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.txt`. This file shall be
123 empty, except for lines starting with `#`, which are comments.
125 Mod directory structure
126 -----------------------
132 │ ├── settingtypes.txt
136 │ │ ├── modname_stuff.png
137 │ │ └── modname_something_else.png
146 The location of this directory can be fetched by using
147 `minetest.get_modpath(modname)`.
151 A key-value store of mod details.
153 * `name`: The mod name. Allows Minetest to determine the mod name even if the
154 folder is wrongly named.
155 * `description`: Description of mod to be shown in the Mods tab of the main
157 * `depends`: A comma separated list of dependencies. These are mods that must be
158 loaded before this mod.
159 * `optional_depends`: A comma separated list of optional dependencies.
160 Like a dependency, but no error if the mod doesn't exist.
162 Note: to support 0.4.x, please also provide depends.txt.
166 A screenshot shown in the mod manager within the main menu. It should
167 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
171 **Deprecated:** you should use mod.conf instead.
173 This file is used if there are no dependencies in mod.conf.
175 List of mods that have to be loaded before loading this mod.
177 A single line contains a single modname.
179 Optional dependencies can be defined by appending a question mark
180 to a single modname. This means that if the specified mod
181 is missing, it does not prevent this mod from being loaded.
183 ### `description.txt`
185 **Deprecated:** you should use mod.conf instead.
187 This file is used if there is no description in mod.conf.
189 A file containing a description to be shown in the Mods tab of the main menu.
191 ### `settingtypes.txt`
193 A file in the same format as the one in builtin. It will be parsed by the
194 settings menu and the settings will be displayed in the "Mods" category.
198 The main Lua script. Running this script should register everything it
199 wants to register. Subsequent execution depends on minetest calling the
200 registered callbacks.
202 `minetest.settings` can be used to read custom or existing settings at load
203 time, if necessary. (See [`Settings`])
207 Models for entities or meshnodes.
209 ### `textures`, `sounds`, `media`
211 Media files (textures, sounds, whatever) that will be transferred to the
212 client and will be available for use by the mod.
216 Translation files for the clients. (See [Translations])
221 Registered names should generally be in this format:
225 `<whatever>` can have these characters:
229 This is to prevent conflicting names from corrupting maps and is
230 enforced by the mod loader.
232 Registered names can be overridden by prefixing the name with `:`. This can
233 be used for overriding the registrations of some other mod.
235 The `:` prefix can also be used for maintaining backwards compatibility.
239 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
240 So the name should be `experimental:tnt`.
242 Any mod can redefine `experimental:tnt` by using the name
246 when registering it. That mod is required to have `experimental` as a
255 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
256 `minetest.register_alias_force(name, convert_to)`.
258 This converts anything called `name` to `convert_to`.
260 The only difference between `minetest.register_alias` and
261 `minetest.register_alias_force` is that if an item called `name` exists,
262 `minetest.register_alias` will do nothing while
263 `minetest.register_alias_force` will unregister it.
265 This can be used for maintaining backwards compatibility.
267 This can also set quick access names for things, e.g. if
268 you have an item called `epiclylongmodname:stuff`, you could do
270 minetest.register_alias("stuff", "epiclylongmodname:stuff")
272 and be able to use `/giveme stuff`.
277 In a game, a certain number of these must be set to tell core mapgens which
278 of the game's nodes are to be used by the core mapgens. For example:
280 minetest.register_alias("mapgen_stone", "default:stone")
282 ### Aliases needed for all mapgens except Mapgen V6
287 * mapgen_water_source
288 * mapgen_river_water_source
292 Not required if cave liquid nodes are set in biome definitions.
298 Not required if dungeon nodes are set in biome definitions.
301 * mapgen_stair_cobble
303 * mapgen_desert_stone
304 * mapgen_stair_desert_stone
306 * mapgen_sandstonebrick
307 * mapgen_stair_sandstone_block
309 ### Aliases needed for Mapgen V6
311 #### Terrain and biomes
314 * mapgen_water_source
317 * mapgen_dirt_with_grass
320 * mapgen_desert_stone
322 * mapgen_dirt_with_snow
333 * mapgen_jungleleaves
336 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play in a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
843 Looped sounds must either be connected to an object or played locationless to
844 one player using `to_player = name,`
850 * e.g. `"default_place_node"`
852 * e.g. `{name = "default_place_node"}`
853 * e.g. `{name = "default_place_node", gain = 1.0}`
854 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
859 Registered definitions
860 ======================
862 Anything added using certain [Registration functions] gets added to one or more
863 of the global [Registered definition tables].
865 Note that in some cases you will stumble upon things that are not contained
866 in these tables (e.g. when a mod has been removed). Always check for
867 existence before trying to access the fields.
871 All nodes register with `minetest.register_node` get added to the table
872 `minetest.registered_nodes`.
874 If you want to check the drawtype of a node, you could do:
876 local function get_nodedef_field(nodename, fieldname)
877 if not minetest.registered_nodes[nodename] then
880 return minetest.registered_nodes[nodename][fieldname]
882 local drawtype = get_nodedef_field(nodename, "drawtype")
890 Nodes are the bulk data of the world: cubes and other things that take the
891 space of a cube. Huge amounts of them are handled efficiently, but they
894 The definition of a node is stored and can be accessed by using
896 minetest.registered_nodes[node.name]
898 See [Registered definitions].
900 Nodes are passed by value between Lua and the engine.
901 They are represented by a table:
903 {name="name", param1=num, param2=num}
905 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
906 them for certain automated functions. If you don't use these functions, you can
907 use them to store arbitrary values.
912 The functions of `param1` and `param2` are determined by certain fields in the
915 `param1` is reserved for the engine when `paramtype != "none"`:
917 * `paramtype = "light"`
918 * The value stores light with and without sun in its upper and lower 4 bits
920 * Required by a light source node to enable spreading its light.
921 * Required by the following drawtypes as they determine their visual
922 brightness from their internal light value:
933 `param2` is reserved for the engine when any of these are used:
935 * `liquidtype = "flowing"`
936 * The level and some flags of the liquid is stored in `param2`
937 * `drawtype = "flowingliquid"`
938 * The drawn liquid level is read from `param2`
939 * `drawtype = "torchlike"`
940 * `drawtype = "signlike"`
941 * `paramtype2 = "wallmounted"`
942 * The rotation of the node is stored in `param2`. You can make this value
943 by using `minetest.dir_to_wallmounted()`.
944 * `paramtype2 = "facedir"`
945 * The rotation of the node is stored in `param2`. Furnaces and chests are
946 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
947 * Values range 0 - 23
948 * facedir / 4 = axis direction:
949 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
950 * facedir modulo 4 = rotation around that axis
951 * `paramtype2 = "leveled"`
952 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
954 * The level of the top face of the nodebox is stored in `param2`.
955 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
957 * The nodebox height is (`param2` / 64) nodes.
958 * The maximum accepted value of `param2` is 127.
960 * The height of the 'plantlike' section is stored in `param2`.
961 * The height is (`param2` / 16) nodes.
962 * `paramtype2 = "degrotate"`
963 * Only valid for "plantlike". The rotation of the node is stored in
965 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
966 get the actual rotation in degrees of the node.
967 * `paramtype2 = "meshoptions"`
968 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
969 can be used to change how the client draws plantlike nodes.
970 * Bits 0, 1 and 2 form a mesh selector.
971 Currently the following meshes are choosable:
972 * 0 = a "x" shaped plant (ordinary plant)
973 * 1 = a "+" shaped plant (just rotated 45 degrees)
974 * 2 = a "*" shaped plant with 3 faces instead of 2
975 * 3 = a "#" shaped plant with 4 faces instead of 2
976 * 4 = a "#" shaped plant with 4 faces that lean outwards
977 * 5-7 are unused and reserved for future meshes.
978 * Bits 3 through 7 are optional flags that can be combined and give these
980 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
981 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
982 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
983 * bits 6-7 are reserved for future use.
984 * `paramtype2 = "color"`
985 * `param2` tells which color is picked from the palette.
986 The palette should have 256 pixels.
987 * `paramtype2 = "colorfacedir"`
988 * Same as `facedir`, but with colors.
989 * The first three bits of `param2` tells which color is picked from the
990 palette. The palette should have 8 pixels.
991 * `paramtype2 = "colorwallmounted"`
992 * Same as `wallmounted`, but with colors.
993 * The first five bits of `param2` tells which color is picked from the
994 palette. The palette should have 32 pixels.
995 * `paramtype2 = "glasslikeliquidlevel"`
996 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
998 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1000 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1002 Nodes can also contain extra data. See [Node Metadata].
1007 There are a bunch of different looking node types.
1009 Look for examples in `games/minimal` or `games/minetest_game`.
1012 * A node-sized cube.
1014 * Invisible, uses no texture.
1016 * The cubic source node for a liquid.
1018 * The flowing version of a liquid, appears with various heights and slopes.
1020 * Often used for partially-transparent nodes.
1021 * Only external sides of textures are visible.
1022 * `glasslike_framed`
1023 * All face-connected nodes are drawn as one volume within a surrounding
1025 * The frame appearance is generated from the edges of the first texture
1026 specified in `tiles`. The width of the edges used are 1/16th of texture
1027 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1028 * The glass 'shine' (or other desired detail) on each node face is supplied
1029 by the second texture specified in `tiles`.
1030 * `glasslike_framed_optional`
1031 * This switches between the above 2 drawtypes according to the menu setting
1034 * Often used for partially-transparent nodes.
1035 * External and internal sides of textures are visible.
1036 * `allfaces_optional`
1037 * Often used for leaves nodes.
1038 * This switches between `normal`, `glasslike` and `allfaces` according to
1039 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1040 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1041 is used instead, if present. This allows a visually thicker texture to be
1042 used to compensate for how `glasslike` reduces visual thickness.
1044 * A single vertical texture.
1045 * If placed on top of a node, uses the first texture specified in `tiles`.
1046 * If placed against the underside of a node, uses the second texture
1047 specified in `tiles`.
1048 * If placed on the side of a node, uses the third texture specified in
1049 `tiles` and is perpendicular to that node.
1051 * A single texture parallel to, and mounted against, the top, underside or
1054 * Two vertical and diagonal textures at right-angles to each other.
1055 * See `paramtype2 = "meshoptions"` above for other options.
1057 * When above a flat surface, appears as 6 textures, the central 2 as
1058 `plantlike` plus 4 more surrounding those.
1059 * If not above a surface the central 2 do not appear, but the texture
1060 appears against the faces of surrounding nodes if they are present.
1062 * A 3D model suitable for a wooden fence.
1063 * One placed node appears as a single vertical post.
1064 * Adjacently-placed nodes cause horizontal bars to appear between them.
1066 * Often used for tracks for mining carts.
1067 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1068 curved, t-junction, crossing.
1069 * Each placed node automatically switches to a suitable rotated texture
1070 determined by the adjacent `raillike` nodes, in order to create a
1071 continuous track network.
1072 * Becomes a sloping node if placed against stepped nodes.
1074 * Often used for stairs and slabs.
1075 * Allows defining nodes consisting of an arbitrary number of boxes.
1076 * See [Node boxes] below for more information.
1078 * Uses models for nodes.
1079 * Tiles should hold model materials textures.
1080 * Only static meshes are implemented.
1081 * For supported model formats see Irrlicht engine documentation.
1082 * `plantlike_rooted`
1083 * Enables underwater `plantlike` without air bubbles around the nodes.
1084 * Consists of a base cube at the co-ordinates of the node plus a
1085 `plantlike` extension above with a height of `param2 / 16` nodes.
1086 * The `plantlike` extension visually passes through any nodes above the
1087 base cube without affecting them.
1088 * The base cube texture tiles are defined as normal, the `plantlike`
1089 extension uses the defined special tile, for example:
1090 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1092 `*_optional` drawtypes need less rendering time if deactivated
1093 (always client-side).
1098 Node selection boxes are defined using "node boxes".
1100 A nodebox is defined as any of:
1103 -- A normal cube; the default in most things
1107 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1109 fixed = box OR {box1, box2, ...}
1112 -- A variable height box (or boxes) with the top face position defined
1113 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1115 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1117 fixed = box OR {box1, box2, ...}
1120 -- A box like the selection box for torches
1121 -- (wallmounted param2 is used, if applicable)
1122 type = "wallmounted",
1128 -- A node that has optional boxes depending on neighbouring nodes'
1129 -- presence and type. See also `connects_to`.
1131 fixed = box OR {box1, box2, ...}
1132 connect_top = box OR {box1, box2, ...}
1133 connect_bottom = box OR {box1, box2, ...}
1134 connect_front = box OR {box1, box2, ...}
1135 connect_left = box OR {box1, box2, ...}
1136 connect_back = box OR {box1, box2, ...}
1137 connect_right = box OR {box1, box2, ...}
1138 -- The following `disconnected_*` boxes are the opposites of the
1139 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1140 -- on the respective side, the corresponding disconnected box is drawn.
1141 disconnected_top = box OR {box1, box2, ...}
1142 disconnected_bottom = box OR {box1, box2, ...}
1143 disconnected_front = box OR {box1, box2, ...}
1144 disconnected_left = box OR {box1, box2, ...}
1145 disconnected_back = box OR {box1, box2, ...}
1146 disconnected_right = box OR {box1, box2, ...}
1147 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1148 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1149 -- neighbours to the sides
1152 A `box` is defined as:
1154 {x1, y1, z1, x2, y2, z2}
1156 A box of a regular node would look like:
1158 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1169 The position field is used for all element types.
1171 To account for differing resolutions, the position coordinates are the
1172 percentage of the screen, ranging in value from `0` to `1`.
1174 The name field is not yet used, but should contain a description of what the
1175 HUD element represents. The direction field is the direction in which something
1178 `0` draws from left to right, `1` draws from right to left, `2` draws from
1179 top to bottom, and `3` draws from bottom to top.
1181 The `alignment` field specifies how the item will be aligned. It ranges from
1182 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1183 is to the right/down. Fractional values can be used.
1185 The `offset` field specifies a pixel offset from the position. Contrary to
1186 position, the offset is not scaled to screen size. This allows for some
1187 precisely positioned items in the HUD.
1189 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1192 Below are the specific uses for fields in each type; fields not listed for that
1197 Displays an image on the HUD.
1199 * `scale`: The scale of the image, with 1 being the original texture size.
1200 Only the X coordinate scale is used (positive values).
1201 Negative values represent that percentage of the screen it
1202 should take; e.g. `x=-100` means 100% (width).
1203 * `text`: The name of the texture that is displayed.
1204 * `alignment`: The alignment of the image.
1205 * `offset`: offset in pixels from position.
1209 Displays text on the HUD.
1211 * `scale`: Defines the bounding rectangle of the text.
1212 A value such as `{x=100, y=100}` should work.
1213 * `text`: The text to be displayed in the HUD element.
1214 * `number`: An integer containing the RGB value of the color used to draw the
1215 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1216 * `alignment`: The alignment of the text.
1217 * `offset`: offset in pixels from position.
1221 Displays a horizontal bar made up of half-images.
1223 * `text`: The name of the texture that is used.
1224 * `number`: The number of half-textures that are displayed.
1225 If odd, will end with a vertically center-split texture.
1227 * `offset`: offset in pixels from position.
1228 * `size`: If used, will force full-image size to this value (override texture
1233 * `text`: The name of the inventory list to be displayed.
1234 * `number`: Number of items in the inventory to be displayed.
1235 * `item`: Position of item that is selected.
1237 * `offset`: offset in pixels from position.
1241 Displays distance to selected world position.
1243 * `name`: The name of the waypoint.
1244 * `text`: Distance suffix. Can be blank.
1245 * `number:` An integer containing the RGB value of the color used to draw the
1247 * `world_pos`: World position of the waypoint.
1252 Representations of simple things
1253 ================================
1258 {x=num, y=num, z=num}
1260 For helper functions see [Spatial Vectors].
1265 * `{type="nothing"}`
1266 * `{type="node", under=pos, above=pos}`
1267 * `{type="object", ref=ObjectRef}`
1269 Exact pointing location (currently only `Raycast` supports these fields):
1271 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1272 point on the selection box which is pointed at. May be in the selection box
1273 if the pointer is in the box too.
1274 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1276 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1277 selected selection box. This specifies which face is pointed at.
1278 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1284 Flag Specifier Format
1285 =====================
1287 Flags using the standardized flag specifier format can be specified in either
1288 of two ways, by string or table.
1290 The string format is a comma-delimited set of flag names; whitespace and
1291 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1292 flag, and specifying a flag prefixed by the string `"no"` explicitly
1293 clears the flag from whatever the default may be.
1295 In addition to the standard string flag format, the schematic flags field can
1296 also be a table of flag names to boolean values representing whether or not the
1297 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1298 is present, mapped to a boolean of any value, the specified flag is unset.
1300 E.g. A flag field of value
1302 {place_center_x = true, place_center_y=false, place_center_z=true}
1306 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1308 which is equivalent to
1310 "place_center_x, noplace_center_y, place_center_z"
1314 "place_center_x, place_center_z"
1316 since, by default, no schematic attributes are set.
1327 There are three kinds of items: nodes, tools and craftitems.
1329 * Node: Can be placed in the world's voxel grid
1330 * Tool: Has a wear property but cannot be stacked. The default use action is to
1331 dig nodes or hit objects according to its tool capabilities.
1332 * Craftitem: Cannot dig nodes or be placed
1337 All item stacks have an amount between 0 and 65535. It is 1 by
1338 default. Tool item stacks can not have an amount greater than 1.
1340 Tools use a wear (damage) value ranging from 0 to 65535. The
1341 value 0 is the default and is used for unworn tools. The values
1342 1 to 65535 are used for worn tools, where a higher value stands for
1343 a higher wear. Non-tools always have a wear value of 0.
1348 Items and item stacks can exist in three formats: Serializes, table format
1351 When an item must be passed to a function, it can usually be in any of
1356 This is called "stackstring" or "itemstring". It is a simple string with
1357 1-3 components: the full item identifier, an optional amount and an optional
1360 <identifier> [<amount>[ <wear>]]
1364 * `'default:apple'`: 1 apple
1365 * `'default:dirt 5'`: 5 dirt
1366 * `'default:pick_stone'`: a new stone pickaxe
1367 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1375 {name="default:dirt", count=5, wear=0, metadata=""}
1377 A wooden pick about 1/3 worn out:
1379 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1383 {name="default:apple", count=1, wear=0, metadata=""}
1387 A native C++ format with many helper methods. Useful for converting
1388 between formats. See the [Class reference] section for details.
1396 In a number of places, there is a group table. Groups define the
1397 properties of a thing (item, node, armor of entity, capabilities of
1398 tool) in such a way that the engine and other mods can can interact with
1399 the thing without actually knowing what the thing is.
1404 Groups are stored in a table, having the group names with keys and the
1405 group ratings as values. For example:
1408 groups = {crumbly=3, soil=1}
1410 -- A more special dirt-kind of thing
1411 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1413 Groups always have a rating associated with them. If there is no
1414 useful meaning for a rating for an enabled group, it shall be `1`.
1416 When not defined, the rating of a group defaults to `0`. Thus when you
1417 read groups, you must interpret `nil` and `0` as the same value, `0`.
1419 You can read the rating of a group for an item or a node by using
1421 minetest.get_item_group(itemname, groupname)
1426 Groups of items can define what kind of an item it is (e.g. wool).
1431 In addition to the general item things, groups are used to define whether
1432 a node is destroyable and how long it takes to destroy by a tool.
1437 For entities, groups are, as of now, used only for calculating damage.
1438 The rating is the percentage of damage caused by tools with this damage group.
1439 See [Entity damage mechanism].
1441 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1442 object.set_armor_groups({fleshy=30, cracky=80})
1447 Groups in tools define which groups of nodes and entities they are
1450 Groups in crafting recipes
1451 --------------------------
1453 An example: Make meat soup from any meat, any water and any bowl:
1456 output = 'food:meat_soup_raw',
1462 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1465 Another example: Make red wool from white wool and red dye:
1469 output = 'wool:red',
1470 recipe = {'wool:white', 'group:dye,basecolor_red'},
1476 * `immortal`: Disables the group damage system for an entity
1477 * `punch_operable`: For entities; disables the regular damage mechanism for
1478 players punching it by hand or a non-tool item, so that it can do something
1479 else than take damage.
1480 * `level`: Can be used to give an additional sense of progression in the game.
1481 * A larger level will cause e.g. a weapon of a lower level make much less
1482 damage, and get worn out much faster, or not be able to get drops
1483 from destroyed nodes.
1484 * `0` is something that is directly accessible at the start of gameplay
1485 * There is no upper limit
1486 * `dig_immediate`: Player can always pick up node without reducing tool wear
1487 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1488 * `3`: the node always gets the digging time 0 seconds (torch)
1489 * `disable_jump`: Player (and possibly other things) cannot jump from node
1490 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1491 * `bouncy`: value is bounce speed in percent
1492 * `falling_node`: if there is no walkable block under the node it will fall
1493 * `attached_node`: if the node under it is not a walkable block the node will be
1494 dropped as an item. If the node is wallmounted the wallmounted direction is
1496 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1497 connect to each other
1498 * `slippery`: Players and items will slide on the node.
1499 Slipperiness rises steadily with `slippery` value, starting at 1.
1500 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1501 `"toolrepair"` crafting recipe
1503 Known damage and digging time defining groups
1504 ---------------------------------------------
1506 * `crumbly`: dirt, sand
1507 * `cracky`: tough but crackable stuff like stone.
1508 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1509 plants, wire, sheets of metal
1510 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1511 * `fleshy`: Living things like animals and the player. This could imply
1512 some blood effects when hitting.
1513 * `explody`: Especially prone to explosions
1514 * `oddly_breakable_by_hand`:
1515 Can be added to nodes that shouldn't logically be breakable by the
1516 hand but are. Somewhat similar to `dig_immediate`, but times are more
1517 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1518 speed of a tool if the tool can dig at a faster speed than this
1519 suggests for the hand.
1521 Examples of custom groups
1522 -------------------------
1524 Item groups are often used for defining, well, _groups of items_.
1526 * `meat`: any meat-kind of a thing (rating might define the size or healing
1527 ability or be irrelevant -- it is not defined as of yet)
1528 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1530 * `flammable`: can be set on fire. Rating might define the intensity of the
1531 fire, affecting e.g. the speed of the spreading of an open fire.
