities) (5.0)
3474 object_use_texture_alpha = true,
3475 -- Object selectionbox is settable independently from collisionbox
3477 object_independent_selectionbox = true,
3480 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3481 * `arg`: string or table in format `{foo=true, bar=true}`
3482 * `missing_features`: `{foo=true, bar=true}`
3483 * `minetest.get_player_information(player_name)`: Table containing information
3484 about a player. Example return value:
3487 address = "127.0.0.1", -- IP address of client
3488 ip_version = 4, -- IPv4 / IPv6
3489 min_rtt = 0.01, -- minimum round trip time
3490 max_rtt = 0.2, -- maximum round trip time
3491 avg_rtt = 0.02, -- average round trip time
3492 min_jitter = 0.01, -- minimum packet time jitter
3493 max_jitter = 0.5, -- maximum packet time jitter
3494 avg_jitter = 0.03, -- average packet time jitter
3495 connection_uptime = 200, -- seconds since client connected
3496 protocol_version = 32, -- protocol version used by client
3497 -- following information is available on debug build only!!!
3498 -- DO NOT USE IN MODS
3499 --ser_vers = 26, -- serialization version used by client
3500 --major = 0, -- major version number
3501 --minor = 4, -- minor version number
3502 --patch = 10, -- patch version number
3503 --vers_string = "0.4.9-git", -- full version string
3504 --state = "Active" -- current client state
3507 * `minetest.mkdir(path)`: returns success.
3508 * Creates a directory specified by `path`, creating parent directories
3509 if they don't exist.
3510 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3512 * nil: return all entries,
3513 * true: return only subdirectory names, or
3514 * false: return only file names.
3515 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3516 * Replaces contents of file at path with new contents in a safe (atomic)
3517 way. Use this instead of below code when writing e.g. database files:
3518 `local f = io.open(path, "wb"); f:write(content); f:close()`
3519 * `minetest.get_version()`: returns a table containing components of the
3520 engine version. Components:
3521 * `project`: Name of the project, eg, "Minetest"
3522 * `string`: Simple version, eg, "1.2.3-dev"
3523 * `hash`: Full git version (only set if available),
3524 eg, "1.2.3-dev-01234567-dirty".
3525 Use this for informational purposes only. The information in the returned
3526 table does not represent the capabilities of the engine, nor is it
3527 reliable or verifiable. Compatible forks will have a different name and
3528 version entirely. To check for the presence of engine features, test
3529 whether the functions exported by the wanted features exist. For example:
3530 `if minetest.check_for_falling then ... end`.
3531 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3532 * `data`: string of data to hash
3533 * `raw`: return raw bytes instead of hex digits, default: false
3538 * `minetest.debug(...)`
3539 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3540 * `minetest.log([level,] text)`
3541 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3542 `"info"`, or `"verbose"`. Default is `"none"`.
3544 Registration functions
3545 ----------------------
3547 Call these functions only at load time!
3551 * `minetest.register_node(name, node definition)`
3552 * `minetest.register_craftitem(name, item definition)`
3553 * `minetest.register_tool(name, item definition)`
3554 * `minetest.override_item(name, redefinition)`
3555 * Overrides fields of an item registered with register_node/tool/craftitem.
3556 * Note: Item must already be defined, (opt)depend on the mod defining it.
3557 * Example: `minetest.override_item("default:mese",
3558 {light_source=minetest.LIGHT_MAX})`
3559 * `minetest.unregister_item(name)`
3560 * Unregisters the item from the engine, and deletes the entry with key
3561 `name` from `minetest.registered_items` and from the associated item table
3562 according to its nature: `minetest.registered_nodes`, etc.
3563 * `minetest.register_entity(name, entity definition)`
3564 * `minetest.register_abm(abm definition)`
3565 * `minetest.register_lbm(lbm definition)`
3566 * `minetest.register_alias(alias, original_name)`
3567 * Also use this to set the 'mapgen aliases' needed in a game for the core
3568 mapgens. See [Mapgen aliases] section above.
3569 * `minetest.register_alias_force(alias, original_name)`
3570 * `minetest.register_ore(ore definition)`
3571 * Returns an integer uniquely identifying the registered ore on success.
3572 * The order of ore registrations determines the order of ore generation.
3573 * `minetest.register_biome(biome definition)`
3574 * Returns an integer uniquely identifying the registered biome on success.
3575 * `minetest.unregister_biome(name)`
3576 * Unregisters the biome from the engine, and deletes the entry with key
3577 `name` from `minetest.registered_biomes`.
3578 * `minetest.register_decoration(decoration definition)`
3579 * Returns an integer uniquely identifying the registered decoration on
3581 * The order of decoration registrations determines the order of decoration
3583 * `minetest.register_schematic(schematic definition)`
3584 * Returns an integer uniquely identifying the registered schematic on
3586 * If the schematic is loaded from a file, the `name` field is set to the
3588 * If the function is called when loading the mod, and `name` is a relative
3589 path, then the current mod path will be prepended to the schematic
3591 * `minetest.clear_registered_ores()`
3592 * Clears all ores currently registered.
3593 * `minetest.clear_registered_biomes()`
3594 * Clears all biomes currently registered.
3595 * `minetest.clear_registered_decorations()`
3596 * Clears all decorations currently registered.
3597 * `minetest.clear_registered_schematics()`
3598 * Clears all schematics currently registered.
3602 * `minetest.register_craft(recipe)`
3603 * Check recipe table syntax for different types below.
3604 * `minetest.clear_craft(recipe)`
3605 * Will erase existing craft based either on output item or on input recipe.
3606 * Specify either output or input only. If you specify both, input will be
3607 ignored. For input use the same recipe table syntax as for
3608 `minetest.register_craft(recipe)`. For output specify only the item,
3610 * Returns false if no erase candidate could be found, otherwise returns true.
3611 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3612 ignored if the recipe contains output. Erasing is then done independently
3613 from the crafting method.
3614 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3615 * `minetest.override_chatcommand(name, redefinition)`
3616 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3617 * `minetest.unregister_chatcommand(name)`
3618 * Unregisters a chatcommands registered with `register_chatcommand`.
3619 * `minetest.register_privilege(name, definition)`
3620 * `definition` can be a description or a definition table (see [Privilege
3622 * If it is a description, the priv will be granted to singleplayer and admin
3624 * To allow players with `basic_privs` to grant, see the `basic_privs`
3625 minetest.conf setting.
3626 * `minetest.register_authentication_handler(authentication handler definition)`
3627 * Registers an auth handler that overrides the builtin one.
3628 * This function can be called by a single mod once only.
3630 Global callback registration functions
3631 --------------------------------------
3633 Call these functions only at load time!
3635 * `minetest.register_globalstep(function(dtime))`
3636 * Called every server step, usually interval of 0.1s
3637 * `minetest.register_on_mods_loaded(function())`
3638 * Called after mods have finished loading and before the media is cached or the
3640 * `minetest.register_on_shutdown(function())`
3641 * Called before server shutdown
3642 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3643 registered callbacks **will likely not be run**. Data should be saved at
3644 semi-frequent intervals as well as on server shutdown.
3645 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3646 * Called when a node has been placed
3647 * If return `true` no item is taken from `itemstack`
3648 * `placer` may be any valid ObjectRef or nil.
3649 * **Not recommended**; use `on_construct` or `after_place_node` in node
3650 definition whenever possible.
3651 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3652 * Called when a node has been dug.
3653 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3654 definition whenever possible.
3655 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3656 * Called when a node is punched
3657 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3658 * Called after generating a piece of world. Modifying nodes inside the area
3659 is a bit faster than usually.
3660 * `minetest.register_on_newplayer(function(ObjectRef))`
3661 * Called after a new player has been created
3662 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3663 * Called when a player is punched
3664 * `player`: ObjectRef - Player that was punched
3665 * `hitter`: ObjectRef - Player that hit
3666 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3668 * `tool_capabilities`: Capability table of used tool (can be nil)
3669 * `dir`: Unit vector of direction of punch. Always defined. Points from
3670 the puncher to the punched.
3671 * `damage`: Number that represents the damage calculated by the engine
3672 * should return `true` to prevent the default damage mechanism
3673 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3674 * Called when the player gets damaged or healed
3675 * `player`: ObjectRef of the player
3676 * `hp_change`: the amount of change. Negative when it is damage.
3677 * `reason`: a PlayerHPChangeReason table.
3678 * The `type` field will have one of the following values:
3679 * `set_hp`: A mod or the engine called `set_hp` without
3680 giving a type - use this for custom damage types.
3681 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3683 * `node_damage`: damage_per_second from a neighbouring node.
3686 * Any of the above types may have additional fields from mods.
3687 * `reason.from` will be `mod` or `engine`.
3688 * `modifier`: when true, the function should return the actual `hp_change`.
3689 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3690 modifiers can return true as a second argument to stop the execution of further functions.
3691 Non-modifiers receive the final hp change calculated by the modifiers.
3692 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3693 * Called when a player dies
3694 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3695 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3696 * Called when player is to be respawned
3697 * Called _before_ repositioning of player occurs
3698 * return true in func to disable regular player placement
3699 * `minetest.register_on_prejoinplayer(function(name, ip))`
3700 * Called before a player joins the game
3701 * If it returns a string, the player is disconnected with that string as
3703 * `minetest.register_on_joinplayer(function(ObjectRef))`
3704 * Called when a player joins the game
3705 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3706 * Called when a player leaves the game
3707 * `timed_out`: True for timeout, false for other reasons.
3708 * `minetest.register_on_auth_fail(function(name, ip))`
3709 * Called when a client attempts to log into an account but supplies the
3711 * `ip`: The IP address of the client.
3712 * `name`: The account the client attempted to log into.
3713 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3714 * Called when a player cheats
3715 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3717 * `interacted_too_far`
3718 * `interacted_while_dead`
3719 * `finished_unknown_dig`
3722 * `minetest.register_on_chat_message(function(name, message))`
3723 * Called always when a player says something
3724 * Return `true` to mark the message as handled, which means that it will
3725 not be sent to other players.
3726 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
3727 * Called when the server received input from `player` in a formspec with
3728 the given `formname`. Specifically, this is called on any of the
3730 * a button was pressed,
3731 * Enter was pressed while the focus was on a text field
3732 * a checkbox was toggled,
3733 * something was selecteed in a drop-down list,
3734 * a different tab was selected,
3735 * selection was changed in a textlist or table,
3736 * an entry was double-clicked in a textlist or table,
3737 * a scrollbar was moved, or
3738 * the form was actively closed by the player.
3739 * Fields are sent for formspec elements which define a field. `fields`
3740 is a table containing each formspecs element value (as string), with
3741 the `name` parameter as index for each. The value depends on the
3742 formspec element type:
3743 * `button` and variants: If pressed, contains the user-facing button
3744 text as value. If not pressed, is `nil`
3745 * `field`, `textarea` and variants: Text in the field
3746 * `dropdown`: Text of selected item
3747 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
3748 * `checkbox`: `"true"` if checked, `"false"` if unchecked
3749 * `textlist`: See `minetest.explode_textlist_event`
3750 * `table`: See `minetest.explode_table_event`
3751 * `scrollbar`: See `minetest.explode_scrollbar_event`
3752 * Special case: `["quit"]="true"` is sent when the user actively
3753 closed the form by mouse click, keypress or through a button_exit[]
3755 * Special case: `["key_enter"]="true"` is sent when the user pressed
3756 the Enter key and the focus was either nowhere (causing the formspec
3757 to be closed) or on a button. If the focus was on a text field,
3758 additionally, the index `key_enter_field` contains the name of the
3759 text field. See also: `field_close_on_enter`.
3760 * Newest functions are called first
3761 * If function returns `true`, remaining functions are not called
3762 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
3763 * Called when `player` crafts something
3764 * `itemstack` is the output
3765 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3767 * `craft_inv` is the inventory with the crafting grid
3768 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3770 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
3771 * The same as before, except that it is called before the player crafts, to
3772 make craft prediction, and it should not change anything.
3773 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
3774 * Determinates how much of a stack may be taken, put or moved to a
3776 * `player` (type `ObjectRef`) is the player who modified the inventory
3777 `inventory` (type `InvRef`).
3778 * List of possible `action` (string) values and their
3779 `inventory_info` (table) contents:
3780 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3781 * `put`: `{listname=string, index=number, stack=ItemStack}`
3782 * `take`: Same as `put`
3783 * Return a numeric value to limit the amount of items to be taken, put or
3784 moved. A value of `-1` for `take` will make the source stack infinite.
3785 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
3786 * Called after a take, put or move event from/to/in a player inventory
3787 * Function arguments: see `minetest.register_allow_player_inventory_action`
3788 * Does not accept or handle any return value.
3789 * `minetest.register_on_protection_violation(function(pos, name))`
3790 * Called by `builtin` and mods when a player violates protection at a
3791 position (eg, digs a node or punches a protected entity).
3792 * The registered functions can be called using
3793 `minetest.record_protection_violation`.
3794 * The provided function should check that the position is protected by the
3795 mod calling this function before it prints a message, if it does, to
3796 allow for multiple protection mods.
3797 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3798 * Called when an item is eaten, by `minetest.item_eat`
3799 * Return `true` or `itemstack` to cancel the default item eat response
3800 (i.e.: hp increase).
3801 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3802 * Called when `granter` grants the priv `priv` to `name`.
3803 * Note that the callback will be called twice if it's done by a player,
3804 once with granter being the player name, and again with granter being nil.
3805 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3806 * Called when `revoker` revokes the priv `priv` from `name`.
