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 `minetest.register_*` functions gets added to
863 the global `minetest.registered_*` tables.
865 * `minetest.register_entity(name, entity definition)`
866 * added to `minetest.registered_entities[name]`
868 * `minetest.register_node(name, node definition)`
869 * added to `minetest.registered_items[name]`
870 * added to `minetest.registered_nodes[name]`
872 * `minetest.register_tool(name, item definition)`
873 * added to `minetest.registered_items[name]`
875 * `minetest.register_craftitem(name, item definition)`
876 * added to `minetest.registered_items[name]`
878 * `minetest.unregister_item(name)`
879 * Unregisters the item name from engine, and deletes the entry with key
880 `name` from `minetest.registered_items` and from the associated item
881 table according to its nature: `minetest.registered_nodes[]` etc
883 * `minetest.register_biome(biome definition)`
884 * returns an integer uniquely identifying the registered biome
885 * added to `minetest.registered_biome` with the key of `biome.name`
886 * if `biome.name` is nil, the key is the returned ID
888 * `minetest.unregister_biome(name)`
889 * Unregisters the biome name from engine, and deletes the entry with key
890 `name` from `minetest.registered_biome`
892 * `minetest.register_ore(ore definition)`
893 * returns an integer uniquely identifying the registered ore
894 * added to `minetest.registered_ores` with the key of `ore.name`
895 * if `ore.name` is nil, the key is the returned ID
897 * `minetest.register_decoration(decoration definition)`
898 * returns an integer uniquely identifying the registered decoration
899 * added to `minetest.registered_decorations` with the key of
901 * if `decoration.name` is nil, the key is the returned ID
903 * `minetest.register_schematic(schematic definition)`
904 * returns an integer uniquely identifying the registered schematic
905 * added to `minetest.registered_schematic` with the key of `schematic.name`
906 * if `schematic.name` is nil, the key is the returned ID
907 * if the schematic is loaded from a file, schematic.name is set to the
909 * if the function is called when loading the mod, and schematic.name is a
910 relative path, then the current mod path will be prepended to the
913 * `minetest.clear_registered_biomes()`
914 * clears all biomes currently registered
916 * `minetest.clear_registered_ores()`
917 * clears all ores currently registered
919 * `minetest.clear_registered_decorations()`
920 * clears all decorations currently registered
922 * `minetest.clear_registered_schematics()`
923 * clears all schematics currently registered
925 Note that in some cases you will stumble upon things that are not contained
926 in these tables (e.g. when a mod has been removed). Always check for
927 existence before trying to access the fields.
929 Example: If you want to check the drawtype of a node, you could do:
931 local function get_nodedef_field(nodename, fieldname)
932 if not minetest.registered_nodes[nodename] then
935 return minetest.registered_nodes[nodename][fieldname]
937 local drawtype = get_nodedef_field(nodename, "drawtype")
945 Nodes are the bulk data of the world: cubes and other things that take the
946 space of a cube. Huge amounts of them are handled efficiently, but they
949 The definition of a node is stored and can be accessed by using
951 minetest.registered_nodes[node.name]
953 See [Registered definitions].
955 Nodes are passed by value between Lua and the engine.
956 They are represented by a table:
958 {name="name", param1=num, param2=num}
960 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
961 them for certain automated functions. If you don't use these functions, you can
962 use them to store arbitrary values.
967 The functions of `param1` and `param2` are determined by certain fields in the
970 `param1` is reserved for the engine when `paramtype != "none"`:
972 * `paramtype = "light"`
973 * The value stores light with and without sun in its upper and lower 4 bits
975 * Required by a light source node to enable spreading its light.
976 * Required by the following drawtypes as they determine their visual
977 brightness from their internal light value:
988 `param2` is reserved for the engine when any of these are used:
990 * `liquidtype = "flowing"`
991 * The level and some flags of the liquid is stored in `param2`
992 * `drawtype = "flowingliquid"`
993 * The drawn liquid level is read from `param2`
994 * `drawtype = "torchlike"`
995 * `drawtype = "signlike"`
996 * `paramtype2 = "wallmounted"`
997 * The rotation of the node is stored in `param2`. You can make this value
998 by using `minetest.dir_to_wallmounted()`.
999 * `paramtype2 = "facedir"`
1000 * The rotation of the node is stored in `param2`. Furnaces and chests are
1001 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1002 * Values range 0 - 23
1003 * facedir / 4 = axis direction:
1004 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1005 * facedir modulo 4 = rotation around that axis
1006 * `paramtype2 = "leveled"`
1007 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1009 * The level of the top face of the nodebox is stored in `param2`.
1010 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1012 * The nodebox height is (`param2` / 64) nodes.
1013 * The maximum accepted value of `param2` is 127.
1015 * The height of the 'plantlike' section is stored in `param2`.
1016 * The height is (`param2` / 16) nodes.
1017 * `paramtype2 = "degrotate"`
1018 * Only valid for "plantlike". The rotation of the node is stored in
1020 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1021 get the actual rotation in degrees of the node.
1022 * `paramtype2 = "meshoptions"`
1023 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
1024 can be used to change how the client draws plantlike nodes.
1025 * Bits 0, 1 and 2 form a mesh selector.
1026 Currently the following meshes are choosable:
1027 * 0 = a "x" shaped plant (ordinary plant)
1028 * 1 = a "+" shaped plant (just rotated 45 degrees)
1029 * 2 = a "*" shaped plant with 3 faces instead of 2
1030 * 3 = a "#" shaped plant with 4 faces instead of 2
1031 * 4 = a "#" shaped plant with 4 faces that lean outwards
1032 * 5-7 are unused and reserved for future meshes.
1033 * Bits 3 through 7 are optional flags that can be combined and give these
1035 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
1036 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
1037 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
1038 * bits 6-7 are reserved for future use.
1039 * `paramtype2 = "color"`
1040 * `param2` tells which color is picked from the palette.
1041 The palette should have 256 pixels.
1042 * `paramtype2 = "colorfacedir"`
1043 * Same as `facedir`, but with colors.
1044 * The first three bits of `param2` tells which color is picked from the
1045 palette. The palette should have 8 pixels.
1046 * `paramtype2 = "colorwallmounted"`
1047 * Same as `wallmounted`, but with colors.
1048 * The first five bits of `param2` tells which color is picked from the
1049 palette. The palette should have 32 pixels.
1050 * `paramtype2 = "glasslikeliquidlevel"`
1051 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1053 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1055 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1057 Nodes can also contain extra data. See [Node Metadata].
1062 There are a bunch of different looking node types.
1064 Look for examples in `games/minimal` or `games/minetest_game`.
1067 * A node-sized cube.
1069 * Invisible, uses no texture.
1071 * The cubic source node for a liquid.
1073 * The flowing version of a liquid, appears with various heights and slopes.
1075 * Often used for partially-transparent nodes.
1076 * Only external sides of textures are visible.
1077 * `glasslike_framed`
1078 * All face-connected nodes are drawn as one volume within a surrounding
1080 * The frame appearance is generated from the edges of the first texture
1081 specified in `tiles`. The width of the edges used are 1/16th of texture
1082 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1083 * The glass 'shine' (or other desired detail) on each node face is supplied
1084 by the second texture specified in `tiles`.
1085 * `glasslike_framed_optional`
1086 * This switches between the above 2 drawtypes according to the menu setting
1089 * Often used for partially-transparent nodes.
1090 * External and internal sides of textures are visible.
1091 * `allfaces_optional`
1092 * Often used for leaves nodes.
1093 * This switches between `normal`, `glasslike` and `allfaces` according to
1094 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1095 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1096 is used instead, if present. This allows a visually thicker texture to be
1097 used to compensate for how `glasslike` reduces visual thickness.
1099 * A single vertical texture.
1100 * If placed on top of a node, uses the first texture specified in `tiles`.
1101 * If placed against the underside of a node, uses the second texture
1102 specified in `tiles`.
1103 * If placed on the side of a node, uses the third texture specified in
1104 `tiles` and is perpendicular to that node.
1106 * A single texture parallel to, and mounted against, the top, underside or
1109 * Two vertical and diagonal textures at right-angles to each other.
1110 * See `paramtype2 = "meshoptions"` above for other options.
1112 * When above a flat surface, appears as 6 textures, the central 2 as
1113 `plantlike` plus 4 more surrounding those.
1114 * If not above a surface the central 2 do not appear, but the texture
1115 appears against the faces of surrounding nodes if they are present.
1117 * A 3D model suitable for a wooden fence.
1118 * One placed node appears as a single vertical post.
1119 * Adjacently-placed nodes cause horizontal bars to appear between them.
1121 * Often used for tracks for mining carts.
1122 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1123 curved, t-junction, crossing.
1124 * Each placed node automatically switches to a suitable rotated texture
1125 determined by the adjacent `raillike` nodes, in order to create a
1126 continuous track network.
1127 * Becomes a sloping node if placed against stepped nodes.
1129 * Often used for stairs and slabs.
1130 * Allows defining nodes consisting of an arbitrary number of boxes.
1131 * See [Node boxes] below for more information.
1133 * Uses models for nodes.
1134 * Tiles should hold model materials textures.
1135 * Only static meshes are implemented.
1136 * For supported model formats see Irrlicht engine documentation.
1137 * `plantlike_rooted`
1138 * Enables underwater `plantlike` without air bubbles around the nodes.
1139 * Consists of a base cube at the co-ordinates of the node plus a
1140 `plantlike` extension above with a height of `param2 / 16` nodes.
1141 * The `plantlike` extension visually passes through any nodes above the
1142 base cube without affecting them.
1143 * The base cube texture tiles are defined as normal, the `plantlike`
1144 extension uses the defined special tile, for example:
1145 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1147 `*_optional` drawtypes need less rendering time if deactivated
1148 (always client-side).
1153 Node selection boxes are defined using "node boxes".
1155 A nodebox is defined as any of:
1158 -- A normal cube; the default in most things
1162 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1164 fixed = box OR {box1, box2, ...}
1167 -- A variable height box (or boxes) with the top face position defined
1168 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1170 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1172 fixed = box OR {box1, box2, ...}
1175 -- A box like the selection box for torches
1176 -- (wallmounted param2 is used, if applicable)
1177 type = "wallmounted",
1183 -- A node that has optional boxes depending on neighbouring nodes'
1184 -- presence and type. See also `connects_to`.
1186 fixed = box OR {box1, box2, ...}
1187 connect_top = box OR {box1, box2, ...}
1188 connect_bottom = box OR {box1, box2, ...}
1189 connect_front = box OR {box1, box2, ...}
1190 connect_left = box OR {box1, box2, ...}
1191 connect_back = box OR {box1, box2, ...}
1192 connect_right = box OR {box1, box2, ...}
1193 -- The following `disconnected_*` boxes are the opposites of the
1194 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1195 -- on the respective side, the corresponding disconnected box is drawn.
1196 disconnected_top = box OR {box1, box2, ...}
1197 disconnected_bottom = box OR {box1, box2, ...}
1198 disconnected_front = box OR {box1, box2, ...}
1199 disconnected_left = box OR {box1, box2, ...}
1200 disconnected_back = box OR {box1, box2, ...}
1201 disconnected_right = box OR {box1, box2, ...}
1202 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1203 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1204 -- neighbours to the sides
1207 A `box` is defined as:
1209 {x1, y1, z1, x2, y2, z2}
1211 A box of a regular node would look like:
1213 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1224 The position field is used for all element types.
1226 To account for differing resolutions, the position coordinates are the
1227 percentage of the screen, ranging in value from `0` to `1`.
1229 The name field is not yet used, but should contain a description of what the
1230 HUD element represents. The direction field is the direction in which something
1233 `0` draws from left to right, `1` draws from right to left, `2` draws from
1234 top to bottom, and `3` draws from bottom to top.
1236 The `alignment` field specifies how the item will be aligned. It ranges from
1237 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1238 is to the right/down. Fractional values can be used.
1240 The `offset` field specifies a pixel offset from the position. Contrary to
1241 position, the offset is not scaled to screen size. This allows for some
1242 precisely positioned items in the HUD.
1244 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1247 Below are the specific uses for fields in each type; fields not listed for that
1251 Displays an image on the HUD.
1253 * `scale`: The scale of the image, with 1 being the original texture size.
1254 Only the X coordinate scale is used (positive values).
1255 Negative values represent that percentage of the screen it
1256 should take; e.g. `x=-100` means 100% (width).
1257 * `text`: The name of the texture that is displayed.
1258 * `alignment`: The alignment of the image.
1259 * `offset`: offset in pixels from position.
1263 Displays text on the HUD.
1265 * `scale`: Defines the bounding rectangle of the text.
1266 A value such as `{x=100, y=100}` should work.
1267 * `text`: The text to be displayed in the HUD element.
1268 * `number`: An integer containing the RGB value of the color used to draw the
1269 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1270 * `alignment`: The alignment of the text.
1271 * `offset`: offset in pixels from position.
1275 Displays a horizontal bar made up of half-images.
1277 * `text`: The name of the texture that is used.
1278 * `number`: The number of half-textures that are displayed.
1279 If odd, will end with a vertically center-split texture.
1281 * `offset`: offset in pixels from position.
1282 * `size`: If used, will force full-image size to this value (override texture
1287 * `text`: The name of the inventory list to be displayed.
1288 * `number`: Number of items in the inventory to be displayed.
1289 * `item`: Position of item that is selected.
1291 * `offset`: offset in pixels from position.
1295 Displays distance to selected world position.
1297 * `name`: The name of the waypoint.
1298 * `text`: Distance suffix. Can be blank.
1299 * `number:` An integer containing the RGB value of the color used to draw the
1301 * `world_pos`: World position of the waypoint.
1306 Representations of simple things
1307 ================================
1312 {x=num, y=num, z=num}
1314 For helper functions see [Spatial Vectors].
1319 * `{type="nothing"}`
1320 * `{type="node", under=pos, above=pos}`
1321 * `{type="object", ref=ObjectRef}`
1323 Exact pointing location (currently only `Raycast` supports these fields):
1324 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1325 point on the selection box which is pointed at. May be in the selection box
1326 if the pointer is in the box too.
1327 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1329 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1330 selected selection box. This specifies which face is pointed at.
1331 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1337 Flag Specifier Format
1338 =====================
1340 Flags using the standardized flag specifier format can be specified in either
1341 of two ways, by string or table.
1343 The string format is a comma-delimited set of flag names; whitespace and
1344 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1345 flag, and specifying a flag prefixed by the string `"no"` explicitly
1346 clears the flag from whatever the default may be.
1348 In addition to the standard string flag format, the schematic flags field can
1349 also be a table of flag names to boolean values representing whether or not the
1350 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1351 is present, mapped to a boolean of any value, the specified flag is unset.