1532 * `wool`: any wool (any origin, any color)
1533 * `metal`: any metal
1534 * `weapon`: any weapon
1535 * `heavy`: anything considerably heavy
1537 Digging time calculation specifics
1538 ----------------------------------
1540 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1541 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1542 faster digging time.
1544 The `level` group is used to limit the toughness of nodes a tool can dig
1545 and to scale the digging times / damage to a greater extent.
1547 **Please do understand this**, otherwise you cannot use the system to it's
1550 Tools define their properties by a list of parameters for groups. They
1551 cannot dig other groups; thus it is important to use a standard bunch of
1552 groups to enable interaction with tools.
1565 * Full punch interval
1566 * Maximum drop level
1567 * For an arbitrary list of groups:
1568 * Uses (until the tool breaks)
1569 * Maximum level (usually `0`, `1`, `2` or `3`)
1573 ### Full punch interval
1575 When used as a weapon, the tool will do full damage if this time is spent
1576 between punches. If e.g. half the time is spent, the tool will do half
1579 ### Maximum drop level
1581 Suggests the maximum level of node, when dug with the tool, that will drop
1582 it's useful item. (e.g. iron ore to drop a lump of iron).
1584 This is not automated; it is the responsibility of the node definition
1589 Determines how many uses the tool has when it is used for digging a node,
1590 of this group, of the maximum level. For lower leveled nodes, the use count
1591 is multiplied by `3^leveldiff`.
1593 * `uses=10, leveldiff=0`: actual uses: 10
1594 * `uses=10, leveldiff=1`: actual uses: 30
1595 * `uses=10, leveldiff=2`: actual uses: 90
1599 Tells what is the maximum level of a node of this group that the tool will
1604 List of digging times for different ratings of the group, for nodes of the
1607 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1608 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1609 for this group, and unable to dig the rating `1`, which is the toughest.
1610 Unless there is a matching group that enables digging otherwise.
1612 If the result digging time is 0, a delay of 0.15 seconds is added between
1613 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1614 i.e. players can more quickly click the nodes away instead of holding LMB.
1618 List of damage for groups of entities. See [Entity damage mechanism].
1620 Example definition of the capabilities of a tool
1621 ------------------------------------------------
1623 tool_capabilities = {
1624 full_punch_interval=1.5,
1627 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1629 damage_groups = {fleshy=2},
1632 This makes the tool be able to dig nodes that fulfil both of these:
1634 * Have the `crumbly` group
1635 * Have a `level` group less or equal to `2`
1637 Table of resulting digging times:
1639 crumbly 0 1 2 3 4 <- level
1641 1 0.80 1.60 1.60 - -
1642 2 0.60 1.20 1.20 - -
1643 3 0.40 0.80 0.80 - -
1645 level diff: 2 1 0 -1 -2
1647 Table of resulting tool uses:
1656 * At `crumbly==0`, the node is not diggable.
1657 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1658 easy nodes to be quickly breakable.
1659 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1664 Entity damage mechanism
1665 =======================
1670 foreach group in cap.damage_groups:
1671 damage += cap.damage_groups[group]
1672 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1673 * (object.armor_groups[group] / 100.0)
1674 -- Where object.armor_groups[group] is 0 for inexistent values
1677 Client predicts damage based on damage groups. Because of this, it is able to
1678 give an immediate response when an entity is damaged or dies; the response is
1679 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1681 Currently a smoke puff will appear when an entity dies.
1683 The group `immortal` completely disables normal damage.
1685 Entities can define a special armor group, which is `punch_operable`. This
1686 group disables the regular damage mechanism for players punching it by hand or
1687 a non-tool item, so that it can do something else than take damage.
1689 On the Lua side, every punch calls:
1691 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1694 This should never be called directly, because damage is usually not handled by
1697 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1698 accessed unless absolutely required, to encourage interoperability.
1699 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1700 * `tool_capabilities` can be `nil`.
1701 * `direction` is a unit vector, pointing from the source of the punch to
1703 * `damage` damage that will be done to entity
1704 Return value of this function will determine if damage is done by this function
1705 (retval true) or shall be done by engine (retval false)
1707 To punch an entity/object in Lua, call:
1709 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1711 * Return value is tool wear.
1712 * Parameters are equal to the above callback.
1713 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1714 will be automatically filled in based on the location of `puncher`.
1725 The instance of a node in the world normally only contains the three values
1726 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1727 It is called "node metadata"; See `NodeMetaRef`.
1729 Node metadata contains two things:
1734 Some of the values in the key-value store are handled specially:
1736 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1737 * `infotext`: Text shown on the screen when the node is pointed at
1741 local meta = minetest.get_meta(pos)
1742 meta:set_string("formspec",
1744 "list[context;main;0,0;8,4;]"..
1745 "list[current_player;main;0,5;8,4;]")
1746 meta:set_string("infotext", "Chest");
1747 local inv = meta:get_inventory()
1748 inv:set_size("main", 8*4)
1749 print(dump(meta:to_table()))
1752 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1753 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1754 [10] = "", [11] = "", [12] = "", [13] = "",
1755 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1756 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1757 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1758 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1762 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1770 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1772 Item metadata only contains a key-value store.
1774 Some of the values in the key-value store are handled specially:
1776 * `description`: Set the item stack's description. Defaults to
1778 * `color`: A `ColorString`, which sets the stack's color.
1779 * `palette_index`: If the item has a palette, this is used to get the
1780 current color from the palette.
1784 local meta = stack:get_meta()
1785 meta:set_string("key", "value")
1786 print(dump(meta:to_table()))
1794 Formspec defines a menu. Currently not much else than inventories are
1795 supported. It is a string, with a somewhat strange format.
1797 Spaces and newlines can be inserted between the blocks, as is used in the
1800 Position and size units are inventory slots, `X` and `Y` position the formspec
1801 element relative to the top left of the menu or container. `W` and `H` are its
1802 width and height values.
1803 Inventories with a `player:<name>` inventory location are only sent to the
1804 player named `<name>`.
1806 When displaying text which can contain formspec code, e.g. text set by a player,
1807 use `minetest.formspec_escape`.
1808 For coloured text you can use `minetest.colorize`.
1810 WARNING: Minetest allows you to add elements to every single formspec instance
1811 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1812 appearing when you don't expect them to. See [`no_prepend[]`].
1820 list[context;main;0,0;8,4;]
1821 list[current_player;main;0,5;8,4;]
1826 list[context;fuel;2,3;1,1;]
1827 list[context;src;2,1;1,1;]
1828 list[context;dst;5,1;2,2;]
1829 list[current_player;main;0,5;8,4;]
1831 ### Minecraft-like player inventory
1834 image[1,0.6;1,2;player.png]
1835 list[current_player;main;0,3.5;8,4;]
1836 list[current_player;craft;3,0;3,3;]
1837 list[current_player;craftpreview;7,1;1,1;]
1842 ### `size[<W>,<H>,<fixed_size>]`
1844 * Define the size of the menu in inventory slots
1845 * `fixed_size`: `true`/`false` (optional)
1846 * deprecated: `invsize[<W>,<H>;]`
1848 ### `position[<X>,<Y>]`
1850 * Must be used after `size` element.
1851 * Defines the position on the game window of the formspec's `anchor` point.
1852 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1854 * [0.0, 0.0] sets the position to the top left corner of the game window.
1855 * [1.0, 1.0] sets the position to the bottom right of the game window.
1856 * Defaults to the center of the game window [0.5, 0.5].
1858 ### `anchor[<X>,<Y>]`
1860 * Must be used after both `size` and `position` (if present) elements.
1861 * Defines the location of the anchor point within the formspec.
1862 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1864 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1865 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1866 * Defaults to the center of the formspec [0.5, 0.5].
1868 * `position` and `anchor` elements need suitable values to avoid a formspec
1869 extending off the game window due to particular game window sizes.
1873 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1874 * Disables player:set_formspec_prepend() from applying to this formspec.
1876 ### `container[<X>,<Y>]`
1878 * Start of a container block, moves all physical elements in the container by
1880 * Must have matching `container_end`
1881 * Containers can be nested, in which case the offsets are added
1882 (child containers are relative to parent containers)
1884 ### `container_end[]`
1886 * End of a container, following elements are no longer relative to this
1889 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1891 * Show an inventory list if it has been sent to the client. Nothing will
1892 be shown if the inventory list is of size 0.
1894 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1896 * Show an inventory list if it has been sent to the client. Nothing will
1897 be shown if the inventory list is of size 0.
1899 ### `listring[<inventory location>;<list name>]`
1901 * Allows to create a ring of inventory lists
1902 * Shift-clicking on items in one element of the ring
1903 will send them to the next inventory list inside the ring
1904 * The first occurrence of an element inside the ring will
1905 determine the inventory where items will be sent to
1909 * Shorthand for doing `listring[<inventory location>;<list name>]`
1910 for the last two inventory lists added by list[...]
1912 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1914 * Sets background color of slots as `ColorString`
1915 * Sets background color of slots on mouse hovering
1917 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1919 * Sets background color of slots as `ColorString`
1920 * Sets background color of slots on mouse hovering
1921 * Sets color of slots border
1923 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1925 * Sets background color of slots as `ColorString`
1926 * Sets background color of slots on mouse hovering
1927 * Sets color of slots border
1928 * Sets default background color of tooltips
1929 * Sets default font color of tooltips
1931 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1933 * Adds tooltip for an element
1934 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1935 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1937 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1939 * Adds tooltip for an area. Other tooltips will take priority when present.
1940 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1941 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1943 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1947 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1949 * Show an inventory image of registered item/node
1951 ### `bgcolor[<color>;<fullscreen>]`
1953 * Sets background color of formspec as `ColorString`
1954 * If `true`, the background color is drawn fullscreen (does not affect the size
1957 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1959 * Use a background. Inventory rectangles are not drawn then.
1960 * Example for formspec 8x4 in 16x resolution: image shall be sized
1961 8 times 16px times 4 times 16px.
1963 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1965 * Use a background. Inventory rectangles are not drawn then.
1966 * Example for formspec 8x4 in 16x resolution:
1967 image shall be sized 8 times 16px times 4 times 16px
1968 * If `auto_clip` is `true`, the background is clipped to the formspec size
1969 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1971 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1973 * Textual password style field; will be sent to server when a button is clicked
1974 * When enter is pressed in field, fields.key_enter_field will be sent with the
1976 * Fields are a set height, but will be vertically centred on `H`
1977 * `name` is the name of the field as returned in fields to `on_receive_fields`
1978 * `label`, if not blank, will be text printed on the top left above the field
1979 * See `field_close_on_enter` to stop enter closing the formspec
1981 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1983 * Textual field; will be sent to server when a button is clicked
1984 * When enter is pressed in field, `fields.key_enter_field` will be sent with
1985 the name of this field.
1986 * Fields are a set height, but will be vertically centred on `H`
1987 * `name` is the name of the field as returned in fields to `on_receive_fields`
1988 * `label`, if not blank, will be text printed on the top left above the field
1989 * `default` is the default value of the field
1990 * `default` may contain variable references such as `${text}` which
1991 will fill the value from the metadata value `text`
1992 * **Note**: no extra text or more than a single variable is supported ATM.
1993 * See `field_close_on_enter` to stop enter closing the formspec
1995 ### `field[<name>;<label>;<default>]`
1997 * As above, but without position/size units
1998 * When enter is pressed in field, `fields.key_enter_field` will be sent with
1999 the name of this field.
2000 * Special field for creating simple forms, such as sign text input
2001 * Must be used without a `size[]` element
2002 * A "Proceed" button will be added automatically
2003 * See `field_close_on_enter` to stop enter closing the formspec
2005 ### `field_close_on_enter[<name>;<close_on_enter>]`
2007 * <name> is the name of the field
2008 * if <close_on_enter> is false, pressing enter in the field will submit the
2009 form but not close it.
2010 * defaults to true when not specified (ie: no tag for a field)
2012 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2014 * Same as fields above, but with multi-line input
2015 * If the text overflows, a vertical scrollbar is added.
2016 * If the name is empty, the textarea is read-only and
2017 the background is not shown, which corresponds to a multi-line label.
2019 ### `label[<X>,<Y>;<label>]`
2021 * The label formspec element displays the text set in `label`
2022 at the specified position.
2023 * The text is displayed directly without automatic line breaking,
2024 so label should not be used for big text chunks.
2026 ### `vertlabel[<X>,<Y>;<label>]`
2028 * Textual label drawn vertically
2029 * `label` is the text on the label
2031 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2033 * Clickable button. When clicked, fields will be sent.
2034 * Fixed button height. It will be vertically centred on `H`
2035 * `label` is the text on the button
2037 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2039 * `texture name` is the filename of an image
2041 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2043 * `texture name` is the filename of an image
2044 * `noclip=true` means the image button doesn't need to be within specified
2046 * `drawborder`: draw button border or not
2047 * `pressed texture name` is the filename of an image on pressed state
2049 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2051 * `item name` is the registered name of an item/node
2052 * The item description will be used as the tooltip. This can be overridden with
2055 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2057 * When clicked, fields will be sent and the form will quit.
2059 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2061 * When clicked, fields will be sent and the form will quit.
2063 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2065 * Scrollable item list showing arbitrary text elements
2066 * `name` fieldname sent to server on doubleclick value is current selected
2068 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2070 * if you want a listelement to start with "#" write "##".
2072 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2074 * Scrollable itemlist showing arbitrary text elements
2075 * `name` fieldname sent to server on doubleclick value is current selected
2077 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2078 * if you want a listelement to start with "#" write "##"
2079 * Index to be selected within textlist
2080 * `true`/`false`: draw transparent background
2081 * See also `minetest.explode_textlist_event`
2082 (main menu: `core.explode_textlist_event`).
2084 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2086 * Show a tab**header** at specific position (ignores formsize)
2087 * `name` fieldname data is transferred to Lua
2088 * `caption 1`...: name shown on top of tab
2089 * `current_tab`: index of selected tab 1...
2090 * `transparent` (optional): show transparent
2091 * `draw_border` (optional): draw border
2093 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2095 * Simple colored box
2096 * `color` is color specified as a `ColorString`.
2097 If the alpha component is left blank, the box will be semitransparent.
2099 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2101 * Show a dropdown field
2102 * **Important note**: There are two different operation modes:
2103 1. handle directly on change (only changed dropdown is submitted)
2104 2. read the value on pressing a button (all dropdown values are available)
2105 * `x` and `y` position of dropdown
2107 * Fieldname data is transferred to Lua
2108 * Items to be shown in dropdown
2109 * Index of currently selected dropdown item
2111 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2114 * `name` fieldname data is transferred to Lua
2115 * `label` to be shown left of checkbox
2116 * `selected` (optional): `true`/`false`
2118 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2121 * There are two ways to use it:
2122 1. handle the changed event (only changed scrollbar is available)
2123 2. read the value on pressing a button (all scrollbars are available)
2124 * `orientation`: `vertical`/`horizontal`
2125 * Fieldname data is transferred to Lua
2126 * Value this trackbar is set to (`0`-`1000`)
2127 * See also `minetest.explode_scrollbar_event`
2128 (main menu: `core.explode_scrollbar_event`).
2130 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2132 * Show scrollable table using options defined by the previous `tableoptions[]`
2133 * Displays cells as defined by the previous `tablecolumns[]`
2134 * `name`: fieldname sent to server on row select or doubleclick
2135 * `cell 1`...`cell n`: cell contents given in row-major order
2136 * `selected idx`: index of row to be selected within table (first row = `1`)
2137 * See also `minetest.explode_table_event`
2138 (main menu: `core.explode_table_event`).
2140 ### `tableoptions[<opt 1>;<opt 2>;...]`
2142 * Sets options for `table[]`
2144 * default text color (`ColorString`), defaults to `#FFFFFF`
2145 * `background=#RRGGBB`
2146 * table background color (`ColorString`), defaults to `#000000`
2147 * `border=<true/false>`
2148 * should the table be drawn with a border? (default: `true`)
2149 * `highlight=#RRGGBB`
2150 * highlight background color (`ColorString`), defaults to `#466432`
2151 * `highlight_text=#RRGGBB`
2152 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2153 * `opendepth=<value>`
2154 * all subtrees up to `depth < value` are open (default value = `0`)
2155 * only useful when there is a column of type "tree"
2157 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2159 * Sets columns for `table[]`
2160 * Types: `text`, `image`, `color`, `indent`, `tree`
2161 * `text`: show cell contents as text
2162 * `image`: cell contents are an image index, use column options to define
2164 * `color`: cell contents are a ColorString and define color of following
2166 * `indent`: cell contents are a number and define indentation of following
2168 * `tree`: same as indent, but user can open and close subtrees
2172 * for `text` and `image`: content alignment within cells.
2173 Available values: `left` (default), `center`, `right`, `inline`
2175 * for `text` and `image`: minimum width in em (default: `0`)
2176 * for `indent` and `tree`: indent width in em (default: `1.5`)
2177 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2178 Exception: defaults to 0 for indent columns
2179 * `tooltip=<value>`: tooltip text (default: empty)
2180 * `image` column options:
2181 * `0=<value>` sets image for image index 0
2182 * `1=<value>` sets image for image index 1
2183 * `2=<value>` sets image for image index 2
2184 * and so on; defined indices need not be contiguous empty or
2185 non-numeric cells are treated as `0`.
2186 * `color` column options:
2187 * `span=<value>`: number of following columns to affect
2188 (default: infinite).
2190 **Note**: do _not_ use a element name starting with `key_`; those names are
2191 reserved to pass key press events to formspec!
2202 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2203 * `"current_player"`: Player to whom the menu is shown
2204 * `"player:<name>"`: Any player
2205 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2206 * `"detached:<name>"`: A detached inventory
2208 Player Inventory lists
2209 ----------------------
2211 * `main`: list containing the default inventory
2212 * `craft`: list containing the craft input
2213 * `craftpreview`: list containing the craft prediction
2214 * `craftresult`: list containing the crafted output
2215 * `hand`: list containing an override for the empty hand
2216 * Is not created automatically, use `InvRef:set_size`
2227 `#RGB` defines a color in hexadecimal format.
2229 `#RGBA` defines a color in hexadecimal format and alpha channel.
2231 `#RRGGBB` defines a color in hexadecimal format.
2233 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2235 Named colors are also supported and are equivalent to
2236 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2237 To specify the value of the alpha channel, append `#AA` to the end of the color
2238 name (e.g. `colorname#08`). For named colors the hexadecimal string
2239 representing the alpha value must (always) be two hexadecimal digits.
2244 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2247 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2248 * `colorspec = {a=255, r=0, g=255, b=0}`
2249 * numerical form: The raw integer value of an ARGB8 quad:
2250 * `colorspec = 0xFF00FF00`
2251 * string form: A ColorString (defined above):
2252 * `colorspec = "green"`
2260 Most text can contain escape sequences, that can for example color the text.
2261 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2262 The following functions provide escape sequences:
2264 * `minetest.get_color_escape_sequence(color)`:
2265 * `color` is a ColorString
2266 * The escape sequence sets the text color to `color`
2267 * `minetest.colorize(color, message)`:
2269 `minetest.get_color_escape_sequence(color) ..
2271 minetest.get_color_escape_sequence("#ffffff")`
2272 * `minetest.get_background_escape_sequence(color)`
2273 * `color` is a ColorString
2274 * The escape sequence sets the background of the whole text element to
2275 `color`. Only defined for item descriptions and tooltips.
2276 * `minetest.strip_foreground_colors(str)`
2277 * Removes foreground colors added by `get_color_escape_sequence`.
2278 * `minetest.strip_background_colors(str)`
2279 * Removes background colors added by `get_background_escape_sequence`.
2280 * `minetest.strip_colors(str)`
2281 * Removes all color escape sequences.
2289 For the following functions, `v`, `v1`, `v2` are vectors,
2290 `p1`, `p2` are positions:
2292 * `vector.new(a[, b, c])`:
2294 * A copy of `a` if `a` is a vector.
2295 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2296 * `vector.direction(p1, p2)`:
2297 * Returns a vector of length 1 with direction `p1` to `p2`.
2298 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2299 * `vector.distance(p1, p2)`:
2300 * Returns zero or a positive number, the distance between `p1` and `p2`.
2301 * `vector.length(v)`:
2302 * Returns zero or a positive number, the length of vector `v`.
2303 * `vector.normalize(v)`:
2304 * Returns a vector of length 1 with direction of vector `v`.
2305 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2306 * `vector.floor(v)`:
2307 * Returns a vector, each dimension rounded down.
2308 * `vector.round(v)`:
2309 * Returns a vector, each dimension rounded to nearest integer.
2310 * `vector.apply(v, func)`:
2311 * Returns a vector where the function `func` has been applied to each
2313 * `vector.equals(v1, v2)`:
2314 * Returns a boolean, `true` if the vectors are identical.
2315 * `vector.sort(v1, v2)`:
2316 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2318 For the following functions `x` can be either a vector or a number:
2320 * `vector.add(v, x)`:
2322 * `vector.subtract(v, x)`:
2324 * `vector.multiply(v, x)`:
2325 * Returns a scaled vector or Schur product.
2326 * `vector.divide(v, x)`:
2327 * Returns a scaled vector or Schur quotient.
2335 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2336 human-readable, handles reference loops.
2337 * `obj`: arbitrary variable
2338 * `name`: string, default: `"_"`
2339 * `dumped`: table, default: `{}`
2340 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2341 * `obj`: arbitrary variable
2342 * `dumped`: table, default: `{}`
2343 * `math.hypot(x, y)`
2344 * Get the hypotenuse of a triangle with legs x and y.
2345 Useful for distance calculation.
2346 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2347 * Get the sign of a number.
2348 * tolerance: number, default: `0.0`
2349 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2351 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2352 * `separator`: string, default: `","`
2353 * `include_empty`: boolean, default: `false`
2354 * `max_splits`: number, if it's negative, splits aren't limited,
2356 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2357 string or a pattern (regex), default: `false`
2358 * e.g. `"a,b":split","` returns `{"a","b"}`
2359 * `string:trim()`: returns the string without whitespace pre- and suffixes
2360 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2361 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2362 * Adds newlines to the string to keep it within the specified character
2364 * Note that the returned lines may be longer than the limit since it only
2365 splits at word borders.
2366 * `limit`: number, maximal amount of characters in one line
2367 * `as_table`: boolean, if set to true, a table of lines instead of a string
2368 is returned, default: `false`
2369 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2370 * `pos`: table {x=X, y=Y, z=Z}
2371 * Converts the position `pos` to a human-readable, printable string
2372 * `decimal_places`: number, if specified, the x, y and z values of
2373 the position are rounded to the given decimal place.