3807 * Note that the callback will be called twice if it's done by a player,
3808 once with revoker being the player name, and again with revoker being nil.
3809 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3810 * Called when `name` user connects with `ip`.
3811 * Return `true` to by pass the player limit
3812 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
3813 * Called when an incoming mod channel message is received
3814 * You should have joined some channels to receive events.
3815 * If message comes from a server mod, `sender` field is an empty string.
3820 * `minetest.settings`: Settings object containing all of the settings from the
3821 main config file (`minetest.conf`).
3822 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3823 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3828 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3829 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3830 * Convert between two privilege representations
3831 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3832 * `minetest.check_player_privs(player_or_name, ...)`:
3833 returns `bool, missing_privs`
3834 * A quickhand for checking privileges.
3835 * `player_or_name`: Either a Player object or the name of a player.
3836 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3837 a table, e.g. `{ priva = true, privb = true }`.
3839 * `minetest.check_password_entry(name, entry, password)`
3840 * Returns true if the "password entry" for a player with name matches given
3841 password, false otherwise.
3842 * The "password entry" is the password representation generated by the
3843 engine as returned as part of a `get_auth()` call on the auth handler.
3844 * Only use this function for making it possible to log in via password from
3845 external protocols such as IRC, other uses are frowned upon.
3846 * `minetest.get_password_hash(name, raw_password)`
3847 * Convert a name-password pair to a password hash that Minetest can use.
3848 * The returned value alone is not a good basis for password checks based
3849 on comparing the password hash in the database with the password hash
3850 from the function, with an externally provided password, as the hash
3851 in the db might use the new SRP verifier format.
3852 * For this purpose, use `minetest.check_password_entry` instead.
3853 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3855 * The player needs to be online for this to be successful.
3857 * `minetest.get_auth_handler()`: Return the currently active auth handler
3858 * See the [Authentication handler definition]
3859 * Use this to e.g. get the authentication data for a player:
3860 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3861 * `minetest.notify_authentication_modified(name)`
3862 * Must be called by the authentication handler for privilege changes.
3863 * `name`: string; if omitted, all auth data should be considered modified
3864 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3866 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3868 * `minetest.auth_reload()`
3869 * See `reload()` in authentication handler definition
3871 `minetest.set_player_password`, `minetest_set_player_privs`,
3872 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3878 * `minetest.chat_send_all(text)`
3879 * `minetest.chat_send_player(name, text)`
3884 * `minetest.set_node(pos, node)`
3885 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3886 * Set node at position `pos`
3887 * `node`: table `{name=string, param1=number, param2=number}`
3888 * If param1 or param2 is omitted, it's set to `0`.
3889 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3890 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3891 * Set node on all positions set in the first argument.
3892 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3893 * For node specification or position syntax see `minetest.set_node` call
3894 * Faster than set_node due to single call, but still considerably slower
3895 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3896 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3897 in spread out positions which would cause LVMs to waste memory.
3898 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3900 * `minetest.swap_node(pos, node)`
3901 * Set node at position, but don't remove metadata
3902 * `minetest.remove_node(pos)`
3903 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3904 * `minetest.get_node(pos)`
3905 * Returns the node at the given position as table in the format
3906 `{name="node_name", param1=0, param2=0}`,
3907 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3908 * `minetest.get_node_or_nil(pos)`
3909 * Same as `get_node` but returns `nil` for unloaded areas.
3910 * `minetest.get_node_light(pos, timeofday)`
3911 * Gets the light value at the given position. Note that the light value
3912 "inside" the node at the given position is returned, so you usually want
3913 to get the light value of a neighbor.
3914 * `pos`: The position where to measure the light.
3915 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3916 * Returns a number between `0` and `15` or `nil`
3917 * `minetest.place_node(pos, node)`
3918 * Place node with the same effects that a player would cause
3919 * `minetest.dig_node(pos)`
3920 * Dig node with the same effects that a player would cause
3921 * Returns `true` if successful, `false` on failure (e.g. protected location)
3922 * `minetest.punch_node(pos)`
3923 * Punch node with the same effects that a player would cause
3924 * `minetest.spawn_falling_node(pos)`
3925 * Change node into falling node
3926 * Returns `true` if successful, `false` on failure
3928 * `minetest.find_nodes_with_meta(pos1, pos2)`
3929 * Get a table of positions of nodes that have metadata within a region
3931 * `minetest.get_meta(pos)`
3932 * Get a `NodeMetaRef` at that position
3933 * `minetest.get_node_timer(pos)`
3934 * Get `NodeTimerRef`
3936 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3938 * Returns `ObjectRef`, or `nil` if failed
3939 * `minetest.add_item(pos, item)`: Spawn item
3940 * Returns `ObjectRef`, or `nil` if failed
3941 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3942 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3944 * `radius`: using an euclidean metric
3945 * `minetest.set_timeofday(val)`
3946 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3947 * `minetest.get_timeofday()`
3948 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3950 * `minetest.get_day_count()`: returns number days elapsed since world was
3952 * accounts for time changes.
3953 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3955 * `radius`: using a maximum metric
3956 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3957 * `search_center` is an optional boolean (default: `false`)
3958 If true `pos` is also checked for the nodes
3959 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3961 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3962 * First return value: Table with all node positions
3963 * Second return value: Table with the count of each node with the node name
3965 * Area volume is limited to 4,096,000 nodes
3966 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3968 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3969 * Return value: Table with all node positions with a node air above
3970 * Area volume is limited to 4,096,000 nodes
3971 * `minetest.get_perlin(noiseparams)`
3972 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
3973 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3974 * `minetest.get_voxel_manip([pos1, pos2])`
3975 * Return voxel manipulator object.
3976 * Loads the manipulator from the map if positions are passed.
3977 * `minetest.set_gen_notify(flags, {deco_ids})`
3978 * Set the types of on-generate notifications that should be collected.
3979 * `flags` is a flag field with the available flags:
3987 * The second parameter is a list of IDs of decorations which notification
3989 * `minetest.get_gen_notify()`
3990 * Returns a flagstring and a table with the `deco_id`s.
3991 * `minetest.get_decoration_id(decoration_name)`
3992 * Returns the decoration ID number for the provided decoration name string,
3993 or `nil` on failure.
3994 * `minetest.get_mapgen_object(objectname)`
3995 * Return requested mapgen object if available (see [Mapgen objects])
3996 * `minetest.get_heat(pos)`
3997 * Returns the heat at the position, or `nil` on failure.
3998 * `minetest.get_humidity(pos)`
3999 * Returns the humidity at the position, or `nil` on failure.
4000 * `minetest.get_biome_data(pos)`
4001 * Returns a table containing:
4002 * `biome` the biome id of the biome at that position
4003 * `heat` the heat at the position
4004 * `humidity` the humidity at the position
4005 * Or returns `nil` on failure.
4006 * `minetest.get_biome_id(biome_name)`
4007 * Returns the biome id, as used in the biomemap Mapgen object and returned
4008 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4009 * `minetest.get_biome_name(biome_id)`
4010 * Returns the biome name string for the provided biome id, or `nil` on
4012 * If no biomes have been registered, such as in mgv6, returns `default`.
4013 * `minetest.get_mapgen_params()`
4014 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4015 * Returns a table containing:
4021 * `minetest.set_mapgen_params(MapgenParams)`
4022 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4024 * Set map generation parameters.
4025 * Function cannot be called after the registration period; only
4026 initialization and `on_mapgen_init`.
4027 * Takes a table as an argument with the fields:
4033 * Leave field unset to leave that parameter unchanged.
4034 * `flags` contains a comma-delimited string of flags to set, or if the
4035 prefix `"no"` is attached, clears instead.
4036 * `flags` is in the same format and has the same options as `mg_flags` in
4038 * `minetest.get_mapgen_setting(name)`
4039 * Gets the *active* mapgen setting (or nil if none exists) in string
4040 format with the following order of precedence:
4041 1) Settings loaded from map_meta.txt or overrides set during mod
4043 2) Settings set by mods without a metafile override
4044 3) Settings explicitly set in the user config file, minetest.conf
4045 4) Settings set as the user config default
4046 * `minetest.get_mapgen_setting_noiseparams(name)`
4047 * Same as above, but returns the value as a NoiseParams table if the
4048 setting `name` exists and is a valid NoiseParams.
4049 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4050 * Sets a mapgen param to `value`, and will take effect if the corresponding
4051 mapgen setting is not already present in map_meta.txt.
4052 * `override_meta` is an optional boolean (default: `false`). If this is set
4053 to true, the setting will become the active setting regardless of the map
4055 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4056 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4057 * Same as above, except value is a NoiseParams table.
4058 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4059 * Sets the noiseparams setting of `name` to the noiseparams table specified
4061 * `set_default` is an optional boolean (default: `true`) that specifies
4062 whether the setting should be applied to the default config or current
4064 * `minetest.get_noiseparams(name)`
4065 * Returns a table of the noiseparams for name.
4066 * `minetest.generate_ores(vm, pos1, pos2)`
4067 * Generate all registered ores within the VoxelManip `vm` and in the area
4068 from `pos1` to `pos2`.
4069 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4070 * `minetest.generate_decorations(vm, pos1, pos2)`
4071 * Generate all registered decorations within the VoxelManip `vm` and in the
4072 area from `pos1` to `pos2`.
4073 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4074 * `minetest.clear_objects([options])`
4075 * Clear all objects in the environment
4076 * Takes an optional table as an argument with the field `mode`.
4077 * mode = `"full"` : Load and go through every mapblock, clearing
4079 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4080 clear objects in unloaded mapblocks only when the
4081 mapblocks are next activated.
4082 * `minetest.load_area(pos1[, pos2])`
4083 * Load the mapblocks containing the area from `pos1` to `pos2`.
4084 `pos2` defaults to `pos1` if not specified.
4085 * This function does not trigger map generation.
4086 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4087 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4088 asynchronously fetched from memory, loaded from disk, or if inexistent,
4090 * If `callback` is a valid Lua function, this will be called for each block
4092 * The function signature of callback is:
4093 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4094 * `blockpos` is the *block* coordinates of the block that had been
4096 * `action` could be one of the following constant values:
4097 * `minetest.EMERGE_CANCELLED`
4098 * `minetest.EMERGE_ERRORED`
4099 * `minetest.EMERGE_FROM_MEMORY`
4100 * `minetest.EMERGE_FROM_DISK`
4101 * `minetest.EMERGE_GENERATED`
4102 * `calls_remaining` is the number of callbacks to be expected after
4104 * `param` is the user-defined parameter passed to emerge_area (or
4105 nil if the parameter was absent).
4106 * `minetest.delete_area(pos1, pos2)`
4107 * delete all mapblocks in the area from pos1 to pos2, inclusive
4108 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4109 * Checks if there is anything other than air between pos1 and pos2.
4110 * Returns false if something is blocking the sight.
4111 * Returns the position of the blocking node when `false`
4112 * `pos1`: First position
4113 * `pos2`: Second position
4114 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4115 * Creates a `Raycast` object.
4116 * `pos1`: start of the ray
4117 * `pos2`: end of the ray
4118 * `objects`: if false, only nodes will be returned. Default is `true`.
4119 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4120 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4121 * returns table containing path
4122 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4124 * `pos1`: start position
4125 * `pos2`: end position
4126 * `searchdistance`: number of blocks to search in each direction using a
4128 * `max_jump`: maximum height difference to consider walkable
4129 * `max_drop`: maximum height difference to consider droppable
4130 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4131 * `minetest.spawn_tree (pos, {treedef})`
4132 * spawns L-system tree at given `pos` with definition in `treedef` table
4133 * `minetest.transforming_liquid_add(pos)`
4134 * add node to liquid update queue
4135 * `minetest.get_node_max_level(pos)`
4136 * get max available level for leveled node
4137 * `minetest.get_node_level(pos)`
4138 * get level of leveled node (water, snow)
4139 * `minetest.set_node_level(pos, level)`
4140 * set level of leveled node, default `level` equals `1`
4141 * if `totallevel > maxlevel`, returns rest (`total-max`).
4142 * `minetest.add_node_level(pos, level)`
4143 * increase level of leveled node by level, default `level` equals `1`
4144 * if `totallevel > maxlevel`, returns rest (`total-max`)
4145 * can be negative for decreasing
4146 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4147 * resets the light in a cuboid-shaped part of
4148 the map and removes lighting bugs.
4149 * Loads the area if it is not loaded.
4150 * `pos1` is the corner of the cuboid with the least coordinates
4151 (in node coordinates), inclusive.
4152 * `pos2` is the opposite corner of the cuboid, inclusive.
4153 * The actual updated cuboid might be larger than the specified one,
4154 because only whole map blocks can be updated.
4155 The actual updated area consists of those map blocks that intersect
4156 with the given cuboid.
4157 * However, the neighborhood of the updated area might change
4158 as well, as light can spread out of the cuboid, also light
4160 * returns `false` if the area is not fully generated,
4162 * `minetest.check_single_for_falling(pos)`
4163 * causes an unsupported `group:falling_node` node to fall and causes an
4164 unattached `group:attached_node` node to fall.
4165 * does not spread these updates to neighbours.
4166 * `minetest.check_for_falling(pos)`
4167 * causes an unsupported `group:falling_node` node to fall and causes an
4168 unattached `group:attached_node` node to fall.
4169 * spread these updates to neighbours and can cause a cascade
4171 * `minetest.get_spawn_level(x, z)`
4172 * Returns a player spawn y co-ordinate for the provided (x, z)
4173 co-ordinates, or `nil` for an unsuitable spawn point.