1353 E.g. A flag field of value
1355 {place_center_x = true, place_center_y=false, place_center_z=true}
1359 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1361 which is equivalent to
1363 "place_center_x, noplace_center_y, place_center_z"
1367 "place_center_x, place_center_z"
1369 since, by default, no schematic attributes are set.
1380 There are three kinds of items: nodes, tools and craftitems.
1382 * Node: Can be placed in the world's voxel grid
1383 * Tool: Has a wear property but cannot be stacked. The default use action is to
1384 dig nodes or hit objects according to its tool capabilities.
1385 * Craftitem: Cannot dig nodes or be placed
1390 All item stacks have an amount between 0 and 65535. It is 1 by
1391 default. Tool item stacks can not have an amount greater than 1.
1393 Tools use a wear (damage) value ranging from 0 to 65535. The
1394 value 0 is the default and is used for unworn tools. The values
1395 1 to 65535 are used for worn tools, where a higher value stands for
1396 a higher wear. Non-tools always have a wear value of 0.
1401 Items and item stacks can exist in three formats: Serializes, table format
1404 When an item must be passed to a function, it can usually be in any of
1409 This is called "stackstring" or "itemstring". It is a simple string with
1410 1-3 components: the full item identifier, an optional amount and an optional
1413 <identifier> [<amount>[ <wear>]]
1417 * `'default:apple'`: 1 apple
1418 * `'default:dirt 5'`: 5 dirt
1419 * `'default:pick_stone'`: a new stone pickaxe
1420 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1428 {name="default:dirt", count=5, wear=0, metadata=""}
1430 A wooden pick about 1/3 worn out:
1432 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1436 {name="default:apple", count=1, wear=0, metadata=""}
1440 A native C++ format with many helper methods. Useful for converting
1441 between formats. See the [Class reference] section for details.
1449 In a number of places, there is a group table. Groups define the
1450 properties of a thing (item, node, armor of entity, capabilities of
1451 tool) in such a way that the engine and other mods can can interact with
1452 the thing without actually knowing what the thing is.
1457 Groups are stored in a table, having the group names with keys and the
1458 group ratings as values. For example:
1461 groups = {crumbly=3, soil=1}
1463 -- A more special dirt-kind of thing
1464 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1466 Groups always have a rating associated with them. If there is no
1467 useful meaning for a rating for an enabled group, it shall be `1`.
1469 When not defined, the rating of a group defaults to `0`. Thus when you
1470 read groups, you must interpret `nil` and `0` as the same value, `0`.
1472 You can read the rating of a group for an item or a node by using
1474 minetest.get_item_group(itemname, groupname)
1479 Groups of items can define what kind of an item it is (e.g. wool).
1484 In addition to the general item things, groups are used to define whether
1485 a node is destroyable and how long it takes to destroy by a tool.
1490 For entities, groups are, as of now, used only for calculating damage.
1491 The rating is the percentage of damage caused by tools with this damage group.
1492 See [Entity damage mechanism].
1494 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1495 object.set_armor_groups({fleshy=30, cracky=80})
1500 Groups in tools define which groups of nodes and entities they are
1503 Groups in crafting recipes
1504 --------------------------
1506 An example: Make meat soup from any meat, any water and any bowl:
1509 output = 'food:meat_soup_raw',
1515 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1518 Another example: Make red wool from white wool and red dye:
1522 output = 'wool:red',
1523 recipe = {'wool:white', 'group:dye,basecolor_red'},
1529 * `immortal`: Disables the group damage system for an entity
1530 * `punch_operable`: For entities; disables the regular damage mechanism for
1531 players punching it by hand or a non-tool item, so that it can do something
1532 else than take damage.
1533 * `level`: Can be used to give an additional sense of progression in the game.
1534 * A larger level will cause e.g. a weapon of a lower level make much less
1535 damage, and get worn out much faster, or not be able to get drops
1536 from destroyed nodes.
1537 * `0` is something that is directly accessible at the start of gameplay
1538 * There is no upper limit
1539 * `dig_immediate`: Player can always pick up node without reducing tool wear
1540 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1541 * `3`: the node always gets the digging time 0 seconds (torch)
1542 * `disable_jump`: Player (and possibly other things) cannot jump from node
1543 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1544 * `bouncy`: value is bounce speed in percent
1545 * `falling_node`: if there is no walkable block under the node it will fall
1546 * `attached_node`: if the node under it is not a walkable block the node will be
1547 dropped as an item. If the node is wallmounted the wallmounted direction is
1549 * `soil`: saplings will grow on nodes in this group
1550 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1551 connect to each other
1552 * `slippery`: Players and items will slide on the node.
1553 Slipperiness rises steadily with `slippery` value, starting at 1.
1554 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1555 `"toolrepair"` crafting recipe
1558 Known damage and digging time defining groups
1559 ---------------------------------------------
1561 * `crumbly`: dirt, sand
1562 * `cracky`: tough but crackable stuff like stone.
1563 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1564 plants, wire, sheets of metal
1565 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1566 * `fleshy`: Living things like animals and the player. This could imply
1567 some blood effects when hitting.
1568 * `explody`: Especially prone to explosions
1569 * `oddly_breakable_by_hand`:
1570 Can be added to nodes that shouldn't logically be breakable by the
1571 hand but are. Somewhat similar to `dig_immediate`, but times are more
1572 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1573 speed of a tool if the tool can dig at a faster speed than this
1574 suggests for the hand.
1576 Examples of custom groups
1577 -------------------------
1579 Item groups are often used for defining, well, _groups of items_.
1581 * `meat`: any meat-kind of a thing (rating might define the size or healing
1582 ability or be irrelevant -- it is not defined as of yet)
1583 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1585 * `flammable`: can be set on fire. Rating might define the intensity of the
1586 fire, affecting e.g. the speed of the spreading of an open fire.
1587 * `wool`: any wool (any origin, any color)
1588 * `metal`: any metal
1589 * `weapon`: any weapon
1590 * `heavy`: anything considerably heavy
1592 Digging time calculation specifics
1593 ----------------------------------
1595 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1596 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1597 faster digging time.
1599 The `level` group is used to limit the toughness of nodes a tool can dig
1600 and to scale the digging times / damage to a greater extent.
1602 **Please do understand this**, otherwise you cannot use the system to it's
1605 Tools define their properties by a list of parameters for groups. They
1606 cannot dig other groups; thus it is important to use a standard bunch of
1607 groups to enable interaction with tools.
1620 * Full punch interval
1621 * Maximum drop level
1622 * For an arbitrary list of groups:
1623 * Uses (until the tool breaks)
1624 * Maximum level (usually `0`, `1`, `2` or `3`)
1628 ### Full punch interval
1630 When used as a weapon, the tool will do full damage if this time is spent
1631 between punches. If e.g. half the time is spent, the tool will do half
1634 ### Maximum drop level
1636 Suggests the maximum level of node, when dug with the tool, that will drop
1637 it's useful item. (e.g. iron ore to drop a lump of iron).
1639 This is not automated; it is the responsibility of the node definition
1644 Determines how many uses the tool has when it is used for digging a node,
1645 of this group, of the maximum level. For lower leveled nodes, the use count
1646 is multiplied by `3^leveldiff`.
1648 * `uses=10, leveldiff=0`: actual uses: 10
1649 * `uses=10, leveldiff=1`: actual uses: 30
1650 * `uses=10, leveldiff=2`: actual uses: 90
1654 Tells what is the maximum level of a node of this group that the tool will
1659 List of digging times for different ratings of the group, for nodes of the
1662 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1663 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1664 for this group, and unable to dig the rating `1`, which is the toughest.
1665 Unless there is a matching group that enables digging otherwise.
1667 If the result digging time is 0, a delay of 0.15 seconds is added between
1668 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1669 i.e. players can more quickly click the nodes away instead of holding LMB.
1673 List of damage for groups of entities. See [Entity damage mechanism].
1675 Example definition of the capabilities of a tool
1676 ------------------------------------------------
1678 tool_capabilities = {
1679 full_punch_interval=1.5,
1682 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1684 damage_groups = {fleshy=2},
1687 This makes the tool be able to dig nodes that fulfil both of these:
1689 * Have the `crumbly` group
1690 * Have a `level` group less or equal to `2`
1692 Table of resulting digging times:
1694 crumbly 0 1 2 3 4 <- level
1696 1 0.80 1.60 1.60 - -
1697 2 0.60 1.20 1.20 - -
1698 3 0.40 0.80 0.80 - -
1700 level diff: 2 1 0 -1 -2
1702 Table of resulting tool uses:
1711 * At `crumbly==0`, the node is not diggable.
1712 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1713 easy nodes to be quickly breakable.
1714 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1719 Entity damage mechanism
1720 =======================
1725 foreach group in cap.damage_groups:
1726 damage += cap.damage_groups[group]
1727 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1728 * (object.armor_groups[group] / 100.0)
1729 -- Where object.armor_groups[group] is 0 for inexistent values
1732 Client predicts damage based on damage groups. Because of this, it is able to
1733 give an immediate response when an entity is damaged or dies; the response is
1734 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1736 Currently a smoke puff will appear when an entity dies.
1738 The group `immortal` completely disables normal damage.
1740 Entities can define a special armor group, which is `punch_operable`. This
1741 group disables the regular damage mechanism for players punching it by hand or
1742 a non-tool item, so that it can do something else than take damage.
1744 On the Lua side, every punch calls:
1746 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1749 This should never be called directly, because damage is usually not handled by
1752 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1753 accessed unless absolutely required, to encourage interoperability.
1754 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1755 * `tool_capabilities` can be `nil`.
1756 * `direction` is a unit vector, pointing from the source of the punch to
1758 * `damage` damage that will be done to entity
1759 Return value of this function will determine if damage is done by this function
1760 (retval true) or shall be done by engine (retval false)
1762 To punch an entity/object in Lua, call:
1764 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1766 * Return value is tool wear.
1767 * Parameters are equal to the above callback.
1768 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1769 will be automatically filled in based on the location of `puncher`.
1780 The instance of a node in the world normally only contains the three values
1781 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1782 It is called "node metadata"; See `NodeMetaRef`.
1784 Node metadata contains two things:
1789 Some of the values in the key-value store are handled specially:
1791 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1792 * `infotext`: Text shown on the screen when the node is pointed at
1796 local meta = minetest.get_meta(pos)
1797 meta:set_string("formspec",
1799 "list[context;main;0,0;8,4;]"..
1800 "list[current_player;main;0,5;8,4;]")
1801 meta:set_string("infotext", "Chest");
1802 local inv = meta:get_inventory()
1803 inv:set_size("main", 8*4)
1804 print(dump(meta:to_table()))
1807 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1808 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1809 [10] = "", [11] = "", [12] = "", [13] = "",
1810 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1811 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1812 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1813 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1817 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1825 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1827 Item metadata only contains a key-value store.
1829 Some of the values in the key-value store are handled specially:
1831 * `description`: Set the item stack's description. Defaults to
1833 * `color`: A `ColorString`, which sets the stack's color.
1834 * `palette_index`: If the item has a palette, this is used to get the
1835 current color from the palette.
1839 local meta = stack:get_meta()
1840 meta:set_string("key", "value")
1841 print(dump(meta:to_table()))
1849 Formspec defines a menu. Currently not much else than inventories are
1850 supported. It is a string, with a somewhat strange format.
1852 Spaces and newlines can be inserted between the blocks, as is used in the
1855 Position and size units are inventory slots, `X` and `Y` position the formspec
1856 element relative to the top left of the menu or container. `W` and `H` are its
1857 width and height values.
1858 When displaying text which can contain formspec code, e.g. text set by a player,
1859 use `minetest.formspec_escape`.
1860 For coloured text you can use `minetest.colorize`.
1862 WARNING: Minetest allows you to add elements to every single formspec instance
1863 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1864 appearing when you don't expect them to. See [`no_prepend[]`].
1872 list[context;main;0,0;8,4;]
1873 list[current_player;main;0,5;8,4;]
1878 list[context;fuel;2,3;1,1;]
1879 list[context;src;2,1;1,1;]
1880 list[context;dst;5,1;2,2;]
1881 list[current_player;main;0,5;8,4;]
1883 ### Minecraft-like player inventory
1886 image[1,0.6;1,2;player.png]
1887 list[current_player;main;0,3.5;8,4;]
1888 list[current_player;craft;3,0;3,3;]
1889 list[current_player;craftpreview;7,1;1,1;]
1894 ### `size[<W>,<H>,<fixed_size>]`
1896 * Define the size of the menu in inventory slots
1897 * `fixed_size`: `true`/`false` (optional)
1898 * deprecated: `invsize[<W>,<H>;]`
1900 ### `position[<X>,<Y>]`
1902 * Must be used after `size` element.
1903 * Defines the position on the game window of the formspec's `anchor` point.
1904 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1906 * [0.0, 0.0] sets the position to the top left corner of the game window.
1907 * [1.0, 1.0] sets the position to the bottom right of the game window.
1908 * Defaults to the center of the game window [0.5, 0.5].
1910 ### `anchor[<X>,<Y>]`
1912 * Must be used after both `size` and `position` (if present) elements.
1913 * Defines the location of the anchor point within the formspec.
1914 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1916 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1917 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1918 * Defaults to the center of the formspec [0.5, 0.5].
1920 * `position` and `anchor` elements need suitable values to avoid a formspec
1921 extending off the game window due to particular game window sizes.
1925 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1926 * Disables player:set_formspec_prepend() from applying to this formspec.
1928 ### `container[<X>,<Y>]`
1930 * Start of a container block, moves all physical elements in the container by
1932 * Must have matching `container_end`
1933 * Containers can be nested, in which case the offsets are added
1934 (child containers are relative to parent containers)
1936 ### `container_end[]`
1938 * End of a container, following elements are no longer relative to this
1941 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1943 * Show an inventory list
1945 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1947 * Show an inventory list
1949 ### `listring[<inventory location>;<list name>]`
1951 * Allows to create a ring of inventory lists
1952 * Shift-clicking on items in one element of the ring
1953 will send them to the next inventory list inside the ring
1954 * The first occurrence of an element inside the ring will
1955 determine the inventory where items will be sent to
1959 * Shorthand for doing `listring[<inventory location>;<list name>]`
1960 for the last two inventory lists added by list[...]