2374 * `minetest.string_to_pos(string)`: returns a position or `nil`
2375 * Same but in reverse.
2376 * If the string can't be parsed to a position, nothing is returned.
2377 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2378 * Converts a string representing an area box into two positions
2379 * `minetest.formspec_escape(string)`: returns a string
2380 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2382 * `minetest.is_yes(arg)`
2383 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2384 * `minetest.is_nan(arg)`
2385 * returns true when the passed number represents NaN.
2386 * `minetest.get_us_time()`
2387 * returns time with microsecond precision. May not return wall time.
2388 * `table.copy(table)`: returns a table
2389 * returns a deep copy of `table`
2390 * `table.insert_all(table, other_table)`:
2391 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2393 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2395 * returns the exact position on the surface of a pointed node
2403 Texts can be translated client-side with the help of `minetest.translate` and
2406 Translating a string
2407 --------------------
2409 Two functions are provided to translate strings: `minetest.translate` and
2410 `minetest.get_translator`.
2412 * `minetest.get_translator(textdomain)` is a simple wrapper around
2413 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2414 equivalent to `minetest.translate(textdomain, str, ...)`.
2415 It is intended to be used in the following way, so that it avoids verbose
2416 repetitions of `minetest.translate`:
2418 local S = minetest.get_translator(textdomain)
2421 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2423 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2424 the given `textdomain` for disambiguation. The textdomain must match the
2425 textdomain specified in the translation file in order to get the string
2426 translated. This can be used so that a string is translated differently in
2428 It is advised to use the name of the mod as textdomain whenever possible, to
2429 avoid clashes with other mods.
2430 This function must be given a number of arguments equal to the number of
2431 arguments the translated string expects.
2432 Arguments are literal strings -- they will not be translated, so if you want
2433 them to be, they need to come as outputs of `minetest.translate` as well.
2435 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2436 by the translation of "Red". We can do the following:
2438 local S = minetest.get_translator()
2439 S("@1 Wool", S("Red"))
2441 This will be displayed as "Red Wool" on old clients and on clients that do
2442 not have localization enabled. However, if we have for instance a translation
2443 file named `wool.fr.tr` containing the following:
2448 this will be displayed as "Laine Rouge" on clients with a French locale.
2450 Operations on translated strings
2451 --------------------------------
2453 The output of `minetest.translate` is a string, with escape sequences adding
2454 additional information to that string so that it can be translated on the
2455 different clients. In particular, you can't expect operations like string.length
2456 to work on them like you would expect them to, or string.gsub to work in the
2457 expected manner. However, string concatenation will still work as expected
2458 (note that you should only use this for things like formspecs; do not translate
2459 sentences by breaking them into parts; arguments should be used instead), and
2460 operations such as `minetest.colorize` which are also concatenation.
2462 Translation file format
2463 -----------------------
2465 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2466 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2467 The file should be a text file, with the following format:
2469 * Lines beginning with `# textdomain:` (the space is significant) can be used
2470 to specify the text domain of all following translations in the file.
2471 * All other empty lines or lines beginning with `#` are ignored.
2472 * Other lines should be in the format `original=translated`. Both `original`
2473 and `translated` can contain escape sequences beginning with `@` to insert
2474 arguments, literal `@`, `=` or newline (See [Escapes] below).
2475 There must be no extraneous whitespace around the `=` or at the beginning or
2476 the end of the line.
2481 Strings that need to be translated can contain several escapes, preceded by `@`.
2483 * `@@` acts as a literal `@`.
2484 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2485 string that will be inlined when translated. Due to how translations are
2486 implemented, the original translation string **must** have its arguments in
2487 increasing order, without gaps or repetitions, starting from 1.
2488 * `@=` acts as a literal `=`. It is not required in strings given to
2489 `minetest.translate`, but is in translation files to avoid being confused
2490 with the `=` separating the original from the translation.
2491 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2492 As with `@=`, this escape is not required in strings given to
2493 `minetest.translate`, but is in translation files.
2494 * `@n` acts as a literal newline as well.
2502 Perlin noise creates a continuously-varying value depending on the input values.
2503 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2504 The result is used during map generation to create the terrain shape, vary heat
2505 and humidity to distribute biomes, vary the density of decorations or vary the
2508 Structure of perlin noise
2509 -------------------------
2511 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2512 The smooth wavy noise it generates has a single characteristic scale, almost
2513 like a 'wavelength', so on its own does not create fine detail.
2514 Due to this perlin noise combines several octaves to create variation on
2515 multiple scales. Each additional octave has a smaller 'wavelength' than the
2518 This combination results in noise varying very roughly between -2.0 and 2.0 and
2519 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2520 and offset the noise variation.
2522 The final perlin noise variation is created as follows:
2524 noise = offset + scale * (octave1 +
2525 octave2 * persistence +
2526 octave3 * persistence ^ 2 +
2527 octave4 * persistence ^ 3 +
2533 Noise Parameters are commonly called `NoiseParams`.
2537 After the multiplication by `scale` this is added to the result and is the final
2538 step in creating the noise value.
2539 Can be positive or negative.
2543 Once all octaves have been combined, the result is multiplied by this.
2544 Can be positive or negative.
2548 For octave1, this is roughly the change of input value needed for a very large
2549 variation in the noise value generated by octave1. It is almost like a
2550 'wavelength' for the wavy noise variation.
2551 Each additional octave has a 'wavelength' that is smaller than the previous
2552 octave, to create finer detail. `spread` will therefore roughly be the typical
2553 size of the largest structures in the final noise variation.
2555 `spread` is a vector with values for x, y, z to allow the noise variation to be
2556 stretched or compressed in the desired axes.
2557 Values are positive numbers.
2561 This is a whole number that determines the entire pattern of the noise
2562 variation. Altering it enables different noise patterns to be created.
2563 With other parameters equal, different seeds produce different noise patterns
2564 and identical seeds produce identical noise patterns.
2566 For this parameter you can randomly choose any whole number. Usually it is
2567 preferable for this to be different from other seeds, but sometimes it is useful
2568 to be able to create identical noise patterns.
2570 When used in mapgen this is actually a 'seed offset', it is added to the
2571 'world seed' to create the seed used by the noise, to ensure the noise has a
2572 different pattern in different worlds.
2576 The number of simple noise generators that are combined.
2577 A whole number, 1 or more.
2578 Each additional octave adds finer detail to the noise but also increases the
2579 noise calculation load.
2580 3 is a typical minimum for a high quality, complex and natural-looking noise
2581 variation. 1 octave has a slight 'gridlike' appearence.
2583 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2584 size of the finest detail you require. For example:
2585 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2586 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2587 512, 256, 128, 64, 32, 16 nodes.
2588 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2592 Each additional octave has an amplitude that is the amplitude of the previous
2593 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2594 as is often helpful and natural to do so.
2595 Since this controls the balance of fine detail to large-scale detail
2596 `persistence` can be thought of as the 'roughness' of the noise.
2598 A positive or negative non-zero number, often between 0.3 and 1.0.
2599 A common medium value is 0.5, such that each octave has half the amplitude of
2600 the previous octave.
2601 This may need to be tuned when altering `lacunarity`; when doing so consider
2602 that a common medium value is 1 / lacunarity.
2606 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2607 previous octave multiplied by 1 / lacunarity, to create finer detail.
2608 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2610 A positive number no smaller than 1.0.
2611 Values below 2.0 create higher quality noise at the expense of requiring more
2612 octaves to cover a paticular range of 'wavelengths'.
2616 Leave this field unset for no special handling.
2617 Currently supported are `defaults`, `eased` and `absvalue`:
2621 Specify this if you would like to keep auto-selection of eased/not-eased while
2622 specifying some other flags.
2626 Maps noise gradient values onto a quintic S-curve before performing
2627 interpolation. This results in smooth, rolling noise.
2628 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2630 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2632 Easing a 3D noise significantly increases the noise calculation load, so use
2637 The absolute value of each octave's noise variation is used when combining the
2638 octaves. The final perlin noise variation is created as follows:
2640 noise = offset + scale * (abs(octave1) +
2641 abs(octave2) * persistence +
2642 abs(octave3) * persistence ^ 2 +
2643 abs(octave4) * persistence ^ 3 +
2648 For 2D or 3D perlin noise or perlin noise maps:
2653 spread = {x = 500, y = 500, z = 500},
2658 flags = "defaults, absvalue",
2661 For 2D noise the Z component of `spread` is still defined but is ignored.
2662 A single noise parameter table can be used for 2D or 3D noise.
2673 These tell in what manner the ore is generated.
2675 All default ores are of the uniformly-distributed scatter type.
2679 Randomly chooses a location and generates a cluster of ore.
2681 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2682 at that point is greater than the `noise_threshold`, giving the ability to
2683 create a non-equal distribution of ore.
2687 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2688 described by `noise_params` and `noise_threshold`. This is essentially an
2689 improved version of the so-called "stratus" ore seen in some unofficial mods.
2691 This sheet consists of vertical columns of uniform randomly distributed height,
2692 varying between the inclusive range `column_height_min` and `column_height_max`.
2693 If `column_height_min` is not specified, this parameter defaults to 1.
2694 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2695 for reverse compatibility. New code should prefer `column_height_max`.
2697 The `column_midpoint_factor` parameter controls the position of the column at
2698 which ore emanates from.
2699 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2700 equally starting from each direction.
2701 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2702 this parameter is not specified, the default is 0.5.
2704 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2709 Creates a sheet of ore in a cloud-like puff shape.
2711 As with the `sheet` ore type, the size and shape of puffs are described by
2712 `noise_params` and `noise_threshold` and are placed at random vertical
2713 positions within the currently generated chunk.
2715 The vertical top and bottom displacement of each puff are determined by the
2716 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2720 Creates a deformed sphere of ore according to 3d perlin noise described by
2721 `noise_params`. The maximum size of the blob is `clust_size`, and
2722 `clust_scarcity` has the same meaning as with the `scatter` type.
2726 Creates veins of ore varying in density by according to the intersection of two
2727 instances of 3d perlin noise with different seeds, both described by
2730 `random_factor` varies the influence random chance has on placement of an ore
2731 inside the vein, which is `1` by default. Note that modifying this parameter
2732 may require adjusting `noise_threshold`.
2734 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2737 This ore type is difficult to control since it is sensitive to small changes.
2738 The following is a decent set of parameters to work from:
2743 spread = {x=200, y=200, z=200},
2750 noise_threshold = 1.6
2752 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2753 computationally expensive than any other ore.
2757 Creates a single undulating ore stratum that is continuous across mapchunk
2758 borders and horizontally spans the world.
2760 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2761 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2762 defines the stratum's vertical thickness (in units of nodes). Due to being
2763 continuous across mapchunk borders the stratum's vertical thickness is
2766 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2767 to y_max in a simple horizontal stratum.
2769 A parameter `stratum_thickness` can be provided instead of the noise parameter
2770 `np_stratum_thickness`, to create a constant thickness.
2772 Leaving out one or both noise parameters makes the ore generation less
2773 intensive, useful when adding multiple strata.
2775 `y_min` and `y_max` define the limits of the ore generation and for performance
2776 reasons should be set as close together as possible but without clipping the
2777 stratum's Y variation.
2779 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2780 solid-ore stratum would require a `clust_scarcity` of 1.
2782 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2783 `random_factor` are ignored by this ore type.
2788 See section [Flag Specifier Format].
2790 Currently supported flags:
2791 `puff_cliffs`, `puff_additive_composition`.
2795 If set, puff ore generation will not taper down large differences in
2796 displacement when approaching the edge of a puff. This flag has no effect for
2797 ore types other than `puff`.
2799 ### `puff_additive_composition`
2801 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2802 in a negative displacement, the sub-column at that point is not generated. With
2803 this attribute set, puff ore generation will instead generate the absolute
2804 difference in noise displacement values. This flag has no effect for ore types
2813 The varying types of decorations that can be placed.
2818 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2819 a list, if a decoration list is specified). Can specify a certain node it must
2820 spawn next to, such as water or lava, for example. Can also generate a
2821 decoration of random height between a specified lower and upper bound.
2822 This type of decoration is intended for placement of grass, flowers, cacti,
2823 papyri, waterlilies and so on.
2828 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2829 Can specify a probability of a node randomly appearing when placed.
2830 This decoration type is intended to be used for multi-node sized discrete
2831 structures, such as trees, cave spikes, rocks, and so on.
2840 --------------------
2842 A schematic specifier identifies a schematic by either a filename to a
2843 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2844 in the form of a table. This table specifies the following fields:
2846 * The `size` field is a 3D vector containing the dimensions of the provided
2847 schematic. (required field)
2848 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2849 sets the probability of a particular horizontal slice of the schematic being
2850 placed. (optional field)
2851 `ypos` = 0 for the lowest horizontal slice of a schematic.
2852 The default of `prob` is 255.
2853 * The `data` field is a flat table of MapNode tables making up the schematic,
2854 in the order of `[z [y [x]]]`. (required field)
2855 Each MapNode table contains:
2856 * `name`: the name of the map node to place (required)
2857 * `prob` (alias `param1`): the probability of this node being placed
2859 * `param2`: the raw param2 value of the node being placed onto the map
2861 * `force_place`: boolean representing if the node should forcibly overwrite
2862 any previous contents (default: false)
2864 About probability values:
2866 * A probability value of `0` or `1` means that node will never appear
2868 * A probability value of `254` or `255` means the node will always appear
2870 * If the probability value `p` is greater than `1`, then there is a
2871 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2874 Schematic attributes
2875 --------------------
2877 See section [Flag Specifier Format].
2879 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2882 * `place_center_x`: Placement of this decoration is centered along the X axis.
2883 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2884 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2885 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2891 Lua Voxel Manipulator
2892 =====================
2897 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2898 facility. The purpose of this object is for fast, low-level, bulk access to
2899 reading and writing Map content. As such, setting map nodes through VoxelManip
2900 will lack many of the higher level features and concepts you may be used to
2901 with other methods of setting nodes. For example, nodes will not have their
2902 construction and destruction callbacks run, and no rollback information is
2905 It is important to note that VoxelManip is designed for speed, and *not* ease
2906 of use or flexibility. If your mod requires a map manipulation facility that
2907 will handle 100% of all edge cases, or the use of high level node placement
2908 features, perhaps `minetest.set_node()` is better suited for the job.
2910 In addition, VoxelManip might not be faster, or could even be slower, for your
2911 specific use case. VoxelManip is most effective when setting large areas of map
2912 at once - for example, if only setting a 3x3x3 node area, a
2913 `minetest.set_node()` loop may be more optimal. Always profile code using both
2914 methods of map manipulation to determine which is most appropriate for your
2917 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2918 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2923 A VoxelManip object can be created any time using either:
2924 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2926 If the optional position parameters are present for either of these routines,
2927 the specified region will be pre-loaded into the VoxelManip object on creation.
2928 Otherwise, the area of map you wish to manipulate must first be loaded into the
2929 VoxelManip object using `VoxelManip:read_from_map()`.
2931 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2932 formed by these positions indicate the minimum and maximum (respectively)
2933 positions of the area actually loaded in the VoxelManip, which may be larger
2934 than the area requested. For convenience, the loaded area coordinates can also
2935 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2937 Now that the VoxelManip object is populated with map data, your mod can fetch a
2938 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2939 which retrieves an individual node in a MapNode formatted table at the position
2940 requested is the simplest method to use, but also the slowest.
2942 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2945 * `VoxelManip:get_data()` for node content (in Content ID form, see section
2947 * `VoxelManip:get_light_data()` for node light levels, and
2948 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2950 See section [Flat array format] for more details.
2952 It is very important to understand that the tables returned by any of the above
2953 three functions represent a snapshot of the VoxelManip's internal state at the
2954 time of the call. This copy of the data will not magically update itself if
2955 another function modifies the internal VoxelManip state.
2956 Any functions that modify a VoxelManip's contents work on the VoxelManip's
2957 internal state unless otherwise explicitly stated.
2959 Once the bulk data has been edited to your liking, the internal VoxelManip
2960 state can be set using:
2962 * `VoxelManip:set_data()` for node content (in Content ID form, see section
2964 * `VoxelManip:set_light_data()` for node light levels, and
2965 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
2967 The parameter to each of the above three functions can use any table at all in
2968 the same flat array format as produced by `get_data()` etc. and is not required
2969 to be a table retrieved from `get_data()`.
2971 Once the internal VoxelManip state has been modified to your liking, the
2972 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
2974 ### Flat array format
2977 `Nx = p2.X - p1.X + 1`,
2978 `Ny = p2.Y - p1.Y + 1`, and
2979 `Nz = p2.Z - p1.Z + 1`.
2981 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
2982 including the value of the expression `Nx * Ny * Nz`.
2984 Positions offset from p1 are present in the array with the format of:
2987 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
2988 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
2990 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
2991 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
2993 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
2995 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
2998 and the array index for a position p contained completely in p1..p2 is:
3000 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3002 Note that this is the same "flat 3D array" format as
3003 `PerlinNoiseMap:get3dMap_flat()`.
3004 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3005 of the index for a single point in a flat VoxelManip array.
3009 A Content ID is a unique integer identifier for a specific node type.
3010 These IDs are used by VoxelManip in place of the node name string for
3011 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3012 `minetest.get_content_id()` to look up the Content ID for the specified node
3013 name, and `minetest.get_name_from_content_id()` to look up the node name string
3014 for a given Content ID.
3015 After registration of a node, its Content ID will remain the same throughout
3016 execution of the mod.
3017 Note that the node being queried needs to have already been been registered.
3019 The following builtin node types have their Content IDs defined as constants:
3021 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3022 * `minetest.CONTENT_AIR`: ID for "air" nodes
3023 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3025 ### Mapgen VoxelManip objects
3027 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3028 VoxelManip object used by the core's Map Generator (commonly abbreviated
3029 Mapgen). Most of the rules previously described still apply but with a few
3032 * The Mapgen VoxelManip object is retrieved using:
3033 `minetest.get_mapgen_object("voxelmanip")`
3034 * This VoxelManip object already has the region of map just generated loaded
3035 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3036 a Mapgen VoxelManip.
3037 * The `on_generated()` callbacks of some mods may place individual nodes in the
3038 generated area using non-VoxelManip map modification methods. Because the
3039 same Mapgen VoxelManip object is passed through each `on_generated()`
3040 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3041 consistency with the current map state. For this reason, calling any of the
3042 following functions:
3043 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3044 will also update the Mapgen VoxelManip object's internal state active on the
3046 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3047 necessary to update lighting information using either:
3048 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3050 ### Other API functions operating on a VoxelManip
3052 If any VoxelManip contents were set to a liquid node,
3053 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3054 flowing. It is recommended to call this function only after having written all
3055 buffered data back to the VoxelManip object, save for special situations where
3056 the modder desires to only have certain liquid nodes begin flowing.
3058 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3059 will generate all registered decorations and ores throughout the full area
3060 inside of the specified VoxelManip object.
3062 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3063 `minetest.place_schematic()`, except instead of placing the specified schematic
3064 directly on the map at the specified position, it will place the schematic
3065 inside the VoxelManip.
3069 * Attempting to read data from a VoxelManip object before map is read will
3070 result in a zero-length array table for `VoxelManip:get_data()`, and an
3071 "ignore" node at any position for `VoxelManip:get_node_at()`.
3072 * If either a region of map has not yet been generated or is out-of-bounds of
3073 the map, that region is filled with "ignore" nodes.
3074 * Other mods, or the core itself, could possibly modify the area of map
3075 currently loaded into a VoxelManip object. With the exception of Mapgen
3076 VoxelManips (see above section), the internal buffers are not updated. For
3077 this reason, it is strongly encouraged to complete the usage of a particular
3078 VoxelManip object in the same callback it had been created.
3079 * If a VoxelManip object will be used often, such as in an `on_generated()`
3080 callback, consider passing a file-scoped table as the optional parameter to
3081 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3082 to write map data to instead of returning a new table each call. This greatly
3083 enhances performance by avoiding unnecessary memory allocations.
3088 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3089 containing the region formed by `p1` and `p2`.
3090 * returns actual emerged `pmin`, actual emerged `pmax`
3091 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3093 * **important**: data must be set using `VoxelManip:set_data()` before
3095 * if `light` is true, then lighting is automatically recalculated.
3096 The default value is true.
3097 If `light` is false, no light calculations happen, and you should correct
3098 all modified blocks with `minetest.fix_light()` as soon as possible.
3099 Keep in mind that modifying the map where light is incorrect can cause
3101 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3102 the `VoxelManip` at that position
3103 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3105 * `get_data([buffer])`: Retrieves the node content data loaded into the
3106 `VoxelManip` object.
3107 * returns raw node data in the form of an array of node content IDs
3108 * if the param `buffer` is present, this table will be used to store the
3110 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3111 * `update_map()`: Does nothing, kept for compatibility.
3112 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3114 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3115 * To be used only by a `VoxelManip` object from
3116 `minetest.get_mapgen_object`.
3117 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3119 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3120 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3122 * Each value is the bitwise combination of day and night light values
3124 * `light = day + (night * 16)`
3125 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3126 in the `VoxelManip`.
3127 * expects lighting data in the same format that `get_light_data()` returns
3128 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3129 `VoxelManip` object.
3130 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3132 * If the param `buffer` is present, this table will be used to store the
3134 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3136 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3138 * To be used only by a `VoxelManip` object from
3139 `minetest.get_mapgen_object`.
3140 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3141 area if left out or nil.
3142 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3143 generated mapchunk above are propagated down into the mapchunk, defaults
3144 to `true` if left out.
3145 * `update_liquids()`: Update liquid flow
3146 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3147 manipulator had been modified since the last read from map, due to a call to
3148 `minetest.set_data()` on the loaded area elsewhere.
3149 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3154 A helper class for voxel areas.
3155 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3156 The coordinates are *inclusive*, like most other things in Minetest.
3160 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3161 `MinEdge` and `MaxEdge`.
3162 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3164 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3166 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3167 * The position (x, y, z) is not checked for being inside the area volume,
3168 being outside can cause an incorrect index result.
3169 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3170 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3171 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3172 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3173 is not checked for being inside the area volume.
3174 * `position(i)`: returns the absolute position vector corresponding to index
3176 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3177 `MinEdge` and `MaxEdge`.