4174 * For most mapgens a 'suitable spawn point' is one with y between
4175 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4176 so `nil` will be returned for many (x, z) co-ordinates.
4177 * The spawn level returned is for a player spawn in unmodified terrain.
4178 * The spawn level is intentionally above terrain level to cope with
4179 full-node biome 'dust' nodes.
4184 You can find mod channels communication scheme in `doc/mod_channels.png`.
4186 * `minetest.mod_channel_join(channel_name)`
4187 * Server joins channel `channel_name`, and creates it if necessary. You
4188 should listen for incoming messages with
4189 `minetest.register_on_modchannel_message`
4194 `minetest.get_inventory(location)`: returns an `InvRef`
4197 * `{type="player", name="celeron55"}`
4198 * `{type="node", pos={x=, y=, z=}}`
4199 * `{type="detached", name="creative"}`
4200 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4202 * `callbacks`: See [Detached inventory callbacks]
4203 * `player_name`: Make detached inventory available to one player
4204 exclusively, by default they will be sent to every player (even if not
4206 Note that this parameter is mostly just a workaround and will be removed
4208 * Creates a detached inventory. If it already exists, it is cleared.
4209 * `minetest.remove_detached_inventory(name)`
4210 * Returns a `boolean` indicating whether the removal succeeded.
4211 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4212 returns left over ItemStack.
4213 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4218 * `minetest.show_formspec(playername, formname, formspec)`
4219 * `playername`: name of player to show formspec
4220 * `formname`: name passed to `on_player_receive_fields` callbacks.
4221 It should follow the `"modname:<whatever>"` naming convention
4222 * `formspec`: formspec to display
4223 * `minetest.close_formspec(playername, formname)`
4224 * `playername`: name of player to close formspec
4225 * `formname`: has to exactly match the one given in `show_formspec`, or the
4226 formspec will not close.
4227 * calling `show_formspec(playername, formname, "")` is equal to this
4229 * to close a formspec regardless of the formname, call
4230 `minetest.close_formspec(playername, "")`.
4231 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4232 * `minetest.formspec_escape(string)`: returns a string
4233 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4235 * `minetest.explode_table_event(string)`: returns a table
4236 * returns e.g. `{type="CHG", row=1, column=2}`
4238 * `"INV"`: no row selected
4240 * `"DCL"`: double-click
4241 * `minetest.explode_textlist_event(string)`: returns a table
4242 * returns e.g. `{type="CHG", index=1}`
4244 * `"INV"`: no row selected
4246 * `"DCL"`: double-click
4247 * `minetest.explode_scrollbar_event(string)`: returns a table
4248 * returns e.g. `{type="CHG", value=500}`
4250 * `"INV"`: something failed
4251 * `"CHG"`: has been changed
4252 * `"VAL"`: not changed
4257 * `minetest.inventorycube(img1, img2, img3)`
4258 * Returns a string for making an image of a cube (useful as an item image)
4259 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4260 * Get position of a `pointed_thing` (that you can get from somewhere)
4261 * `minetest.dir_to_facedir(dir, is6d)`
4262 * Convert a vector to a facedir value, used in `param2` for
4263 `paramtype2="facedir"`.
4264 * passing something non-`nil`/`false` for the optional second parameter
4265 causes it to take the y component into account.
4266 * `minetest.facedir_to_dir(facedir)`
4267 * Convert a facedir back into a vector aimed directly out the "back" of a
4269 * `minetest.dir_to_wallmounted(dir)`
4270 * Convert a vector to a wallmounted value, used for
4271 `paramtype2="wallmounted"`.
4272 * `minetest.wallmounted_to_dir(wallmounted)`
4273 * Convert a wallmounted value back into a vector aimed directly out the
4275 * `minetest.dir_to_yaw(dir)`
4276 * Convert a vector into a yaw (angle)
4277 * `minetest.yaw_to_dir(yaw)`
4278 * Convert yaw (angle) to a vector
4279 * `minetest.is_colored_paramtype(ptype)`
4280 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4281 color information (`color`, `colorwallmounted` or `colorfacedir`).
4282 * `minetest.strip_param2_color(param2, paramtype2)`
4283 * Removes everything but the color information from the
4284 given `param2` value.
4285 * Returns `nil` if the given `paramtype2` does not contain color
4287 * `minetest.get_node_drops(nodename, toolname)`
4288 * Returns list of item names.
4289 * **Note**: This will be removed or modified in a future version.
4290 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4291 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4292 * `input.width` = for example `3`
4293 * `input.items` = for example
4294 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4295 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4296 * `output.time` = a number, if unsuccessful: `0`
4297 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4298 `decremented_input.items`
4299 * `decremented_input` = like `input`
4300 * `minetest.get_craft_recipe(output)`: returns input
4301 * returns last registered recipe for output item (node)
4302 * `output` is a node or item type such as `"default:torch"`
4303 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4304 * `input.width` = for example `3`
4305 * `input.items` = for example
4306 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4307 * `input.items` = `nil` if no recipe found
4308 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4309 * returns indexed table with all registered recipes for query item (node)
4310 or `nil` if no recipe was found.
4311 * recipe entry table:
4312 * `method`: 'normal' or 'cooking' or 'fuel'
4313 * `width`: 0-3, 0 means shapeless recipe
4314 * `items`: indexed [1-9] table with recipe items
4315 * `output`: string with item name and quantity
4316 * Example query for `"default:gold_ingot"` will return table:
4319 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4320 items = {1 = "default:gold_lump"}},
4321 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4322 items = {1 = "default:goldblock"}}
4324 * `minetest.handle_node_drops(pos, drops, digger)`
4325 * `drops`: list of itemstrings
4326 * Handles drops from nodes after digging: Default action is to put them
4327 into digger's inventory.
4328 * Can be overridden to get different functionality (e.g. dropping items on
4330 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4332 * Creates an item string which contains palette index information
4333 for hardware colorization. You can use the returned string
4334 as an output in a craft recipe.
4335 * `item`: the item stack which becomes colored. Can be in string,
4336 table and native form.
4337 * `palette_index`: this index is added to the item stack
4338 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4339 * Creates an item string which contains static color information
4340 for hardware colorization. Use this method if you wish to colorize
4341 an item that does not own a palette. You can use the returned string
4342 as an output in a craft recipe.
4343 * `item`: the item stack which becomes colored. Can be in string,
4344 table and native form.
4345 * `colorstring`: the new color of the item stack
4350 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4351 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4352 * Find who has done something to a node, or near a node
4353 * `actor`: `"player:<name>"`, also `"liquid"`.
4354 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4355 `boolean, log_messages`.
4356 * Revert latest actions of someone
4357 * `actor`: `"player:<name>"`, also `"liquid"`.
4359 Defaults for the `on_*` item definition functions
4360 -------------------------------------------------
4362 These functions return the leftover itemstack.
4364 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4365 * Place item as a node
4366 * `param2` overrides `facedir` and wallmounted `param2`
4367 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4368 for the newly placed node to prevent a callback and placement loop
4369 * returns `itemstack, success`
4370 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4372 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4373 * Use one of the above based on what the item is.
4374 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4375 * **Note**: is not called when wielded item overrides `on_place`
4376 * `param2` overrides `facedir` and wallmounted `param2`
4377 * returns `itemstack, success`
4378 * `minetest.item_drop(itemstack, dropper, pos)`
4380 * `minetest.item_eat(hp_change, replace_with_item)`
4382 * `replace_with_item` is the itemstring which is added to the inventory.
4383 If the player is eating a stack, then replace_with_item goes to a
4384 different spot. Can be `nil`
4385 * See `minetest.do_item_eat`
4387 Defaults for the `on_punch` and `on_dig` node definition callbacks
4388 ------------------------------------------------------------------
4390 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4391 * Calls functions registered by `minetest.register_on_punchnode()`
4392 * `minetest.node_dig(pos, node, digger)`
4393 * Checks if node can be dug, puts item into inventory, removes node
4394 * Calls functions registered by `minetest.registered_on_dignodes()`
4399 * `minetest.sound_play(spec, parameters)`: returns a handle
4400 * `spec` is a `SimpleSoundSpec`
4401 * `parameters` is a sound parameter table
4402 * `minetest.sound_stop(handle)`
4403 * `minetest.sound_fade(handle, step, gain)`
4404 * `handle` is a handle returned by `minetest.sound_play`
4405 * `step` determines how fast a sound will fade.
4406 Negative step will lower the sound volume, positive step will increase
4408 * `gain` the target gain for the fade.
4413 * `minetest.after(time, func, ...)`
4414 * Call the function `func` after `time` seconds, may be fractional
4415 * Optional: Variable number of arguments that are passed to `func`
4420 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4421 server shutdown. Will display `message` to clients.
4422 * `reconnect` == true displays a reconnect button
4423 * `delay` adds an optional delay (in seconds) before shutdown.
4424 Negative delay cancels the current active shutdown.
4425 Zero delay triggers an immediate shutdown.
4426 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4427 * `minetest.get_server_status(name, joined)`
4428 * Returns the server status string when a player joins or when the command
4429 `/status` is called. Returns `nil` or an empty string when the message is
4431 * `joined`: Boolean value, indicates whether the function was called when
4433 * This function may be overwritten by mods to customize the status message.
4434 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4435 * `minetest.remove_player(name)`: remove player from database (if they are not
4437 * As auth data is not removed, minetest.player_exists will continue to
4438 return true. Call the below method as well if you want to remove auth
4440 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4441 * `minetest.remove_player_auth(name)`: remove player authentication data
4442 * Returns boolean indicating success (false if player nonexistant)
4447 * `minetest.get_ban_list()`: returns the ban list
4448 (same as `minetest.get_ban_description("")`).
4449 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4450 * `minetest.ban_player(name)`: ban a player
4451 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4452 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4458 * `minetest.add_particle(particle definition)`
4459 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4460 expirationtime, size, collisiondetection, texture, playername)`
4462 * `minetest.add_particlespawner(particlespawner definition)`
4463 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4464 over `time` seconds.
4465 * Returns an `id`, and -1 if adding didn't succeed
4466 * Deprecated: `minetest.add_particlespawner(amount, time,
4470 minexptime, maxexptime,
4472 collisiondetection, texture, playername)`
4474 * `minetest.delete_particlespawner(id, player)`
4475 * Delete `ParticleSpawner` with `id` (return value from
4476 `minetest.add_particlespawner`).
4477 * If playername is specified, only deletes on the player's client,
4478 otherwise on all clients.
4483 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4484 * Create a schematic from the volume of map specified by the box formed by
4486 * Apply the specified probability and per-node force-place to the specified
4487 nodes according to the `probability_list`.
4488 * `probability_list` is an array of tables containing two fields, `pos`
4490 * `pos` is the 3D vector specifying the absolute coordinates of the
4491 node being modified,
4492 * `prob` is an integer value from `0` to `255` that encodes
4493 probability and per-node force-place. Probability has levels
4494 0-127, then 128 may be added to encode per-node force-place.
4495 For probability stated as 0-255, divide by 2 and round down to
4496 get values 0-127, then add 128 to apply per-node force-place.
4497 * If there are two or more entries with the same pos value, the
4499 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4501 * If `probability_list` equals `nil`, no probabilities are applied.
4502 * Apply the specified probability to the specified horizontal slices
4503 according to the `slice_prob_list`.
4504 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4506 * `ypos` indicates the y position of the slice with a probability
4507 applied, the lowest slice being `ypos = 0`.
4508 * If slice probability list equals `nil`, no slice probabilities
4510 * Saves schematic in the Minetest Schematic format to filename.
4512 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4513 * Place the schematic specified by schematic (see [Schematic specifier]) at
4515 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4516 * If the `rotation` parameter is omitted, the schematic is not rotated.
4517 * `replacements` = `{["old_name"] = "convert_to", ...}`
4518 * `force_placement` is a boolean indicating whether nodes other than `air`
4519 and `ignore` are replaced by the schematic.
4520 * Returns nil if the schematic could not be loaded.
4521 * **Warning**: Once you have loaded a schematic from a file, it will be
4522 cached. Future calls will always use the cached version and the
4523 replacement list defined for it, regardless of whether the file or the
4524 replacement list parameter have changed. The only way to load the file
4525 anew is to restart the server.
4526 * `flags` is a flag field with the available flags:
4531 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4532 * This function is analogous to minetest.place_schematic, but places a
4533 schematic onto the specified VoxelManip object `vmanip` instead of the
4535 * Returns false if any part of the schematic was cut-off due to the
4536 VoxelManip not containing the full area required, and true if the whole
4537 schematic was able to fit.
4538 * Returns nil if the schematic could not be loaded.
4539 * After execution, any external copies of the VoxelManip contents are
4541 * `flags` is a flag field with the available flags:
4546 * `minetest.serialize_schematic(schematic, format, options)`
4547 * Return the serialized schematic specified by schematic
4548 (see [Schematic specifier])
4549 * in the `format` of either "mts" or "lua".
4550 * "mts" - a string containing the binary MTS data used in the MTS file
4552 * "lua" - a string containing Lua code representing the schematic in table
4554 * `options` is a table containing the following optional parameters:
4555 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4556 generated will have (X, Z) position comments for every X row
4557 generated in the schematic data for easier reading.
4558 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4559 the Lua code generated will use that number of spaces as indentation
4560 instead of a tab character.
4565 * `minetest.request_http_api()`:
4566 * returns `HTTPApiTable` containing http functions if the calling mod has
4567 been granted access by being listed in the `secure.http_mods` or
4568 `secure.trusted_mods` setting, otherwise returns `nil`.