1962 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1964 * Sets background color of slots as `ColorString`
1965 * Sets background color of slots on mouse hovering
1967 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1969 * Sets background color of slots as `ColorString`
1970 * Sets background color of slots on mouse hovering
1971 * Sets color of slots border
1973 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1975 * Sets background color of slots as `ColorString`
1976 * Sets background color of slots on mouse hovering
1977 * Sets color of slots border
1978 * Sets default background color of tooltips
1979 * Sets default font color of tooltips
1981 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1983 * Adds tooltip for an element
1984 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1985 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1987 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1988 * Adds tooltip for an area. Other tooltips will take priority when present.
1989 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1990 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1992 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1996 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1998 * Show an inventory image of registered item/node
2000 ### `bgcolor[<color>;<fullscreen>]`
2002 * Sets background color of formspec as `ColorString`
2003 * If `true`, the background color is drawn fullscreen (does not affect the size
2006 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2008 * Use a background. Inventory rectangles are not drawn then.
2009 * Example for formspec 8x4 in 16x resolution: image shall be sized
2010 8 times 16px times 4 times 16px.
2012 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2014 * Use a background. Inventory rectangles are not drawn then.
2015 * Example for formspec 8x4 in 16x resolution:
2016 image shall be sized 8 times 16px times 4 times 16px
2017 * If `auto_clip` is `true`, the background is clipped to the formspec size
2018 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2020 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2022 * Textual password style field; will be sent to server when a button is clicked
2023 * When enter is pressed in field, fields.key_enter_field will be sent with the
2025 * Fields are a set height, but will be vertically centred on `H`
2026 * `name` is the name of the field as returned in fields to `on_receive_fields`
2027 * `label`, if not blank, will be text printed on the top left above the field
2028 * See `field_close_on_enter` to stop enter closing the formspec
2030 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2032 * Textual field; will be sent to server when a button is clicked
2033 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2034 the name of this field.
2035 * Fields are a set height, but will be vertically centred on `H`
2036 * `name` is the name of the field as returned in fields to `on_receive_fields`
2037 * `label`, if not blank, will be text printed on the top left above the field
2038 * `default` is the default value of the field
2039 * `default` may contain variable references such as `${text}` which
2040 will fill the value from the metadata value `text`
2041 * **Note**: no extra text or more than a single variable is supported ATM.
2042 * See `field_close_on_enter` to stop enter closing the formspec
2044 ### `field[<name>;<label>;<default>]`
2046 * As above, but without position/size units
2047 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2048 the name of this field.
2049 * Special field for creating simple forms, such as sign text input
2050 * Must be used without a `size[]` element
2051 * A "Proceed" button will be added automatically
2052 * See `field_close_on_enter` to stop enter closing the formspec
2054 ### `field_close_on_enter[<name>;<close_on_enter>]`
2056 * <name> is the name of the field
2057 * if <close_on_enter> is false, pressing enter in the field will submit the
2058 form but not close it.
2059 * defaults to true when not specified (ie: no tag for a field)
2061 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2063 * Same as fields above, but with multi-line input
2064 * If the text overflows, a vertical scrollbar is added.
2065 * If the name is empty, the textarea is read-only and
2066 the background is not shown, which corresponds to a multi-line label.
2068 ### `label[<X>,<Y>;<label>]`
2070 * The label formspec element displays the text set in `label`
2071 at the specified position.
2072 * The text is displayed directly without automatic line breaking,
2073 so label should not be used for big text chunks.
2075 ### `vertlabel[<X>,<Y>;<label>]`
2077 * Textual label drawn vertically
2078 * `label` is the text on the label
2080 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2082 * Clickable button. When clicked, fields will be sent.
2083 * Fixed button height. It will be vertically centred on `H`
2084 * `label` is the text on the button
2086 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2088 * `texture name` is the filename of an image
2090 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2092 * `texture name` is the filename of an image
2093 * `noclip=true` means the image button doesn't need to be within specified
2095 * `drawborder`: draw button border or not
2096 * `pressed texture name` is the filename of an image on pressed state
2098 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2100 * `item name` is the registered name of an item/node,
2101 tooltip will be made out of its description
2102 to override it use tooltip element
2104 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2106 * When clicked, fields will be sent and the form will quit.
2108 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2110 * When clicked, fields will be sent and the form will quit.
2112 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2114 * Scrollable item list showing arbitrary text elements
2115 * `name` fieldname sent to server on doubleclick value is current selected
2117 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2119 * if you want a listelement to start with "#" write "##".
2121 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2123 * Scrollable itemlist showing arbitrary text elements
2124 * `name` fieldname sent to server on doubleclick value is current selected
2126 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2127 * if you want a listelement to start with "#" write "##"
2128 * Index to be selected within textlist
2129 * `true`/`false`: draw transparent background
2130 * See also `minetest.explode_textlist_event`
2131 (main menu: `core.explode_textlist_event`).
2133 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2135 * Show a tab**header** at specific position (ignores formsize)
2136 * `name` fieldname data is transferred to Lua
2137 * `caption 1`...: name shown on top of tab
2138 * `current_tab`: index of selected tab 1...
2139 * `transparent` (optional): show transparent
2140 * `draw_border` (optional): draw border
2142 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2144 * Simple colored box
2145 * `color` is color specified as a `ColorString`.
2146 If the alpha component is left blank, the box will be semitransparent.
2148 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2150 * Show a dropdown field
2151 * **Important note**: There are two different operation modes:
2152 1. handle directly on change (only changed dropdown is submitted)
2153 2. read the value on pressing a button (all dropdown values are available)
2154 * `x` and `y` position of dropdown
2156 * Fieldname data is transferred to Lua
2157 * Items to be shown in dropdown
2158 * Index of currently selected dropdown item
2160 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2163 * `name` fieldname data is transferred to Lua
2164 * `label` to be shown left of checkbox
2165 * `selected` (optional): `true`/`false`
2167 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2170 * There are two ways to use it:
2171 1. handle the changed event (only changed scrollbar is available)
2172 2. read the value on pressing a button (all scrollbars are available)
2173 * `orientation`: `vertical`/`horizontal`
2174 * Fieldname data is transferred to Lua
2175 * Value this trackbar is set to (`0`-`1000`)
2176 * See also `minetest.explode_scrollbar_event`
2177 (main menu: `core.explode_scrollbar_event`).
2179 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2181 * Show scrollable table using options defined by the previous `tableoptions[]`
2182 * Displays cells as defined by the previous `tablecolumns[]`
2183 * `name`: fieldname sent to server on row select or doubleclick
2184 * `cell 1`...`cell n`: cell contents given in row-major order
2185 * `selected idx`: index of row to be selected within table (first row = `1`)
2186 * See also `minetest.explode_table_event`
2187 (main menu: `core.explode_table_event`).
2189 ### `tableoptions[<opt 1>;<opt 2>;...]`
2191 * Sets options for `table[]`
2193 * default text color (`ColorString`), defaults to `#FFFFFF`
2194 * `background=#RRGGBB`
2195 * table background color (`ColorString`), defaults to `#000000`
2196 * `border=<true/false>`
2197 * should the table be drawn with a border? (default: `true`)
2198 * `highlight=#RRGGBB`
2199 * highlight background color (`ColorString`), defaults to `#466432`
2200 * `highlight_text=#RRGGBB`
2201 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2202 * `opendepth=<value>`
2203 * all subtrees up to `depth < value` are open (default value = `0`)
2204 * only useful when there is a column of type "tree"
2206 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2208 * Sets columns for `table[]`
2209 * Types: `text`, `image`, `color`, `indent`, `tree`
2210 * `text`: show cell contents as text
2211 * `image`: cell contents are an image index, use column options to define
2213 * `color`: cell contents are a ColorString and define color of following
2215 * `indent`: cell contents are a number and define indentation of following
2217 * `tree`: same as indent, but user can open and close subtrees
2221 * for `text` and `image`: content alignment within cells.
2222 Available values: `left` (default), `center`, `right`, `inline`
2224 * for `text` and `image`: minimum width in em (default: `0`)
2225 * for `indent` and `tree`: indent width in em (default: `1.5`)
2226 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2227 Exception: defaults to 0 for indent columns
2228 * `tooltip=<value>`: tooltip text (default: empty)
2229 * `image` column options:
2230 * `0=<value>` sets image for image index 0
2231 * `1=<value>` sets image for image index 1
2232 * `2=<value>` sets image for image index 2
2233 * and so on; defined indices need not be contiguous empty or
2234 non-numeric cells are treated as `0`.
2235 * `color` column options:
2236 * `span=<value>`: number of following columns to affect
2237 (default: infinite).
2239 **Note**: do _not_ use a element name starting with `key_`; those names are
2240 reserved to pass key press events to formspec!
2251 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2252 * `"current_player"`: Player to whom the menu is shown
2253 * `"player:<name>"`: Any player
2254 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2255 * `"detached:<name>"`: A detached inventory
2257 Player Inventory lists
2258 ----------------------
2260 * `main`: list containing the default inventory
2261 * `craft`: list containing the craft input
2262 * `craftpreview`: list containing the craft prediction
2263 * `craftresult`: list containing the crafted output
2264 * `hand`: list containing an override for the empty hand
2265 * Is not created automatically, use `InvRef:set_size`
2276 `#RGB` defines a color in hexadecimal format.
2278 `#RGBA` defines a color in hexadecimal format and alpha channel.
2280 `#RRGGBB` defines a color in hexadecimal format.
2282 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2284 Named colors are also supported and are equivalent to
2285 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2286 To specify the value of the alpha channel, append `#AA` to the end of the color
2287 name (e.g. `colorname#08`). For named colors the hexadecimal string
2288 representing the alpha value must (always) be two hexadecimal digits.
2293 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2296 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2297 * `colorspec = {a=255, r=0, g=255, b=0}`
2298 * numerical form: The raw integer value of an ARGB8 quad:
2299 * `colorspec = 0xFF00FF00`
2300 * string form: A ColorString (defined above):
2301 * `colorspec = "green"`
2309 Most text can contain escape sequences, that can for example color the text.
2310 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2311 The following functions provide escape sequences:
2313 * `minetest.get_color_escape_sequence(color)`:
2314 * `color` is a ColorString
2315 * The escape sequence sets the text color to `color`
2316 * `minetest.colorize(color, message)`:
2318 `minetest.get_color_escape_sequence(color) ..
2320 minetest.get_color_escape_sequence("#ffffff")`
2321 * `minetest.get_background_escape_sequence(color)`
2322 * `color` is a ColorString
2323 * The escape sequence sets the background of the whole text element to
2324 `color`. Only defined for item descriptions and tooltips.
2325 * `minetest.strip_foreground_colors(str)`
2326 * Removes foreground colors added by `get_color_escape_sequence`.
2327 * `minetest.strip_background_colors(str)`
2328 * Removes background colors added by `get_background_escape_sequence`.
2329 * `minetest.strip_colors(str)`
2330 * Removes all color escape sequences.
2338 For the following functions, `v`, `v1`, `v2` are vectors,
2339 `p1`, `p2` are positions:
2341 * `vector.new(a[, b, c])`:
2343 * A copy of `a` if `a` is a vector.
2344 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2345 * `vector.direction(p1, p2)`:
2346 * Returns a vector of length 1 with direction `p1` to `p2`.
2347 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2348 * `vector.distance(p1, p2)`:
2349 * Returns zero or a positive number, the distance between `p1` and `p2`.
2350 * `vector.length(v)`:
2351 * Returns zero or a positive number, the length of vector `v`.
2352 * `vector.normalize(v)`:
2353 * Returns a vector of length 1 with direction of vector `v`.
2354 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2355 * `vector.floor(v)`:
2356 * Returns a vector, each dimension rounded down.
2357 * `vector.round(v)`:
2358 * Returns a vector, each dimension rounded to nearest integer.
2359 * `vector.apply(v, func)`:
2360 * Returns a vector where the function `func` has been applied to each
2362 * `vector.equals(v1, v2)`:
2363 * Returns a boolean, `true` if the vectors are identical.
2364 * `vector.sort(v1, v2)`:
2365 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2367 For the following functions `x` can be either a vector or a number:
2369 * `vector.add(v, x)`:
2371 * `vector.subtract(v, x)`:
2373 * `vector.multiply(v, x)`:
2374 * Returns a scaled vector or Schur product.
2375 * `vector.divide(v, x)`:
2376 * Returns a scaled vector or Schur quotient.
2384 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2385 human-readable, handles reference loops.
2386 * `obj`: arbitrary variable
2387 * `name`: string, default: `"_"`
2388 * `dumped`: table, default: `{}`
2389 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2390 * `obj`: arbitrary variable
2391 * `dumped`: table, default: `{}`
2392 * `math.hypot(x, y)`
2393 * Get the hypotenuse of a triangle with legs x and y.
2394 Useful for distance calculation.
2395 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2396 * Get the sign of a number.
2397 * tolerance: number, default: `0.0`
2398 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2400 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2401 * `separator`: string, default: `","`
2402 * `include_empty`: boolean, default: `false`
2403 * `max_splits`: number, if it's negative, splits aren't limited,
2405 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2406 string or a pattern (regex), default: `false`
2407 * e.g. `"a,b":split","` returns `{"a","b"}`
2408 * `string:trim()`: returns the string without whitespace pre- and suffixes
2409 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2410 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2411 * Adds newlines to the string to keep it within the specified character
2413 * Note that the returned lines may be longer than the limit since it only
2414 splits at word borders.
2415 * `limit`: number, maximal amount of characters in one line
2416 * `as_table`: boolean, if set to true, a table of lines instead of a string
2417 is returned, default: `false`
2418 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2419 * `pos`: table {x=X, y=Y, z=Z}
2420 * Converts the position `pos` to a human-readable, printable string
2421 * `decimal_places`: number, if specified, the x, y and z values of
2422 the position are rounded to the given decimal place.
2423 * `minetest.string_to_pos(string)`: returns a position or `nil`
2424 * Same but in reverse.
2425 * If the string can't be parsed to a position, nothing is returned.
2426 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2427 * Converts a string representing an area box into two positions
2428 * `minetest.formspec_escape(string)`: returns a string
2429 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2431 * `minetest.is_yes(arg)`
2432 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2433 * `minetest.is_nan(arg)`
2434 * returns true when the passed number represents NaN.
2435 * `minetest.get_us_time()`
2436 * returns time with microsecond precision. May not return wall time.
2437 * `table.copy(table)`: returns a table
2438 * returns a deep copy of `table`
2439 * `table.insert_all(table, other_table)`:
2440 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2442 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2444 * returns the exact position on the surface of a pointed node
2452 Texts can be translated client-side with the help of `minetest.translate` and
2455 Translating a string
2456 --------------------
2458 Two functions are provided to translate strings: `minetest.translate` and
2459 `minetest.get_translator`.
2461 * `minetest.get_translator(textdomain)` is a simple wrapper around
2462 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2463 equivalent to `minetest.translate(textdomain, str, ...)`.