3178 * `containsp(p)`: same as above, except takes a vector
3179 * `containsi(i)`: same as above, except takes an index `i`
3180 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3182 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3184 * `iterp(minp, maxp)`: same as above, except takes a vector
3192 A mapgen object is a construct used in map generation. Mapgen objects can be
3193 used by an `on_generate` callback to speed up operations by avoiding
3194 unnecessary recalculations, these can be retrieved using the
3195 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3196 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3197 callback, `nil` is returned.
3199 The following Mapgen objects are currently available:
3203 This returns three values; the `VoxelManip` object to be used, minimum and
3204 maximum emerged position, in that order. All mapgens support this object.
3208 Returns an array containing the y coordinates of the ground levels of nodes in
3209 the most recently generated chunk by the current mapgen.
3213 Returns an array containing the biome IDs of nodes in the most recently
3214 generated chunk by the current mapgen.
3218 Returns an array containing the temperature values of nodes in the most
3219 recently generated chunk by the current mapgen.
3223 Returns an array containing the humidity values of nodes in the most recently
3224 generated chunk by the current mapgen.
3228 Returns a table mapping requested generation notification types to arrays of
3229 positions at which the corresponding generated structures are located within
3230 the current chunk. To set the capture of positions of interest to be recorded
3231 on generate, use `minetest.set_gen_notify()`.
3232 For decorations, the returned positions are the ground surface 'place_on'
3233 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3234 node above the returned position and possibly displaced by 'place_offset_y'.
3236 Possible fields of the table returned are:
3242 * `large_cave_begin`
3246 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3247 numeric unique decoration ID.
3255 Functions receive a "luaentity" as `self`:
3257 * It has the member `.name`, which is the registered name `("mod:thing")`
3258 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3259 * The original prototype stuff is visible directly via a metatable
3263 * `on_activate(self, staticdata, dtime_s)`
3264 * Called when the object is instantiated.
3265 * `dtime_s` is the time passed since the object was unloaded, which can be
3266 used for updating the entity state.
3267 * `on_step(self, dtime)`
3268 * Called on every server tick, after movement and collision processing.
3269 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3271 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3272 * Called when somebody punches the object.
3273 * Note that you probably want to handle most punches using the automatic
3275 * `puncher`: an `ObjectRef` (can be `nil`)
3276 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3278 * `tool_capabilities`: capability table of used tool (can be `nil`)
3279 * `dir`: unit vector of direction of punch. Always defined. Points from the
3280 puncher to the punched.
3281 * `damage`: damage that will be done to entity.
3282 * `on_death(self, killer)`
3283 * Called when the object dies.
3284 * `killer`: an `ObjectRef` (can be `nil`)
3285 * `on_rightclick(self, clicker)`
3286 * `on_attach_child(self, child)`
3287 * `child`: an `ObjectRef` of the child that attaches
3288 * `on_detach_child(self, child)`
3289 * `child`: an `ObjectRef` of the child that detaches
3290 * `on_detach(self, parent)`
3291 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3292 * This happens before the parent object is removed from the world
3293 * `get_staticdata(self)`
3294 * Should return a string that will be passed to `on_activate` when the
3295 object is instantiated the next time.
3307 axiom, --string initial tree axiom
3308 rules_a, --string rules set A
3309 rules_b, --string rules set B
3310 rules_c, --string rules set C
3311 rules_d, --string rules set D
3312 trunk, --string trunk node name
3313 leaves, --string leaves node name
3314 leaves2, --string secondary leaves node name
3315 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3316 angle, --num angle in deg
3317 iterations, --num max # of iterations, usually 2 -5
3318 random_level, --num factor to lower nr of iterations, usually 0 - 3
3319 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3320 -- 2x2 nodes or 3x3 in cross shape
3321 thin_branches, --boolean true -> use thin (1 node) branches
3322 fruit, --string fruit node name
3323 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3324 seed, --num random seed, if no seed is provided, the engine
3328 Key for special L-System symbols used in axioms
3329 -----------------------------------------------
3331 * `G`: move forward one unit with the pen up
3332 * `F`: move forward one unit with the pen down drawing trunks and branches
3333 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3334 * `T`: move forward one unit with the pen down drawing trunks only
3335 * `R`: move forward one unit with the pen down placing fruit
3336 * `A`: replace with rules set A
3337 * `B`: replace with rules set B
3338 * `C`: replace with rules set C
3339 * `D`: replace with rules set D
3340 * `a`: replace with rules set A, chance 90%
3341 * `b`: replace with rules set B, chance 80%
3342 * `c`: replace with rules set C, chance 70%
3343 * `d`: replace with rules set D, chance 60%
3344 * `+`: yaw the turtle right by `angle` parameter
3345 * `-`: yaw the turtle left by `angle` parameter
3346 * `&`: pitch the turtle down by `angle` parameter
3347 * `^`: pitch the turtle up by `angle` parameter
3348 * `/`: roll the turtle to the right by `angle` parameter
3349 * `*`: roll the turtle to the left by `angle` parameter
3350 * `[`: save in stack current state info
3351 * `]`: recover from stack state info
3356 Spawn a small apple tree:
3358 pos = {x=230,y=20,z=4}
3361 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3362 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3363 trunk="default:tree",
3364 leaves="default:leaves",
3368 trunk_type="single",
3371 fruit="default:apple"
3373 minetest.spawn_tree(pos,apple_tree)
3378 'minetest' namespace reference
3379 ==============================
3384 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3386 * `minetest.get_modpath(modname)`: returns e.g.
3387 `"/home/user/.minetest/usermods/modname"`.
3388 * Useful for loading additional `.lua` modules or static data from mod
3389 * `minetest.get_modnames()`: returns a list of installed mods
3390 * Return a list of installed mods, sorted alphabetically
3391 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3392 * Useful for storing custom data
3393 * `minetest.is_singleplayer()`
3394 * `minetest.features`: Table containing API feature flags
3397 glasslike_framed = true,
3398 nodebox_as_selectionbox = true,
3399 chat_send_player_param3 = true,
3400 get_all_craft_recipes_works = true,
3401 -- The transparency channel of textures can optionally be used on
3403 use_texture_alpha = true,
3404 -- Tree and grass ABMs are no longer done from C++
3405 no_legacy_abms = true,
3406 -- Texture grouping is possible using parentheses
3407 texture_names_parens = true,
3408 -- Unique Area ID for AreaStore:insert_area
3409 area_store_custom_ids = true,
3410 -- add_entity supports passing initial staticdata to on_activate
3411 add_entity_with_staticdata = true,
3412 -- Chat messages are no longer predicted
3413 no_chat_message_prediction = true,
3414 -- The transparency channel of textures can optionally be used on
3415 -- objects (ie: players and lua entities)
3416 object_use_texture_alpha = true,
3417 -- Object selectionbox is settable independently from collisionbox
3418 object_independent_selectionbox = true,
3421 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3422 * `arg`: string or table in format `{foo=true, bar=true}`
3423 * `missing_features`: `{foo=true, bar=true}`
3424 * `minetest.get_player_information(player_name)`: Table containing information
3425 about a player. Example return value:
3428 address = "127.0.0.1", -- IP address of client
3429 ip_version = 4, -- IPv4 / IPv6
3430 min_rtt = 0.01, -- minimum round trip time
3431 max_rtt = 0.2, -- maximum round trip time
3432 avg_rtt = 0.02, -- average round trip time
3433 min_jitter = 0.01, -- minimum packet time jitter
3434 max_jitter = 0.5, -- maximum packet time jitter
3435 avg_jitter = 0.03, -- average packet time jitter
3436 connection_uptime = 200, -- seconds since client connected
3437 protocol_version = 32, -- protocol version used by client
3438 -- following information is available on debug build only!!!
3439 -- DO NOT USE IN MODS
3440 --ser_vers = 26, -- serialization version used by client
3441 --major = 0, -- major version number
3442 --minor = 4, -- minor version number
3443 --patch = 10, -- patch version number
3444 --vers_string = "0.4.9-git", -- full version string
3445 --state = "Active" -- current client state
3448 * `minetest.mkdir(path)`: returns success.
3449 * Creates a directory specified by `path`, creating parent directories
3450 if they don't exist.
3451 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3453 * nil: return all entries,
3454 * true: return only subdirectory names, or
3455 * false: return only file names.
3456 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3457 * Replaces contents of file at path with new contents in a safe (atomic)
3458 way. Use this instead of below code when writing e.g. database files:
3459 `local f = io.open(path, "wb"); f:write(content); f:close()`
3460 * `minetest.get_version()`: returns a table containing components of the
3461 engine version. Components:
3462 * `project`: Name of the project, eg, "Minetest"
3463 * `string`: Simple version, eg, "1.2.3-dev"
3464 * `hash`: Full git version (only set if available),
3465 eg, "1.2.3-dev-01234567-dirty".
3466 Use this for informational purposes only. The information in the returned
3467 table does not represent the capabilities of the engine, nor is it
3468 reliable or verifiable. Compatible forks will have a different name and
3469 version entirely. To check for the presence of engine features, test
3470 whether the functions exported by the wanted features exist. For example:
3471 `if minetest.check_for_falling then ... end`.
3472 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3473 * `data`: string of data to hash
3474 * `raw`: return raw bytes instead of hex digits, default: false
3479 * `minetest.debug(...)`
3480 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3481 * `minetest.log([level,] text)`
3482 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3483 `"info"`, or `"verbose"`. Default is `"none"`.
3485 Registration functions
3486 ----------------------
3488 Call these functions only at load time!
3492 * `minetest.register_node(name, node definition)`
3493 * `minetest.register_craftitem(name, item definition)`
3494 * `minetest.register_tool(name, item definition)`
3495 * `minetest.override_item(name, redefinition)`
3496 * Overrides fields of an item registered with register_node/tool/craftitem.
3497 * Note: Item must already be defined, (opt)depend on the mod defining it.
3498 * Example: `minetest.override_item("default:mese",
3499 {light_source=minetest.LIGHT_MAX})`
3500 * `minetest.unregister_item(name)`
3501 * Unregisters the item from the engine, and deletes the entry with key
3502 `name` from `minetest.registered_items` and from the associated item table
3503 according to its nature: `minetest.registered_nodes`, etc.
3504 * `minetest.register_entity(name, entity definition)`
3505 * `minetest.register_abm(abm definition)`
3506 * `minetest.register_lbm(lbm definition)`
3507 * `minetest.register_alias(name, convert_to)`
3508 * Also use this to set the 'mapgen aliases' needed in a game for the core
3509 mapgens. See [Mapgen aliases] section above.
3510 * `minetest.register_alias_force(name, convert_to)`
3511 * `minetest.register_ore(ore definition)`
3512 * Returns an integer uniquely identifying the registered ore on success.
3513 * `minetest.register_biome(biome definition)`
3514 * Returns an integer uniquely identifying the registered biome on success.
3515 * `minetest.unregister_biome(name)`
3516 * Unregisters the biome from the engine, and deletes the entry with key
3517 `name` from `minetest.registered_biomes`.
3518 * `minetest.register_decoration(decoration definition)`
3519 * Returns an integer uniquely identifying the registered decoration on
3521 * `minetest.register_schematic(schematic definition)`
3522 * Returns an integer uniquely identifying the registered schematic on
3524 * If the schematic is loaded from a file, the `name` field is set to the
3526 * If the function is called when loading the mod, and `name` is a relative
3527 path, then the current mod path will be prepended to the schematic
3529 * `minetest.clear_registered_ores()`
3530 * Clears all ores currently registered.
3531 * `minetest.clear_registered_biomes()`
3532 * Clears all biomes currently registered.
3533 * `minetest.clear_registered_decorations()`
3534 * Clears all decorations currently registered.
3535 * `minetest.clear_registered_schematics()`
3536 * Clears all schematics currently registered.
3540 * `minetest.register_craft(recipe)`
3541 * Check recipe table syntax for different types below.
3542 * `minetest.clear_craft(recipe)`
3543 * Will erase existing craft based either on output item or on input recipe.
3544 * Specify either output or input only. If you specify both, input will be
3545 ignored. For input use the same recipe table syntax as for
3546 `minetest.register_craft(recipe)`. For output specify only the item,
3548 * Returns false if no erase candidate could be found, otherwise returns true.
3549 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3550 ignored if the recipe contains output. Erasing is then done independently
3551 from the crafting method.
3552 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3553 * `minetest.override_chatcommand(name, redefinition)`
3554 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3555 * `minetest.unregister_chatcommand(name)`
3556 * Unregisters a chatcommands registered with `register_chatcommand`.
3557 * `minetest.register_privilege(name, definition)`
3558 * `definition` can be a description or a definition table (see [Privilege
3560 * If it is a description, the priv will be granted to singleplayer and admin
3562 * To allow players with `basic_privs` to grant, see the `basic_privs`
3563 minetest.conf setting.
3564 * `minetest.register_authentication_handler(authentication handler definition)`
3565 * Registers an auth handler that overrides the builtin one.
3566 * This function can be called by a single mod once only.
3568 Global callback registration functions
3569 --------------------------------------
3571 Call these functions only at load time!
3573 * `minetest.register_globalstep(function(dtime))`
3574 * Called every server step, usually interval of 0.1s
3575 * `minetest.register_on_mods_loaded(function())`
3576 * Called after mods have finished loading and before the media is cached or the
3578 * `minetest.register_on_shutdown(function())`
3579 * Called before server shutdown
3580 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3581 registered callbacks **will likely not be run**. Data should be saved at
3582 semi-frequent intervals as well as on server shutdown.
3583 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3584 * Called when a node has been placed
3585 * If return `true` no item is taken from `itemstack`
3586 * `placer` may be any valid ObjectRef or nil.
3587 * **Not recommended**; use `on_construct` or `after_place_node` in node
3588 definition whenever possible.
3589 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3590 * Called when a node has been dug.
3591 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3592 definition whenever possible.
3593 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3594 * Called when a node is punched
3595 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3596 * Called after generating a piece of world. Modifying nodes inside the area
3597 is a bit faster than usually.
3598 * `minetest.register_on_newplayer(function(ObjectRef))`
3599 * Called after a new player has been created
3600 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3601 * Called when a player is punched
3602 * `player`: ObjectRef - Player that was punched
3603 * `hitter`: ObjectRef - Player that hit
3604 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3606 * `tool_capabilities`: Capability table of used tool (can be nil)
3607 * `dir`: Unit vector of direction of punch. Always defined. Points from
3608 the puncher to the punched.
3609 * `damage`: Number that represents the damage calculated by the engine
3610 * should return `true` to prevent the default damage mechanism
3611 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3612 * Called when the player gets damaged or healed
3613 * `player`: ObjectRef of the player
3614 * `hp_change`: the amount of change. Negative when it is damage.
3615 * `reason`: a PlayerHPChangeReason table.
3616 * The `type` field will have one of the following values:
3617 * `set_hp`: A mod or the engine called `set_hp` without
3618 giving a type - use this for custom damage types.
3619 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3621 * `node_damage`: damage_per_second from a neighbouring node.
3624 * Any of the above types may have additional fields from mods.
3625 * `reason.from` will be `mod` or `engine`.
3626 * `modifier`: when true, the function should return the actual `hp_change`.
3627 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3628 modifiers can return true as a second argument to stop the execution of further functions.
3629 Non-modifiers receive the final hp change calculated by the modifiers.
3630 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3631 * Called when a player dies
3632 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3633 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3634 * Called when player is to be respawned
3635 * Called _before_ repositioning of player occurs
3636 * return true in func to disable regular player placement
3637 * `minetest.register_on_prejoinplayer(function(name, ip))`
3638 * Called before a player joins the game
3639 * If it returns a string, the player is disconnected with that string as
3641 * `minetest.register_on_joinplayer(function(ObjectRef))`
3642 * Called when a player joins the game
3643 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3644 * Called when a player leaves the game
3645 * `timed_out`: True for timeout, false for other reasons.
3646 * `minetest.register_on_auth_fail(function(name, ip))`
3647 * Called when a client attempts to log into an account but supplies the
3649 * `ip`: The IP address of the client.
3650 * `name`: The account the client attempted to log into.
3651 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3652 * Called when a player cheats
3653 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3655 * `interacted_too_far`
3656 * `interacted_while_dead`
3657 * `finished_unknown_dig`
3660 * `minetest.register_on_chat_message(function(name, message))`
3661 * Called always when a player says something
3662 * Return `true` to mark the message as handled, which means that it will
3663 not be sent to other players.
3664 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
3665 * Called when a button is pressed in player's inventory form, when form
3666 values are submitted or when the form is actively closed by the player.
3667 * Fields are sent for formspec elements which define a field, and the "quit"
3668 field is sent when actively closing the form by mouse click, keypress or
3669 through a button_exit[] element.
3670 * Newest functions are called first
3671 * If function returns `true`, remaining functions are not called
3672 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
3673 * Called when `player` crafts something
3674 * `itemstack` is the output
3675 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3677 * `craft_inv` is the inventory with the crafting grid
3678 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3680 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
3681 * The same as before, except that it is called before the player crafts, to
3682 make craft prediction, and it should not change anything.
3683 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
3684 * Determinates how much of a stack may be taken, put or moved to a
3686 * `player` (type `ObjectRef`) is the player who modified the inventory
3687 `inventory` (type `InvRef`).
3688 * List of possible `action` (string) values and their
3689 `inventory_info` (table) contents:
3690 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3691 * `put`: `{listname=string, index=number, stack=ItemStack}`
3692 * `take`: Same as `put`
3693 * Return a numeric value to limit the amount of items to be taken, put or
3694 moved. A value of `-1` for `take` will make the source stack infinite.
3695 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
3696 * Called after a take, put or move event from/to/in a player inventory
3697 * Function arguments: see `minetest.register_allow_player_inventory_action`
3698 * Does not accept or handle any return value.
3699 * `minetest.register_on_protection_violation(function(pos, name))`
3700 * Called by `builtin` and mods when a player violates protection at a
3701 position (eg, digs a node or punches a protected entity).
3702 * The registered functions can be called using
3703 `minetest.record_protection_violation`.
3704 * The provided function should check that the position is protected by the
3705 mod calling this function before it prints a message, if it does, to
3706 allow for multiple protection mods.
3707 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3708 * Called when an item is eaten, by `minetest.item_eat`
3709 * Return `true` or `itemstack` to cancel the default item eat response
3710 (i.e.: hp increase).
3711 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3712 * Called when `granter` grants the priv `priv` to `name`.
3713 * Note that the callback will be called twice if it's done by a player,
3714 once with granter being the player name, and again with granter being nil.
3715 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3716 * Called when `revoker` revokes the priv `priv` from `name`.
3717 * Note that the callback will be called twice if it's done by a player,
3718 once with revoker being the player name, and again with revoker being nil.
3719 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3720 * Called when `name` user connects with `ip`.
3721 * Return `true` to by pass the player limit
3722 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
3723 * Called when an incoming mod channel message is received
3724 * You should have joined some channels to receive events.
3725 * If message comes from a server mod, `sender` field is an empty string.
3730 * `minetest.settings`: Settings object containing all of the settings from the
3731 main config file (`minetest.conf`).
3732 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3733 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3738 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3739 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3740 * Convert between two privilege representations
3741 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3742 * `minetest.check_player_privs(player_or_name, ...)`:
3743 returns `bool, missing_privs`
3744 * A quickhand for checking privileges.
3745 * `player_or_name`: Either a Player object or the name of a player.
3746 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3747 a table, e.g. `{ priva = true, privb = true }`.
3749 * `minetest.check_password_entry(name, entry, password)`
3750 * Returns true if the "password entry" for a player with name matches given
3751 password, false otherwise.
3752 * The "password entry" is the password representation generated by the
3753 engine as returned as part of a `get_auth()` call on the auth handler.
3754 * Only use this function for making it possible to log in via password from
3755 external protocols such as IRC, other uses are frowned upon.
3756 * `minetest.get_password_hash(name, raw_password)`
3757 * Convert a name-password pair to a password hash that Minetest can use.
3758 * The returned value alone is not a good basis for password checks based
3759 on comparing the password hash in the database with the password hash
3760 from the function, with an externally provided password, as the hash
3761 in the db might use the new SRP verifier format.
3762 * For this purpose, use `minetest.check_password_entry` instead.
3763 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3765 * The player needs to be online for this to be successful.
3767 * `minetest.get_auth_handler()`: Return the currently active auth handler
3768 * See the [Authentication handler definition]
3769 * Use this to e.g. get the authentication data for a player:
3770 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3771 * `minetest.notify_authentication_modified(name)`
3772 * Must be called by the authentication handler for privilege changes.
3773 * `name`: string; if omitted, all auth data should be considered modified
3774 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3776 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3778 * `minetest.auth_reload()`
3779 * See `reload()` in authentication handler definition
3781 `minetest.set_player_password`, `minetest_set_player_privs`,
3782 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3788 * `minetest.chat_send_all(text)`
3789 * `minetest.chat_send_player(name, text)`
3794 * `minetest.set_node(pos, node)`
3795 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3796 * Set node at position `pos`
3797 * `node`: table `{name=string, param1=number, param2=number}`
3798 * If param1 or param2 is omitted, it's set to `0`.
3799 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3800 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3801 * Set node on all positions set in the first argument.
3802 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3803 * For node specification or position syntax see `minetest.set_node` call
3804 * Faster than set_node due to single call, but still considerably slower
3805 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3806 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3807 in spread out positions which would cause LVMs to waste memory.
3808 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3810 * `minetest.swap_node(pos, node)`
3811 * Set node at position, but don't remove metadata
3812 * `minetest.remove_node(pos)`
3813 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3814 * `minetest.get_node(pos)`
3815 * Returns the node at the given position as table in the format
3816 `{name="node_name", param1=0, param2=0}`,
3817 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3818 * `minetest.get_node_or_nil(pos)`
3819 * Same as `get_node` but returns `nil` for unloaded areas.
3820 * `minetest.get_node_light(pos, timeofday)`
3821 * Gets the light value at the given position. Note that the light value
3822 "inside" the node at the given position is returned, so you usually want
3823 to get the light value of a neighbor.
3824 * `pos`: The position where to measure the light.