4569 * The returned table contains the functions `fetch`, `fetch_async` and
4570 `fetch_async_get` described below.
4571 * Only works at init time and must be called from the mod's main scope
4572 (not from a function).
4573 * Function only exists if minetest server was built with cURL support.
4574 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4576 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4577 * Performs given request asynchronously and calls callback upon completion
4578 * callback: `function(HTTPRequestResult res)`
4579 * Use this HTTP function if you are unsure, the others are for advanced use
4580 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4581 * Performs given request asynchronously and returns handle for
4582 `HTTPApiTable.fetch_async_get`
4583 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4584 * Return response data for given asynchronous HTTP request
4589 * `minetest.get_mod_storage()`:
4590 * returns reference to mod private `StorageRef`
4591 * must be called during mod load time
4596 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4597 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4598 * `minetest.player_exists(name)`: boolean, whether player exists
4599 (regardless of online status)
4600 * `minetest.hud_replace_builtin(name, hud_definition)`
4601 * Replaces definition of a builtin hud element
4602 * `name`: `"breath"` or `"health"`
4603 * `hud_definition`: definition to replace builtin definition
4604 * `minetest.send_join_message(player_name)`
4605 * This function can be overridden by mods to change the join message.
4606 * `minetest.send_leave_message(player_name, timed_out)`
4607 * This function can be overridden by mods to change the leave message.
4608 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4609 * `pos`: table {x=number, y=number, z=number},
4610 * Gives a unique hash number for a node position (16+16+16=48bit)
4611 * `minetest.get_position_from_hash(hash)`: returns a position
4612 * Inverse transform of `minetest.hash_node_position`
4613 * `minetest.get_item_group(name, group)`: returns a rating
4614 * Get rating of a group of an item. (`0` means: not in group)
4615 * `minetest.get_node_group(name, group)`: returns a rating
4616 * Deprecated: An alias for the former.
4617 * `minetest.raillike_group(name)`: returns a rating
4618 * Returns rating of the connect_to_raillike group corresponding to name
4619 * If name is not yet the name of a connect_to_raillike group, a new group
4620 id is created, with that name.
4621 * `minetest.get_content_id(name)`: returns an integer
4622 * Gets the internal content ID of `name`
4623 * `minetest.get_name_from_content_id(content_id)`: returns a string
4624 * Gets the name of the content with that content ID
4625 * `minetest.parse_json(string[, nullvalue])`: returns something
4626 * Convert a string containing JSON data into the Lua equivalent
4627 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4628 * On success returns a table, a string, a number, a boolean or `nullvalue`
4629 * On failure outputs an error message and returns `nil`
4630 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4631 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4633 * Convert a Lua table into a JSON string
4634 * styled: Outputs in a human-readable format if this is set, defaults to
4636 * Unserializable things like functions and userdata will cause an error.
4637 * **Warning**: JSON is more strict than the Lua table format.
4638 1. You can only use strings and positive integers of at least one as
4640 2. You can not mix string and integer keys.
4641 This is due to the fact that JSON has two distinct array and object
4643 * Example: `write_json({10, {a = false}})`,
4644 returns `"[10, {\"a\": false}]"`
4645 * `minetest.serialize(table)`: returns a string
4646 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4647 into string form readable by `minetest.deserialize`
4648 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4649 * `minetest.deserialize(string)`: returns a table
4650 * Convert a string returned by `minetest.deserialize` into a table
4651 * `string` is loaded in an empty sandbox environment.
4652 * Will load functions, but they cannot access the global environment.
4653 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4654 returns `{foo='bar'}`
4655 * Example: `deserialize('print("foo")')`, returns `nil`
4656 (function call fails), returns
4657 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4658 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4659 * Compress a string of data.
4660 * `method` is a string identifying the compression method to be used.
4661 * Supported compression methods:
4662 * Deflate (zlib): `"deflate"`
4663 * `...` indicates method-specific arguments. Currently defined arguments
4665 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4666 * `minetest.decompress(compressed_data, method, ...)`: returns data
4667 * Decompress a string of data (using ZLib).
4668 * See documentation on `minetest.compress()` for supported compression
4670 * `...` indicates method-specific arguments. Currently, no methods use this
4671 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4672 * Each argument is a 8 Bit unsigned integer
4673 * Returns the ColorString from rgb or rgba values
4674 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4675 * `minetest.encode_base64(string)`: returns string encoded in base64
4676 * Encodes a string in base64.
4677 * `minetest.decode_base64(string)`: returns string
4678 * Decodes a string encoded in base64.
4679 * `minetest.is_protected(pos, name)`: returns boolean
4680 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4681 other actions, definable by mods, due to some mod-defined ownership-like
4683 * Returns false or nil, if the player is allowed to do such actions.
4684 * `name` will be "" for non-players or unknown players.
4685 * This function should be overridden by protection mods and should be used
4686 to check if a player can interact at a position.
4687 * This function should call the old version of itself if the position is
4688 not protected by the mod.
4691 local old_is_protected = minetest.is_protected
4692 function minetest.is_protected(pos, name)
4693 if mymod:position_protected_from(pos, name) then
4696 return old_is_protected(pos, name)
4698 * `minetest.record_protection_violation(pos, name)`
4699 * This function calls functions registered with
4700 `minetest.register_on_protection_violation`.
4701 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4702 * Returns the position of the first node that `player_name` may not modify
4703 in the specified cuboid between `pos1` and `pos2`.
4704 * Returns `false` if no protections were found.
4705 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4706 The points are spaced evenly throughout the volume and have a spacing
4707 similar to, but no larger than, `interval`.
4708 * All corners and edges of the defined volume are checked.
4709 * `interval` defaults to 4.
4710 * `interval` should be carefully chosen and maximised to avoid an excessive
4711 number of points being checked.
4712 * Like `minetest.is_protected`, this function may be extended or
4713 overwritten by mods to provide a faster implementation to check the
4714 cuboid for intersections.
4715 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4716 orient_flags, prevent_after_place])`
4717 * Attempt to predict the desired orientation of the facedir-capable node
4718 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4719 or hanging from the ceiling).
4720 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4721 stacks are handled normally.
4722 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4723 * `invert_wall`: if `true`, place wall-orientation on the ground and
4724 ground-orientation on the wall.
4725 * `force_wall` : if `true`, always place the node in wall orientation.
4726 * `force_ceiling`: if `true`, always place on the ceiling.
4727 * `force_floor`: if `true`, always place the node on the floor.
4728 * `force_facedir`: if `true`, forcefully reset the facedir to north
4729 when placing on the floor or ceiling.
4730 * The first four options are mutually-exclusive; the last in the list
4731 takes precedence over the first.
4732 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4733 * Returns the new itemstack after placement
4734 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4735 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4736 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4737 parameter and `prevent_after_place` set to `true`.
4739 * `minetest.forceload_block(pos[, transient])`
4740 * forceloads the position `pos`.
4741 * returns `true` if area could be forceloaded
4742 * If `transient` is `false` or absent, the forceload will be persistent
4743 (saved between server runs). If `true`, the forceload will be transient
4744 (not saved between server runs).
4746 * `minetest.forceload_free_block(pos[, transient])`
4747 * stops forceloading the position `pos`
4748 * If `transient` is `false` or absent, frees a persistent forceload.
4749 If `true`, frees a transient forceload.
4751 * `minetest.request_insecure_environment()`: returns an environment containing
4752 insecure functions if the calling mod has been listed as trusted in the
4753 `secure.trusted_mods` setting or security is disabled, otherwise returns
4755 * Only works at init time and must be called from the mod's main scope (not
4757 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4758 IT IN A LOCAL VARIABLE!**
4760 * `minetest.global_exists(name)`
4761 * Checks if a global variable has been set, without triggering a warning.
4766 * `minetest.env`: `EnvRef` of the server environment and world.
4767 * Any function in the minetest namespace can be called using the syntax
4768 `minetest.env:somefunction(somearguments)`
4769 instead of `minetest.somefunction(somearguments)`
4770 * Deprecated, but support is not to be dropped soon
4775 ### Registered definition tables
4777 * `minetest.registered_items`
4778 * Map of registered items, indexed by name
4779 * `minetest.registered_nodes`
4780 * Map of registered node definitions, indexed by name
4781 * `minetest.registered_craftitems`
4782 * Map of registered craft item definitions, indexed by name
4783 * `minetest.registered_tools`
4784 * Map of registered tool definitions, indexed by name
4785 * `minetest.registered_entities`
4786 * Map of registered entity prototypes, indexed by name
4787 * `minetest.object_refs`
4788 * Map of object references, indexed by active object id
4789 * `minetest.luaentities`
4790 * Map of Lua entities, indexed by active object id
4791 * `minetest.registered_abms`
4792 * List of ABM definitions
4793 * `minetest.registered_lbms`
4794 * List of LBM definitions
4795 * `minetest.registered_aliases`
4796 * Map of registered aliases, indexed by name
4797 * `minetest.registered_ores`
4798 * Map of registered ore definitions, indexed by the `name` field.
4799 * If `name` is nil, the key is the ID returned by `minetest.register_ore`.
4800 * `minetest.registered_biomes`
4801 * Map of registered biome definitions, indexed by the `name` field.
4802 * If `name` is nil, the key is the ID returned by `minetest.register_biome`.
4803 * `minetest.registered_decorations`
4804 * Map of registered decoration definitions, indexed by the `name` field.
4805 * If `name` is nil, the key is the ID returned by
4806 `minetest.register_decoration`.
4807 * `minetest.registered_schematics`
4808 * Map of registered schematic definitions, indexed by the `name` field.
4809 * If `name` is nil, the key is the ID returned by
4810 `minetest.register_schematic`.
4811 * `minetest.registered_chatcommands`
4812 * Map of registered chat command definitions, indexed by name
4813 * `minetest.registered_privileges`
4814 * Map of registered privilege definitions, indexed by name
4816 ### Registered callback tables
4818 All callbacks registered with [Global callback registration functions] are added
4819 to corresponding `minetest.registered_*` tables.
4827 Sorted alphabetically.
4832 A fast access data structure to store areas, and find areas near a given
4834 Every area has a `data` string attribute to store additional information.
4835 You can create an empty `AreaStore` by calling `AreaStore()`, or
4836 `AreaStore(type_name)`.
4837 If you chose the parameter-less constructor, a fast implementation will be
4838 automatically chosen for you.
4842 * `get_area(id, include_borders, include_data)`: returns the area with the id
4844 (optional) Boolean values `include_borders` and `include_data` control what's
4846 Returns nil if specified area id does not exist.
4847 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4848 that contain the position `pos`.
4849 (optional) Boolean values `include_borders` and `include_data` control what's
4851 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4852 returns all areas that contain all nodes inside the area specified by `edge1`
4853 and `edge2` (inclusive).
4854 If `accept_overlap` is true, also areas are returned that have nodes in
4855 common with the specified area.
4856 (optional) Boolean values `include_borders` and `include_data` control what's
4858 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4859 Returns the new area's ID, or nil if the insertion failed.
4860 The (inclusive) positions `edge1` and `edge2` describe the area.
4861 `data` is a string stored with the area. If passed, `id` will be used as the
4862 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4863 the `id` parameter you must always use it, or insertions are likely to fail
4865 * `reserve(count)`: reserves resources for at most `count` many contained
4867 Only needed for efficiency, and only some implementations profit.
4868 * `remove_area(id)`: removes the area with the given id from the store, returns
4870 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4871 Calling invalidates the cache, so that its elements have to be newly
4873 * `params` is a table with the following fields:
4875 enabled = boolean, -- Whether to enable, default true
4876 block_radius = int, -- The radius (in nodes) of the areas the cache
4877 -- generates prefiltered lists for, minimum 16,
4879 limit = int, -- The cache size, minimum 20, default 1000
4880 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4882 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4884 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4886 Returns success and, optionally, an error message.
4887 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4893 An `InvRef` is a reference to an inventory.
4897 * `is_empty(listname)`: return `true` if list is empty
4898 * `get_size(listname)`: get size of a list
4899 * `set_size(listname, size)`: set size of a list
4900 * returns `false` on error (e.g. invalid `listname` or `size`)
4901 * `get_width(listname)`: get width of a list
4902 * `set_width(listname, width)`: set width of list; currently used for crafting
4903 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4904 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4905 * `get_list(listname)`: return full list
4906 * `set_list(listname, list)`: set full list (size will not change)
4907 * `get_lists()`: returns list of inventory lists
4908 * `set_lists(lists)`: sets inventory lists (size will not change)
4909 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4911 * `room_for_item(listname, stack):` returns `true` if the stack of items
4912 can be fully added to the list
4913 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4914 the stack of items can be fully taken from the list.
4915 If `match_meta` is false, only the items' names are compared
4917 * `remove_item(listname, stack)`: take as many items as specified from the
4918 list, returns the items that were actually removed (as an `ItemStack`)
4919 -- note that any item metadata is ignored, so attempting to remove a specific
4920 unique item this way will likely remove the wrong one -- to do that use
4921 `set_stack` with an empty `ItemStack`.
4922 * `get_location()`: returns a location compatible to
4923 `minetest.get_inventory(location)`.
4924 * returns `{type="undefined"}` in case location is not known
4929 An `ItemStack` is a stack of items.
4931 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4932 an itemstring, a table or `nil`.
4936 * `is_empty()`: returns `true` if stack is empty.
4937 * `get_name()`: returns item name (e.g. `"default:stone"`).
4938 * `set_name(item_name)`: returns a boolean indicating whether the item was
4940 * `get_count()`: Returns number of items on the stack.