2464 It is intended to be used in the following way, so that it avoids verbose
2465 repetitions of `minetest.translate`:
2467 local S = minetest.get_translator(textdomain)
2470 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2472 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2473 the given `textdomain` for disambiguation. The textdomain must match the
2474 textdomain specified in the translation file in order to get the string
2475 translated. This can be used so that a string is translated differently in
2477 It is advised to use the name of the mod as textdomain whenever possible, to
2478 avoid clashes with other mods.
2479 This function must be given a number of arguments equal to the number of
2480 arguments the translated string expects.
2481 Arguments are literal strings -- they will not be translated, so if you want
2482 them to be, they need to come as outputs of `minetest.translate` as well.
2484 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2485 by the translation of "Red". We can do the following:
2487 local S = minetest.get_translator()
2488 S("@1 Wool", S("Red"))
2490 This will be displayed as "Red Wool" on old clients and on clients that do
2491 not have localization enabled. However, if we have for instance a translation
2492 file named `wool.fr.tr` containing the following:
2497 this will be displayed as "Laine Rouge" on clients with a French locale.
2499 Operations on translated strings
2500 --------------------------------
2502 The output of `minetest.translate` is a string, with escape sequences adding
2503 additional information to that string so that it can be translated on the
2504 different clients. In particular, you can't expect operations like string.length
2505 to work on them like you would expect them to, or string.gsub to work in the
2506 expected manner. However, string concatenation will still work as expected
2507 (note that you should only use this for things like formspecs; do not translate
2508 sentences by breaking them into parts; arguments should be used instead), and
2509 operations such as `minetest.colorize` which are also concatenation.
2511 Translation file format
2512 -----------------------
2514 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2515 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2516 The file should be a text file, with the following format:
2518 * Lines beginning with `# textdomain:` (the space is significant) can be used
2519 to specify the text domain of all following translations in the file.
2520 * All other empty lines or lines beginning with `#` are ignored.
2521 * Other lines should be in the format `original=translated`. Both `original`
2522 and `translated` can contain escape sequences beginning with `@` to insert
2523 arguments, literal `@`, `=` or newline (See [Escapes] below).
2524 There must be no extraneous whitespace around the `=` or at the beginning or
2525 the end of the line.
2530 Strings that need to be translated can contain several escapes, preceded by `@`.
2532 * `@@` acts as a literal `@`.
2533 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2534 string that will be inlined when translated. Due to how translations are
2535 implemented, the original translation string **must** have its arguments in
2536 increasing order, without gaps or repetitions, starting from 1.
2537 * `@=` acts as a literal `=`. It is not required in strings given to
2538 `minetest.translate`, but is in translation files to avoid being confused
2539 with the `=` separating the original from the translation.
2540 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2541 As with `@=`, this escape is not required in strings given to
2542 `minetest.translate`, but is in translation files.
2543 * `@n` acts as a literal newline as well.
2551 Perlin noise creates a continuously-varying value depending on the input values.
2552 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2553 The result is used during map generation to create the terrain shape, vary heat
2554 and humidity to distribute biomes, vary the density of decorations or vary the
2557 Structure of perlin noise
2558 -------------------------
2560 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2561 The smooth wavy noise it generates has a single characteristic scale, almost
2562 like a 'wavelength', so on its own does not create fine detail.
2563 Due to this perlin noise combines several octaves to create variation on
2564 multiple scales. Each additional octave has a smaller 'wavelength' than the
2567 This combination results in noise varying very roughly between -2.0 and 2.0 and
2568 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2569 and offset the noise variation.
2571 The final perlin noise variation is created as follows:
2573 noise = offset + scale * (octave1 +
2574 octave2 * persistence +
2575 octave3 * persistence ^ 2 +
2576 octave4 * persistence ^ 3 +
2582 Noise Parameters are commonly called `NoiseParams`.
2586 After the multiplication by `scale` this is added to the result and is the final
2587 step in creating the noise value.
2588 Can be positive or negative.
2592 Once all octaves have been combined, the result is multiplied by this.
2593 Can be positive or negative.
2597 For octave1, this is roughly the change of input value needed for a very large
2598 variation in the noise value generated by octave1. It is almost like a
2599 'wavelength' for the wavy noise variation.
2600 Each additional octave has a 'wavelength' that is smaller than the previous
2601 octave, to create finer detail. `spread` will therefore roughly be the typical
2602 size of the largest structures in the final noise variation.
2604 `spread` is a vector with values for x, y, z to allow the noise variation to be
2605 stretched or compressed in the desired axes.
2606 Values are positive numbers.
2610 This is a whole number that determines the entire pattern of the noise
2611 variation. Altering it enables different noise patterns to be created.
2612 With other parameters equal, different seeds produce different noise patterns
2613 and identical seeds produce identical noise patterns.
2615 For this parameter you can randomly choose any whole number. Usually it is
2616 preferable for this to be different from other seeds, but sometimes it is useful
2617 to be able to create identical noise patterns.
2619 When used in mapgen this is actually a 'seed offset', it is added to the
2620 'world seed' to create the seed used by the noise, to ensure the noise has a
2621 different pattern in different worlds.
2625 The number of simple noise generators that are combined.
2626 A whole number, 1 or more.
2627 Each additional octave adds finer detail to the noise but also increases the
2628 noise calculation load.
2629 3 is a typical minimum for a high quality, complex and natural-looking noise
2630 variation. 1 octave has a slight 'gridlike' appearence.
2632 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2633 size of the finest detail you require. For example:
2634 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2635 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2636 512, 256, 128, 64, 32, 16 nodes.
2637 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2641 Each additional octave has an amplitude that is the amplitude of the previous
2642 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2643 as is often helpful and natural to do so.
2644 Since this controls the balance of fine detail to large-scale detail
2645 `persistence` can be thought of as the 'roughness' of the noise.
2647 A positive or negative non-zero number, often between 0.3 and 1.0.
2648 A common medium value is 0.5, such that each octave has half the amplitude of
2649 the previous octave.
2650 This may need to be tuned when altering `lacunarity`; when doing so consider
2651 that a common medium value is 1 / lacunarity.
2655 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2656 previous octave multiplied by 1 / lacunarity, to create finer detail.
2657 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2659 A positive number no smaller than 1.0.
2660 Values below 2.0 create higher quality noise at the expense of requiring more
2661 octaves to cover a paticular range of 'wavelengths'.
2665 Leave this field unset for no special handling.
2666 Currently supported are `defaults`, `eased` and `absvalue`:
2670 Specify this if you would like to keep auto-selection of eased/not-eased while
2671 specifying some other flags.
2675 Maps noise gradient values onto a quintic S-curve before performing
2676 interpolation. This results in smooth, rolling noise.
2677 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2679 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2681 Easing a 3D noise significantly increases the noise calculation load, so use
2686 The absolute value of each octave's noise variation is used when combining the
2687 octaves. The final perlin noise variation is created as follows:
2689 noise = offset + scale * (abs(octave1) +
2690 abs(octave2) * persistence +
2691 abs(octave3) * persistence ^ 2 +
2692 abs(octave4) * persistence ^ 3 +
2697 For 2D or 3D perlin noise or perlin noise maps:
2702 spread = {x = 500, y = 500, z = 500},
2707 flags = "defaults, absvalue",
2710 For 2D noise the Z component of `spread` is still defined but is ignored.
2711 A single noise parameter table can be used for 2D or 3D noise.
2722 These tell in what manner the ore is generated.
2724 All default ores are of the uniformly-distributed scatter type.
2728 Randomly chooses a location and generates a cluster of ore.
2730 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2731 at that point is greater than the `noise_threshold`, giving the ability to
2732 create a non-equal distribution of ore.
2736 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2737 described by `noise_params` and `noise_threshold`. This is essentially an
2738 improved version of the so-called "stratus" ore seen in some unofficial mods.
2740 This sheet consists of vertical columns of uniform randomly distributed height,
2741 varying between the inclusive range `column_height_min` and `column_height_max`.
2742 If `column_height_min` is not specified, this parameter defaults to 1.
2743 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2744 for reverse compatibility. New code should prefer `column_height_max`.
2746 The `column_midpoint_factor` parameter controls the position of the column at
2747 which ore emanates from.
2748 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2749 equally starting from each direction.
2750 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2751 this parameter is not specified, the default is 0.5.
2753 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2758 Creates a sheet of ore in a cloud-like puff shape.
2760 As with the `sheet` ore type, the size and shape of puffs are described by
2761 `noise_params` and `noise_threshold` and are placed at random vertical
2762 positions within the currently generated chunk.
2764 The vertical top and bottom displacement of each puff are determined by the
2765 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2769 Creates a deformed sphere of ore according to 3d perlin noise described by
2770 `noise_params`. The maximum size of the blob is `clust_size`, and
2771 `clust_scarcity` has the same meaning as with the `scatter` type.
2775 Creates veins of ore varying in density by according to the intersection of two
2776 instances of 3d perlin noise with different seeds, both described by
2779 `random_factor` varies the influence random chance has on placement of an ore
2780 inside the vein, which is `1` by default. Note that modifying this parameter
2781 may require adjusting `noise_threshold`.
2783 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2786 This ore type is difficult to control since it is sensitive to small changes.
2787 The following is a decent set of parameters to work from:
2792 spread = {x=200, y=200, z=200},
2799 noise_threshold = 1.6
2801 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2802 computationally expensive than any other ore.
2806 Creates a single undulating ore stratum that is continuous across mapchunk
2807 borders and horizontally spans the world.
2809 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2810 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2811 defines the stratum's vertical thickness (in units of nodes). Due to being
2812 continuous across mapchunk borders the stratum's vertical thickness is
2815 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2816 to y_max in a simple horizontal stratum.
2818 A parameter `stratum_thickness` can be provided instead of the noise parameter
2819 `np_stratum_thickness`, to create a constant thickness.
2821 Leaving out one or both noise parameters makes the ore generation less
2822 intensive, useful when adding multiple strata.
2824 `y_min` and `y_max` define the limits of the ore generation and for performance
2825 reasons should be set as close together as possible but without clipping the
2826 stratum's Y variation.
2828 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2829 solid-ore stratum would require a `clust_scarcity` of 1.
2831 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2832 `random_factor` are ignored by this ore type.
2837 See section [Flag Specifier Format].
2839 Currently supported flags:
2840 `puff_cliffs`, `puff_additive_composition`.
2844 If set, puff ore generation will not taper down large differences in
2845 displacement when approaching the edge of a puff. This flag has no effect for
2846 ore types other than `puff`.
2848 ### `puff_additive_composition`
2850 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2851 in a negative displacement, the sub-column at that point is not generated. With
2852 this attribute set, puff ore generation will instead generate the absolute
2853 difference in noise displacement values. This flag has no effect for ore types
2862 The varying types of decorations that can be placed.
2867 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2868 a list, if a decoration list is specified). Can specify a certain node it must
2869 spawn next to, such as water or lava, for example. Can also generate a
2870 decoration of random height between a specified lower and upper bound.
2871 This type of decoration is intended for placement of grass, flowers, cacti,
2872 papyri, waterlilies and so on.
2877 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2878 Can specify a probability of a node randomly appearing when placed.
2879 This decoration type is intended to be used for multi-node sized discrete
2880 structures, such as trees, cave spikes, rocks, and so on.
2889 --------------------
2891 A schematic specifier identifies a schematic by either a filename to a
2892 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2893 in the form of a table. This table specifies the following fields:
2895 * The `size` field is a 3D vector containing the dimensions of the provided
2896 schematic. (required field)
2897 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2898 sets the probability of a particular horizontal slice of the schematic being
2899 placed. (optional field)
2900 `ypos` = 0 for the lowest horizontal slice of a schematic.
2901 The default of `prob` is 255.
2902 * The `data` field is a flat table of MapNode tables making up the schematic,
2903 in the order of `[z [y [x]]]`. (required field)
2904 Each MapNode table contains:
2905 * `name`: the name of the map node to place (required)
2906 * `prob` (alias `param1`): the probability of this node being placed
2908 * `param2`: the raw param2 value of the node being placed onto the map
2910 * `force_place`: boolean representing if the node should forcibly overwrite
2911 any previous contents (default: false)
2913 About probability values:
2915 * A probability value of `0` or `1` means that node will never appear
2917 * A probability value of `254` or `255` means the node will always appear
2919 * If the probability value `p` is greater than `1`, then there is a
2920 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2923 Schematic attributes
2924 --------------------
2926 See section [Flag Specifier Format].
2928 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2931 * `place_center_x`: Placement of this decoration is centered along the X axis.
2932 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2933 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2934 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2940 Lua Voxel Manipulator
2941 =====================
2946 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2947 facility. The purpose of this object is for fast, low-level, bulk access to
2948 reading and writing Map content. As such, setting map nodes through VoxelManip
2949 will lack many of the higher level features and concepts you may be used to
2950 with other methods of setting nodes. For example, nodes will not have their
2951 construction and destruction callbacks run, and no rollback information is
2954 It is important to note that VoxelManip is designed for speed, and *not* ease
2955 of use or flexibility. If your mod requires a map manipulation facility that
2956 will handle 100% of all edge cases, or the use of high level node placement
2957 features, perhaps `minetest.set_node()` is better suited for the job.
2959 In addition, VoxelManip might not be faster, or could even be slower, for your
2960 specific use case. VoxelManip is most effective when setting large areas of map
2961 at once - for example, if only setting a 3x3x3 node area, a
2962 `minetest.set_node()` loop may be more optimal. Always profile code using both
2963 methods of map manipulation to determine which is most appropriate for your
2966 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2967 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2972 A VoxelManip object can be created any time using either:
2973 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2975 If the optional position parameters are present for either of these routines,
2976 the specified region will be pre-loaded into the VoxelManip object on creation.
2977 Otherwise, the area of map you wish to manipulate must first be loaded into the
2978 VoxelManip object using `VoxelManip:read_from_map()`.
2980 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2981 formed by these positions indicate the minimum and maximum (respectively)
2982 positions of the area actually loaded in the VoxelManip, which may be larger
2983 than the area requested. For convenience, the loaded area coordinates can also
2984 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2986 Now that the VoxelManip object is populated with map data, your mod can fetch a
2987 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2988 which retrieves an individual node in a MapNode formatted table at the position
2989 requested is the simplest method to use, but also the slowest.
2991 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2994 * `VoxelManip:get_data()` for node content (in Content ID form, see section
2996 * `VoxelManip:get_light_data()` for node light levels, and
2997 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2999 See section [Flat array format] for more details.