3825 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3826 * Returns a number between `0` and `15` or `nil`
3827 * `minetest.place_node(pos, node)`
3828 * Place node with the same effects that a player would cause
3829 * `minetest.dig_node(pos)`
3830 * Dig node with the same effects that a player would cause
3831 * Returns `true` if successful, `false` on failure (e.g. protected location)
3832 * `minetest.punch_node(pos)`
3833 * Punch node with the same effects that a player would cause
3834 * `minetest.spawn_falling_node(pos)`
3835 * Change node into falling node
3836 * Returns `true` if successful, `false` on failure
3838 * `minetest.find_nodes_with_meta(pos1, pos2)`
3839 * Get a table of positions of nodes that have metadata within a region
3841 * `minetest.get_meta(pos)`
3842 * Get a `NodeMetaRef` at that position
3843 * `minetest.get_node_timer(pos)`
3844 * Get `NodeTimerRef`
3846 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3848 * Returns `ObjectRef`, or `nil` if failed
3849 * `minetest.add_item(pos, item)`: Spawn item
3850 * Returns `ObjectRef`, or `nil` if failed
3851 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3852 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3854 * `radius`: using an euclidean metric
3855 * `minetest.set_timeofday(val)`
3856 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3857 * `minetest.get_timeofday()`
3858 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3860 * `minetest.get_day_count()`: returns number days elapsed since world was
3862 * accounts for time changes.
3863 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3865 * `radius`: using a maximum metric
3866 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3867 * `search_center` is an optional boolean (default: `false`)
3868 If true `pos` is also checked for the nodes
3869 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3871 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3872 * First return value: Table with all node positions
3873 * Second return value: Table with the count of each node with the node name
3875 * Area volume is limited to 4,096,000 nodes
3876 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3878 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3879 * Return value: Table with all node positions with a node air above
3880 * Area volume is limited to 4,096,000 nodes
3881 * `minetest.get_perlin(noiseparams)`
3882 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3883 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3884 * `minetest.get_voxel_manip([pos1, pos2])`
3885 * Return voxel manipulator object.
3886 * Loads the manipulator from the map if positions are passed.
3887 * `minetest.set_gen_notify(flags, {deco_ids})`
3888 * Set the types of on-generate notifications that should be collected.
3889 * `flags` is a flag field with the available flags:
3897 * The second parameter is a list of IDs of decorations which notification
3899 * `minetest.get_gen_notify()`
3900 * Returns a flagstring and a table with the `deco_id`s.
3901 * `minetest.get_decoration_id(decoration_name)`
3902 * Returns the decoration ID number for the provided decoration name string,
3903 or `nil` on failure.
3904 * `minetest.get_mapgen_object(objectname)`
3905 * Return requested mapgen object if available (see [Mapgen objects])
3906 * `minetest.get_heat(pos)`
3907 * Returns the heat at the position, or `nil` on failure.
3908 * `minetest.get_humidity(pos)`
3909 * Returns the humidity at the position, or `nil` on failure.
3910 * `minetest.get_biome_data(pos)`
3911 * Returns a table containing:
3912 * `biome` the biome id of the biome at that position
3913 * `heat` the heat at the position
3914 * `humidity` the humidity at the position
3915 * Or returns `nil` on failure.
3916 * `minetest.get_biome_id(biome_name)`
3917 * Returns the biome id, as used in the biomemap Mapgen object and returned
3918 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3919 * `minetest.get_biome_name(biome_id)`
3920 * Returns the biome name string for the provided biome id, or `nil` on
3922 * If no biomes have been registered, such as in mgv6, returns `default`.
3923 * `minetest.get_mapgen_params()`
3924 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3925 * Returns a table containing:
3931 * `minetest.set_mapgen_params(MapgenParams)`
3932 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3934 * Set map generation parameters.
3935 * Function cannot be called after the registration period; only
3936 initialization and `on_mapgen_init`.
3937 * Takes a table as an argument with the fields:
3943 * Leave field unset to leave that parameter unchanged.
3944 * `flags` contains a comma-delimited string of flags to set, or if the
3945 prefix `"no"` is attached, clears instead.
3946 * `flags` is in the same format and has the same options as `mg_flags` in
3948 * `minetest.get_mapgen_setting(name)`
3949 * Gets the *active* mapgen setting (or nil if none exists) in string
3950 format with the following order of precedence:
3951 1) Settings loaded from map_meta.txt or overrides set during mod
3953 2) Settings set by mods without a metafile override
3954 3) Settings explicitly set in the user config file, minetest.conf
3955 4) Settings set as the user config default
3956 * `minetest.get_mapgen_setting_noiseparams(name)`
3957 * Same as above, but returns the value as a NoiseParams table if the
3958 setting `name` exists and is a valid NoiseParams.
3959 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3960 * Sets a mapgen param to `value`, and will take effect if the corresponding
3961 mapgen setting is not already present in map_meta.txt.
3962 * `override_meta` is an optional boolean (default: `false`). If this is set
3963 to true, the setting will become the active setting regardless of the map
3965 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3966 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3967 * Same as above, except value is a NoiseParams table.
3968 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3969 * Sets the noiseparams setting of `name` to the noiseparams table specified
3971 * `set_default` is an optional boolean (default: `true`) that specifies
3972 whether the setting should be applied to the default config or current
3974 * `minetest.get_noiseparams(name)`
3975 * Returns a table of the noiseparams for name.
3976 * `minetest.generate_ores(vm, pos1, pos2)`
3977 * Generate all registered ores within the VoxelManip `vm` and in the area
3978 from `pos1` to `pos2`.
3979 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3980 * `minetest.generate_decorations(vm, pos1, pos2)`
3981 * Generate all registered decorations within the VoxelManip `vm` and in the
3982 area from `pos1` to `pos2`.
3983 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3984 * `minetest.clear_objects([options])`
3985 * Clear all objects in the environment
3986 * Takes an optional table as an argument with the field `mode`.
3987 * mode = `"full"` : Load and go through every mapblock, clearing
3989 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
3990 clear objects in unloaded mapblocks only when the
3991 mapblocks are next activated.
3992 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3993 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
3994 asynchronously fetched from memory, loaded from disk, or if inexistent,
3996 * If `callback` is a valid Lua function, this will be called for each block
3998 * The function signature of callback is:
3999 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4000 * `blockpos` is the *block* coordinates of the block that had been
4002 * `action` could be one of the following constant values:
4003 * `minetest.EMERGE_CANCELLED`
4004 * `minetest.EMERGE_ERRORED`
4005 * `minetest.EMERGE_FROM_MEMORY`
4006 * `minetest.EMERGE_FROM_DISK`
4007 * `minetest.EMERGE_GENERATED`
4008 * `calls_remaining` is the number of callbacks to be expected after
4010 * `param` is the user-defined parameter passed to emerge_area (or
4011 nil if the parameter was absent).
4012 * `minetest.delete_area(pos1, pos2)`
4013 * delete all mapblocks in the area from pos1 to pos2, inclusive
4014 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4015 * Checks if there is anything other than air between pos1 and pos2.
4016 * Returns false if something is blocking the sight.
4017 * Returns the position of the blocking node when `false`
4018 * `pos1`: First position
4019 * `pos2`: Second position
4020 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4021 * Creates a `Raycast` object.
4022 * `pos1`: start of the ray
4023 * `pos2`: end of the ray
4024 * `objects`: if false, only nodes will be returned. Default is `true`.
4025 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4026 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4027 * returns table containing path
4028 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4030 * `pos1`: start position
4031 * `pos2`: end position
4032 * `searchdistance`: number of blocks to search in each direction using a
4034 * `max_jump`: maximum height difference to consider walkable
4035 * `max_drop`: maximum height difference to consider droppable
4036 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4037 * `minetest.spawn_tree (pos, {treedef})`
4038 * spawns L-system tree at given `pos` with definition in `treedef` table
4039 * `minetest.transforming_liquid_add(pos)`
4040 * add node to liquid update queue
4041 * `minetest.get_node_max_level(pos)`
4042 * get max available level for leveled node
4043 * `minetest.get_node_level(pos)`
4044 * get level of leveled node (water, snow)
4045 * `minetest.set_node_level(pos, level)`
4046 * set level of leveled node, default `level` equals `1`
4047 * if `totallevel > maxlevel`, returns rest (`total-max`).
4048 * `minetest.add_node_level(pos, level)`
4049 * increase level of leveled node by level, default `level` equals `1`
4050 * if `totallevel > maxlevel`, returns rest (`total-max`)
4051 * can be negative for decreasing
4052 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4053 * resets the light in a cuboid-shaped part of
4054 the map and removes lighting bugs.
4055 * Loads the area if it is not loaded.
4056 * `pos1` is the corner of the cuboid with the least coordinates
4057 (in node coordinates), inclusive.
4058 * `pos2` is the opposite corner of the cuboid, inclusive.
4059 * The actual updated cuboid might be larger than the specified one,
4060 because only whole map blocks can be updated.
4061 The actual updated area consists of those map blocks that intersect
4062 with the given cuboid.
4063 * However, the neighborhood of the updated area might change
4064 as well, as light can spread out of the cuboid, also light
4066 * returns `false` if the area is not fully generated,
4068 * `minetest.check_single_for_falling(pos)`
4069 * causes an unsupported `group:falling_node` node to fall and causes an
4070 unattached `group:attached_node` node to fall.
4071 * does not spread these updates to neighbours.
4072 * `minetest.check_for_falling(pos)`
4073 * causes an unsupported `group:falling_node` node to fall and causes an
4074 unattached `group:attached_node` node to fall.
4075 * spread these updates to neighbours and can cause a cascade
4077 * `minetest.get_spawn_level(x, z)`
4078 * Returns a player spawn y co-ordinate for the provided (x, z)
4079 co-ordinates, or `nil` for an unsuitable spawn point.
4080 * For most mapgens a 'suitable spawn point' is one with y between
4081 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4082 so `nil` will be returned for many (x, z) co-ordinates.
4083 * The spawn level returned is for a player spawn in unmodified terrain.
4084 * The spawn level is intentionally above terrain level to cope with
4085 full-node biome 'dust' nodes.
4090 You can find mod channels communication scheme in `doc/mod_channels.png`.
4092 * `minetest.mod_channel_join(channel_name)`
4093 * Server joins channel `channel_name`, and creates it if necessary. You
4094 should listen for incoming messages with
4095 `minetest.register_on_modchannel_message`
4100 `minetest.get_inventory(location)`: returns an `InvRef`
4103 * `{type="player", name="celeron55"}`
4104 * `{type="node", pos={x=, y=, z=}}`
4105 * `{type="detached", name="creative"}`
4106 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4108 * `callbacks`: See [Detached inventory callbacks]
4109 * `player_name`: Make detached inventory available to one player
4110 exclusively, by default they will be sent to every player (even if not
4112 Note that this parameter is mostly just a workaround and will be removed
4114 * Creates a detached inventory. If it already exists, it is cleared.
4115 * `minetest.remove_detached_inventory(name)`
4116 * Returns a `boolean` indicating whether the removal succeeded.
4117 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4118 returns left over ItemStack.
4119 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4124 * `minetest.show_formspec(playername, formname, formspec)`
4125 * `playername`: name of player to show formspec
4126 * `formname`: name passed to `on_player_receive_fields` callbacks.
4127 It should follow the `"modname:<whatever>"` naming convention
4128 * `formspec`: formspec to display
4129 * `minetest.close_formspec(playername, formname)`
4130 * `playername`: name of player to close formspec
4131 * `formname`: has to exactly match the one given in `show_formspec`, or the
4132 formspec will not close.
4133 * calling `show_formspec(playername, formname, "")` is equal to this
4135 * to close a formspec regardless of the formname, call
4136 `minetest.close_formspec(playername, "")`.
4137 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4138 * `minetest.formspec_escape(string)`: returns a string
4139 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4141 * `minetest.explode_table_event(string)`: returns a table
4142 * returns e.g. `{type="CHG", row=1, column=2}`
4144 * `"INV"`: no row selected
4146 * `"DCL"`: double-click
4147 * `minetest.explode_textlist_event(string)`: returns a table
4148 * returns e.g. `{type="CHG", index=1}`
4150 * `"INV"`: no row selected
4152 * `"DCL"`: double-click
4153 * `minetest.explode_scrollbar_event(string)`: returns a table
4154 * returns e.g. `{type="CHG", value=500}`
4156 * `"INV"`: something failed
4157 * `"CHG"`: has been changed
4158 * `"VAL"`: not changed
4163 * `minetest.inventorycube(img1, img2, img3)`
4164 * Returns a string for making an image of a cube (useful as an item image)
4165 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4166 * Get position of a `pointed_thing` (that you can get from somewhere)
4167 * `minetest.dir_to_facedir(dir, is6d)`
4168 * Convert a vector to a facedir value, used in `param2` for
4169 `paramtype2="facedir"`.
4170 * passing something non-`nil`/`false` for the optional second parameter
4171 causes it to take the y component into account.
4172 * `minetest.facedir_to_dir(facedir)`
4173 * Convert a facedir back into a vector aimed directly out the "back" of a
4175 * `minetest.dir_to_wallmounted(dir)`
4176 * Convert a vector to a wallmounted value, used for
4177 `paramtype2="wallmounted"`.
4178 * `minetest.wallmounted_to_dir(wallmounted)`
4179 * Convert a wallmounted value back into a vector aimed directly out the
4181 * `minetest.dir_to_yaw(dir)`
4182 * Convert a vector into a yaw (angle)
4183 * `minetest.yaw_to_dir(yaw)`
4184 * Convert yaw (angle) to a vector
4185 * `minetest.is_colored_paramtype(ptype)`
4186 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4187 color information (`color`, `colorwallmounted` or `colorfacedir`).
4188 * `minetest.strip_param2_color(param2, paramtype2)`
4189 * Removes everything but the color information from the
4190 given `param2` value.
4191 * Returns `nil` if the given `paramtype2` does not contain color
4193 * `minetest.get_node_drops(nodename, toolname)`
4194 * Returns list of item names.
4195 * **Note**: This will be removed or modified in a future version.
4196 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4197 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4198 * `input.width` = for example `3`
4199 * `input.items` = for example
4200 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4201 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4202 * `output.time` = a number, if unsuccessful: `0`
4203 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4204 `decremented_input.items`
4205 * `decremented_input` = like `input`
4206 * `minetest.get_craft_recipe(output)`: returns input
4207 * returns last registered recipe for output item (node)
4208 * `output` is a node or item type such as `"default:torch"`
4209 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4210 * `input.width` = for example `3`
4211 * `input.items` = for example
4212 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4213 * `input.items` = `nil` if no recipe found
4214 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4215 * returns indexed table with all registered recipes for query item (node)
4216 or `nil` if no recipe was found.
4217 * recipe entry table:
4218 * `method`: 'normal' or 'cooking' or 'fuel'
4219 * `width`: 0-3, 0 means shapeless recipe
4220 * `items`: indexed [1-9] table with recipe items
4221 * `output`: string with item name and quantity
4222 * Example query for `"default:gold_ingot"` will return table:
4225 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4226 items = {1 = "default:gold_lump"}},
4227 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4228 items = {1 = "default:goldblock"}}
4230 * `minetest.handle_node_drops(pos, drops, digger)`
4231 * `drops`: list of itemstrings
4232 * Handles drops from nodes after digging: Default action is to put them
4233 into digger's inventory.
4234 * Can be overridden to get different functionality (e.g. dropping items on
4236 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4238 * Creates an item string which contains palette index information
4239 for hardware colorization. You can use the returned string
4240 as an output in a craft recipe.
4241 * `item`: the item stack which becomes colored. Can be in string,
4242 table and native form.
4243 * `palette_index`: this index is added to the item stack
4244 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4245 * Creates an item string which contains static color information
4246 for hardware colorization. Use this method if you wish to colorize
4247 an item that does not own a palette. You can use the returned string
4248 as an output in a craft recipe.
4249 * `item`: the item stack which becomes colored. Can be in string,
4250 table and native form.
4251 * `colorstring`: the new color of the item stack
4256 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4257 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4258 * Find who has done something to a node, or near a node
4259 * `actor`: `"player:<name>"`, also `"liquid"`.
4260 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4261 `boolean, log_messages`.
4262 * Revert latest actions of someone
4263 * `actor`: `"player:<name>"`, also `"liquid"`.
4265 Defaults for the `on_*` item definition functions
4266 -------------------------------------------------
4268 These functions return the leftover itemstack.
4270 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4271 * Place item as a node
4272 * `param2` overrides `facedir` and wallmounted `param2`
4273 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4274 for the newly placed node to prevent a callback and placement loop
4275 * returns `itemstack, success`
4276 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4278 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4279 * Use one of the above based on what the item is.
4280 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4281 * **Note**: is not called when wielded item overrides `on_place`
4282 * `param2` overrides `facedir` and wallmounted `param2`
4283 * returns `itemstack, success`
4284 * `minetest.item_drop(itemstack, dropper, pos)`
4286 * `minetest.item_eat(hp_change, replace_with_item)`
4288 * `replace_with_item` is the itemstring which is added to the inventory.
4289 If the player is eating a stack, then replace_with_item goes to a
4290 different spot. Can be `nil`
4291 * See `minetest.do_item_eat`
4293 Defaults for the `on_punch` and `on_dig` node definition callbacks
4294 ------------------------------------------------------------------
4296 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4297 * Calls functions registered by `minetest.register_on_punchnode()`
4298 * `minetest.node_dig(pos, node, digger)`
4299 * Checks if node can be dug, puts item into inventory, removes node
4300 * Calls functions registered by `minetest.registered_on_dignodes()`
4305 * `minetest.sound_play(spec, parameters)`: returns a handle
4306 * `spec` is a `SimpleSoundSpec`
4307 * `parameters` is a sound parameter table
4308 * `minetest.sound_stop(handle)`
4309 * `minetest.sound_fade(handle, step, gain)`
4310 * `handle` is a handle returned by `minetest.sound_play`
4311 * `step` determines how fast a sound will fade.
4312 Negative step will lower the sound volume, positive step will increase
4314 * `gain` the target gain for the fade.
4319 * `minetest.after(time, func, ...)`
4320 * Call the function `func` after `time` seconds, may be fractional
4321 * Optional: Variable number of arguments that are passed to `func`
4326 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4327 server shutdown. Will display `message` to clients.
4328 * `reconnect` == true displays a reconnect button
4329 * `delay` adds an optional delay (in seconds) before shutdown.
4330 Negative delay cancels the current active shutdown.
4331 Zero delay triggers an immediate shutdown.
4332 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4333 * `minetest.get_server_status(name, joined)`
4334 * Returns the server status string when a player joins or when the command
4335 `/status` is called. Returns `nil` or an empty string when the message is
4337 * `joined`: Boolean value, indicates whether the function was called when
4339 * This function may be overwritten by mods to customize the status message.
4340 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4341 * `minetest.remove_player(name)`: remove player from database (if they are not
4343 * As auth data is not removed, minetest.player_exists will continue to
4344 return true. Call the below method as well if you want to remove auth
4346 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4347 * `minetest.remove_player_auth(name)`: remove player authentication data
4348 * Returns boolean indicating success (false if player nonexistant)
4353 * `minetest.get_ban_list()`: returns the ban list
4354 (same as `minetest.get_ban_description("")`).
4355 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4356 * `minetest.ban_player(name)`: ban a player
4357 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4358 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4364 * `minetest.add_particle(particle definition)`
4365 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4366 expirationtime, size, collisiondetection, texture, playername)`
4368 * `minetest.add_particlespawner(particlespawner definition)`
4369 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4370 over `time` seconds.
4371 * Returns an `id`, and -1 if adding didn't succeed
4372 * Deprecated: `minetest.add_particlespawner(amount, time,
4376 minexptime, maxexptime,
4378 collisiondetection, texture, playername)`
4380 * `minetest.delete_particlespawner(id, player)`
4381 * Delete `ParticleSpawner` with `id` (return value from
4382 `minetest.add_particlespawner`).
4383 * If playername is specified, only deletes on the player's client,
4384 otherwise on all clients.
4389 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4390 * Create a schematic from the volume of map specified by the box formed by
4392 * Apply the specified probability and per-node force-place to the specified
4393 nodes according to the `probability_list`.
4394 * `probability_list` is an array of tables containing two fields, `pos`
4396 * `pos` is the 3D vector specifying the absolute coordinates of the
4397 node being modified,
4398 * `prob` is an integer value from `0` to `255` that encodes
4399 probability and per-node force-place. Probability has levels
4400 0-127, then 128 may be added to encode per-node force-place.
4401 For probability stated as 0-255, divide by 2 and round down to
4402 get values 0-127, then add 128 to apply per-node force-place.
4403 * If there are two or more entries with the same pos value, the
4405 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4407 * If `probability_list` equals `nil`, no probabilities are applied.
4408 * Apply the specified probability to the specified horizontal slices
4409 according to the `slice_prob_list`.
4410 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4412 * `ypos` indicates the y position of the slice with a probability
4413 applied, the lowest slice being `ypos = 0`.
4414 * If slice probability list equals `nil`, no slice probabilities
4416 * Saves schematic in the Minetest Schematic format to filename.
4418 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4419 * Place the schematic specified by schematic (see [Schematic specifier]) at
4421 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4422 * If the `rotation` parameter is omitted, the schematic is not rotated.
4423 * `replacements` = `{["old_name"] = "convert_to", ...}`
4424 * `force_placement` is a boolean indicating whether nodes other than `air`
4425 and `ignore` are replaced by the schematic.
4426 * Returns nil if the schematic could not be loaded.
4427 * **Warning**: Once you have loaded a schematic from a file, it will be
4428 cached. Future calls will always use the cached version and the
4429 replacement list defined for it, regardless of whether the file or the
4430 replacement list parameter have changed. The only way to load the file
4431 anew is to restart the server.
4432 * `flags` is a flag field with the available flags:
4437 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4438 * This function is analogous to minetest.place_schematic, but places a
4439 schematic onto the specified VoxelManip object `vmanip` instead of the
4441 * Returns false if any part of the schematic was cut-off due to the
4442 VoxelManip not containing the full area required, and true if the whole
4443 schematic was able to fit.
4444 * Returns nil if the schematic could not be loaded.
4445 * After execution, any external copies of the VoxelManip contents are
4447 * `flags` is a flag field with the available flags:
4452 * `minetest.serialize_schematic(schematic, format, options)`
4453 * Return the serialized schematic specified by schematic
4454 (see [Schematic specifier])
4455 * in the `format` of either "mts" or "lua".
4456 * "mts" - a string containing the binary MTS data used in the MTS file
4458 * "lua" - a string containing Lua code representing the schematic in table
4460 * `options` is a table containing the following optional parameters:
4461 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4462 generated will have (X, Z) position comments for every X row
4463 generated in the schematic data for easier reading.
4464 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4465 the Lua code generated will use that number of spaces as indentation
4466 instead of a tab character.