4941 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4942 * `count`: number, unsigned 16 bit integer
4943 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4944 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4945 * `wear`: number, unsigned 16 bit integer
4946 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4947 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4949 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4950 * `clear()`: removes all items from the stack, making it empty.
4951 * `replace(item)`: replace the contents of this stack.
4952 * `item` can also be an itemstring or table.
4953 * `to_string()`: returns the stack in itemstring form.
4954 * `to_table()`: returns the stack in Lua table form.
4955 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4957 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4958 * `is_known()`: returns `true` if the item name refers to a defined item type.
4959 * `get_definition()`: returns the item definition table.
4960 * `get_tool_capabilities()`: returns the digging properties of the item,
4961 or those of the hand if none are defined for this item type
4962 * `add_wear(amount)`
4963 * Increases wear by `amount` if the item is a tool
4964 * `amount`: number, integer
4965 * `add_item(item)`: returns leftover `ItemStack`
4966 * Put some item or stack onto this stack
4967 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4969 * `take_item(n)`: returns taken `ItemStack`
4970 * Take (and remove) up to `n` items from this stack
4971 * `n`: number, default: `1`
4972 * `peek_item(n)`: returns taken `ItemStack`
4973 * Copy (don't remove) up to `n` items from this stack
4974 * `n`: number, default: `1`
4979 ItemStack metadata: reference extra data and functionality stored in a stack.
4980 Can be obtained via `item:get_meta()`.
4984 * All methods in MetaDataRef
4985 * `set_tool_capabilities([tool_capabilities])`
4986 * Overrides the item's tool capabilities
4987 * A nil value will clear the override data and restore the original
4993 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
4997 * `contains(key)`: Returns true if key present, otherwise false.
4998 * Returns `nil` when the MetaData is inexistent.
4999 * `get(key)`: Returns `nil` if key not present, else the stored string.
5000 * `set_string(key, value)`: Value of `""` will delete the key.
5001 * `get_string(key)`: Returns `""` if key not present.
5002 * `set_int(key, value)`
5003 * `get_int(key)`: Returns `0` if key not present.
5004 * `set_float(key, value)`
5005 * `get_float(key)`: Returns `0` if key not present.
5006 * `to_table()`: returns `nil` or a table with keys:
5007 * `fields`: key-value storage
5008 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5009 * `from_table(nil or {})`
5010 * Any non-table value will clear the metadata
5011 * See [Node Metadata] for an example
5012 * returns `true` on success
5014 * returns `true` if this metadata has the same key-value pairs as `other`
5019 An interface to use mod channels on client and server
5023 * `leave()`: leave the mod channel.
5024 * Server leaves channel `channel_name`.
5025 * No more incoming or outgoing messages can be sent to this channel from
5027 * This invalidate all future object usage.
5028 * Ensure you set mod_channel to nil after that to free Lua resources.
5029 * `is_writeable()`: returns true if channel is writeable and mod can send over
5031 * `send_all(message)`: Send `message` though the mod channel.
5032 * If mod channel is not writeable or invalid, message will be dropped.
5033 * Message size is limited to 65535 characters by protocol.
5038 Node metadata: reference extra data and functionality stored in a node.
5039 Can be obtained via `minetest.get_meta(pos)`.
5043 * All methods in MetaDataRef
5044 * `get_inventory()`: returns `InvRef`
5045 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5046 This will prevent them from being sent to the client. Note that the "private"
5047 status will only be remembered if an associated key-value pair exists,
5048 meaning it's best to call this when initializing all other meta (e.g.
5054 Node Timers: a high resolution persistent per-node timer.
5055 Can be gotten via `minetest.get_node_timer(pos)`.
5059 * `set(timeout,elapsed)`
5060 * set a timer's state
5061 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5062 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5063 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5067 * equivalent to `set(timeout,0)`
5070 * `get_timeout()`: returns current timeout in seconds
5071 * if `timeout` equals `0`, timer is inactive
5072 * `get_elapsed()`: returns current elapsed time in seconds
5073 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5075 * `is_started()`: returns boolean state of timer
5076 * returns `true` if timer is started, otherwise `false`
5081 Moving things in the game are generally these.
5083 This is basically a reference to a C++ `ServerActiveObject`
5087 * `remove()`: remove object (after returning from Lua)
5088 * Note: Doesn't work on players, use `minetest.kick_player` instead
5089 * `get_pos()`: returns `{x=num, y=num, z=num}`
5090 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5091 * `move_to(pos, continuous=false)`: interpolated move
5092 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5093 * `puncher` = another `ObjectRef`,
5094 * `time_from_last_punch` = time since last punch action of the puncher
5095 * `direction`: can be `nil`
5096 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5097 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5098 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5099 * See reason in register_on_player_hpchange
5100 * `get_inventory()`: returns an `InvRef`
5101 * `get_wield_list()`: returns the name of the inventory list the wielded item
5103 * `get_wield_index()`: returns the index of the wielded item
5104 * `get_wielded_item()`: returns an `ItemStack`
5105 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5107 * `set_armor_groups({group1=rating, group2=rating, ...})`
5108 * `get_armor_groups()`: returns a table with the armor group ratings
5109 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5110 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5111 * `frame_speed`: number, default: `15.0`
5112 * `frame_blend`: number, default: `0.0`
5113 * `frame_loop`: boolean, default: `true`
5114 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5116 * `set_animation_frame_speed(frame_speed)`
5117 * `frame_speed`: number, default: `15.0`
5118 * `set_attach(parent, bone, position, rotation)`
5120 * `position`: `{x=num, y=num, z=num}` (relative)
5121 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5122 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5125 * `set_bone_position(bone, position, rotation)`
5127 * `position`: `{x=num, y=num, z=num}` (relative)
5128 * `rotation`: `{x=num, y=num, z=num}`
5129 * `get_bone_position(bone)`: returns position and rotation of the bone
5130 * `set_properties(object property table)`
5131 * `get_properties()`: returns object property table
5132 * `is_player()`: returns true for players, false otherwise
5133 * `get_nametag_attributes()`
5134 * returns a table with the attributes of the nametag of an object
5136 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5139 * `set_nametag_attributes(attributes)`
5140 * sets the attributes of the nametag of an object
5144 text = "My Nametag",
5147 #### LuaEntitySAO-only (no-op for other objects)
5149 * `set_velocity(vel)`
5150 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5151 * `add_velocity(vel)`
5152 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5153 * In comparison to using get_velocity, adding the velocity and then using
5154 set_velocity, add_velocity is supposed to avoid synchronization problems.
5155 * `get_velocity()`: returns the velocity, a vector
5156 * `set_acceleration(acc)`
5158 * `get_acceleration()`: returns the acceleration, a vector
5159 * `set_rotation(rot)`
5160 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5161 and Z is roll (bank).
5162 * `get_rotation()`: returns the rotation, a vector (radians)
5163 * `set_yaw(radians)`: sets the yaw (heading).
5164 * `get_yaw()`: returns number in radians
5165 * `set_texture_mod(mod)`
5166 * `get_texture_mod()` returns current texture modifier
5167 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5168 * Select sprite from spritesheet with optional animation and Dungeon Master
5169 style texture selection based on yaw relative to camera
5170 * `p`: {x=number, y=number}, the coordinate of the first frame
5171 (x: column, y: row), default: `{x=0, y=0}`
5172 * `num_frames`: number, default: `1`
5173 * `framelength`: number, default: `0.2`
5174 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5175 Master mob, default: `false`
5176 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5179 #### Player-only (no-op for other objects)
5181 * `get_player_name()`: returns `""` if is not a player
5182 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5183 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5184 * `get_look_dir()`: get camera direction as a unit vector
5185 * `get_look_vertical()`: pitch in radians
5186 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5188 * `get_look_horizontal()`: yaw in radians
5189 * Angle is counter-clockwise from the +z direction.
5190 * `set_look_vertical(radians)`: sets look pitch
5191 * radians: Angle from looking forward, where positive is downwards.
5192 * `set_look_horizontal(radians)`: sets look yaw
5193 * radians: Angle from the +z direction, where positive is counter-clockwise.
5194 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5195 `get_look_vertical`.
5196 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5198 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5199 `get_look_horizontal`.
5200 * Angle is counter-clockwise from the +x direction.
5201 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5202 `set_look_vertical`.
5203 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5204 `set_look_horizontal`.
5205 * `get_breath()`: returns players breath
5206 * `set_breath(value)`: sets players breath
5208 * `0`: player is drowning
5209 * max: bubbles bar is not shown
5210 * See [Object properties] for more information
5211 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5212 * Sets an extra attribute with value on player.
5213 * `value` must be a string, or a number which will be converted to a
5215 * If `value` is `nil`, remove attribute from player.
5216 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5217 * Returns value (a string) for extra attribute.
5218 * Returns `nil` if no attribute found.
5219 * `get_meta()`: Returns a PlayerMetaRef.
5220 * `set_inventory_formspec(formspec)`
5221 * Redefine player's inventory form
5222 * Should usually be called in `on_joinplayer`
5223 * `get_inventory_formspec()`: returns a formspec string
5224 * `set_formspec_prepend(formspec)`:
5225 * the formspec string will be added to every formspec shown to the user,
5226 except for those with a no_prepend[] tag.
5227 * This should be used to set style elements such as background[] and
5228 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5229 * Only affects formspecs shown after this is called.
5230 * `get_formspec_prepend(formspec)`: returns a formspec string.
5231 * `get_player_control()`: returns table with player pressed keys
5232 * The table consists of fields with boolean value representing the pressed
5233 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5234 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5235 sneak=true, aux1=false, down=false, up=false}`
5236 * `get_player_control_bits()`: returns integer with bit packed player pressed
5238 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5240 * `set_physics_override(override_table)`
5241 * `override_table` is a table with the following fields:
5242 * `speed`: multiplier to default walking speed value (default: `1`)
5243 * `jump`: multiplier to default jump value (default: `1`)
5244 * `gravity`: multiplier to default gravity value (default: `1`)
5245 * `sneak`: whether player can sneak (default: `true`)
5246 * `sneak_glitch`: whether player can use the new move code replications
5247 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5249 * `new_move`: use new move/sneak code. When `false` the exact old code
5250 is used for the specific old sneak behaviour (default: `true`)
5251 * `get_physics_override()`: returns the table given to `set_physics_override`
5252 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5254 * `hud_remove(id)`: remove the HUD element of the specified id
5255 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5257 * element `stat` values:
5258 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5259 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5260 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5261 * `flags`: A table with the following fields set to boolean values
5269 * If a flag equals `nil`, the flag is not modified
5270 * `minimap`: Modifies the client's permission to view the minimap.
5271 The client may locally elect to not view the minimap.
5272 * `minimap_radar` is only usable when `minimap` is true
5273 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5274 * See `hud_set_flags` for a list of flags that can be toggled.
5275 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5276 * `count`: number of items, must be between `1` and `32`
5277 * `hud_get_hotbar_itemcount`: returns number of visible items
5278 * `hud_set_hotbar_image(texturename)`
5279 * sets background image for hotbar
5280 * `hud_get_hotbar_image`: returns texturename
5281 * `hud_set_hotbar_selected_image(texturename)`
5282 * sets image for selected item of hotbar
5283 * `hud_get_hotbar_selected_image`: returns texturename
5284 * `set_sky(bgcolor, type, {texture names}, clouds)`
5285 * `bgcolor`: ColorSpec, defaults to white
5286 * `type`: Available types:
5287 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5288 * `"skybox"`: Uses 6 textures, `bgcolor` used
5289 * `"plain"`: Uses 0 textures, `bgcolor` used
5290 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5291 `"plain"` custom skyboxes (default: `true`)
5292 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5293 * `set_clouds(parameters)`: set cloud parameters
5294 * `parameters` is a table with the following optional fields:
5295 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5296 * `color`: basic cloud color with alpha channel, ColorSpec
5297 (default `#fff0f0e5`).
5298 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5299 ColorSpec (alpha ignored, default `#000000`)
5300 * `height`: cloud height, i.e. y of cloud base (default per conf,
5302 * `thickness`: cloud thickness in nodes (default `16`)
5303 * `speed`: 2D cloud speed + direction in nodes per second
5304 (default `{x=0, z=-2}`).
5305 * `get_clouds()`: returns a table with the current cloud parameters as in
5307 * `override_day_night_ratio(ratio or nil)`
5308 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5310 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5311 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5312 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5313 set animation for player model in third person view
5315 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5316 {x=168, y=187}, -- walk animation key frames
5317 {x=189, y=198}, -- dig animation key frames
5318 {x=200, y=219}, -- walk+dig animation key frames
5319 frame_speed=30) -- animation frame speed
5320 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5322 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5324 * in first person view
5325 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5326 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5331 A 32-bit pseudorandom number generator.
5332 Uses PCG32, an algorithm of the permuted congruential generator family,
5333 offering very strong randomness.
5335 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5339 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5340 * `next(min, max)`: return next integer random number [`min`...`max`]
5341 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5342 random number [`min`...`max`].
5343 * This is only a rough approximation of a normal distribution with:
5344 * `mean = (max - min) / 2`, and
5345 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5346 * Increasing `num_trials` improves accuracy of the approximation
5351 A perlin noise generator.
5352 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5353 or `PerlinNoise(noiseparams)`.
5354 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5355 or `minetest.get_perlin(noiseparams)`.
5359 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5360 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5365 A fast, bulk perlin noise generator.
5367 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5368 `minetest.get_perlin_map(noiseparams, size)`.