3001 It is very important to understand that the tables returned by any of the above
3002 three functions represent a snapshot of the VoxelManip's internal state at the
3003 time of the call. This copy of the data will not magically update itself if
3004 another function modifies the internal VoxelManip state.
3005 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3006 internal state unless otherwise explicitly stated.
3008 Once the bulk data has been edited to your liking, the internal VoxelManip
3009 state can be set using:
3011 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3013 * `VoxelManip:set_light_data()` for node light levels, and
3014 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3016 The parameter to each of the above three functions can use any table at all in
3017 the same flat array format as produced by `get_data()` etc. and is not required
3018 to be a table retrieved from `get_data()`.
3020 Once the internal VoxelManip state has been modified to your liking, the
3021 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3024 ### Flat array format
3027 `Nx = p2.X - p1.X + 1`,
3028 `Ny = p2.Y - p1.Y + 1`, and
3029 `Nz = p2.Z - p1.Z + 1`.
3031 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3032 including the value of the expression `Nx * Ny * Nz`.
3034 Positions offset from p1 are present in the array with the format of:
3037 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3038 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3040 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3041 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3043 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3045 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3048 and the array index for a position p contained completely in p1..p2 is:
3050 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3052 Note that this is the same "flat 3D array" format as
3053 `PerlinNoiseMap:get3dMap_flat()`.
3054 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3055 of the index for a single point in a flat VoxelManip array.
3059 A Content ID is a unique integer identifier for a specific node type.
3060 These IDs are used by VoxelManip in place of the node name string for
3061 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3062 `minetest.get_content_id()` to look up the Content ID for the specified node
3063 name, and `minetest.get_name_from_content_id()` to look up the node name string
3064 for a given Content ID.
3065 After registration of a node, its Content ID will remain the same throughout
3066 execution of the mod.
3067 Note that the node being queried needs to have already been been registered.
3069 The following builtin node types have their Content IDs defined as constants:
3071 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3072 * `minetest.CONTENT_AIR`: ID for "air" nodes
3073 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3075 ### Mapgen VoxelManip objects
3077 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3078 VoxelManip object used by the core's Map Generator (commonly abbreviated
3079 Mapgen). Most of the rules previously described still apply but with a few
3082 * The Mapgen VoxelManip object is retrieved using:
3083 `minetest.get_mapgen_object("voxelmanip")`
3084 * This VoxelManip object already has the region of map just generated loaded
3085 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3086 a Mapgen VoxelManip.
3087 * The `on_generated()` callbacks of some mods may place individual nodes in the
3088 generated area using non-VoxelManip map modification methods. Because the
3089 same Mapgen VoxelManip object is passed through each `on_generated()`
3090 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3091 consistency with the current map state. For this reason, calling any of the
3092 following functions:
3093 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3094 will also update the Mapgen VoxelManip object's internal state active on the
3096 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3097 necessary to update lighting information using either:
3098 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3100 ### Other API functions operating on a VoxelManip
3102 If any VoxelManip contents were set to a liquid node,
3103 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3104 flowing. It is recommended to call this function only after having written all
3105 buffered data back to the VoxelManip object, save for special situations where
3106 the modder desires to only have certain liquid nodes begin flowing.
3108 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3109 will generate all registered decorations and ores throughout the full area
3110 inside of the specified VoxelManip object.
3112 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3113 `minetest.place_schematic()`, except instead of placing the specified schematic
3114 directly on the map at the specified position, it will place the schematic
3115 inside the VoxelManip.
3119 * Attempting to read data from a VoxelManip object before map is read will
3120 result in a zero-length array table for `VoxelManip:get_data()`, and an
3121 "ignore" node at any position for `VoxelManip:get_node_at()`.
3122 * If either a region of map has not yet been generated or is out-of-bounds of
3123 the map, that region is filled with "ignore" nodes.
3124 * Other mods, or the core itself, could possibly modify the area of map
3125 currently loaded into a VoxelManip object. With the exception of Mapgen
3126 VoxelManips (see above section), the internal buffers are not updated. For
3127 this reason, it is strongly encouraged to complete the usage of a particular
3128 VoxelManip object in the same callback it had been created.
3129 * If a VoxelManip object will be used often, such as in an `on_generated()`
3130 callback, consider passing a file-scoped table as the optional parameter to
3131 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3132 to write map data to instead of returning a new table each call. This greatly
3133 enhances performance by avoiding unnecessary memory allocations.
3138 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3139 containing the region formed by `p1` and `p2`.
3140 * returns actual emerged `pmin`, actual emerged `pmax`
3141 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3143 * **important**: data must be set using `VoxelManip:set_data()` before
3145 * if `light` is true, then lighting is automatically recalculated.
3146 The default value is true.
3147 If `light` is false, no light calculations happen, and you should correct
3148 all modified blocks with `minetest.fix_light()` as soon as possible.
3149 Keep in mind that modifying the map where light is incorrect can cause
3151 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3152 the `VoxelManip` at that position
3153 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3155 * `get_data([buffer])`: Retrieves the node content data loaded into the
3156 `VoxelManip` object.
3157 * returns raw node data in the form of an array of node content IDs
3158 * if the param `buffer` is present, this table will be used to store the
3160 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3161 * `update_map()`: Does nothing, kept for compatibility.
3162 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3164 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3165 * To be used only by a `VoxelManip` object from
3166 `minetest.get_mapgen_object`.
3167 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3169 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3170 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3172 * Each value is the bitwise combination of day and night light values
3174 * `light = day + (night * 16)`
3175 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3176 in the `VoxelManip`.
3177 * expects lighting data in the same format that `get_light_data()` returns
3178 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3179 `VoxelManip` object.
3180 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3182 * If the param `buffer` is present, this table will be used to store the
3184 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3186 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3188 * To be used only by a `VoxelManip` object from
3189 `minetest.get_mapgen_object`.
3190 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3191 area if left out or nil.
3192 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3193 generated mapchunk above are propagated down into the mapchunk, defaults
3194 to `true` if left out.
3195 * `update_liquids()`: Update liquid flow
3196 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3197 manipulator had been modified since the last read from map, due to a call to
3198 `minetest.set_data()` on the loaded area elsewhere.
3199 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3204 A helper class for voxel areas.
3205 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3206 The coordinates are *inclusive*, like most other things in Minetest.
3210 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3211 `MinEdge` and `MaxEdge`.
3212 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3214 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3216 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3217 * The position (x, y, z) is not checked for being inside the area volume,
3218 being outside can cause an incorrect index result.
3219 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3220 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3221 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3222 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3223 is not checked for being inside the area volume.
3224 * `position(i)`: returns the absolute position vector corresponding to index
3226 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3227 `MinEdge` and `MaxEdge`.
3228 * `containsp(p)`: same as above, except takes a vector
3229 * `containsi(i)`: same as above, except takes an index `i`
3230 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3232 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3234 * `iterp(minp, maxp)`: same as above, except takes a vector
3242 A mapgen object is a construct used in map generation. Mapgen objects can be
3243 used by an `on_generate` callback to speed up operations by avoiding
3244 unnecessary recalculations, these can be retrieved using the
3245 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3246 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3247 callback, `nil` is returned.
3249 The following Mapgen objects are currently available:
3253 This returns three values; the `VoxelManip` object to be used, minimum and
3254 maximum emerged position, in that order. All mapgens support this object.
3258 Returns an array containing the y coordinates of the ground levels of nodes in
3259 the most recently generated chunk by the current mapgen.
3263 Returns an array containing the biome IDs of nodes in the most recently
3264 generated chunk by the current mapgen.
3268 Returns an array containing the temperature values of nodes in the most
3269 recently generated chunk by the current mapgen.
3273 Returns an array containing the humidity values of nodes in the most recently
3274 generated chunk by the current mapgen.
3278 Returns a table mapping requested generation notification types to arrays of
3279 positions at which the corresponding generated structures are located within
3280 the current chunk. To set the capture of positions of interest to be recorded
3281 on generate, use `minetest.set_gen_notify()`.
3282 For decorations, the returned positions are the ground surface 'place_on'
3283 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3284 node above the returned position and possibly displaced by 'place_offset_y'.
3286 Possible fields of the table returned are:
3292 * `large_cave_begin`
3296 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3297 numeric unique decoration ID.
3305 Functions receive a "luaentity" as `self`:
3307 * It has the member `.name`, which is the registered name `("mod:thing")`
3308 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3309 * The original prototype stuff is visible directly via a metatable
3313 * `on_activate(self, staticdata, dtime_s)`
3314 * Called when the object is instantiated.
3315 * `dtime_s` is the time passed since the object was unloaded, which can be
3316 used for updating the entity state.
3317 * `on_step(self, dtime)`
3318 * Called on every server tick, after movement and collision processing.
3319 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3321 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3322 * Called when somebody punches the object.
3323 * Note that you probably want to handle most punches using the automatic
3325 * `puncher`: an `ObjectRef` (can be `nil`)
3326 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3328 * `tool_capabilities`: capability table of used tool (can be `nil`)
3329 * `dir`: unit vector of direction of punch. Always defined. Points from the
3330 puncher to the punched.
3331 * `on_death(self, killer)`
3332 * Called when the object dies.
3333 * `killer`: an `ObjectRef` (can be `nil`)
3334 * `on_rightclick(self, clicker)`
3335 * `on_attach_child(self, child)`
3336 * `child`: an `ObjectRef` of the child that attaches
3337 * `on_detach_child(self, child)`
3338 * `child`: an `ObjectRef` of the child that detaches
3339 * `on_detach(self, parent)`
3340 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3341 * This happens before the parent object is removed from the world
3342 * `get_staticdata(self)`
3343 * Should return a string that will be passed to `on_activate` when the
3344 object is instantiated the next time.
3356 axiom, --string initial tree axiom
3357 rules_a, --string rules set A
3358 rules_b, --string rules set B
3359 rules_c, --string rules set C
3360 rules_d, --string rules set D
3361 trunk, --string trunk node name
3362 leaves, --string leaves node name
3363 leaves2, --string secondary leaves node name
3364 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3365 angle, --num angle in deg
3366 iterations, --num max # of iterations, usually 2 -5
3367 random_level, --num factor to lower nr of iterations, usually 0 - 3
3368 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3369 -- 2x2 nodes or 3x3 in cross shape
3370 thin_branches, --boolean true -> use thin (1 node) branches
3371 fruit, --string fruit node name
3372 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3373 seed, --num random seed, if no seed is provided, the engine
3377 Key for special L-System symbols used in axioms
3378 -----------------------------------------------
3380 * `G`: move forward one unit with the pen up
3381 * `F`: move forward one unit with the pen down drawing trunks and branches
3382 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3383 * `T`: move forward one unit with the pen down drawing trunks only
3384 * `R`: move forward one unit with the pen down placing fruit
3385 * `A`: replace with rules set A
3386 * `B`: replace with rules set B
3387 * `C`: replace with rules set C
3388 * `D`: replace with rules set D
3389 * `a`: replace with rules set A, chance 90%
3390 * `b`: replace with rules set B, chance 80%
3391 * `c`: replace with rules set C, chance 70%
3392 * `d`: replace with rules set D, chance 60%
3393 * `+`: yaw the turtle right by `angle` parameter
3394 * `-`: yaw the turtle left by `angle` parameter
3395 * `&`: pitch the turtle down by `angle` parameter
3396 * `^`: pitch the turtle up by `angle` parameter
3397 * `/`: roll the turtle to the right by `angle` parameter
3398 * `*`: roll the turtle to the left by `angle` parameter
3399 * `[`: save in stack current state info
3400 * `]`: recover from stack state info
3405 Spawn a small apple tree:
3407 pos = {x=230,y=20,z=4}
3410 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3411 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3412 trunk="default:tree",
3413 leaves="default:leaves",
3417 trunk_type="single",
3420 fruit="default:apple"
3422 minetest.spawn_tree(pos,apple_tree)
3427 'minetest' namespace reference
3428 ==============================
3433 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3435 * `minetest.get_modpath(modname)`: returns e.g.
3436 `"/home/user/.minetest/usermods/modname"`.
3437 * Useful for loading additional `.lua` modules or static data from mod
3438 * `minetest.get_modnames()`: returns a list of installed mods
3439 * Return a list of installed mods, sorted alphabetically
3440 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3441 * Useful for storing custom data
3442 * `minetest.is_singleplayer()`
3443 * `minetest.features`: Table containing API feature flags
3446 glasslike_framed = true,
3447 nodebox_as_selectionbox = true,
3448 chat_send_player_param3 = true,
3449 get_all_craft_recipes_works = true,
3450 -- The transparency channel of textures can optionally be used on
3452 use_texture_alpha = true,
3453 -- Tree and grass ABMs are no longer done from C++
3454 no_legacy_abms = true,
3455 -- Texture grouping is possible using parentheses
3456 texture_names_parens = true,
3457 -- Unique Area ID for AreaStore:insert_area
3458 area_store_custom_ids = true,
3459 -- add_entity supports passing initial staticdata to on_activate
3460 add_entity_with_staticdata = true,
3461 -- Chat messages are no longer predicted
3462 no_chat_message_prediction = true,
3463 -- The transparency channel of textures can optionally be used on
3464 -- objects (ie: players and lua entities)
3465 object_use_texture_alpha = true,
3466 -- Object selectionbox is settable independently from collisionbox
3467 object_independent_selectionbox = true,
3470 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3471 * `arg`: string or table in format `{foo=true, bar=true}`
3472 * `missing_features`: `{foo=true, bar=true}`
3473 * `minetest.get_player_information(player_name)`: Table containing information
3474 about a player. Example return value:
3477 address = "127.0.0.1", -- IP address of client
3478 ip_version = 4, -- IPv4 / IPv6
3479 min_rtt = 0.01, -- minimum round trip time
3480 max_rtt = 0.2, -- maximum round trip time
3481 avg_rtt = 0.02, -- average round trip time
3482 min_jitter = 0.01, -- minimum packet time jitter
3483 max_jitter = 0.5, -- maximum packet time jitter
3484 avg_jitter = 0.03, -- average packet time jitter
3485 connection_uptime = 200, -- seconds since client connected
3486 protocol_version = 32, -- protocol version used by client
3487 -- following information is available on debug build only!!!
3488 -- DO NOT USE IN MODS
3489 --ser_vers = 26, -- serialization version used by client
3490 --major = 0, -- major version number
3491 --minor = 4, -- minor version number
3492 --patch = 10, -- patch version number
3493 --vers_string = "0.4.9-git", -- full version string
3494 --state = "Active" -- current client state
3497 * `minetest.mkdir(path)`: returns success.
3498 * Creates a directory specified by `path`, creating parent directories
3499 if they don't exist.