4471 * `minetest.request_http_api()`:
4472 * returns `HTTPApiTable` containing http functions if the calling mod has
4473 been granted access by being listed in the `secure.http_mods` or
4474 `secure.trusted_mods` setting, otherwise returns `nil`.
4475 * The returned table contains the functions `fetch`, `fetch_async` and
4476 `fetch_async_get` described below.
4477 * Only works at init time and must be called from the mod's main scope
4478 (not from a function).
4479 * Function only exists if minetest server was built with cURL support.
4480 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4482 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4483 * Performs given request asynchronously and calls callback upon completion
4484 * callback: `function(HTTPRequestResult res)`
4485 * Use this HTTP function if you are unsure, the others are for advanced use
4486 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4487 * Performs given request asynchronously and returns handle for
4488 `HTTPApiTable.fetch_async_get`
4489 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4490 * Return response data for given asynchronous HTTP request
4495 * `minetest.get_mod_storage()`:
4496 * returns reference to mod private `StorageRef`
4497 * must be called during mod load time
4502 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4503 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4504 * `minetest.player_exists(name)`: boolean, whether player exists
4505 (regardless of online status)
4506 * `minetest.hud_replace_builtin(name, hud_definition)`
4507 * Replaces definition of a builtin hud element
4508 * `name`: `"breath"` or `"health"`
4509 * `hud_definition`: definition to replace builtin definition
4510 * `minetest.send_join_message(player_name)`
4511 * This function can be overridden by mods to change the join message.
4512 * `minetest.send_leave_message(player_name, timed_out)`
4513 * This function can be overridden by mods to change the leave message.
4514 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4515 * `pos`: table {x=number, y=number, z=number},
4516 * Gives a unique hash number for a node position (16+16+16=48bit)
4517 * `minetest.get_position_from_hash(hash)`: returns a position
4518 * Inverse transform of `minetest.hash_node_position`
4519 * `minetest.get_item_group(name, group)`: returns a rating
4520 * Get rating of a group of an item. (`0` means: not in group)
4521 * `minetest.get_node_group(name, group)`: returns a rating
4522 * Deprecated: An alias for the former.
4523 * `minetest.raillike_group(name)`: returns a rating
4524 * Returns rating of the connect_to_raillike group corresponding to name
4525 * If name is not yet the name of a connect_to_raillike group, a new group
4526 id is created, with that name.
4527 * `minetest.get_content_id(name)`: returns an integer
4528 * Gets the internal content ID of `name`
4529 * `minetest.get_name_from_content_id(content_id)`: returns a string
4530 * Gets the name of the content with that content ID
4531 * `minetest.parse_json(string[, nullvalue])`: returns something
4532 * Convert a string containing JSON data into the Lua equivalent
4533 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4534 * On success returns a table, a string, a number, a boolean or `nullvalue`
4535 * On failure outputs an error message and returns `nil`
4536 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4537 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4539 * Convert a Lua table into a JSON string
4540 * styled: Outputs in a human-readable format if this is set, defaults to
4542 * Unserializable things like functions and userdata will cause an error.
4543 * **Warning**: JSON is more strict than the Lua table format.
4544 1. You can only use strings and positive integers of at least one as
4546 2. You can not mix string and integer keys.
4547 This is due to the fact that JSON has two distinct array and object
4549 * Example: `write_json({10, {a = false}})`,
4550 returns `"[10, {\"a\": false}]"`
4551 * `minetest.serialize(table)`: returns a string
4552 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4553 into string form readable by `minetest.deserialize`
4554 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4555 * `minetest.deserialize(string)`: returns a table
4556 * Convert a string returned by `minetest.deserialize` into a table
4557 * `string` is loaded in an empty sandbox environment.
4558 * Will load functions, but they cannot access the global environment.
4559 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4560 returns `{foo='bar'}`
4561 * Example: `deserialize('print("foo")')`, returns `nil`
4562 (function call fails), returns
4563 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4564 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4565 * Compress a string of data.
4566 * `method` is a string identifying the compression method to be used.
4567 * Supported compression methods:
4568 * Deflate (zlib): `"deflate"`
4569 * `...` indicates method-specific arguments. Currently defined arguments
4571 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4572 * `minetest.decompress(compressed_data, method, ...)`: returns data
4573 * Decompress a string of data (using ZLib).
4574 * See documentation on `minetest.compress()` for supported compression
4576 * `...` indicates method-specific arguments. Currently, no methods use this
4577 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4578 * Each argument is a 8 Bit unsigned integer
4579 * Returns the ColorString from rgb or rgba values
4580 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4581 * `minetest.encode_base64(string)`: returns string encoded in base64
4582 * Encodes a string in base64.
4583 * `minetest.decode_base64(string)`: returns string
4584 * Decodes a string encoded in base64.
4585 * `minetest.is_protected(pos, name)`: returns boolean
4586 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4587 other actions, definable by mods, due to some mod-defined ownership-like
4589 * Returns false or nil, if the player is allowed to do such actions.
4590 * `name` will be "" for non-players or unknown players.
4591 * This function should be overridden by protection mods and should be used
4592 to check if a player can interact at a position.
4593 * This function should call the old version of itself if the position is
4594 not protected by the mod.
4597 local old_is_protected = minetest.is_protected
4598 function minetest.is_protected(pos, name)
4599 if mymod:position_protected_from(pos, name) then
4602 return old_is_protected(pos, name)
4604 * `minetest.record_protection_violation(pos, name)`
4605 * This function calls functions registered with
4606 `minetest.register_on_protection_violation`.
4607 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4608 * Returns the position of the first node that `player_name` may not modify
4609 in the specified cuboid between `pos1` and `pos2`.
4610 * Returns `false` if no protections were found.
4611 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4612 The points are spaced evenly throughout the volume and have a spacing
4613 similar to, but no larger than, `interval`.
4614 * All corners and edges of the defined volume are checked.
4615 * `interval` defaults to 4.
4616 * `interval` should be carefully chosen and maximised to avoid an excessive
4617 number of points being checked.
4618 * Like `minetest.is_protected`, this function may be extended or
4619 overwritten by mods to provide a faster implementation to check the
4620 cuboid for intersections.
4621 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4622 orient_flags, prevent_after_place])`
4623 * Attempt to predict the desired orientation of the facedir-capable node
4624 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4625 or hanging from the ceiling).
4626 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4627 stacks are handled normally.
4628 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4629 * `invert_wall`: if `true`, place wall-orientation on the ground and
4630 ground-orientation on the wall.
4631 * `force_wall` : if `true`, always place the node in wall orientation.
4632 * `force_ceiling`: if `true`, always place on the ceiling.
4633 * `force_floor`: if `true`, always place the node on the floor.
4634 * `force_facedir`: if `true`, forcefully reset the facedir to north
4635 when placing on the floor or ceiling.
4636 * The first four options are mutually-exclusive; the last in the list
4637 takes precedence over the first.
4638 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4639 * Returns the new itemstack after placement
4640 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4641 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4642 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4643 parameter and `prevent_after_place` set to `true`.
4645 * `minetest.forceload_block(pos[, transient])`
4646 * forceloads the position `pos`.
4647 * returns `true` if area could be forceloaded
4648 * If `transient` is `false` or absent, the forceload will be persistent
4649 (saved between server runs). If `true`, the forceload will be transient
4650 (not saved between server runs).
4652 * `minetest.forceload_free_block(pos[, transient])`
4653 * stops forceloading the position `pos`
4654 * If `transient` is `false` or absent, frees a persistent forceload.
4655 If `true`, frees a transient forceload.
4657 * `minetest.request_insecure_environment()`: returns an environment containing
4658 insecure functions if the calling mod has been listed as trusted in the
4659 `secure.trusted_mods` setting or security is disabled, otherwise returns
4661 * Only works at init time and must be called from the mod's main scope (not
4663 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4664 IT IN A LOCAL VARIABLE!**
4666 * `minetest.global_exists(name)`
4667 * Checks if a global variable has been set, without triggering a warning.
4672 * `minetest.env`: `EnvRef` of the server environment and world.
4673 * Any function in the minetest namespace can be called using the syntax
4674 `minetest.env:somefunction(somearguments)`
4675 instead of `minetest.somefunction(somearguments)`
4676 * Deprecated, but support is not to be dropped soon
4681 ### Registered definition tables
4683 * `minetest.registered_items`
4684 * Map of registered items, indexed by name
4685 * `minetest.registered_nodes`
4686 * Map of registered node definitions, indexed by name
4687 * `minetest.registered_craftitems`
4688 * Map of registered craft item definitions, indexed by name
4689 * `minetest.registered_tools`
4690 * Map of registered tool definitions, indexed by name
4691 * `minetest.registered_entities`
4692 * Map of registered entity prototypes, indexed by name
4693 * `minetest.object_refs`
4694 * Map of object references, indexed by active object id
4695 * `minetest.luaentities`
4696 * Map of Lua entities, indexed by active object id
4697 * `minetest.registered_abms`
4698 * List of ABM definitions
4699 * `minetest.registered_lbms`
4700 * List of LBM definitions
4701 * `minetest.registered_aliases`
4702 * Map of registered aliases, indexed by name
4703 * `minetest.registered_ores`
4704 * Map of registered ore definitions, indexed by the `name` field.
4705 * If `name` is nil, the key is the ID returned by `minetest.register_ore`.
4706 * `minetest.registered_biomes`
4707 * Map of registered biome definitions, indexed by the `name` field.
4708 * If `name` is nil, the key is the ID returned by `minetest.register_biome`.
4709 * `minetest.registered_decorations`
4710 * Map of registered decoration definitions, indexed by the `name` field.
4711 * If `name` is nil, the key is the ID returned by
4712 `minetest.register_decoration`.
4713 * `minetest.registered_schematics`
4714 * Map of registered schematic definitions, indexed by the `name` field.
4715 * If `name` is nil, the key is the ID returned by
4716 `minetest.register_schematic`.
4717 * `minetest.registered_chatcommands`
4718 * Map of registered chat command definitions, indexed by name
4719 * `minetest.registered_privileges`
4720 * Map of registered privilege definitions, indexed by name
4722 ### Registered callback tables
4724 All callbacks registered with [Global callback registration functions] are added
4725 to corresponding `minetest.registered_*` tables.
4733 Sorted alphabetically.
4738 A fast access data structure to store areas, and find areas near a given
4740 Every area has a `data` string attribute to store additional information.
4741 You can create an empty `AreaStore` by calling `AreaStore()`, or
4742 `AreaStore(type_name)`.
4743 If you chose the parameter-less constructor, a fast implementation will be
4744 automatically chosen for you.
4748 * `get_area(id, include_borders, include_data)`: returns the area with the id
4750 (optional) Boolean values `include_borders` and `include_data` control what's
4752 Returns nil if specified area id does not exist.
4753 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4754 that contain the position `pos`.
4755 (optional) Boolean values `include_borders` and `include_data` control what's
4757 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4758 returns all areas that contain all nodes inside the area specified by `edge1`
4759 and `edge2` (inclusive).
4760 If `accept_overlap` is true, also areas are returned that have nodes in
4761 common with the specified area.
4762 (optional) Boolean values `include_borders` and `include_data` control what's
4764 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4765 Returns the new area's ID, or nil if the insertion failed.
4766 The (inclusive) positions `edge1` and `edge2` describe the area.
4767 `data` is a string stored with the area. If passed, `id` will be used as the
4768 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4769 the `id` parameter you must always use it, or insertions are likely to fail
4771 * `reserve(count)`: reserves resources for at most `count` many contained
4773 Only needed for efficiency, and only some implementations profit.
4774 * `remove_area(id)`: removes the area with the given id from the store, returns
4776 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4777 Calling invalidates the cache, so that its elements have to be newly
4779 * `params` is a table with the following fields:
4781 enabled = boolean, -- Whether to enable, default true
4782 block_radius = int, -- The radius (in nodes) of the areas the cache
4783 -- generates prefiltered lists for, minimum 16,
4785 limit = int, -- The cache size, minimum 20, default 1000
4786 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4788 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4790 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4792 Returns success and, optionally, an error message.
4793 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4799 An `InvRef` is a reference to an inventory.
4803 * `is_empty(listname)`: return `true` if list is empty
4804 * `get_size(listname)`: get size of a list
4805 * `set_size(listname, size)`: set size of a list
4806 * returns `false` on error (e.g. invalid `listname` or `size`)
4807 * `get_width(listname)`: get width of a list
4808 * `set_width(listname, width)`: set width of list; currently used for crafting
4809 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4810 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4811 * `get_list(listname)`: return full list
4812 * `set_list(listname, list)`: set full list (size will not change)
4813 * `get_lists()`: returns list of inventory lists
4814 * `set_lists(lists)`: sets inventory lists (size will not change)
4815 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4817 * `room_for_item(listname, stack):` returns `true` if the stack of items
4818 can be fully added to the list
4819 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4820 the stack of items can be fully taken from the list.
4821 If `match_meta` is false, only the items' names are compared
4823 * `remove_item(listname, stack)`: take as many items as specified from the
4824 list, returns the items that were actually removed (as an `ItemStack`)
4825 -- note that any item metadata is ignored, so attempting to remove a specific
4826 unique item this way will likely remove the wrong one -- to do that use
4827 `set_stack` with an empty `ItemStack`.
4828 * `get_location()`: returns a location compatible to
4829 `minetest.get_inventory(location)`.
4830 * returns `{type="undefined"}` in case location is not known
4835 An `ItemStack` is a stack of items.
4837 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4838 an itemstring, a table or `nil`.
4842 * `is_empty()`: returns `true` if stack is empty.
4843 * `get_name()`: returns item name (e.g. `"default:stone"`).
4844 * `set_name(item_name)`: returns a boolean indicating whether the item was
4846 * `get_count()`: Returns number of items on the stack.
4847 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4848 * `count`: number, unsigned 16 bit integer
4849 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4850 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4851 * `wear`: number, unsigned 16 bit integer
4852 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4853 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4855 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4856 * `clear()`: removes all items from the stack, making it empty.
4857 * `replace(item)`: replace the contents of this stack.
4858 * `item` can also be an itemstring or table.
4859 * `to_string()`: returns the stack in itemstring form.
4860 * `to_table()`: returns the stack in Lua table form.
4861 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4863 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4864 * `is_known()`: returns `true` if the item name refers to a defined item type.
4865 * `get_definition()`: returns the item definition table.
4866 * `get_tool_capabilities()`: returns the digging properties of the item,
4867 or those of the hand if none are defined for this item type
4868 * `add_wear(amount)`
4869 * Increases wear by `amount` if the item is a tool
4870 * `amount`: number, integer
4871 * `add_item(item)`: returns leftover `ItemStack`
4872 * Put some item or stack onto this stack
4873 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4875 * `take_item(n)`: returns taken `ItemStack`
4876 * Take (and remove) up to `n` items from this stack
4877 * `n`: number, default: `1`
4878 * `peek_item(n)`: returns taken `ItemStack`
4879 * Copy (don't remove) up to `n` items from this stack
4880 * `n`: number, default: `1`
4885 ItemStack metadata: reference extra data and functionality stored in a stack.
4886 Can be obtained via `item:get_meta()`.
4890 * All methods in MetaDataRef
4891 * `set_tool_capabilities([tool_capabilities])`
4892 * Overrides the item's tool capabilities
4893 * A nil value will clear the override data and restore the original
4899 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
4903 * `contains(key)`: Returns true if key present, otherwise false.
4904 * Returns `nil` when the MetaData is inexistent.
4905 * `get(key)`: Returns `nil` if key not present, else the stored string.
4906 * `set_string(key, value)`: Value of `""` will delete the key.
4907 * `get_string(key)`: Returns `""` if key not present.
4908 * `set_int(key, value)`
4909 * `get_int(key)`: Returns `0` if key not present.
4910 * `set_float(key, value)`
4911 * `get_float(key)`: Returns `0` if key not present.
4912 * `to_table()`: returns `nil` or a table with keys:
4913 * `fields`: key-value storage
4914 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
4915 * `from_table(nil or {})`
4916 * Any non-table value will clear the metadata
4917 * See [Node Metadata] for an example
4918 * returns `true` on success
4920 * returns `true` if this metadata has the same key-value pairs as `other`
4925 An interface to use mod channels on client and server
4929 * `leave()`: leave the mod channel.
4930 * Server leaves channel `channel_name`.
4931 * No more incoming or outgoing messages can be sent to this channel from
4933 * This invalidate all future object usage.
4934 * Ensure you set mod_channel to nil after that to free Lua resources.
4935 * `is_writeable()`: returns true if channel is writeable and mod can send over
4937 * `send_all(message)`: Send `message` though the mod channel.
4938 * If mod channel is not writeable or invalid, message will be dropped.
4939 * Message size is limited to 65535 characters by protocol.
4944 Node metadata: reference extra data and functionality stored in a node.
4945 Can be obtained via `minetest.get_meta(pos)`.
4949 * All methods in MetaDataRef
4950 * `get_inventory()`: returns `InvRef`
4951 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
4952 This will prevent them from being sent to the client. Note that the "private"
4953 status will only be remembered if an associated key-value pair exists,
4954 meaning it's best to call this when initializing all other meta (e.g.
4960 Node Timers: a high resolution persistent per-node timer.
4961 Can be gotten via `minetest.get_node_timer(pos)`.
4965 * `set(timeout,elapsed)`
4966 * set a timer's state
4967 * `timeout` is in seconds, and supports fractional values (0.1 etc)
4968 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
4969 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
4973 * equivalent to `set(timeout,0)`
4976 * `get_timeout()`: returns current timeout in seconds
4977 * if `timeout` equals `0`, timer is inactive
4978 * `get_elapsed()`: returns current elapsed time in seconds
4979 * the node's `on_timer` function will be called after `(timeout - elapsed)`
4981 * `is_started()`: returns boolean state of timer
4982 * returns `true` if timer is started, otherwise `false`
4987 Moving things in the game are generally these.
4989 This is basically a reference to a C++ `ServerActiveObject`
4993 * `remove()`: remove object (after returning from Lua)
4994 * Note: Doesn't work on players, use `minetest.kick_player` instead
4995 * `get_pos()`: returns `{x=num, y=num, z=num}`
4996 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
4997 * `move_to(pos, continuous=false)`: interpolated move
4998 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
4999 * `puncher` = another `ObjectRef`,
5000 * `time_from_last_punch` = time since last punch action of the puncher
5001 * `direction`: can be `nil`
5002 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5003 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5004 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5005 * See reason in register_on_player_hpchange
5006 * `get_inventory()`: returns an `InvRef`
5007 * `get_wield_list()`: returns the name of the inventory list the wielded item
5009 * `get_wield_index()`: returns the index of the wielded item
5010 * `get_wielded_item()`: returns an `ItemStack`
5011 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5013 * `set_armor_groups({group1=rating, group2=rating, ...})`
5014 * `get_armor_groups()`: returns a table with the armor group ratings
5015 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5016 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5017 * `frame_speed`: number, default: `15.0`
5018 * `frame_blend`: number, default: `0.0`
5019 * `frame_loop`: boolean, default: `true`
5020 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5022 * `set_animation_frame_speed(frame_speed)`
5023 * `frame_speed`: number, default: `15.0`
5024 * `set_attach(parent, bone, position, rotation)`
5026 * `position`: `{x=num, y=num, z=num}` (relative)
5027 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5028 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5031 * `set_bone_position(bone, position, rotation)`
5033 * `position`: `{x=num, y=num, z=num}` (relative)
5034 * `rotation`: `{x=num, y=num, z=num}`
5035 * `get_bone_position(bone)`: returns position and rotation of the bone
5036 * `set_properties(object property table)`
5037 * `get_properties()`: returns object property table
5038 * `is_player()`: returns true for players, false otherwise
5039 * `get_nametag_attributes()`
5040 * returns a table with the attributes of the nametag of an object
5042 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5045 * `set_nametag_attributes(attributes)`
5046 * sets the attributes of the nametag of an object
5050 text = "My Nametag",
5053 #### LuaEntitySAO-only (no-op for other objects)
5055 * `set_velocity(vel)`
5056 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5057 * `add_velocity(vel)`
5058 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5059 * In comparison to using get_velocity, adding the velocity and then using
5060 set_velocity, add_velocity is supposed to avoid synchronization problems.
5061 * `get_velocity()`: returns the velocity, a vector
5062 * `set_acceleration(acc)`
5064 * `get_acceleration()`: returns the acceleration, a vector
5065 * `set_rotation(rot)`
5066 * `rot` is a vector (radians)
5067 * `get_rotation()` : returns the rotation, a vector (radians)
5068 * `set_yaw(radians)`
5069 * `get_yaw()`: returns number in radians
5070 * `set_texture_mod(mod)`
5071 * `get_texture_mod()` returns current texture modifier
5072 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5073 * Select sprite from spritesheet with optional animation and Dungeon Master
5074 style texture selection based on yaw relative to camera
5075 * `p`: {x=number, y=number}, the coordinate of the first frame
5076 (x: column, y: row), default: `{x=0, y=0}`
5077 * `num_frames`: number, default: `1`
5078 * `framelength`: number, default: `0.2`
5079 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5080 Master mob, default: `false`
5081 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5084 #### Player-only (no-op for other objects)
5086 * `get_player_name()`: returns `""` if is not a player
5087 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5088 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5089 * `get_look_dir()`: get camera direction as a unit vector
5090 * `get_look_vertical()`: pitch in radians
5091 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5093 * `get_look_horizontal()`: yaw in radians
5094 * Angle is counter-clockwise from the +z direction.
5095 * `set_look_vertical(radians)`: sets look pitch
5096 * radians: Angle from looking forward, where positive is downwards.
5097 * `set_look_horizontal(radians)`: sets look yaw
5098 * radians: Angle from the +z direction, where positive is counter-clockwise.
5099 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5100 `get_look_vertical`.
5101 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5103 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5104 `get_look_horizontal`.
5105 * Angle is counter-clockwise from the +x direction.
5106 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5107 `set_look_vertical`.
5108 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5109 `set_look_horizontal`.
5110 * `get_breath()`: returns players breath
5111 * `set_breath(value)`: sets players breath
5113 * `0`: player is drowning
5114 * max: bubbles bar is not shown
5115 * See [Object properties] for more information
5116 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5117 * Sets an extra attribute with value on player.
5118 * `value` must be a string, or a number which will be converted to a
5120 * If `value` is `nil`, remove attribute from player.
5121 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5122 * Returns value (a string) for extra attribute.
5123 * Returns `nil` if no attribute found.
5124 * `get_meta()`: Returns a PlayerMetaRef.