5370 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5371 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5374 For each of the functions with an optional `buffer` parameter: If `buffer` is
5375 not nil, this table will be used to store the result instead of creating a new
5380 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5381 with values starting at `pos={x=,y=}`
5382 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5383 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5384 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5385 array of 2D noise with values starting at `pos={x=,y=}`
5386 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5387 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5388 is stored internally.
5389 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5390 is stored internally.
5391 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5392 returns a slice of the most recently computed noise results. The result slice
5393 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5394 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5396 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5397 It is important to note that `slice_offset` offset coordinates begin at 1,
5398 and are relative to the starting position of the most recently calculated
5400 To grab a single vertical column of noise starting at map coordinates
5401 x = 1023, y=1000, z = 1000:
5402 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5403 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5409 Uses the same method of storage as the deprecated player attribute API, so
5410 data there will also be in player meta.
5411 Can be obtained using `player:get_meta()`.
5415 * All methods in MetaDataRef
5420 A 16-bit pseudorandom number generator.
5421 Uses a well-known LCG algorithm introduced by K&R.
5423 It can be created via `PseudoRandom(seed)`.
5427 * `next()`: return next integer random number [`0`...`32767`]
5428 * `next(min, max)`: return next integer random number [`min`...`max`]
5429 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5430 due to the simple implementation making bad distribution otherwise.
5435 A raycast on the map. It works with selection boxes.
5436 Can be used as an iterator in a for loop as:
5438 local ray = Raycast(...)
5439 for pointed_thing in ray do
5443 The map is loaded as the ray advances. If the map is modified after the
5444 `Raycast` is created, the changes may or may not have an effect on the object.
5446 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5447 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5449 * `pos1`: start of the ray
5450 * `pos2`: end of the ray
5451 * `objects`: if false, only nodes will be returned. Default is true.
5452 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5456 * `next()`: returns a `pointed_thing` with exact pointing location
5457 * Returns the next thing pointed by the ray or nil.
5462 Interface for the operating system's crypto-secure PRNG.
5464 It can be created via `SecureRandom()`. The constructor returns nil if a
5465 secure random device cannot be found on the system.
5469 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5470 random bytes, as a string.
5475 An interface to read config files in the format of `minetest.conf`.
5477 It can be created via `Settings(filename)`.
5481 * `get(key)`: returns a value
5482 * `get_bool(key, [default])`: returns a boolean
5483 * `default` is the value returned if `key` is not found.
5484 * Returns `nil` if `key` is not found and `default` not specified.
5485 * `get_np_group(key)`: returns a NoiseParams table
5487 * Setting names can't contain whitespace or any of `="{}#`.
5488 * Setting values can't contain the sequence `\n"""`.
5489 * Setting names starting with "secure." can't be set on the main settings
5490 object (`minetest.settings`).
5491 * `set_bool(key, value)`
5492 * See documentation for set() above.
5493 * `set_np_group(key, value)`
5494 * `value` is a NoiseParams table.
5495 * Also, see documentation for set() above.
5496 * `remove(key)`: returns a boolean (`true` for success)
5497 * `get_names()`: returns `{key1,...}`
5498 * `write()`: returns a boolean (`true` for success)
5499 * Writes changes to file.
5500 * `to_table()`: returns `{[key1]=value1,...}`
5505 Mod metadata: per mod metadata, saved automatically.
5506 Can be obtained via `minetest.get_mod_storage()` during load time.
5510 * All methods in MetaDataRef
5521 Used by `ObjectRef` methods. Part of an Entity definition.
5525 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5528 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5531 -- For players only. Zoom FOV in degrees.
5532 -- Note that zoom loads and/or generates world beyond the server's
5533 -- maximum send and generate distances, so acts like a telescope.
5534 -- Smaller zoom_fov values increase the distance loaded/generated.
5535 -- Defaults to 15 in creative mode, 0 in survival mode.
5536 -- zoom_fov = 0 disables zooming for the player.
5539 -- For players only. Camera height above feet position in nodes.
5540 -- Defaults to 1.625.
5544 collide_with_objects = true,
5545 -- Collide with other objects if physical = true
5549 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5550 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5551 -- Selection box uses collision box dimensions when not set.
5552 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5556 -- Overrides selection box when false
5558 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5559 -- "cube" is a node-sized cube.
5560 -- "sprite" is a flat texture always facing the player.
5561 -- "upright_sprite" is a vertical flat texture.
5562 -- "mesh" uses the defined mesh model.
5563 -- "wielditem" is used for dropped items.
5564 -- (see builtin/game/item_entity.lua).
5565 -- For this use 'textures = {itemname}'.
5566 -- If the item has a 'wield_image' the object will be an extrusion of
5568 -- If 'itemname' is a cubic node or nodebox the object will appear
5569 -- identical to 'itemname'.
5570 -- If 'itemname' is a plantlike node the object will be an extrusion
5572 -- Otherwise for non-node items, the object will be an extrusion of
5573 -- 'inventory_image'.
5574 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5576 visual_size = {x = 1, y = 1, z = 1},
5577 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5578 -- to scale the entity along both horizontal axes.
5583 -- Number of required textures depends on visual.
5584 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5585 -- "sprite" uses 1 texture.
5586 -- "upright_sprite" uses 2 textures: {front, back}.
5587 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5590 -- Number of required colors depends on visual
5592 use_texture_alpha = false,
5593 -- Use texture's alpha channel.
5594 -- Excludes "upright_sprite" and "wielditem".
5595 -- Note: currently causes visual issues when viewed through other
5596 -- semi-transparent materials such as water.
5598 spritediv = {x = 1, y = 1},
5599 -- Used with spritesheet textures for animation and/or frame selection
5600 -- according to position relative to player.
5601 -- Defines the number of columns and rows in the spritesheet:
5604 initial_sprite_basepos = {x = 0, y = 0},
5605 -- Used with spritesheet textures.
5606 -- Defines the {column, row} position of the initially used frame in the
5611 makes_footstep_sound = false,
5613 automatic_rotate = 0,
5614 -- Set constant rotation in radians per second, positive or negative.
5615 -- Set to 0 to disable constant rotation.
5619 automatic_face_movement_dir = 0.0,
5620 -- Automatically set yaw to movement direction, offset in degrees.
5621 -- 'false' to disable.
5623 automatic_face_movement_max_rotation_per_sec = -1,
5624 -- Limit automatic rotation to this value in degrees per second.
5625 -- No limit if value < 0.
5627 backface_culling = true,
5628 -- Set to false to disable backface_culling for model
5631 -- Add this much extra lighting when calculating texture color.
5632 -- Value < 0 disables light's effect on texture color.
5633 -- For faking self-lighting, UI style entities, or programmatic coloring
5637 -- By default empty, for players their name is shown if empty
5639 nametag_color = <ColorSpec>,
5640 -- Sets color of nametag
5643 -- By default empty, text to be shown when pointed at object
5646 -- If false, never save this object statically. It will simply be
5647 -- deleted when the block gets unloaded.
5648 -- The get_staticdata() callback is never called then.
5649 -- Defaults to 'true'.
5655 Used by `minetest.register_entity`.
5658 initial_properties = {
5660 mesh = "boats_boat.obj",
5663 -- A table of object properties, see the `Object properties` section.
5664 -- Object properties being read directly from the entity definition
5665 -- table is deprecated. Define object properties in this
5666 -- `initial_properties` table instead.
5668 on_activate = function(self, staticdata, dtime_s),
5670 on_step = function(self, dtime),
5672 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5674 on_rightclick = function(self, clicker),
5676 get_staticdata = function(self),
5677 -- Called sometimes; the string returned is passed to on_activate when
5678 -- the entity is re-activated from static state
5680 _custom_field = whatever,
5681 -- You can define arbitrary member variables here (see Item definition
5682 -- for more info) by using a '_' prefix
5685 ABM (ActiveBlockModifier) definition
5686 ------------------------------------
5688 Used by `minetest.register_abm`.
5691 label = "Lava cooling",
5692 -- Descriptive label for profiling purposes (optional).
5693 -- Definitions with identical labels will be listed as one.
5695 nodenames = {"default:lava_source"},
5696 -- Apply `action` function to these nodes.
5697 -- `group:groupname` can also be used here.
5699 neighbors = {"default:water_source", "default:water_flowing"},
5700 -- Only apply `action` to nodes that have one of, or any
5701 -- combination of, these neighbors.
5702 -- If left out or empty, any neighbor will do.
5703 -- `group:groupname` can also be used here.
5706 -- Operation interval in seconds
5709 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5713 -- If true, catch-up behaviour is enabled: The `chance` value is
5714 -- temporarily reduced when returning to an area to simulate time lost
5715 -- by the area being unattended. Note that the `chance` value can often
5718 action = function(pos, node, active_object_count, active_object_count_wider),
5719 -- Function triggered for each qualifying node.
5720 -- `active_object_count` is number of active objects in the node's
5722 -- `active_object_count_wider` is number of active objects in the node's
5723 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5724 -- mapblocks are unloaded an estmate is calculated for them based on
5725 -- loaded mapblocks.
5728 LBM (LoadingBlockModifier) definition
5729 -------------------------------------
5731 Used by `minetest.register_lbm`.
5734 label = "Upgrade legacy doors",
5735 -- Descriptive label for profiling purposes (optional).
5736 -- Definitions with identical labels will be listed as one.
5738 name = "modname:replace_legacy_door",
5740 nodenames = {"default:lava_source"},
5741 -- List of node names to trigger the LBM on.
5742 -- Also non-registered nodes will work.
5743 -- Groups (as of group:groupname) will work as well.
5745 run_at_every_load = false,
5746 -- Whether to run the LBM's action every time a block gets loaded,
5747 -- and not just for blocks that were saved last time before LBMs were
5748 -- introduced to the world.
5750 action = function(pos, node),
5757 * `{name="image.png", animation={Tile Animation definition}}`
5758 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5759 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5760 * backface culling enabled by default for most nodes
5761 * tileable flags are info for shaders, how they should treat texture
5762 when displacement mapping is used.
5763 Directions are from the point of view of the tile texture,
5764 not the node it's on.
5765 * align style determines whether the texture will be rotated with the node
5766 or kept aligned with its surroundings. "user" means that client
5767 setting will be used, similar to `glasslike_framed_optional`.
5768 Note: supported by solid nodes and nodeboxes only.
5769 * scale is used to make texture span several (exactly `scale`) nodes,
5770 instead of just one, in each direction. Works for world-aligned
5772 Note that as the effect is applied on per-mapblock basis, `16` should
5773 be equally divisible by `scale` or you may get wrong results.
5774 * `{name="image.png", color=ColorSpec}`
5775 * the texture's color will be multiplied with this color.
5776 * the tile's color overrides the owning node's color in all cases.
5777 * deprecated, yet still supported field names:
5780 Tile animation definition
5781 -------------------------
5784 type = "vertical_frames",
5787 -- Width of a frame in pixels
5790 -- Height of a frame in pixels
5800 -- Width in number of frames
5803 -- Height in number of frames
5806 -- Length of a single frame
5812 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5813 `minetest.register_tool`.
5816 description = "Steel Axe",
5819 -- key = name, value = rating; rating = 1..3.
5820 -- If rating not applicable, use 1.
5821 -- e.g. {wool = 1, fluffy = 3}
5822 -- {soil = 2, outerspace = 1, crumbly = 1}
5823 -- {bendy = 2, snappy = 1},
5824 -- {hard = 1, metal = 1, spikes = 1}
5826 inventory_image = "default_tool_steelaxe.png",
5828 inventory_overlay = "overlay.png",
5829 -- An overlay which does not get colorized
5836 -- An image file containing the palette of a node.
5837 -- You can set the currently used color as the "palette_index" field of
5838 -- the item stack metadata.
5839 -- The palette is always stretched to fit indices between 0 and 255, to
5840 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5842 color = "0xFFFFFFFF",
5843 -- The color of the item. The palette overrides this.
5845 wield_scale = {x = 1, y = 1, z = 1},
5851 liquids_pointable = false,
5853 -- See "Tools" section
5854 tool_capabilities = {
5855 full_punch_interval = 1.0,
5859 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5860 uses = 20, maxlevel = 2},
5862 damage_groups = {groupname = damage},
5865 node_placement_prediction = nil,
5866 -- If nil and item is node, prediction is made automatically.
5867 -- If nil and item is not a node, no prediction is made.
5868 -- If "" and item is anything, no prediction is made.
5869 -- Otherwise should be name of node which the client immediately places
5870 -- on ground when the player places the item. Server will always update
5871 -- actual result to client in a short moment.
5873 node_dig_prediction = "air",
5874 -- if "", no prediction is made.
5875 -- if "air", node is removed.
5876 -- Otherwise should be name of node which the client immediately places
5877 -- upon digging. Server will always update actual result shortly.
5880 breaks = "default_tool_break", -- tools only
5881 place = <SimpleSoundSpec>,
5882 eat = <SimpleSoundSpec>,
5885 on_place = function(itemstack, placer, pointed_thing),
5886 -- Shall place item and return the leftover itemstack.
5887 -- The placer may be any ObjectRef or nil.
5888 -- default: minetest.item_place
5890 on_secondary_use = function(itemstack, user, pointed_thing),
5891 -- Same as on_place but called when pointing at nothing.
5892 -- The user may be any ObjectRef or nil.
5893 -- pointed_thing: always { type = "nothing" }
5895 on_drop = function(itemstack, dropper, pos),
5896 -- Shall drop item and return the leftover itemstack.
5897 -- The dropper may be any ObjectRef or nil.