3500 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3502 * nil: return all entries,
3503 * true: return only subdirectory names, or
3504 * false: return only file names.
3505 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3506 * Replaces contents of file at path with new contents in a safe (atomic)
3507 way. Use this instead of below code when writing e.g. database files:
3508 `local f = io.open(path, "wb"); f:write(content); f:close()`
3509 * `minetest.get_version()`: returns a table containing components of the
3510 engine version. Components:
3511 * `project`: Name of the project, eg, "Minetest"
3512 * `string`: Simple version, eg, "1.2.3-dev"
3513 * `hash`: Full git version (only set if available),
3514 eg, "1.2.3-dev-01234567-dirty".
3515 Use this for informational purposes only. The information in the returned
3516 table does not represent the capabilities of the engine, nor is it
3517 reliable or verifiable. Compatible forks will have a different name and
3518 version entirely. To check for the presence of engine features, test
3519 whether the functions exported by the wanted features exist. For example:
3520 `if minetest.check_for_falling then ... end`.
3521 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3522 * `data`: string of data to hash
3523 * `raw`: return raw bytes instead of hex digits, default: false
3528 * `minetest.debug(...)`
3529 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3530 * `minetest.log([level,] text)`
3531 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3532 `"info"`, or `"verbose"`. Default is `"none"`.
3534 Registration functions
3535 ----------------------
3537 Call these functions only at load time!
3539 * `minetest.register_entity(name, entity definition)`
3540 * `minetest.register_abm(abm definition)`
3541 * `minetest.register_lbm(lbm definition)`
3542 * `minetest.register_node(name, node definition)`
3543 * `minetest.register_tool(name, item definition)`
3544 * `minetest.register_craftitem(name, item definition)`
3545 * `minetest.unregister_item(name)`
3546 * `minetest.register_alias(name, convert_to)`
3547 * Also use this to set the 'mapgen aliases' needed in a game for the core
3548 * mapgens. See [Mapgen aliases] section above.
3549 * `minetest.register_alias_force(name, convert_to)`
3550 * `minetest.register_craft(recipe)`
3551 * Check recipe table syntax for different types below.
3552 * `minetest.clear_craft(recipe)`
3553 * Will erase existing craft based either on output item or on input recipe.
3554 * Specify either output or input only. If you specify both, input will be
3555 ignored. For input use the same recipe table syntax as for
3556 `minetest.register_craft(recipe)`. For output specify only the item,
3558 * Returns false if no erase candidate could be found, otherwise returns true.
3559 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3560 ignored if the recipe contains output. Erasing is then done independently
3561 from the crafting method.
3562 * `minetest.register_ore(ore definition)`
3563 * `minetest.register_biome(biome definition)`
3564 * `minetest.register_decoration(decoration definition)`
3565 * `minetest.override_item(name, redefinition)`
3566 * Overrides fields of an item registered with register_node/tool/craftitem.
3567 * Note: Item must already be defined, (opt)depend on the mod defining it.
3568 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
3569 * `minetest.clear_registered_ores()`
3570 * `minetest.clear_registered_biomes()`
3571 * `minetest.clear_registered_decorations()`
3573 Global callback registration functions
3574 --------------------------------------
3576 Call these functions only at load time!
3578 * `minetest.register_globalstep(func(dtime))`
3579 * Called every server step, usually interval of 0.1s
3580 * `minetest.register_on_mods_loaded(func())`
3581 * Called after mods have finished loading and before the media is cached or the
3583 * `minetest.register_on_shutdown(func())`
3584 * Called before server shutdown
3585 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3586 registered callbacks **will likely not be run**. Data should be saved at
3587 semi-frequent intervals as well as on server shutdown.
3588 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3589 * Called when a node has been placed
3590 * If return `true` no item is taken from `itemstack`
3591 * `placer` may be any valid ObjectRef or nil.
3592 * **Not recommended**; use `on_construct` or `after_place_node` in node
3593 definition whenever possible.
3594 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
3595 * Called when a node has been dug.
3596 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3597 definition whenever possible.
3598 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
3599 * Called when a node is punched
3600 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
3601 * Called after generating a piece of world. Modifying nodes inside the area
3602 is a bit faster than usually.
3603 * `minetest.register_on_newplayer(func(ObjectRef))`
3604 * Called after a new player has been created
3605 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3606 * Called when a player is punched
3607 * `player`: ObjectRef - Player that was punched
3608 * `hitter`: ObjectRef - Player that hit
3609 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3611 * `tool_capabilities`: Capability table of used tool (can be nil)
3612 * `dir`: Unit vector of direction of punch. Always defined. Points from
3613 the puncher to the punched.
3614 * `damage`: Number that represents the damage calculated by the engine
3615 * should return `true` to prevent the default damage mechanism
3616 * `minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)`
3617 * Called when the player gets damaged or healed
3618 * `player`: ObjectRef of the player
3619 * `hp_change`: the amount of change. Negative when it is damage.
3620 * `reason`: a PlayerHPChangeReason table.
3621 * The `type` field will have one of the following values:
3622 * `set_hp`: A mod or the engine called `set_hp` without
3623 giving a type - use this for custom damage types.
3624 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3626 * `node_damage`: damage_per_second from a neighbouring node.
3629 * Any of the above types may have additional fields from mods.
3630 * `reason.from` will be `mod` or `engine`.
3631 * `modifier`: when true, the function should return the actual `hp_change`.
3632 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3633 modifiers can return true as a second argument to stop the execution of further functions.
3634 Non-modifiers receive the final hp change calculated by the modifiers.
3635 * `minetest.register_on_dieplayer(func(ObjectRef, reason))`
3636 * Called when a player dies
3637 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3638 * `minetest.register_on_respawnplayer(func(ObjectRef))`
3639 * Called when player is to be respawned
3640 * Called _before_ repositioning of player occurs
3641 * return true in func to disable regular player placement
3642 * `minetest.register_on_prejoinplayer(func(name, ip))`
3643 * Called before a player joins the game
3644 * If it returns a string, the player is disconnected with that string as
3646 * `minetest.register_on_joinplayer(func(ObjectRef))`
3647 * Called when a player joins the game
3648 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
3649 * Called when a player leaves the game
3650 * `timed_out`: True for timeout, false for other reasons.
3651 * `minetest.register_on_auth_fail(func(name, ip))`
3652 * Called when a client attempts to log into an account but supplies the
3654 * `ip`: The IP address of the client.
3655 * `name`: The account the client attempted to log into.
3656 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
3657 * Called when a player cheats
3658 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3660 * `interacted_too_far`
3661 * `interacted_while_dead`
3662 * `finished_unknown_dig`
3665 * `minetest.register_on_chat_message(func(name, message))`
3666 * Called always when a player says something
3667 * Return `true` to mark the message as handled, which means that it will
3668 not be sent to other players.
3669 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
3670 * Called when a button is pressed in player's inventory form, when form
3671 values are submitted or when the form is actively closed by the player.
3672 * Fields are sent for formspec elements which define a field, and the "quit"
3673 field is sent when actively closing the form by mouse click, keypress or
3674 through a button_exit[] element.
3675 * Newest functions are called first
3676 * If function returns `true`, remaining functions are not called
3677 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
3678 * Called when `player` crafts something
3679 * `itemstack` is the output
3680 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3682 * `craft_inv` is the inventory with the crafting grid
3683 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3685 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
3686 * The same as before, except that it is called before the player crafts, to
3687 make craft prediction, and it should not change anything.
3688 * `minetest.register_allow_player_inventory_action(func(player, action, inventory, inventory_info))`
3689 * Determinates how much of a stack may be taken, put or moved to a
3691 * `player` (type `ObjectRef`) is the player who modified the inventory
3692 `inventory` (type `InvRef`).
3693 * List of possible `action` (string) values and their
3694 `inventory_info` (table) contents:
3695 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3696 * `put`: `{listname=string, index=number, stack=ItemStack}`
3697 * `take`: Same as `put`
3698 * Return a numeric value to limit the amount of items to be taken, put or
3699 moved. A value of `-1` for `take` will make the source stack infinite.
3700 * `minetest.register_on_player_inventory_action(func(player, action, inventory, inventory_info))`
3701 * Called after a take, put or move event from/to/in a player inventory
3702 * Function arguments: see `minetest.register_allow_player_inventory_action`
3703 * Does not accept or handle any return value.
3704 * `minetest.register_on_protection_violation(func(pos, name))`
3705 * Called by `builtin` and mods when a player violates protection at a
3706 position (eg, digs a node or punches a protected entity).
3707 * The registered functions can be called using
3708 `minetest.record_protection_violation`.
3709 * The provided function should check that the position is protected by the
3710 mod calling this function before it prints a message, if it does, to
3711 allow for multiple protection mods.
3712 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3713 * Called when an item is eaten, by `minetest.item_eat`
3714 * Return `true` or `itemstack` to cancel the default item eat response
3715 (i.e.: hp increase).
3716 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3717 * Called when `granter` grants the priv `priv` to `name`.
3718 * Note that the callback will be called twice if it's done by a player,
3719 once with granter being the player name, and again with granter being nil.
3720 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3721 * Called when `revoker` revokes the priv `priv` from `name`.
3722 * Note that the callback will be called twice if it's done by a player,
3723 once with revoker being the player name, and again with revoker being nil.
3724 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3725 * Called when `name` user connects with `ip`.
3726 * Return `true` to by pass the player limit
3727 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
3728 * Called when an incoming mod channel message is received
3729 * You should have joined some channels to receive events.
3730 * If message comes from a server mod, `sender` field is an empty string.
3732 Other registration functions
3733 ----------------------------
3735 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3736 * Adds definition to `minetest.registered_chatcommands`
3737 * `minetest.override_chatcommand(name, redefinition)`
3738 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3739 * `minetest.unregister_chatcommand(name)`
3740 * Unregisters a chatcommands registered with `register_chatcommand`.
3741 * `minetest.register_privilege(name, definition)`
3742 * `definition`: `"description text"`
3744 `{description = "description text", give_to_singleplayer = boolean}`
3745 the default of `give_to_singleplayer` is true.
3746 * To allow players with `basic_privs` to grant, see `basic_privs`
3747 minetest.conf setting.
3748 * `on_grant(name, granter_name)`: Called when given to player `name` by
3750 `granter_name` will be nil if the priv was granted by a mod.
3751 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
3753 `revoker_name` will be nil if the priv was revoked by a mod
3754 * Note that the above two callbacks will be called twice if a player is
3755 responsible, once with the player name, and then with a nil player name.
3756 * Return true in the above callbacks to stop register_on_priv_grant or
3757 revoke being called.
3758 * `minetest.register_authentication_handler(authentication handler definition)`
3759 * Registers an auth handler that overrides the builtin one
3760 * This function can be called by a single mod once only.
3765 * `minetest.settings`: Settings object containing all of the settings from the
3766 main config file (`minetest.conf`).
3767 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3768 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3773 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3774 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3775 * Convert between two privilege representations
3776 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3777 * `minetest.check_player_privs(player_or_name, ...)`:
3778 returns `bool, missing_privs`
3779 * A quickhand for checking privileges.
3780 * `player_or_name`: Either a Player object or the name of a player.
3781 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3782 a table, e.g. `{ priva = true, privb = true }`.
3784 * `minetest.check_password_entry(name, entry, password)`
3785 * Returns true if the "password entry" for a player with name matches given
3786 password, false otherwise.
3787 * The "password entry" is the password representation generated by the
3788 engine as returned as part of a `get_auth()` call on the auth handler.
3789 * Only use this function for making it possible to log in via password from
3790 external protocols such as IRC, other uses are frowned upon.
3791 * `minetest.get_password_hash(name, raw_password)`
3792 * Convert a name-password pair to a password hash that Minetest can use.
3793 * The returned value alone is not a good basis for password checks based
3794 on comparing the password hash in the database with the password hash
3795 from the function, with an externally provided password, as the hash
3796 in the db might use the new SRP verifier format.
3797 * For this purpose, use `minetest.check_password_entry` instead.
3798 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3800 * The player needs to be online for this to be successful.
3802 * `minetest.get_auth_handler()`: Return the currently active auth handler
3803 * See the [Authentication handler definition]
3804 * Use this to e.g. get the authentication data for a player:
3805 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3806 * `minetest.notify_authentication_modified(name)`
3807 * Must be called by the authentication handler for privilege changes.
3808 * `name`: string; if omitted, all auth data should be considered modified
3809 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3811 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3813 * `minetest.auth_reload()`
3814 * See `reload()` in authentication handler definition
3816 `minetest.set_player_password`, `minetest_set_player_privs`,
3817 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3823 * `minetest.chat_send_all(text)`
3824 * `minetest.chat_send_player(name, text)`
3829 * `minetest.set_node(pos, node)`
3830 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3831 * Set node at position `pos`
3832 * `node`: table `{name=string, param1=number, param2=number}`
3833 * If param1 or param2 is omitted, it's set to `0`.
3834 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3835 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3836 * Set node on all positions set in the first argument.
3837 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3838 * For node specification or position syntax see `minetest.set_node` call
3839 * Faster than set_node due to single call, but still considerably slower
3840 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3841 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3842 in spread out positions which would cause LVMs to waste memory.
3843 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3845 * `minetest.swap_node(pos, node)`
3846 * Set node at position, but don't remove metadata
3847 * `minetest.remove_node(pos)`
3848 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3849 * `minetest.get_node(pos)`
3850 * Returns the node at the given position as table in the format
3851 `{name="node_name", param1=0, param2=0}`,
3852 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3853 * `minetest.get_node_or_nil(pos)`
3854 * Same as `get_node` but returns `nil` for unloaded areas.
3855 * `minetest.get_node_light(pos, timeofday)`
3856 * Gets the light value at the given position. Note that the light value
3857 "inside" the node at the given position is returned, so you usually want
3858 to get the light value of a neighbor.
3859 * `pos`: The position where to measure the light.
3860 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3861 * Returns a number between `0` and `15` or `nil`
3862 * `minetest.place_node(pos, node)`
3863 * Place node with the same effects that a player would cause
3864 * `minetest.dig_node(pos)`
3865 * Dig node with the same effects that a player would cause
3866 * Returns `true` if successful, `false` on failure (e.g. protected location)
3867 * `minetest.punch_node(pos)`
3868 * Punch node with the same effects that a player would cause
3869 * `minetest.spawn_falling_node(pos)`
3870 * Change node into falling node
3871 * Returns `true` if successful, `false` on failure
3873 * `minetest.find_nodes_with_meta(pos1, pos2)`
3874 * Get a table of positions of nodes that have metadata within a region
3876 * `minetest.get_meta(pos)`
3877 * Get a `NodeMetaRef` at that position
3878 * `minetest.get_node_timer(pos)`
3879 * Get `NodeTimerRef`
3881 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3883 * Returns `ObjectRef`, or `nil` if failed
3884 * `minetest.add_item(pos, item)`: Spawn item
3885 * Returns `ObjectRef`, or `nil` if failed
3886 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3887 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3889 * `radius`: using an euclidean metric
3890 * `minetest.set_timeofday(val)`
3891 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3892 * `minetest.get_timeofday()`
3893 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3895 * `minetest.get_day_count()`: returns number days elapsed since world was
3897 * accounts for time changes.