5125 * `set_inventory_formspec(formspec)`
5126 * Redefine player's inventory form
5127 * Should usually be called in `on_joinplayer`
5128 * `get_inventory_formspec()`: returns a formspec string
5129 * `set_formspec_prepend(formspec)`:
5130 * the formspec string will be added to every formspec shown to the user,
5131 except for those with a no_prepend[] tag.
5132 * This should be used to set style elements such as background[] and
5133 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5134 * Only affects formspecs shown after this is called.
5135 * `get_formspec_prepend(formspec)`: returns a formspec string.
5136 * `get_player_control()`: returns table with player pressed keys
5137 * The table consists of fields with boolean value representing the pressed
5138 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5139 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5140 sneak=true, aux1=false, down=false, up=false}`
5141 * `get_player_control_bits()`: returns integer with bit packed player pressed
5143 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5145 * `set_physics_override(override_table)`
5146 * `override_table` is a table with the following fields:
5147 * `speed`: multiplier to default walking speed value (default: `1`)
5148 * `jump`: multiplier to default jump value (default: `1`)
5149 * `gravity`: multiplier to default gravity value (default: `1`)
5150 * `sneak`: whether player can sneak (default: `true`)
5151 * `sneak_glitch`: whether player can use the new move code replications
5152 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5154 * `new_move`: use new move/sneak code. When `false` the exact old code
5155 is used for the specific old sneak behaviour (default: `true`)
5156 * `get_physics_override()`: returns the table given to `set_physics_override`
5157 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5159 * `hud_remove(id)`: remove the HUD element of the specified id
5160 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5162 * element `stat` values:
5163 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5164 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5165 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5166 * `flags`: A table with the following fields set to boolean values
5174 * If a flag equals `nil`, the flag is not modified
5175 * `minimap`: Modifies the client's permission to view the minimap.
5176 The client may locally elect to not view the minimap.
5177 * `minimap_radar` is only usable when `minimap` is true
5178 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5179 * See `hud_set_flags` for a list of flags that can be toggled.
5180 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5181 * `count`: number of items, must be between `1` and `32`
5182 * `hud_get_hotbar_itemcount`: returns number of visible items
5183 * `hud_set_hotbar_image(texturename)`
5184 * sets background image for hotbar
5185 * `hud_get_hotbar_image`: returns texturename
5186 * `hud_set_hotbar_selected_image(texturename)`
5187 * sets image for selected item of hotbar
5188 * `hud_get_hotbar_selected_image`: returns texturename
5189 * `set_sky(bgcolor, type, {texture names}, clouds)`
5190 * `bgcolor`: ColorSpec, defaults to white
5191 * `type`: Available types:
5192 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5193 * `"skybox"`: Uses 6 textures, `bgcolor` used
5194 * `"plain"`: Uses 0 textures, `bgcolor` used
5195 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5196 `"plain"` custom skyboxes (default: `true`)
5197 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5198 * `set_clouds(parameters)`: set cloud parameters
5199 * `parameters` is a table with the following optional fields:
5200 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5201 * `color`: basic cloud color with alpha channel, ColorSpec
5202 (default `#fff0f0e5`).
5203 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5204 ColorSpec (alpha ignored, default `#000000`)
5205 * `height`: cloud height, i.e. y of cloud base (default per conf,
5207 * `thickness`: cloud thickness in nodes (default `16`)
5208 * `speed`: 2D cloud speed + direction in nodes per second
5209 (default `{x=0, z=-2}`).
5210 * `get_clouds()`: returns a table with the current cloud parameters as in
5212 * `override_day_night_ratio(ratio or nil)`
5213 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5215 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5216 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5217 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5218 set animation for player model in third person view
5220 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5221 {x=168, y=187}, -- walk animation key frames
5222 {x=189, y=198}, -- dig animation key frames
5223 {x=200, y=219}, -- walk+dig animation key frames
5224 frame_speed=30) -- animation frame speed
5225 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5227 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5229 * in first person view
5230 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5231 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5236 A 32-bit pseudorandom number generator.
5237 Uses PCG32, an algorithm of the permuted congruential generator family,
5238 offering very strong randomness.
5240 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5244 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5245 * `next(min, max)`: return next integer random number [`min`...`max`]
5246 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5247 random number [`min`...`max`].
5248 * This is only a rough approximation of a normal distribution with:
5249 * `mean = (max - min) / 2`, and
5250 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5251 * Increasing `num_trials` improves accuracy of the approximation
5256 A perlin noise generator.
5257 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5258 or `PerlinNoise(noiseparams)`.
5259 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5260 or `minetest.get_perlin(noiseparams)`.
5264 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5265 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5270 A fast, bulk perlin noise generator.
5272 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5273 `minetest.get_perlin_map(noiseparams, size)`.
5275 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5276 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5279 For each of the functions with an optional `buffer` parameter: If `buffer` is
5280 not nil, this table will be used to store the result instead of creating a new
5285 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5286 with values starting at `pos={x=,y=}`
5287 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5288 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5289 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5290 array of 2D noise with values starting at `pos={x=,y=}`
5291 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5292 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5293 is stored internally.
5294 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5295 is stored internally.
5296 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5297 returns a slice of the most recently computed noise results. The result slice
5298 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5299 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5301 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5302 It is important to note that `slice_offset` offset coordinates begin at 1,
5303 and are relative to the starting position of the most recently calculated
5305 To grab a single vertical column of noise starting at map coordinates
5306 x = 1023, y=1000, z = 1000:
5307 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5308 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5314 Uses the same method of storage as the deprecated player attribute API, so
5315 data there will also be in player meta.
5316 Can be obtained using `player:get_meta()`.
5320 * All methods in MetaDataRef
5325 A 16-bit pseudorandom number generator.
5326 Uses a well-known LCG algorithm introduced by K&R.
5328 It can be created via `PseudoRandom(seed)`.
5332 * `next()`: return next integer random number [`0`...`32767`]
5333 * `next(min, max)`: return next integer random number [`min`...`max`]
5334 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5335 due to the simple implementation making bad distribution otherwise.
5340 A raycast on the map. It works with selection boxes.
5341 Can be used as an iterator in a for loop as:
5343 local ray = Raycast(...)
5344 for pointed_thing in ray do
5348 The map is loaded as the ray advances. If the map is modified after the
5349 `Raycast` is created, the changes may or may not have an effect on the object.
5351 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5352 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5354 * `pos1`: start of the ray
5355 * `pos2`: end of the ray
5356 * `objects`: if false, only nodes will be returned. Default is true.
5357 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5361 * `next()`: returns a `pointed_thing` with exact pointing location
5362 * Returns the next thing pointed by the ray or nil.
5367 Interface for the operating system's crypto-secure PRNG.
5369 It can be created via `SecureRandom()`. The constructor returns nil if a
5370 secure random device cannot be found on the system.
5374 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5375 random bytes, as a string.
5380 An interface to read config files in the format of `minetest.conf`.
5382 It can be created via `Settings(filename)`.
5386 * `get(key)`: returns a value
5387 * `get_bool(key, [default])`: returns a boolean
5388 * `default` is the value returned if `key` is not found.
5389 * Returns `nil` if `key` is not found and `default` not specified.
5390 * `get_np_group(key)`: returns a NoiseParams table
5392 * Setting names can't contain whitespace or any of `="{}#`.
5393 * Setting values can't contain the sequence `\n"""`.
5394 * Setting names starting with "secure." can't be set on the main settings
5395 object (`minetest.settings`).
5396 * `set_bool(key, value)`
5397 * See documentation for set() above.
5398 * `set_np_group(key, value)`
5399 * `value` is a NoiseParams table.
5400 * Also, see documentation for set() above.
5401 * `remove(key)`: returns a boolean (`true` for success)
5402 * `get_names()`: returns `{key1,...}`
5403 * `write()`: returns a boolean (`true` for success)
5404 * Writes changes to file.
5405 * `to_table()`: returns `{[key1]=value1,...}`
5410 Mod metadata: per mod metadata, saved automatically.
5411 Can be obtained via `minetest.get_mod_storage()` during load time.
5415 * All methods in MetaDataRef
5426 Used by `ObjectRef` methods. Part of an Entity definition.
5430 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5433 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5436 -- For players only. Zoom FOV in degrees.
5437 -- Note that zoom loads and/or generates world beyond the server's
5438 -- maximum send and generate distances, so acts like a telescope.
5439 -- Smaller zoom_fov values increase the distance loaded/generated.
5440 -- Defaults to 15 in creative mode, 0 in survival mode.
5441 -- zoom_fov = 0 disables zooming for the player.
5444 -- For players only. Camera height above feet position in nodes.
5445 -- Defaults to 1.625.
5449 collide_with_objects = true,
5450 -- Collide with other objects if physical = true
5454 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5455 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5456 -- Selection box uses collision box dimensions when not set.
5457 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5461 -- Overrides selection box when false
5463 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5464 -- "cube" is a node-sized cube.
5465 -- "sprite" is a flat texture always facing the player.
5466 -- "upright_sprite" is a vertical flat texture.
5467 -- "mesh" uses the defined mesh model.
5468 -- "wielditem" is used for dropped items.
5469 -- (see builtin/game/item_entity.lua).
5470 -- For this use 'textures = {itemname}'.
5471 -- If the item has a 'wield_image' the object will be an extrusion of
5473 -- If 'itemname' is a cubic node or nodebox the object will appear
5474 -- identical to 'itemname'.
5475 -- If 'itemname' is a plantlike node the object will be an extrusion
5477 -- Otherwise for non-node items, the object will be an extrusion of
5478 -- 'inventory_image'.
5479 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5481 visual_size = {x = 1, y = 1},
5482 -- `x` multiplies horizontal (X and Z) visual size.
5483 -- `y` multiplies vertical (Y) visual size.
5488 -- Number of required textures depends on visual.
5489 -- "cube" uses 6 textures in the way a node does.
5490 -- "sprite" uses 1 texture.
5491 -- "upright_sprite" uses 2 textures: {front, back}.
5492 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5495 -- Number of required colors depends on visual
5497 use_texture_alpha = false,
5498 -- Use texture's alpha channel.
5499 -- Excludes "upright_sprite" and "wielditem".
5500 -- Note: currently causes visual issues when viewed through other
5501 -- semi-transparent materials such as water.
5503 spritediv = {x = 1, y = 1},
5504 -- Used with spritesheet textures for animation and/or frame selection
5505 -- according to position relative to player.
5506 -- Defines the number of columns and rows in the spritesheet:
5509 initial_sprite_basepos = {x = 0, y = 0},
5510 -- Used with spritesheet textures.
5511 -- Defines the {column, row} position of the initially used frame in the
5516 makes_footstep_sound = false,
5518 automatic_rotate = 0,
5519 -- Set constant rotation in radians per second, positive or negative.
5520 -- Set to 0 to disable constant rotation.
5524 automatic_face_movement_dir = 0.0,
5525 -- Automatically set yaw to movement direction, offset in degrees.
5526 -- 'false' to disable.
5528 automatic_face_movement_max_rotation_per_sec = -1,
5529 -- Limit automatic rotation to this value in degrees per second.
5530 -- No limit if value < 0.
5532 backface_culling = true,
5533 -- Set to false to disable backface_culling for model
5536 -- Add this much extra lighting when calculating texture color.
5537 -- Value < 0 disables light's effect on texture color.
5538 -- For faking self-lighting, UI style entities, or programmatic coloring
5542 -- By default empty, for players their name is shown if empty
5544 nametag_color = <ColorSpec>,
5545 -- Sets color of nametag
5548 -- By default empty, text to be shown when pointed at object
5551 -- If false, never save this object statically. It will simply be
5552 -- deleted when the block gets unloaded.
5553 -- The get_staticdata() callback is never called then.
5554 -- Defaults to 'true'.
5560 Used by `minetest.register_entity`.
5563 initial_properties = {
5565 mesh = "boats_boat.obj",
5568 -- A table of object properties, see the `Object properties` section.
5569 -- Object properties being read directly from the entity definition
5570 -- table is deprecated. Define object properties in this
5571 -- `initial_properties` table instead.
5573 on_activate = function(self, staticdata, dtime_s),
5575 on_step = function(self, dtime),
5577 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5579 on_rightclick = function(self, clicker),
5581 get_staticdata = function(self),
5582 -- Called sometimes; the string returned is passed to on_activate when
5583 -- the entity is re-activated from static state
5585 _custom_field = whatever,
5586 -- You can define arbitrary member variables here (see Item definition
5587 -- for more info) by using a '_' prefix
5590 ABM (ActiveBlockModifier) definition
5591 ------------------------------------
5593 Used by `minetest.register_abm`.
5596 label = "Lava cooling",
5597 -- Descriptive label for profiling purposes (optional).
5598 -- Definitions with identical labels will be listed as one.
5600 nodenames = {"default:lava_source"},
5601 -- Apply `action` function to these nodes.
5602 -- `group:groupname` can also be used here.
5604 neighbors = {"default:water_source", "default:water_flowing"},
5605 -- Only apply `action` to nodes that have one of, or any
5606 -- combination of, these neighbors.
5607 -- If left out or empty, any neighbor will do.
5608 -- `group:groupname` can also be used here.
5611 -- Operation interval in seconds
5614 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5618 -- If true, catch-up behaviour is enabled: The `chance` value is
5619 -- temporarily reduced when returning to an area to simulate time lost
5620 -- by the area being unattended. Note that the `chance` value can often
5623 action = function(pos, node, active_object_count, active_object_count_wider),
5624 -- Function triggered for each qualifying node.
5625 -- `active_object_count` is number of active objects in the node's
5627 -- `active_object_count_wider` is number of active objects in the node's
5628 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5629 -- mapblocks are unloaded an estmate is calculated for them based on
5630 -- loaded mapblocks.
5633 LBM (LoadingBlockModifier) definition
5634 -------------------------------------
5636 Used by `minetest.register_lbm`.
5639 label = "Upgrade legacy doors",
5640 -- Descriptive label for profiling purposes (optional).
5641 -- Definitions with identical labels will be listed as one.
5643 name = "modname:replace_legacy_door",
5645 nodenames = {"default:lava_source"},
5646 -- List of node names to trigger the LBM on.
5647 -- Also non-registered nodes will work.
5648 -- Groups (as of group:groupname) will work as well.
5650 run_at_every_load = false,
5651 -- Whether to run the LBM's action every time a block gets loaded,
5652 -- and not just for blocks that were saved last time before LBMs were
5653 -- introduced to the world.
5655 action = function(pos, node),
5662 * `{name="image.png", animation={Tile Animation definition}}`
5663 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5664 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5665 * backface culling enabled by default for most nodes
5666 * tileable flags are info for shaders, how they should treat texture
5667 when displacement mapping is used.
5668 Directions are from the point of view of the tile texture,
5669 not the node it's on.
5670 * align style determines whether the texture will be rotated with the node
5671 or kept aligned with its surroundings. "user" means that client
5672 setting will be used, similar to `glasslike_framed_optional`.
5673 Note: supported by solid nodes and nodeboxes only.
5674 * scale is used to make texture span several (exactly `scale`) nodes,
5675 instead of just one, in each direction. Works for world-aligned
5677 Note that as the effect is applied on per-mapblock basis, `16` should
5678 be equally divisible by `scale` or you may get wrong results.
5679 * `{name="image.png", color=ColorSpec}`
5680 * the texture's color will be multiplied with this color.
5681 * the tile's color overrides the owning node's color in all cases.
5682 * deprecated, yet still supported field names:
5685 Tile animation definition
5686 -------------------------
5689 type = "vertical_frames",
5692 -- Width of a frame in pixels
5695 -- Height of a frame in pixels
5705 -- Width in number of frames
5708 -- Height in number of frames
5711 -- Length of a single frame
5717 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5718 `minetest.register_tool`.
5721 description = "Steel Axe",
5724 -- key = name, value = rating; rating = 1..3.
5725 -- If rating not applicable, use 1.
5726 -- e.g. {wool = 1, fluffy = 3}
5727 -- {soil = 2, outerspace = 1, crumbly = 1}
5728 -- {bendy = 2, snappy = 1},
5729 -- {hard = 1, metal = 1, spikes = 1}
5731 inventory_image = "default_tool_steelaxe.png",
5733 inventory_overlay = "overlay.png",
5734 -- An overlay which does not get colorized
5741 -- An image file containing the palette of a node.
5742 -- You can set the currently used color as the "palette_index" field of
5743 -- the item stack metadata.
5744 -- The palette is always stretched to fit indices between 0 and 255, to
5745 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5747 color = "0xFFFFFFFF",
5748 -- The color of the item. The palette overrides this.
5750 wield_scale = {x = 1, y = 1, z = 1},
5756 liquids_pointable = false,
5758 -- See "Tools" section
5759 tool_capabilities = {
5760 full_punch_interval = 1.0,
5764 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5765 uses = 20, maxlevel = 2},
5767 damage_groups = {groupname = damage},
5770 node_placement_prediction = nil,
5771 -- If nil and item is node, prediction is made automatically.
5772 -- If nil and item is not a node, no prediction is made.
5773 -- If "" and item is anything, no prediction is made.
5774 -- Otherwise should be name of node which the client immediately places
5775 -- on ground when the player places the item. Server will always update
5776 -- actual result to client in a short moment.
5778 node_dig_prediction = "air",
5779 -- if "", no prediction is made.
5780 -- if "air", node is removed.
5781 -- Otherwise should be name of node which the client immediately places
5782 -- upon digging. Server will always update actual result shortly.
5785 breaks = "default_tool_break", -- tools only
5786 place = <SimpleSoundSpec>,
5787 eat = <SimpleSoundSpec>,
5790 on_place = function(itemstack, placer, pointed_thing),
5791 -- Shall place item and return the leftover itemstack.
5792 -- The placer may be any ObjectRef or nil.
5793 -- default: minetest.item_place
5795 on_secondary_use = function(itemstack, user, pointed_thing),
5796 -- Same as on_place but called when pointing at nothing.
5797 -- The user may be any ObjectRef or nil.
5798 -- pointed_thing: always { type = "nothing" }
5800 on_drop = function(itemstack, dropper, pos),
5801 -- Shall drop item and return the leftover itemstack.
5802 -- The dropper may be any ObjectRef or nil.
5803 -- default: minetest.item_drop
5805 on_use = function(itemstack, user, pointed_thing),
5807 -- Function must return either nil if no item shall be removed from
5808 -- inventory, or an itemstack to replace the original itemstack.
5809 -- e.g. itemstack:take_item(); return itemstack
5810 -- Otherwise, the function is free to do what it wants.
5811 -- The user may be any ObjectRef or nil.
5812 -- The default functions handle regular use cases.
5814 after_use = function(itemstack, user, node, digparams),
5816 -- If defined, should return an itemstack and will be called instead of
5817 -- wearing out the tool. If returns nil, does nothing.
5818 -- If after_use doesn't exist, it is the same as:
5819 -- function(itemstack, user, node, digparams)
5820 -- itemstack:add_wear(digparams.wear)
5823 -- The user may be any ObjectRef or nil.
5825 _custom_field = whatever,
5826 -- Add your own custom fields. By convention, all custom field names
5827 -- should start with `_` to avoid naming collisions with future engine
5834 Used by `minetest.register_node`.
5837 -- <all fields allowed in item definitions>,
5839 drawtype = "normal", -- See "Node drawtypes"
5842 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5843 -- "firelike", "mesh".
5844 -- For plantlike and firelike, the image will start at the bottom of the
5845 -- node, for the other drawtypes the image will be centered on the node.
5846 -- Note that positioning for "torchlike" may still change.
5848 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5849 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5850 -- Old field name was 'tile_images'.
5851 -- List can be shortened to needed length.
5853 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5854 -- Same as `tiles`, but these textures are drawn on top of the base
5855 -- tiles. You can use this to colorize only specific parts of your
5856 -- texture. If the texture name is an empty string, that overlay is not
5857 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5858 -- overlays on very common nodes.
5860 special_tiles = {tile definition 1, Tile definition 2},
5861 -- Special textures of node; used rarely.
5862 -- Old field name was 'special_materials'.
5863 -- List can be shortened to needed length.
5866 -- The node's original color will be multiplied with this color.
5867 -- If the node has a palette, then this setting only has an effect in
5868 -- the inventory and on the wield item.
5870 use_texture_alpha = false,
5871 -- Use texture's alpha channel
5873 palette = "palette.png",
5874 -- The node's `param2` is used to select a pixel from the image.
5875 -- Pixels are arranged from left to right and from top to bottom.
5876 -- The node's color will be multiplied with the selected pixel's color.
5877 -- Tiles can override this behavior.
5878 -- Only when `paramtype2` supports palettes.
5880 post_effect_color = "green#0F",
5881 -- Screen tint if player is inside node, see "ColorSpec"
5883 paramtype = "none", -- See "Nodes"
5885 paramtype2 = "none", -- See "Nodes"
5887 place_param2 = nil, -- Force value for param2 when player places node
5889 is_ground_content = true,
5890 -- If false, the cave generator will not carve through this node
5892 sunlight_propagates = false,
5893 -- If true, sunlight will go infinitely through this node
5895 walkable = true, -- If true, objects collide with node
5897 pointable = true, -- If true, can be pointed at
5899 diggable = true, -- If false, can never be dug
5901 climbable = false, -- If true, can be climbed on (ladder)
5903 buildable_to = false, -- If true, placed nodes can replace this node
5906 -- If true, liquids flow into and replace this node.
5907 -- Warning: making a liquid node 'floodable' will cause problems.
5909 liquidtype = "none", -- "none" / "source" / "flowing"
5911 liquid_alternative_flowing = "", -- Flowing version of source liquid
5913 liquid_alternative_source = "", -- Source version of flowing liquid
5915 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5917 liquid_renewable = true,
5918 -- If true, a new liquid source can be created by placing two or more
5922 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
5923 -- Allows defining the nodebox height without using param2.
5924 -- The nodebox height is 'leveled' / 64 nodes.
5925 -- The maximum value of 'leveled' is 127.
5927 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
5930 -- Player will take this amount of damage if no bubbles are left
5933 -- Amount of light emitted by node.
5934 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
5935 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5938 damage_per_second = 0,
5939 -- If player is inside node, this damage is caused
5941 node_box = {type="regular"}, -- See "Node boxes"
5943 connects_to = nodenames,
5944 -- Used for nodebox nodes with the type == "connected".
5945 -- Specifies to what neighboring nodes connections will be drawn.
5946 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
5948 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5949 -- Tells connected nodebox nodes to connect only to these sides of this
5957 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5960 -- Custom selection box definition. Multiple boxes can be defined.