5898 -- default: minetest.item_drop
5900 on_use = function(itemstack, user, pointed_thing),
5902 -- Function must return either nil if no item shall be removed from
5903 -- inventory, or an itemstack to replace the original itemstack.
5904 -- e.g. itemstack:take_item(); return itemstack
5905 -- Otherwise, the function is free to do what it wants.
5906 -- The user may be any ObjectRef or nil.
5907 -- The default functions handle regular use cases.
5909 after_use = function(itemstack, user, node, digparams),
5911 -- If defined, should return an itemstack and will be called instead of
5912 -- wearing out the tool. If returns nil, does nothing.
5913 -- If after_use doesn't exist, it is the same as:
5914 -- function(itemstack, user, node, digparams)
5915 -- itemstack:add_wear(digparams.wear)
5918 -- The user may be any ObjectRef or nil.
5920 _custom_field = whatever,
5921 -- Add your own custom fields. By convention, all custom field names
5922 -- should start with `_` to avoid naming collisions with future engine
5929 Used by `minetest.register_node`.
5932 -- <all fields allowed in item definitions>,
5934 drawtype = "normal", -- See "Node drawtypes"
5937 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5938 -- "firelike", "mesh".
5939 -- For plantlike and firelike, the image will start at the bottom of the
5940 -- node, for the other drawtypes the image will be centered on the node.
5941 -- Note that positioning for "torchlike" may still change.
5943 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5944 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5945 -- Old field name was 'tile_images'.
5946 -- List can be shortened to needed length.
5948 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5949 -- Same as `tiles`, but these textures are drawn on top of the base
5950 -- tiles. You can use this to colorize only specific parts of your
5951 -- texture. If the texture name is an empty string, that overlay is not
5952 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5953 -- overlays on very common nodes.
5955 special_tiles = {tile definition 1, Tile definition 2},
5956 -- Special textures of node; used rarely.
5957 -- Old field name was 'special_materials'.
5958 -- List can be shortened to needed length.
5961 -- The node's original color will be multiplied with this color.
5962 -- If the node has a palette, then this setting only has an effect in
5963 -- the inventory and on the wield item.
5965 use_texture_alpha = false,
5966 -- Use texture's alpha channel
5968 palette = "palette.png",
5969 -- The node's `param2` is used to select a pixel from the image.
5970 -- Pixels are arranged from left to right and from top to bottom.
5971 -- The node's color will be multiplied with the selected pixel's color.
5972 -- Tiles can override this behavior.
5973 -- Only when `paramtype2` supports palettes.
5975 post_effect_color = "green#0F",
5976 -- Screen tint if player is inside node, see "ColorSpec"
5978 paramtype = "none", -- See "Nodes"
5980 paramtype2 = "none", -- See "Nodes"
5982 place_param2 = nil, -- Force value for param2 when player places node
5984 is_ground_content = true,
5985 -- If false, the cave generator will not carve through this node
5987 sunlight_propagates = false,
5988 -- If true, sunlight will go infinitely through this node
5990 walkable = true, -- If true, objects collide with node
5992 pointable = true, -- If true, can be pointed at
5994 diggable = true, -- If false, can never be dug
5996 climbable = false, -- If true, can be climbed on (ladder)
5998 buildable_to = false, -- If true, placed nodes can replace this node
6001 -- If true, liquids flow into and replace this node.
6002 -- Warning: making a liquid node 'floodable' will cause problems.
6004 liquidtype = "none", -- "none" / "source" / "flowing"
6006 liquid_alternative_flowing = "", -- Flowing version of source liquid
6008 liquid_alternative_source = "", -- Source version of flowing liquid
6010 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6012 liquid_renewable = true,
6013 -- If true, a new liquid source can be created by placing two or more
6017 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6018 -- Allows defining the nodebox height without using param2.
6019 -- The nodebox height is 'leveled' / 64 nodes.
6020 -- The maximum value of 'leveled' is 127.
6022 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6025 -- Player will take this amount of damage if no bubbles are left
6028 -- Amount of light emitted by node.
6029 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6030 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6033 damage_per_second = 0,
6034 -- If player is inside node, this damage is caused
6036 node_box = {type="regular"}, -- See "Node boxes"
6038 connects_to = nodenames,
6039 -- Used for nodebox nodes with the type == "connected".
6040 -- Specifies to what neighboring nodes connections will be drawn.
6041 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6043 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6044 -- Tells connected nodebox nodes to connect only to these sides of this
6052 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6055 -- Custom selection box definition. Multiple boxes can be defined.
6056 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6057 -- definition is used for the selection box.
6062 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6065 -- Custom collision box definition. Multiple boxes can be defined.
6066 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6067 -- definition is used for the collision box.
6068 -- Both of the boxes above are defined as:
6069 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6071 -- Support maps made in and before January 2012
6072 legacy_facedir_simple = false,
6073 legacy_wallmounted = false,
6076 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
6077 -- 1 - wave node like plants (top of node moves, bottom is fixed)
6078 -- 2 - wave node like leaves (whole node moves side-to-side)
6079 -- caveats: not all models will properly wave.
6080 -- plantlike drawtype nodes can only wave like plants.
6081 -- allfaces_optional drawtype nodes can only wave like leaves.
6084 footstep = <SimpleSoundSpec>,
6085 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6086 dug = <SimpleSoundSpec>,
6087 place = <SimpleSoundSpec>,
6088 place_failed = <SimpleSoundSpec>,
6089 fall = <SimpleSoundSpec>,
6093 -- Name of dropped node when dug. Default is the node itself.
6096 -- Maximum number of items to drop
6098 -- Choose max_items randomly from this list
6101 items = {"foo:bar", "baz:frob"}, -- Items to drop
6102 rarity = 1, -- Probability of dropping is 1 / rarity
6103 inherit_color = true, -- Inherit palette color from the node
6108 on_construct = function(pos),
6109 -- Node constructor; called after adding node.
6110 -- Can set up metadata and stuff like that.
6111 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6114 on_destruct = function(pos),
6115 -- Node destructor; called before removing node.
6116 -- Not called for bulk node placement.
6119 after_destruct = function(pos, oldnode),
6120 -- Node destructor; called after removing node.
6121 -- Not called for bulk node placement.
6124 on_flood = function(pos, oldnode, newnode),
6125 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6126 -- `floodable = true` in the nodedef. Not called for bulk node placement
6127 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6128 -- node is not flooded, but on_flood callback will most likely be called
6129 -- over and over again every liquid update interval.
6131 -- Warning: making a liquid node 'floodable' will cause problems.
6133 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6134 -- Called when oldnode is about be converted to an item, but before the
6135 -- node is deleted from the world or the drops are added. This is
6136 -- generally the result of either the node being dug or an attached node
6137 -- becoming detached.
6138 -- drops is a table of ItemStacks, so any metadata to be preserved can
6139 -- be added directly to one or more of the dropped items. See
6140 -- "ItemStackMetaRef".
6143 after_place_node = function(pos, placer, itemstack, pointed_thing),
6144 -- Called after constructing node when node was placed using
6145 -- minetest.item_place_node / minetest.place_node.
6146 -- If return true no item is taken from itemstack.
6147 -- `placer` may be any valid ObjectRef or nil.
6150 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6151 -- oldmetadata is in table format.
6152 -- Called after destructing node when node was dug using
6153 -- minetest.node_dig / minetest.dig_node.
6156 can_dig = function(pos, [player]),
6158 on_punch = function(pos, node, puncher, pointed_thing),
6159 -- Returns true if node can be dug, or false if not.
6161 -- default: minetest.node_punch
6162 -- By default calls minetest.register_on_punchnode callbacks.
6164 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6166 -- itemstack will hold clicker's wielded item.
6167 -- Shall return the leftover itemstack.
6168 -- Note: pointed_thing can be nil, if a mod calls this function.
6169 -- This function does not get triggered by clients <=0.4.16 if the
6170 -- "formspec" node metadata field is set.
6172 on_dig = function(pos, node, digger),
6173 -- default: minetest.node_dig
6174 -- By default checks privileges, wears out tool and removes node.
6176 on_timer = function(pos, elapsed),
6178 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6179 -- elapsed is the total time passed since the timer was started.
6180 -- return true to run the timer for another cycle with the same timeout
6183 on_receive_fields = function(pos, formname, fields, sender),
6184 -- fields = {name1 = value1, name2 = value2, ...}
6185 -- Called when an UI form (e.g. sign text input) returns data.
6186 -- See minetest.register_on_player_receive_fields for more info.
6189 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6190 -- Called when a player wants to move items inside the inventory.
6191 -- Return value: number of items allowed to move.
6193 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6194 -- Called when a player wants to put something into the inventory.
6195 -- Return value: number of items allowed to put.
6196 -- Return value -1: Allow and don't modify item count in inventory.
6198 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6199 -- Called when a player wants to take something out of the inventory.
6200 -- Return value: number of items allowed to take.
6201 -- Return value -1: Allow and don't modify item count in inventory.
6203 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6204 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6205 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6206 -- Called after the actual action has happened, according to what was
6210 on_blast = function(pos, intensity),
6211 -- intensity: 1.0 = mid range of regular TNT.
6212 -- If defined, called when an explosion touches the node, instead of
6213 -- removing the node.
6219 Used by `minetest.register_craft`.
6224 output = 'default:pick_stone',
6226 {'default:cobble', 'default:cobble', 'default:cobble'},
6227 {'', 'default:stick', ''},
6228 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6230 replacements = <list of item pairs>,
6231 -- replacements: replace one input item with another item on crafting
6239 output = 'mushrooms:mushroom_stew',
6242 "mushrooms:mushroom_brown",
6243 "mushrooms:mushroom_red",
6245 replacements = <list of item pairs>,
6251 type = "toolrepair",
6252 additional_wear = -0.02,
6255 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6261 output = "default:glass",
6262 recipe = "default:sand",
6270 recipe = "bucket:bucket_lava",
6272 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6278 Used by `minetest.register_ore`.
6280 See [Ores] section above for essential information.
6283 ore_type = "scatter",
6285 ore = "default:stone_with_coal",
6288 -- Facedir rotation. Default is 0 (unchanged rotation)
6290 wherein = "default:stone",
6291 -- A list of nodenames is supported too
6293 clust_scarcity = 8 * 8 * 8,
6294 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6295 -- If the desired average distance between ores is 'd', set this to
6299 -- Number of ores in a cluster
6302 -- Size of the bounding box of the cluster.
6303 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6304 -- nodes are coal ore.
6308 -- Lower and upper limits for ore
6311 -- Attributes for the ore generation, see 'Ore attributes' section above
6313 noise_threshold = 0.5,
6314 -- If noise is above this threshold, ore is placed. Not needed for a
6315 -- uniform distribution.
6320 spread = {x = 100, y = 100, z = 100},
6325 -- NoiseParams structure describing one of the perlin noises used for
6326 -- ore distribution.
6327 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6328 -- Omit from "scatter" ore for a uniform ore distribution.
6329 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6332 biomes = {"desert", "rainforest"},
6333 -- List of biomes in which this ore occurs.
6334 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6335 -- being used does not support biomes.
6336 -- Can be a list of (or a single) biome names, IDs, or definitions.
6338 -- Type-specific parameters
6341 column_height_min = 1,
6342 column_height_max = 16,
6343 column_midpoint_factor = 0.5,
6349 spread = {x = 100, y = 100, z = 100},
6357 spread = {x = 100, y = 100, z = 100},
6364 random_factor = 1.0,
6367 np_stratum_thickness = {
6370 spread = {x = 100, y = 100, z = 100},
6375 stratum_thickness = 8,
6381 Used by `minetest.register_biome`.
6386 node_dust = "default:snow",
6387 -- Node dropped onto upper surface after all else is generated
6389 node_top = "default:dirt_with_snow",
6391 -- Node forming surface layer of biome and thickness of this layer
6393 node_filler = "default:permafrost",
6395 -- Node forming lower layer of biome and thickness of this layer
6397 node_stone = "default:bluestone",
6398 -- Node that replaces all stone nodes between roughly y_min and y_max.
6400 node_water_top = "default:ice",
6401 depth_water_top = 10,
6402 -- Node forming a surface layer in seawater with the defined thickness
6405 -- Node that replaces all seawater nodes not in the surface layer
6407 node_river_water = "default:ice",
6408 -- Node that replaces river water in mapgens that use
6409 -- default:river_water
6411 node_riverbed = "default:gravel",
6413 -- Node placed under river water and thickness of this layer
6415 node_cave_liquid = "default:water_source",
6416 -- Nodes placed as a blob of liquid in 50% of large caves.
6417 -- If absent, cave liquids fall back to classic behaviour of lava or
6418 -- water distributed according to a hardcoded 3D noise.
6420 node_dungeon = "default:cobble",
6421 -- Node used for primary dungeon structure.
6422 -- If absent, dungeon materials fall back to classic behaviour.
6423 -- If present, the following two nodes are also used.
6425 node_dungeon_alt = "default:mossycobble",
6426 -- Node used for randomly-distributed alternative structure nodes.
6427 -- If alternative structure nodes are not wanted leave this absent for
6428 -- performance reasons.
6430 node_dungeon_stair = "stairs:stair_cobble",
6431 -- Node used for dungeon stairs.
6432 -- If absent, stairs fall back to 'node_dungeon'.
6436 -- Upper and lower limits for biome.
6437 -- Alternatively you can use xyz limits as shown below.
6439 max_pos = {x = 31000, y = 128, z = 31000},
6440 min_pos = {x = -31000, y = 9, z = -31000},
6441 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6442 -- Biome is limited to a cuboid defined by these positions.