3898 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3900 * `radius`: using a maximum metric
3901 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3902 * `search_center` is an optional boolean (default: `false`)
3903 If true `pos` is also checked for the nodes
3904 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3906 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3907 * First return value: Table with all node positions
3908 * Second return value: Table with the count of each node with the node name
3910 * Area volume is limited to 4,096,000 nodes
3911 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3913 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3914 * Return value: Table with all node positions with a node air above
3915 * Area volume is limited to 4,096,000 nodes
3916 * `minetest.get_perlin(noiseparams)`
3917 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3918 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3919 * `minetest.get_voxel_manip([pos1, pos2])`
3920 * Return voxel manipulator object.
3921 * Loads the manipulator from the map if positions are passed.
3922 * `minetest.set_gen_notify(flags, {deco_ids})`
3923 * Set the types of on-generate notifications that should be collected.
3924 * `flags` is a flag field with the available flags:
3932 * The second parameter is a list of IDs of decorations which notification
3934 * `minetest.get_gen_notify()`
3935 * Returns a flagstring and a table with the `deco_id`s.
3936 * `minetest.get_decoration_id(decoration_name)`
3937 * Returns the decoration ID number for the provided decoration name string,
3938 or `nil` on failure.
3939 * `minetest.get_mapgen_object(objectname)`
3940 * Return requested mapgen object if available (see [Mapgen objects])
3941 * `minetest.get_heat(pos)`
3942 * Returns the heat at the position, or `nil` on failure.
3943 * `minetest.get_humidity(pos)`
3944 * Returns the humidity at the position, or `nil` on failure.
3945 * `minetest.get_biome_data(pos)`
3946 * Returns a table containing:
3947 * `biome` the biome id of the biome at that position
3948 * `heat` the heat at the position
3949 * `humidity` the humidity at the position
3950 * Or returns `nil` on failure.
3951 * `minetest.get_biome_id(biome_name)`
3952 * Returns the biome id, as used in the biomemap Mapgen object and returned
3953 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3954 * `minetest.get_biome_name(biome_id)`
3955 * Returns the biome name string for the provided biome id, or `nil` on
3957 * If no biomes have been registered, such as in mgv6, returns `default`.
3958 * `minetest.get_mapgen_params()`
3959 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3960 * Returns a table containing:
3966 * `minetest.set_mapgen_params(MapgenParams)`
3967 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3969 * Set map generation parameters.
3970 * Function cannot be called after the registration period; only
3971 initialization and `on_mapgen_init`.
3972 * Takes a table as an argument with the fields:
3978 * Leave field unset to leave that parameter unchanged.
3979 * `flags` contains a comma-delimited string of flags to set, or if the
3980 prefix `"no"` is attached, clears instead.
3981 * `flags` is in the same format and has the same options as `mg_flags` in
3983 * `minetest.get_mapgen_setting(name)`
3984 * Gets the *active* mapgen setting (or nil if none exists) in string
3985 format with the following order of precedence:
3986 1) Settings loaded from map_meta.txt or overrides set during mod
3988 2) Settings set by mods without a metafile override
3989 3) Settings explicitly set in the user config file, minetest.conf
3990 4) Settings set as the user config default
3991 * `minetest.get_mapgen_setting_noiseparams(name)`
3992 * Same as above, but returns the value as a NoiseParams table if the
3993 setting `name` exists and is a valid NoiseParams.
3994 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3995 * Sets a mapgen param to `value`, and will take effect if the corresponding
3996 mapgen setting is not already present in map_meta.txt.
3997 * `override_meta` is an optional boolean (default: `false`). If this is set
3998 to true, the setting will become the active setting regardless of the map
4000 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4001 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4002 * Same as above, except value is a NoiseParams table.
4003 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4004 * Sets the noiseparams setting of `name` to the noiseparams table specified
4006 * `set_default` is an optional boolean (default: `true`) that specifies
4007 whether the setting should be applied to the default config or current
4009 * `minetest.get_noiseparams(name)`
4010 * Returns a table of the noiseparams for name.
4011 * `minetest.generate_ores(vm, pos1, pos2)`
4012 * Generate all registered ores within the VoxelManip `vm` and in the area
4013 from `pos1` to `pos2`.
4014 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4015 * `minetest.generate_decorations(vm, pos1, pos2)`
4016 * Generate all registered decorations within the VoxelManip `vm` and in the
4017 area from `pos1` to `pos2`.
4018 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4019 * `minetest.clear_objects([options])`
4020 * Clear all objects in the environment
4021 * Takes an optional table as an argument with the field `mode`.
4022 * mode = `"full"` : Load and go through every mapblock, clearing
4024 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4025 clear objects in unloaded mapblocks only when the
4026 mapblocks are next activated.
4027 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4028 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4029 asynchronously fetched from memory, loaded from disk, or if inexistent,
4031 * If `callback` is a valid Lua function, this will be called for each block
4033 * The function signature of callback is:
4034 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4035 * `blockpos` is the *block* coordinates of the block that had been
4037 * `action` could be one of the following constant values:
4038 * `minetest.EMERGE_CANCELLED`
4039 * `minetest.EMERGE_ERRORED`
4040 * `minetest.EMERGE_FROM_MEMORY`
4041 * `minetest.EMERGE_FROM_DISK`
4042 * `minetest.EMERGE_GENERATED`
4043 * `calls_remaining` is the number of callbacks to be expected after
4045 * `param` is the user-defined parameter passed to emerge_area (or
4046 nil if the parameter was absent).
4047 * `minetest.delete_area(pos1, pos2)`
4048 * delete all mapblocks in the area from pos1 to pos2, inclusive
4049 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4050 * Checks if there is anything other than air between pos1 and pos2.
4051 * Returns false if something is blocking the sight.
4052 * Returns the position of the blocking node when `false`
4053 * `pos1`: First position
4054 * `pos2`: Second position
4055 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4056 * Creates a `Raycast` object.
4057 * `pos1`: start of the ray
4058 * `pos2`: end of the ray
4059 * `objects`: if false, only nodes will be returned. Default is `true`.
4060 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4061 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4062 * returns table containing path
4063 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4065 * `pos1`: start position
4066 * `pos2`: end position
4067 * `searchdistance`: number of blocks to search in each direction using a
4069 * `max_jump`: maximum height difference to consider walkable
4070 * `max_drop`: maximum height difference to consider droppable
4071 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4072 * `minetest.spawn_tree (pos, {treedef})`
4073 * spawns L-system tree at given `pos` with definition in `treedef` table
4074 * `minetest.transforming_liquid_add(pos)`
4075 * add node to liquid update queue
4076 * `minetest.get_node_max_level(pos)`
4077 * get max available level for leveled node
4078 * `minetest.get_node_level(pos)`
4079 * get level of leveled node (water, snow)
4080 * `minetest.set_node_level(pos, level)`
4081 * set level of leveled node, default `level` equals `1`
4082 * if `totallevel > maxlevel`, returns rest (`total-max`).
4083 * `minetest.add_node_level(pos, level)`
4084 * increase level of leveled node by level, default `level` equals `1`
4085 * if `totallevel > maxlevel`, returns rest (`total-max`)
4086 * can be negative for decreasing
4087 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4088 * resets the light in a cuboid-shaped part of
4089 the map and removes lighting bugs.
4090 * Loads the area if it is not loaded.
4091 * `pos1` is the corner of the cuboid with the least coordinates
4092 (in node coordinates), inclusive.
4093 * `pos2` is the opposite corner of the cuboid, inclusive.
4094 * The actual updated cuboid might be larger than the specified one,
4095 because only whole map blocks can be updated.
4096 The actual updated area consists of those map blocks that intersect
4097 with the given cuboid.
4098 * However, the neighborhood of the updated area might change
4099 as well, as light can spread out of the cuboid, also light
4101 * returns `false` if the area is not fully generated,
4103 * `minetest.check_single_for_falling(pos)`
4104 * causes an unsupported `group:falling_node` node to fall and causes an
4105 unattached `group:attached_node` node to fall.
4106 * does not spread these updates to neighbours.
4107 * `minetest.check_for_falling(pos)`
4108 * causes an unsupported `group:falling_node` node to fall and causes an
4109 unattached `group:attached_node` node to fall.
4110 * spread these updates to neighbours and can cause a cascade
4112 * `minetest.get_spawn_level(x, z)`
4113 * Returns a player spawn y co-ordinate for the provided (x, z)
4114 co-ordinates, or `nil` for an unsuitable spawn point.
4115 * For most mapgens a 'suitable spawn point' is one with y between
4116 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4117 so `nil` will be returned for many (x, z) co-ordinates.
4118 * The spawn level returned is for a player spawn in unmodified terrain.
4119 * The spawn level is intentionally above terrain level to cope with
4120 full-node biome 'dust' nodes.
4125 You can find mod channels communication scheme in `doc/mod_channels.png`.
4127 * `minetest.mod_channel_join(channel_name)`
4128 * Server joins channel `channel_name`, and creates it if necessary. You
4129 should listen for incoming messages with
4130 `minetest.register_on_modchannel_message`
4135 `minetest.get_inventory(location)`: returns an `InvRef`
4138 * `{type="player", name="celeron55"}`
4139 * `{type="node", pos={x=, y=, z=}}`
4140 * `{type="detached", name="creative"}`
4141 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4143 * `callbacks`: See [Detached inventory callbacks]
4144 * `player_name`: Make detached inventory available to one player
4145 exclusively, by default they will be sent to every player (even if not
4147 Note that this parameter is mostly just a workaround and will be removed
4149 * Creates a detached inventory. If it already exists, it is cleared.
4150 * `minetest.remove_detached_inventory(name)`
4151 * Returns a `boolean` indicating whether the removal succeeded.
4152 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4153 returns left over ItemStack.
4154 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4159 * `minetest.show_formspec(playername, formname, formspec)`
4160 * `playername`: name of player to show formspec
4161 * `formname`: name passed to `on_player_receive_fields` callbacks.
4162 It should follow the `"modname:<whatever>"` naming convention
4163 * `formspec`: formspec to display
4164 * `minetest.close_formspec(playername, formname)`
4165 * `playername`: name of player to close formspec
4166 * `formname`: has to exactly match the one given in `show_formspec`, or the
4167 formspec will not close.
4168 * calling `show_formspec(playername, formname, "")` is equal to this
4170 * to close a formspec regardless of the formname, call
4171 `minetest.close_formspec(playername, "")`.
4172 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4173 * `minetest.formspec_escape(string)`: returns a string
4174 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4176 * `minetest.explode_table_event(string)`: returns a table
4177 * returns e.g. `{type="CHG", row=1, column=2}`
4179 * `"INV"`: no row selected
4181 * `"DCL"`: double-click
4182 * `minetest.explode_textlist_event(string)`: returns a table
4183 * returns e.g. `{type="CHG", index=1}`
4185 * `"INV"`: no row selected
4187 * `"DCL"`: double-click
4188 * `minetest.explode_scrollbar_event(string)`: returns a table
4189 * returns e.g. `{type="CHG", value=500}`
4191 * `"INV"`: something failed
4192 * `"CHG"`: has been changed
4193 * `"VAL"`: not changed
4198 * `minetest.inventorycube(img1, img2, img3)`
4199 * Returns a string for making an image of a cube (useful as an item image)
4200 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4201 * Get position of a `pointed_thing` (that you can get from somewhere)
4202 * `minetest.dir_to_facedir(dir, is6d)`
4203 * Convert a vector to a facedir value, used in `param2` for
4204 `paramtype2="facedir"`.
4205 * passing something non-`nil`/`false` for the optional second parameter
4206 causes it to take the y component into account.
4207 * `minetest.facedir_to_dir(facedir)`
4208 * Convert a facedir back into a vector aimed directly out the "back" of a
4210 * `minetest.dir_to_wallmounted(dir)`
4211 * Convert a vector to a wallmounted value, used for
4212 `paramtype2="wallmounted"`.
4213 * `minetest.wallmounted_to_dir(wallmounted)`
4214 * Convert a wallmounted value back into a vector aimed directly out the
4216 * `minetest.dir_to_yaw(dir)`
4217 * Convert a vector into a yaw (angle)
4218 * `minetest.yaw_to_dir(yaw)`
4219 * Convert yaw (angle) to a vector
4220 * `minetest.is_colored_paramtype(ptype)`
4221 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4222 color information (`color`, `colorwallmounted` or `colorfacedir`).
4223 * `minetest.strip_param2_color(param2, paramtype2)`
4224 * Removes everything but the color information from the
4225 given `param2` value.
4226 * Returns `nil` if the given `paramtype2` does not contain color
4228 * `minetest.get_node_drops(nodename, toolname)`
4229 * Returns list of item names.
4230 * **Note**: This will be removed or modified in a future version.
4231 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4232 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4233 * `input.width` = for example `3`
4234 * `input.items` = for example
4235 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4236 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4237 * `output.time` = a number, if unsuccessful: `0`
4238 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4239 `decremented_input.items`
4240 * `decremented_input` = like `input`
4241 * `minetest.get_craft_recipe(output)`: returns input
4242 * returns last registered recipe for output item (node)
4243 * `output` is a node or item type such as `"default:torch"`
4244 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4245 * `input.width` = for example `3`
4246 * `input.items` = for example
4247 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4248 * `input.items` = `nil` if no recipe found
4249 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4250 * returns indexed table with all registered recipes for query item (node)
4251 or `nil` if no recipe was found.
4252 * recipe entry table:
4253 * `method`: 'normal' or 'cooking' or 'fuel'
4254 * `width`: 0-3, 0 means shapeless recipe
4255 * `items`: indexed [1-9] table with recipe items
4256 * `output`: string with item name and quantity
4257 * Example query for `"default:gold_ingot"` will return table:
4260 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4261 items = {1 = "default:gold_lump"}},
4262 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4263 items = {1 = "default:goldblock"}}
4265 * `minetest.handle_node_drops(pos, drops, digger)`
4266 * `drops`: list of itemstrings
4267 * Handles drops from nodes after digging: Default action is to put them
4268 into digger's inventory.