5961 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
5962 -- definition is used for the selection box.
5967 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5970 -- Custom collision box definition. Multiple boxes can be defined.
5971 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
5972 -- definition is used for the collision box.
5973 -- Both of the boxes above are defined as:
5974 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
5976 -- Support maps made in and before January 2012
5977 legacy_facedir_simple = false,
5978 legacy_wallmounted = false,
5981 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5982 -- 1 - wave node like plants (top of node moves, bottom is fixed)
5983 -- 2 - wave node like leaves (whole node moves side-to-side)
5984 -- caveats: not all models will properly wave.
5985 -- plantlike drawtype nodes can only wave like plants.
5986 -- allfaces_optional drawtype nodes can only wave like leaves.
5989 footstep = <SimpleSoundSpec>,
5990 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5991 dug = <SimpleSoundSpec>,
5992 place = <SimpleSoundSpec>,
5993 place_failed = <SimpleSoundSpec>,
5997 -- Name of dropped node when dug. Default is the node itself.
6000 -- Maximum number of items to drop
6002 -- Choose max_items randomly from this list
6005 items = {"foo:bar", "baz:frob"}, -- Items to drop
6006 rarity = 1, -- Probability of dropping is 1 / rarity
6007 inherit_color = true, -- Inherit palette color from the node
6012 on_construct = function(pos),
6013 -- Node constructor; called after adding node.
6014 -- Can set up metadata and stuff like that.
6015 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6018 on_destruct = function(pos),
6019 -- Node destructor; called before removing node.
6020 -- Not called for bulk node placement.
6023 after_destruct = function(pos, oldnode),
6024 -- Node destructor; called after removing node.
6025 -- Not called for bulk node placement.
6028 on_flood = function(pos, oldnode, newnode),
6029 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6030 -- `floodable = true` in the nodedef. Not called for bulk node placement
6031 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6032 -- node is not flooded, but on_flood callback will most likely be called
6033 -- over and over again every liquid update interval.
6035 -- Warning: making a liquid node 'floodable' will cause problems.
6037 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6038 -- Called when oldnode is about be converted to an item, but before the
6039 -- node is deleted from the world or the drops are added. This is
6040 -- generally the result of either the node being dug or an attached node
6041 -- becoming detached.
6042 -- drops is a table of ItemStacks, so any metadata to be preserved can
6043 -- be added directly to one or more of the dropped items. See
6044 -- "ItemStackMetaRef".
6047 after_place_node = function(pos, placer, itemstack, pointed_thing),
6048 -- Called after constructing node when node was placed using
6049 -- minetest.item_place_node / minetest.place_node.
6050 -- If return true no item is taken from itemstack.
6051 -- `placer` may be any valid ObjectRef or nil.
6054 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6055 -- oldmetadata is in table format.
6056 -- Called after destructing node when node was dug using
6057 -- minetest.node_dig / minetest.dig_node.
6060 can_dig = function(pos, [player]),
6062 on_punch = function(pos, node, puncher, pointed_thing),
6063 -- Returns true if node can be dug, or false if not.
6065 -- default: minetest.node_punch
6066 -- By default calls minetest.register_on_punchnode callbacks.
6068 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6070 -- itemstack will hold clicker's wielded item.
6071 -- Shall return the leftover itemstack.
6072 -- Note: pointed_thing can be nil, if a mod calls this function.
6073 -- This function does not get triggered by clients <=0.4.16 if the
6074 -- "formspec" node metadata field is set.
6076 on_dig = function(pos, node, digger),
6077 -- default: minetest.node_dig
6078 -- By default checks privileges, wears out tool and removes node.
6080 on_timer = function(pos, elapsed),
6082 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6083 -- elapsed is the total time passed since the timer was started.
6084 -- return true to run the timer for another cycle with the same timeout
6087 on_receive_fields = function(pos, formname, fields, sender),
6088 -- fields = {name1 = value1, name2 = value2, ...}
6089 -- Called when an UI form (e.g. sign text input) returns data.
6092 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6093 -- Called when a player wants to move items inside the inventory.
6094 -- Return value: number of items allowed to move.
6096 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6097 -- Called when a player wants to put something into the inventory.
6098 -- Return value: number of items allowed to put.
6099 -- Return value -1: Allow and don't modify item count in inventory.
6101 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6102 -- Called when a player wants to take something out of the inventory.
6103 -- Return value: number of items allowed to take.
6104 -- Return value -1: Allow and don't modify item count in inventory.
6106 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6107 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6108 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6109 -- Called after the actual action has happened, according to what was
6113 on_blast = function(pos, intensity),
6114 -- intensity: 1.0 = mid range of regular TNT.
6115 -- If defined, called when an explosion touches the node, instead of
6116 -- removing the node.
6122 Used by `minetest.register_craft`.
6127 output = 'default:pick_stone',
6129 {'default:cobble', 'default:cobble', 'default:cobble'},
6130 {'', 'default:stick', ''},
6131 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6133 replacements = <list of item pairs>,
6134 -- replacements: replace one input item with another item on crafting
6142 output = 'mushrooms:mushroom_stew',
6145 "mushrooms:mushroom_brown",
6146 "mushrooms:mushroom_red",
6148 replacements = <list of item pairs>,
6154 type = "toolrepair",
6155 additional_wear = -0.02,
6158 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6164 output = "default:glass",
6165 recipe = "default:sand",
6173 recipe = "bucket:bucket_lava",
6175 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6181 Used by `minetest.register_ore`.
6183 See [Ores] section above for essential information.
6186 ore_type = "scatter",
6188 ore = "default:stone_with_coal",
6191 -- Facedir rotation. Default is 0 (unchanged rotation)
6193 wherein = "default:stone",
6194 -- A list of nodenames is supported too
6196 clust_scarcity = 8 * 8 * 8,
6197 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6198 -- If the desired average distance between ores is 'd', set this to
6202 -- Number of ores in a cluster
6205 -- Size of the bounding box of the cluster.
6206 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6207 -- nodes are coal ore.
6211 -- Lower and upper limits for ore
6214 -- Attributes for the ore generation, see 'Ore attributes' section above
6216 noise_threshold = 0.5,
6217 -- If noise is above this threshold, ore is placed. Not needed for a
6218 -- uniform distribution.
6223 spread = {x = 100, y = 100, z = 100},
6228 -- NoiseParams structure describing one of the perlin noises used for
6229 -- ore distribution.
6230 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6231 -- Omit from "scatter" ore for a uniform ore distribution.
6232 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6235 biomes = {"desert", "rainforest"},
6236 -- List of biomes in which this ore occurs.
6237 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6238 -- being used does not support biomes.
6239 -- Can be a list of (or a single) biome names, IDs, or definitions.
6241 -- Type-specific parameters
6244 column_height_min = 1,
6245 column_height_max = 16,
6246 column_midpoint_factor = 0.5,
6252 spread = {x = 100, y = 100, z = 100},
6260 spread = {x = 100, y = 100, z = 100},
6267 random_factor = 1.0,
6270 np_stratum_thickness = {
6273 spread = {x = 100, y = 100, z = 100},
6278 stratum_thickness = 8,
6284 Used by `minetest.register_biome`.
6289 node_dust = "default:snow",
6290 -- Node dropped onto upper surface after all else is generated
6292 node_top = "default:dirt_with_snow",
6294 -- Node forming surface layer of biome and thickness of this layer
6296 node_filler = "default:permafrost",
6298 -- Node forming lower layer of biome and thickness of this layer
6300 node_stone = "default:bluestone",
6301 -- Node that replaces all stone nodes between roughly y_min and y_max.
6303 node_water_top = "default:ice",
6304 depth_water_top = 10,
6305 -- Node forming a surface layer in seawater with the defined thickness
6308 -- Node that replaces all seawater nodes not in the surface layer
6310 node_river_water = "default:ice",
6311 -- Node that replaces river water in mapgens that use
6312 -- default:river_water
6314 node_riverbed = "default:gravel",
6316 -- Node placed under river water and thickness of this layer
6318 node_cave_liquid = "default:water_source",
6319 -- Nodes placed as a blob of liquid in 50% of large caves.
6320 -- If absent, cave liquids fall back to classic behaviour of lava or
6321 -- water distributed according to a hardcoded 3D noise.
6323 node_dungeon = "default:cobble",
6324 -- Node used for primary dungeon structure.
6325 -- If absent, dungeon materials fall back to classic behaviour.
6326 -- If present, the following two nodes are also used.
6328 node_dungeon_alt = "default:mossycobble",
6329 -- Node used for randomly-distributed alternative structure nodes.
6330 -- If alternative structure nodes are not wanted leave this absent for
6331 -- performance reasons.
6333 node_dungeon_stair = "stairs:stair_cobble",
6334 -- Node used for dungeon stairs.
6335 -- If absent, stairs fall back to 'node_dungeon'.
6339 -- Upper and lower limits for biome.
6340 -- Alternatively you can use xyz limits as shown below.
6342 max_pos = {x = 31000, y = 128, z = 31000},
6343 min_pos = {x = -31000, y = 9, z = -31000},
6344 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6345 -- Biome is limited to a cuboid defined by these positions.
6346 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6347 -- 31000 in 'max_pos'.
6350 -- Vertical distance in nodes above 'y_max' over which the biome will
6351 -- blend with the biome above.
6352 -- Set to 0 for no vertical blend. Defaults to 0.
6355 humidity_point = 50,
6356 -- Characteristic temperature and humidity for the biome.
6357 -- These values create 'biome points' on a voronoi diagram with heat and
6358 -- humidity as axes. The resulting voronoi cells determine the
6359 -- distribution of the biomes.
6360 -- Heat and humidity have average values of 50, vary mostly between
6361 -- 0 and 100 but can exceed these values.
6364 Decoration definition
6365 ---------------------
6367 See [Decoration types]. Used by `minetest.register_decoration`.
6370 deco_type = "simple",
6372 place_on = "default:dirt_with_grass",
6373 -- Node (or list of nodes) that the decoration can be placed on
6376 -- Size of the square divisions of the mapchunk being generated.
6377 -- Determines the resolution of noise variation if used.
6378 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6379 -- equal to the chunk size.
6382 -- The value determines 'decorations per surface node'.
6383 -- Used only if noise_params is not specified.
6384 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6385 -- a different and much faster method.
6390 spread = {x = 100, y = 100, z = 100},
6397 -- NoiseParams structure describing the perlin noise used for decoration
6399 -- A noise value is calculated for each square division and determines
6400 -- 'decorations per surface node' within each division.
6401 -- If the noise value >= 10.0 complete coverage is enabled and
6402 -- decoration placement uses a different and much faster method.
6404 biomes = {"Oceanside", "Hills", "Plains"},
6405 -- List of biomes in which this decoration occurs. Occurs in all biomes
6406 -- if this is omitted, and ignored if the Mapgen being used does not
6408 -- Can be a list of (or a single) biome names, IDs, or definitions.
6412 -- Lower and upper limits for decoration.
6413 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6415 spawn_by = "default:water",
6416 -- Node (or list of nodes) that the decoration only spawns next to.
6417 -- Checks two horizontal planes of 8 neighbouring nodes (including
6418 -- diagonal neighbours), one plane level with the 'place_on' node and a
6419 -- plane one node above that.
6422 -- Number of spawn_by nodes that must be surrounding the decoration
6423 -- position to occur.
6424 -- If absent or -1, decorations occur next to any nodes.
6426 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6427 -- Flags for all decoration types.
6428 -- "liquid_surface": Instead of placement on the highest solid surface
6429 -- in a mapchunk column, placement is on the highest liquid surface.
6430 -- Placement is disabled if solid nodes are found above the liquid
6432 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6433 -- by the decoration.
6434 -- "all_floors", "all_ceilings": Instead of placement on the highest
6435 -- surface in a mapchunk the decoration is placed on all floor and/or
6436 -- ceiling surfaces, for example in caves and dungeons.
6437 -- Ceiling decorations act as an inversion of floor decorations so the
6438 -- effect of 'place_offset_y' is inverted.
6439 -- Y-slice probabilities do not function correctly for ceiling
6440 -- schematic decorations as the behaviour is unchanged.
6441 -- If a single decoration registration has both flags the floor and
6442 -- ceiling decorations will be aligned vertically.
6444 ----- Simple-type parameters
6446 decoration = "default:grass",
6447 -- The node name used as the decoration.
6448 -- If instead a list of strings, a randomly selected node from the list
6449 -- is placed as the decoration.
6452 -- Decoration height in nodes.
6453 -- If height_max is not 0, this is the lower limit of a randomly
6457 -- Upper limit of the randomly selected height.
6458 -- If absent, the parameter 'height' is used as a constant.
6461 -- Param2 value of decoration nodes.
6462 -- If param2_max is not 0, this is the lower limit of a randomly
6466 -- Upper limit of the randomly selected param2.
6467 -- If absent, the parameter 'param2' is used as a constant.
6470 -- Y offset of the decoration base node relative to the standard base
6472 -- Can be positive or negative. Default is 0.
6473 -- Effect is inverted for "all_ceilings" decorations.
6474 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6475 -- to the 'place_on' node.
6477 ----- Schematic-type parameters
6479 schematic = "foobar.mts",
6480 -- If schematic is a string, it is the filepath relative to the current
6481 -- working directory of the specified Minetest schematic file.
6482 -- Could also be the ID of a previously registered schematic.
6485 size = {x = 4, y = 6, z = 4},
6487 {name = "default:cobble", param1 = 255, param2 = 0},
6488 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6489 {name = "air", param1 = 255, param2 = 0},
6493 {ypos = 2, prob = 128},
6494 {ypos = 5, prob = 64},
6498 -- Alternative schematic specification by supplying a table. The fields
6499 -- size and data are mandatory whereas yslice_prob is optional.
6500 -- See 'Schematic specifier' for details.
6502 replacements = {["oldname"] = "convert_to", ...},
6504 flags = "place_center_x, place_center_y, place_center_z",
6505 -- Flags for schematic decorations. See 'Schematic attributes'.
6508 -- Rotation can be "0", "90", "180", "270", or "random"
6511 -- If the flag 'place_center_y' is set this parameter is ignored.
6512 -- Y offset of the schematic base node layer relative to the 'place_on'
6514 -- Can be positive or negative. Default is 0.
6515 -- Effect is inverted for "all_ceilings" decorations.
6516 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6517 -- to the 'place_on' node.
6520 Chat command definition
6521 -----------------------
6523 Used by `minetest.register_chatcommand`.
6526 params = "<name> <privilege>", -- Short parameter description
6528 description = "Remove privilege from player", -- Full description
6530 privs = {privs=true}, -- Require the "privs" privilege to run
6532 func = function(name, param),
6533 -- Called when command is run. Returns boolean success and text output.
6536 Note that in params, use of symbols is as follows:
6538 * `<>` signifies a placeholder to be replaced when the command is used. For
6539 example, when a player name is needed: `<name>`
6540 * `[]` signifies param is optional and not required when the command is used.
6541 For example, if you require param1 but param2 is optional:
6542 `<param1> [<param2>]`
6543 * `|` signifies exclusive or. The command requires one param from the options
6544 provided. For example: `<param1> | <param2>`
6545 * `()` signifies grouping. For example, when param1 and param2 are both
6546 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6548 Privilege definition
6549 --------------------
6551 Used by `minetest.register_privilege`.
6554 description = "Can teleport", -- Privilege description
6556 give_to_singleplayer = false,
6557 -- Whether to grant the privilege to singleplayer (default true).
6559 give_to_admin = true,
6560 -- Whether to grant the privilege to the server admin.
6561 -- Uses value of 'give_to_singleplayer' by default.
6563 on_grant = function(name, granter_name),
6564 -- Called when given to player 'name' by 'granter_name'.
6565 -- 'granter_name' will be nil if the priv was granted by a mod.
6567 on_revoke = function(name, revoker_name),
6568 -- Called when taken from player 'name' by 'revoker_name'.
6569 -- 'revoker_name' will be nil if the priv was revoked by a mod.
6571 -- Note that the above two callbacks will be called twice if a player is
6572 -- responsible, once with the player name, and then with a nil player
6574 -- Return true in the above callbacks to stop register_on_priv_grant or
6575 -- revoke being called.
6578 Detached inventory callbacks
6579 ----------------------------
6581 Used by `minetest.create_detached_inventory`.
6584 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6585 -- Called when a player wants to move items inside the inventory.
6586 -- Return value: number of items allowed to move.
6588 allow_put = function(inv, listname, index, stack, player),
6589 -- Called when a player wants to put something into the inventory.
6590 -- Return value: number of items allowed to put.
6591 -- Return value -1: Allow and don't modify item count in inventory.
6593 allow_take = function(inv, listname, index, stack, player),
6594 -- Called when a player wants to take something out of the inventory.
6595 -- Return value: number of items allowed to take.
6596 -- Return value -1: Allow and don't modify item count in inventory.
6598 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6599 on_put = function(inv, listname, index, stack, player),
6600 on_take = function(inv, listname, index, stack, player),
6601 -- Called after the actual action has happened, according to what was
6611 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6614 hud_elem_type = "image", -- See HUD element types
6615 -- Type of element, can be "image", "text", "statbar", or "inventory"
6617 position = {x=0.5, y=0.5},
6618 -- Left corner position of element
6622 scale = {x = 2, y = 2},
6629 -- Selected item in inventory. 0 for no item selected.
6632 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6634 alignment = {x=0, y=0},
6636 offset = {x=0, y=0},
6638 size = { x=100, y=100 },
6639 -- Size of element in pixels
6645 Used by `minetest.add_particle`.
6648 pos = {x=0, y=0, z=0},
6649 velocity = {x=0, y=0, z=0},
6650 acceleration = {x=0, y=0, z=0},
6651 -- Spawn particle at pos with velocity and acceleration
6654 -- Disappears after expirationtime seconds
6657 -- Scales the visual size of the particle texture.
6659 collisiondetection = false,
6660 -- If true collides with `walkable` nodes and, depending on the
6661 -- `object_collision` field, objects too.
6663 collision_removal = false,
6664 -- If true particle is removed when it collides.
6665 -- Requires collisiondetection = true to have any effect.
6667 object_collision = false,
6668 -- If true particle collides with objects that are defined as
6669 -- `physical = true,` and `collide_with_objects = true,`.
6670 -- Requires collisiondetection = true to have any effect.
6673 -- If true faces player using y axis only
6675 texture = "image.png",
6677 playername = "singleplayer",
6678 -- Optional, if specified spawns particle only on the player's client
6680 animation = {Tile Animation definition},
6681 -- Optional, specifies how to animate the particle texture
6684 -- Optional, specify particle self-luminescence in darkness.
6689 `ParticleSpawner` definition
6690 ----------------------------
6692 Used by `minetest.add_particlespawner`.
6696 -- Number of particles spawned over the time period `time`.
6699 -- Lifespan of spawner in seconds.
6700 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6701 -- a per-second basis.
6703 minpos = {x=0, y=0, z=0},
6704 maxpos = {x=0, y=0, z=0},
6705 minvel = {x=0, y=0, z=0},
6706 maxvel = {x=0, y=0, z=0},
6707 minacc = {x=0, y=0, z=0},
6708 maxacc = {x=0, y=0, z=0},
6713 -- The particles' properties are random values between the min and max
6715 -- pos, velocity, acceleration, expirationtime, size
6717 collisiondetection = false,
6718 -- If true collide with `walkable` nodes and, depending on the
6719 -- `object_collision` field, objects too.
6721 collision_removal = false,
6722 -- If true particles are removed when they collide.
6723 -- Requires collisiondetection = true to have any effect.
6725 object_collision = false,
6726 -- If true particles collide with objects that are defined as
6727 -- `physical = true,` and `collide_with_objects = true,`.
6728 -- Requires collisiondetection = true to have any effect.
6730 attached = ObjectRef,
6731 -- If defined, particle positions, velocities and accelerations are
6732 -- relative to this object's position and yaw
6735 -- If true face player using y axis only
6737 texture = "image.png",
6739 playername = "singleplayer",
6740 -- Optional, if specified spawns particles only on the player's client
6742 animation = {Tile Animation definition},
6743 -- Optional, specifies how to animate the particles' texture
6746 -- Optional, specify particle self-luminescence in darkness.
6750 `HTTPRequest` definition
6751 ------------------------
6753 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6756 url = "http://example.org",
6759 -- Timeout for connection in seconds. Default is 3 seconds.
6761 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6762 -- Optional, if specified a POST request with post_data is performed.
6763 -- Accepts both a string and a table. If a table is specified, encodes
6764 -- table as x-www-form-urlencoded key-value pairs.
6765 -- If post_data is not specified, a GET request is performed instead.
6767 user_agent = "ExampleUserAgent",
6768 -- Optional, if specified replaces the default minetest user agent with
6771 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6772 -- Optional, if specified adds additional headers to the HTTP request.
6773 -- You must make sure that the header strings follow HTTP specification
6777 -- Optional, if true performs a multipart HTTP request.
6778 -- Default is false.
6781 `HTTPRequestResult` definition
6782 ------------------------------
6784 Passed to `HTTPApiTable.fetch` callback. Returned by
6785 `HTTPApiTable.fetch_async_get`.
6789 -- If true, the request has finished (either succeeded, failed or timed
6793 -- If true, the request was successful
6796 -- If true, the request timed out
6804 Authentication handler definition
6805 ---------------------------------
6807 Used by `minetest.register_authentication_handler`.
6810 get_auth = function(name),
6811 -- Get authentication data for existing player `name` (`nil` if player
6813 -- Returns following structure:
6814 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6816 create_auth = function(name, password),
6817 -- Create new auth data for player `name`.
6818 -- Note that `password` is not plain-text but an arbitrary
6819 -- representation decided by the engine.
6821 delete_auth = function(name),
6822 -- Delete auth data of player `name`.
6823 -- Returns boolean indicating success (false if player is nonexistent).
6825 set_password = function(name, password),
6826 -- Set password of player `name` to `password`.
6827 -- Auth data should be created if not present.
6829 set_privileges = function(name, privileges),
6830 -- Set privileges of player `name`.
6831 -- `privileges` is in table form, auth data should be created if not
6834 reload = function(),
6835 -- Reload authentication data from the storage location.
6836 -- Returns boolean indicating success.
6838 record_login = function(name),
6839 -- Called when player joins, used for keeping track of last_login
6841 iterate = function(),
6842 -- Returns an iterator (use with `for` loops) for all player names
6843 -- currently in the auth database