6443 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6444 -- 31000 in 'max_pos'.
6447 -- Vertical distance in nodes above 'y_max' over which the biome will
6448 -- blend with the biome above.
6449 -- Set to 0 for no vertical blend. Defaults to 0.
6452 humidity_point = 50,
6453 -- Characteristic temperature and humidity for the biome.
6454 -- These values create 'biome points' on a voronoi diagram with heat and
6455 -- humidity as axes. The resulting voronoi cells determine the
6456 -- distribution of the biomes.
6457 -- Heat and humidity have average values of 50, vary mostly between
6458 -- 0 and 100 but can exceed these values.
6461 Decoration definition
6462 ---------------------
6464 See [Decoration types]. Used by `minetest.register_decoration`.
6467 deco_type = "simple",
6469 place_on = "default:dirt_with_grass",
6470 -- Node (or list of nodes) that the decoration can be placed on
6473 -- Size of the square divisions of the mapchunk being generated.
6474 -- Determines the resolution of noise variation if used.
6475 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6476 -- equal to the chunk size.
6479 -- The value determines 'decorations per surface node'.
6480 -- Used only if noise_params is not specified.
6481 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6482 -- a different and much faster method.
6487 spread = {x = 100, y = 100, z = 100},
6494 -- NoiseParams structure describing the perlin noise used for decoration
6496 -- A noise value is calculated for each square division and determines
6497 -- 'decorations per surface node' within each division.
6498 -- If the noise value >= 10.0 complete coverage is enabled and
6499 -- decoration placement uses a different and much faster method.
6501 biomes = {"Oceanside", "Hills", "Plains"},
6502 -- List of biomes in which this decoration occurs. Occurs in all biomes
6503 -- if this is omitted, and ignored if the Mapgen being used does not
6505 -- Can be a list of (or a single) biome names, IDs, or definitions.
6509 -- Lower and upper limits for decoration.
6510 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6512 spawn_by = "default:water",
6513 -- Node (or list of nodes) that the decoration only spawns next to.
6514 -- Checks two horizontal planes of 8 neighbouring nodes (including
6515 -- diagonal neighbours), one plane level with the 'place_on' node and a
6516 -- plane one node above that.
6519 -- Number of spawn_by nodes that must be surrounding the decoration
6520 -- position to occur.
6521 -- If absent or -1, decorations occur next to any nodes.
6523 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6524 -- Flags for all decoration types.
6525 -- "liquid_surface": Instead of placement on the highest solid surface
6526 -- in a mapchunk column, placement is on the highest liquid surface.
6527 -- Placement is disabled if solid nodes are found above the liquid
6529 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6530 -- by the decoration.
6531 -- "all_floors", "all_ceilings": Instead of placement on the highest
6532 -- surface in a mapchunk the decoration is placed on all floor and/or
6533 -- ceiling surfaces, for example in caves and dungeons.
6534 -- Ceiling decorations act as an inversion of floor decorations so the
6535 -- effect of 'place_offset_y' is inverted.
6536 -- Y-slice probabilities do not function correctly for ceiling
6537 -- schematic decorations as the behaviour is unchanged.
6538 -- If a single decoration registration has both flags the floor and
6539 -- ceiling decorations will be aligned vertically.
6541 ----- Simple-type parameters
6543 decoration = "default:grass",
6544 -- The node name used as the decoration.
6545 -- If instead a list of strings, a randomly selected node from the list
6546 -- is placed as the decoration.
6549 -- Decoration height in nodes.
6550 -- If height_max is not 0, this is the lower limit of a randomly
6554 -- Upper limit of the randomly selected height.
6555 -- If absent, the parameter 'height' is used as a constant.
6558 -- Param2 value of decoration nodes.
6559 -- If param2_max is not 0, this is the lower limit of a randomly
6563 -- Upper limit of the randomly selected param2.
6564 -- If absent, the parameter 'param2' is used as a constant.
6567 -- Y offset of the decoration base node relative to the standard base
6569 -- Can be positive or negative. Default is 0.
6570 -- Effect is inverted for "all_ceilings" decorations.
6571 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6572 -- to the 'place_on' node.
6574 ----- Schematic-type parameters
6576 schematic = "foobar.mts",
6577 -- If schematic is a string, it is the filepath relative to the current
6578 -- working directory of the specified Minetest schematic file.
6579 -- Could also be the ID of a previously registered schematic.
6582 size = {x = 4, y = 6, z = 4},
6584 {name = "default:cobble", param1 = 255, param2 = 0},
6585 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6586 {name = "air", param1 = 255, param2 = 0},
6590 {ypos = 2, prob = 128},
6591 {ypos = 5, prob = 64},
6595 -- Alternative schematic specification by supplying a table. The fields
6596 -- size and data are mandatory whereas yslice_prob is optional.
6597 -- See 'Schematic specifier' for details.
6599 replacements = {["oldname"] = "convert_to", ...},
6601 flags = "place_center_x, place_center_y, place_center_z",
6602 -- Flags for schematic decorations. See 'Schematic attributes'.
6605 -- Rotation can be "0", "90", "180", "270", or "random"
6608 -- If the flag 'place_center_y' is set this parameter is ignored.
6609 -- Y offset of the schematic base node layer relative to the 'place_on'
6611 -- Can be positive or negative. Default is 0.
6612 -- Effect is inverted for "all_ceilings" decorations.
6613 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6614 -- to the 'place_on' node.
6617 Chat command definition
6618 -----------------------
6620 Used by `minetest.register_chatcommand`.
6623 params = "<name> <privilege>", -- Short parameter description
6625 description = "Remove privilege from player", -- Full description
6627 privs = {privs=true}, -- Require the "privs" privilege to run
6629 func = function(name, param),
6630 -- Called when command is run. Returns boolean success and text output.
6633 Note that in params, use of symbols is as follows:
6635 * `<>` signifies a placeholder to be replaced when the command is used. For
6636 example, when a player name is needed: `<name>`
6637 * `[]` signifies param is optional and not required when the command is used.
6638 For example, if you require param1 but param2 is optional:
6639 `<param1> [<param2>]`
6640 * `|` signifies exclusive or. The command requires one param from the options
6641 provided. For example: `<param1> | <param2>`
6642 * `()` signifies grouping. For example, when param1 and param2 are both
6643 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6645 Privilege definition
6646 --------------------
6648 Used by `minetest.register_privilege`.
6651 description = "Can teleport", -- Privilege description
6653 give_to_singleplayer = false,
6654 -- Whether to grant the privilege to singleplayer (default true).
6656 give_to_admin = true,
6657 -- Whether to grant the privilege to the server admin.
6658 -- Uses value of 'give_to_singleplayer' by default.
6660 on_grant = function(name, granter_name),
6661 -- Called when given to player 'name' by 'granter_name'.
6662 -- 'granter_name' will be nil if the priv was granted by a mod.
6664 on_revoke = function(name, revoker_name),
6665 -- Called when taken from player 'name' by 'revoker_name'.
6666 -- 'revoker_name' will be nil if the priv was revoked by a mod.
6668 -- Note that the above two callbacks will be called twice if a player is
6669 -- responsible, once with the player name, and then with a nil player
6671 -- Return true in the above callbacks to stop register_on_priv_grant or
6672 -- revoke being called.
6675 Detached inventory callbacks
6676 ----------------------------
6678 Used by `minetest.create_detached_inventory`.
6681 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6682 -- Called when a player wants to move items inside the inventory.
6683 -- Return value: number of items allowed to move.
6685 allow_put = function(inv, listname, index, stack, player),
6686 -- Called when a player wants to put something into the inventory.
6687 -- Return value: number of items allowed to put.
6688 -- Return value -1: Allow and don't modify item count in inventory.
6690 allow_take = function(inv, listname, index, stack, player),
6691 -- Called when a player wants to take something out of the inventory.
6692 -- Return value: number of items allowed to take.
6693 -- Return value -1: Allow and don't modify item count in inventory.
6695 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6696 on_put = function(inv, listname, index, stack, player),
6697 on_take = function(inv, listname, index, stack, player),
6698 -- Called after the actual action has happened, according to what was
6708 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6711 hud_elem_type = "image", -- See HUD element types
6712 -- Type of element, can be "image", "text", "statbar", or "inventory"
6714 position = {x=0.5, y=0.5},
6715 -- Left corner position of element
6719 scale = {x = 2, y = 2},
6726 -- Selected item in inventory. 0 for no item selected.
6729 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6731 alignment = {x=0, y=0},
6733 offset = {x=0, y=0},
6735 size = { x=100, y=100 },
6736 -- Size of element in pixels
6742 Used by `minetest.add_particle`.
6745 pos = {x=0, y=0, z=0},
6746 velocity = {x=0, y=0, z=0},
6747 acceleration = {x=0, y=0, z=0},
6748 -- Spawn particle at pos with velocity and acceleration
6751 -- Disappears after expirationtime seconds
6754 -- Scales the visual size of the particle texture.
6756 collisiondetection = false,
6757 -- If true collides with `walkable` nodes and, depending on the
6758 -- `object_collision` field, objects too.
6760 collision_removal = false,
6761 -- If true particle is removed when it collides.
6762 -- Requires collisiondetection = true to have any effect.
6764 object_collision = false,
6765 -- If true particle collides with objects that are defined as
6766 -- `physical = true,` and `collide_with_objects = true,`.
6767 -- Requires collisiondetection = true to have any effect.
6770 -- If true faces player using y axis only
6772 texture = "image.png",
6774 playername = "singleplayer",
6775 -- Optional, if specified spawns particle only on the player's client
6777 animation = {Tile Animation definition},
6778 -- Optional, specifies how to animate the particle texture
6781 -- Optional, specify particle self-luminescence in darkness.
6786 `ParticleSpawner` definition
6787 ----------------------------
6789 Used by `minetest.add_particlespawner`.
6793 -- Number of particles spawned over the time period `time`.
6796 -- Lifespan of spawner in seconds.
6797 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6798 -- a per-second basis.
6800 minpos = {x=0, y=0, z=0},
6801 maxpos = {x=0, y=0, z=0},
6802 minvel = {x=0, y=0, z=0},
6803 maxvel = {x=0, y=0, z=0},
6804 minacc = {x=0, y=0, z=0},
6805 maxacc = {x=0, y=0, z=0},
6810 -- The particles' properties are random values between the min and max
6812 -- pos, velocity, acceleration, expirationtime, size
6814 collisiondetection = false,
6815 -- If true collide with `walkable` nodes and, depending on the
6816 -- `object_collision` field, objects too.
6818 collision_removal = false,
6819 -- If true particles are removed when they collide.
6820 -- Requires collisiondetection = true to have any effect.
6822 object_collision = false,
6823 -- If true particles collide with objects that are defined as
6824 -- `physical = true,` and `collide_with_objects = true,`.
6825 -- Requires collisiondetection = true to have any effect.
6827 attached = ObjectRef,
6828 -- If defined, particle positions, velocities and accelerations are
6829 -- relative to this object's position and yaw
6832 -- If true face player using y axis only
6834 texture = "image.png",
6836 playername = "singleplayer",
6837 -- Optional, if specified spawns particles only on the player's client
6839 animation = {Tile Animation definition},
6840 -- Optional, specifies how to animate the particles' texture
6843 -- Optional, specify particle self-luminescence in darkness.
6847 `HTTPRequest` definition
6848 ------------------------
6850 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6853 url = "http://example.org",
6856 -- Timeout for connection in seconds. Default is 3 seconds.
6858 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6859 -- Optional, if specified a POST request with post_data is performed.
6860 -- Accepts both a string and a table. If a table is specified, encodes
6861 -- table as x-www-form-urlencoded key-value pairs.
6862 -- If post_data is not specified, a GET request is performed instead.
6864 user_agent = "ExampleUserAgent",
6865 -- Optional, if specified replaces the default minetest user agent with
6868 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6869 -- Optional, if specified adds additional headers to the HTTP request.
6870 -- You must make sure that the header strings follow HTTP specification
6874 -- Optional, if true performs a multipart HTTP request.
6875 -- Default is false.
6878 `HTTPRequestResult` definition
6879 ------------------------------
6881 Passed to `HTTPApiTable.fetch` callback. Returned by
6882 `HTTPApiTable.fetch_async_get`.
6886 -- If true, the request has finished (either succeeded, failed or timed
6890 -- If true, the request was successful
6893 -- If true, the request timed out
6901 Authentication handler definition
6902 ---------------------------------
6904 Used by `minetest.register_authentication_handler`.
6907 get_auth = function(name),
6908 -- Get authentication data for existing player `name` (`nil` if player
6910 -- Returns following structure:
6911 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6913 create_auth = function(name, password),
6914 -- Create new auth data for player `name`.
6915 -- Note that `password` is not plain-text but an arbitrary
6916 -- representation decided by the engine.
6918 delete_auth = function(name),
6919 -- Delete auth data of player `name`.
6920 -- Returns boolean indicating success (false if player is nonexistent).
6922 set_password = function(name, password),
6923 -- Set password of player `name` to `password`.
6924 -- Auth data should be created if not present.
6926 set_privileges = function(name, privileges),
6927 -- Set privileges of player `name`.
6928 -- `privileges` is in table form, auth data should be created if not
6931 reload = function(),
6932 -- Reload authentication data from the storage location.
6933 -- Returns boolean indicating success.
6935 record_login = function(name),
6936 -- Called when player joins, used for keeping track of last_login
6938 iterate = function(),
6939 -- Returns an iterator (use with `for` loops) for all player names
6940 -- currently in the auth database