4269 * Can be overridden to get different functionality (e.g. dropping items on
4271 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4273 * Creates an item string which contains palette index information
4274 for hardware colorization. You can use the returned string
4275 as an output in a craft recipe.
4276 * `item`: the item stack which becomes colored. Can be in string,
4277 table and native form.
4278 * `palette_index`: this index is added to the item stack
4279 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4280 * Creates an item string which contains static color information
4281 for hardware colorization. Use this method if you wish to colorize
4282 an item that does not own a palette. You can use the returned string
4283 as an output in a craft recipe.
4284 * `item`: the item stack which becomes colored. Can be in string,
4285 table and native form.
4286 * `colorstring`: the new color of the item stack
4291 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4292 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4293 * Find who has done something to a node, or near a node
4294 * `actor`: `"player:<name>"`, also `"liquid"`.
4295 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4296 `boolean, log_messages`.
4297 * Revert latest actions of someone
4298 * `actor`: `"player:<name>"`, also `"liquid"`.
4300 Defaults for the `on_*` item definition functions
4301 -------------------------------------------------
4303 These functions return the leftover itemstack.
4305 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4306 * Place item as a node
4307 * `param2` overrides `facedir` and wallmounted `param2`
4308 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4309 for the newly placed node to prevent a callback and placement loop
4310 * returns `itemstack, success`
4311 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4313 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4314 * Use one of the above based on what the item is.
4315 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4316 * **Note**: is not called when wielded item overrides `on_place`
4317 * `param2` overrides `facedir` and wallmounted `param2`
4318 * returns `itemstack, success`
4319 * `minetest.item_drop(itemstack, dropper, pos)`
4321 * `minetest.item_eat(hp_change, replace_with_item)`
4323 * `replace_with_item` is the itemstring which is added to the inventory.
4324 If the player is eating a stack, then replace_with_item goes to a
4325 different spot. Can be `nil`
4326 * See `minetest.do_item_eat`
4328 Defaults for the `on_punch` and `on_dig` node definition callbacks
4329 ------------------------------------------------------------------
4331 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4332 * Calls functions registered by `minetest.register_on_punchnode()`
4333 * `minetest.node_dig(pos, node, digger)`
4334 * Checks if node can be dug, puts item into inventory, removes node
4335 * Calls functions registered by `minetest.registered_on_dignodes()`
4340 * `minetest.sound_play(spec, parameters)`: returns a handle
4341 * `spec` is a `SimpleSoundSpec`
4342 * `parameters` is a sound parameter table
4343 * `minetest.sound_stop(handle)`
4344 * `minetest.sound_fade(handle, step, gain)`
4345 * `handle` is a handle returned by `minetest.sound_play`
4346 * `step` determines how fast a sound will fade.
4347 Negative step will lower the sound volume, positive step will increase
4349 * `gain` the target gain for the fade.
4354 * `minetest.after(time, func, ...)`
4355 * Call the function `func` after `time` seconds, may be fractional
4356 * Optional: Variable number of arguments that are passed to `func`
4361 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4362 server shutdown. Will display `message` to clients.
4363 * `reconnect` == true displays a reconnect button
4364 * `delay` adds an optional delay (in seconds) before shutdown.
4365 Negative delay cancels the current active shutdown.
4366 Zero delay triggers an immediate shutdown.
4367 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4368 * `minetest.get_server_status(name, joined)`
4369 * Returns the server status string when a player joins or when the command
4370 `/status` is called. Returns `nil` or an empty string when the message is
4372 * `joined`: Boolean value, indicates whether the function was called when
4374 * This function may be overwritten by mods to customize the status message.
4375 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4376 * `minetest.remove_player(name)`: remove player from database (if they are not
4378 * As auth data is not removed, minetest.player_exists will continue to
4379 return true. Call the below method as well if you want to remove auth
4381 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4382 * `minetest.remove_player_auth(name)`: remove player authentication data
4383 * Returns boolean indicating success (false if player nonexistant)
4388 * `minetest.get_ban_list()`: returns the ban list
4389 (same as `minetest.get_ban_description("")`).
4390 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4391 * `minetest.ban_player(name)`: ban a player
4392 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4393 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4399 * `minetest.add_particle(particle definition)`
4400 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4401 expirationtime, size, collisiondetection, texture, playername)`
4403 * `minetest.add_particlespawner(particlespawner definition)`
4404 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4405 over `time` seconds.
4406 * Returns an `id`, and -1 if adding didn't succeed
4407 * Deprecated: `minetest.add_particlespawner(amount, time,
4411 minexptime, maxexptime,
4413 collisiondetection, texture, playername)`
4415 * `minetest.delete_particlespawner(id, player)`
4416 * Delete `ParticleSpawner` with `id` (return value from
4417 `minetest.add_particlespawner`).
4418 * If playername is specified, only deletes on the player's client,
4419 otherwise on all clients.
4424 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4425 * Create a schematic from the volume of map specified by the box formed by
4427 * Apply the specified probability and per-node force-place to the specified
4428 nodes according to the `probability_list`.
4429 * `probability_list` is an array of tables containing two fields, `pos`
4431 * `pos` is the 3D vector specifying the absolute coordinates of the
4432 node being modified,
4433 * `prob` is an integer value from `0` to `255` that encodes
4434 probability and per-node force-place. Probability has levels
4435 0-127, then 128 may be added to encode per-node force-place.
4436 For probability stated as 0-255, divide by 2 and round down to
4437 get values 0-127, then add 128 to apply per-node force-place.
4438 * If there are two or more entries with the same pos value, the
4440 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4442 * If `probability_list` equals `nil`, no probabilities are applied.
4443 * Apply the specified probability to the specified horizontal slices
4444 according to the `slice_prob_list`.
4445 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4447 * `ypos` indicates the y position of the slice with a probability
4448 applied, the lowest slice being `ypos = 0`.
4449 * If slice probability list equals `nil`, no slice probabilities
4451 * Saves schematic in the Minetest Schematic format to filename.
4453 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4454 * Place the schematic specified by schematic (see [Schematic specifier]) at
4456 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4457 * If the `rotation` parameter is omitted, the schematic is not rotated.
4458 * `replacements` = `{["old_name"] = "convert_to", ...}`
4459 * `force_placement` is a boolean indicating whether nodes other than `air`
4460 and `ignore` are replaced by the schematic.
4461 * Returns nil if the schematic could not be loaded.
4462 * **Warning**: Once you have loaded a schematic from a file, it will be
4463 cached. Future calls will always use the cached version and the
4464 replacement list defined for it, regardless of whether the file or the
4465 replacement list parameter have changed. The only way to load the file
4466 anew is to restart the server.
4467 * `flags` is a flag field with the available flags:
4472 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4473 * This function is analogous to minetest.place_schematic, but places a
4474 schematic onto the specified VoxelManip object `vmanip` instead of the
4476 * Returns false if any part of the schematic was cut-off due to the
4477 VoxelManip not containing the full area required, and true if the whole
4478 schematic was able to fit.
4479 * Returns nil if the schematic could not be loaded.
4480 * After execution, any external copies of the VoxelManip contents are
4482 * `flags` is a flag field with the available flags:
4487 * `minetest.serialize_schematic(schematic, format, options)`
4488 * Return the serialized schematic specified by schematic
4489 (see [Schematic specifier])
4490 * in the `format` of either "mts" or "lua".
4491 * "mts" - a string containing the binary MTS data used in the MTS file
4493 * "lua" - a string containing Lua code representing the schematic in table
4495 * `options` is a table containing the following optional parameters:
4496 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4497 generated will have (X, Z) position comments for every X row
4498 generated in the schematic data for easier reading.
4499 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4500 the Lua code generated will use that number of spaces as indentation
4501 instead of a tab character.
4506 * `minetest.request_http_api()`:
4507 * returns `HTTPApiTable` containing http functions if the calling mod has
4508 been granted access by being listed in the `secure.http_mods` or
4509 `secure.trusted_mods` setting, otherwise returns `nil`.
4510 * The returned table contains the functions `fetch`, `fetch_async` and
4511 `fetch_async_get` described below.
4512 * Only works at init time and must be called from the mod's main scope
4513 (not from a function).
4514 * Function only exists if minetest server was built with cURL support.
4515 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4517 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4518 * Performs given request asynchronously and calls callback upon completion
4519 * callback: `function(HTTPRequestResult res)`
4520 * Use this HTTP function if you are unsure, the others are for advanced use
4521 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4522 * Performs given request asynchronously and returns handle for
4523 `HTTPApiTable.fetch_async_get`
4524 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4525 * Return response data for given asynchronous HTTP request
4530 * `minetest.get_mod_storage()`:
4531 * returns reference to mod private `StorageRef`
4532 * must be called during mod load time
4537 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4538 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4539 * `minetest.player_exists(name)`: boolean, whether player exists
4540 (regardless of online status)
4541 * `minetest.hud_replace_builtin(name, hud_definition)`
4542 * Replaces definition of a builtin hud element
4543 * `name`: `"breath"` or `"health"`
4544 * `hud_definition`: definition to replace builtin definition
4545 * `minetest.send_join_message(player_name)`
4546 * This function can be overridden by mods to change the join message.
4547 * `minetest.send_leave_message(player_name, timed_out)`
4548 * This function can be overridden by mods to change the leave message.
4549 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4550 * `pos`: table {x=number, y=number, z=number},
4551 * Gives a unique hash number for a node position (16+16+16=48bit)
4552 * `minetest.get_position_from_hash(hash)`: returns a position
4553 * Inverse transform of `minetest.hash_node_position`
4554 * `minetest.get_item_group(name, group)`: returns a rating
4555 * Get rating of a group of an item. (`0` means: not in group)
4556 * `minetest.get_node_group(name, group)`: returns a rating
4557 * Deprecated: An alias for the former.
4558 * `minetest.raillike_group(name)`: returns a rating
4559 * Returns rating of the connect_to_raillike group corresponding to name
4560 * If name is not yet the name of a connect_to_raillike group, a new group
4561 id is created, with that name.
4562 * `minetest.get_content_id(name)`: returns an integer
4563 * Gets the internal content ID of `name`
4564 * `minetest.get_name_from_content_id(content_id)`: returns a string
4565 * Gets the name of the content with that content ID
4566 * `minetest.parse_json(string[, nullvalue])`: returns something
4567 * Convert a string containing JSON data into the Lua equivalent
4568 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4569 * On success returns a table, a string, a number, a boolean or `nullvalue`
4570 * On failure outputs an error message and returns `nil`
4571 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4572 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4574 * Convert a Lua table into a JSON string
4575 * styled: Outputs in a human-readable format if this is set, defaults to
4577 * Unserializable things like functions and userdata will cause an error.
4578 * **Warning**: JSON is more strict than the Lua table format.
4579 1. You can only use strings and positive integers of at least one as
4581 2. You can not mix string and integer keys.
4582 This is due to the fact that JSON has two distinct array and object
4584 * Example: `write_json({10, {a = false}})`,
4585 returns `"[10, {\"a\": false}]"`
4586 * `minetest.serialize(table)`: returns a string
4587 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4588 into string form readable by `minetest.deserialize`
4589 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4590 * `minetest.deserialize(string)`: returns a table
4591 * Convert a string returned by `minetest.deserialize` into a table
4592 * `string` is loaded in an empty sandbox environment.
4593 * Will load functions, but they cannot access the global environment.
4594 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4595 returns `{foo='bar'}`
4596 * Example: `deserialize('print("foo")')`, returns `nil`
4597 (function call fails), returns
4598 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4599 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4600 * Compress a string of data.
4601 * `method` is a string identifying the compression method to be used.
4602 * Supported compression methods:
4603 * Deflate (zlib): `"deflate"`
4604 * `...` indicates method-specific arguments. Currently defined arguments
4606 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4607 * `minetest.decompress(compressed_data, method, ...)`: returns data
4608 * Decompress a string of data (using ZLib).
4609 * See documentation on `minetest.compress()` for supported compression
4611 * `...` indicates method-specific arguments. Currently, no methods use this
4612 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4613 * Each argument is a 8 Bit unsigned integer
4614 * Returns the ColorString from rgb or rgba values
4615 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4616 * `minetest.encode_base64(string)`: returns string encoded in base64
4617 * Encodes a string in base64.
4618 * `minetest.decode_base64(string)`: returns string
4619 * Decodes a string encoded in base64.
4620 * `minetest.is_protected(pos, name)`: returns boolean
4621 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4622 other actions, definable by mods, due to some mod-defined ownership-like
4624 * Returns false or nil, if the player is allowed to do such actions.
4625 * `name` will be "" for non-players or unknown players.
4626 * This function should be overridden by protection mods and should be used
4627 to check if a player can interact at a position.
4628 * This function should call the old version of itself if the position is
4629 not protected by the mod.
4632 local old_is_protected = minetest.is_protected
4633 function minetest.is_protected(pos, name)
4634 if mymod:position_protected_from(pos, name) then
4637 return old_is_protected(pos, name)
4639 * `minetest.record_protection_violation(pos, name)`
4640 * This function calls functions registered with
4641 `minetest.register_on_protection_violation`.
4642 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4643 * Returns the position of the first node that `player_name` may not modify
4644 in the specified cuboid between `pos1` and `pos2`.
4645 * Returns `false` if no protections were found.
4646 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4647 The points are spaced evenly throughout the volume and have a spacing
4648 similar to, but no larger than, `interval`.
4649 * All corners and edges of the defined volume are checked.
4650 * `interval` defaults to 4.
4651 * `interval` should be carefully chosen and maximised to avoid an excessive
4652 number of points being checked.
4653 * Like `minetest.is_protected`, this function may be extended or
4654 overwritten by mods to provide a faster implementation to check the
4655 cuboid for intersections.
4656 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4657 orient_flags, prevent_after_place])`
4658 * Attempt to predict the desired orientation of the facedir-capable node
4659 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4660 or hanging from the ceiling).
4661 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4662 stacks are handled normally.
4663 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4664 * `invert_wall`: if `true`, place wall-orientation on the ground and
4665 ground-orientation on the wall.
4666 * `force_wall` : if `true`, always place the node in wall orientation.
4667 * `force_ceiling`: if `true`, always place on the ceiling.
4668 * `force_floor`: if `true`, always place the node on the floor.
4669 * `force_facedir`: if `true`, forcefully reset the facedir to north
4670 when placing on the floor or ceiling.
4671 * The first four options are mutually-exclusive; the last in the list
4672 takes precedence over the first.
4673 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4674 * Returns the new itemstack after placement
4675 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4676 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4677 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4678 parameter and `prevent_after_place` set to `true`.
4680 * `minetest.forceload_block(pos[, transient])`
4681 * forceloads the position `pos`.
4682 * returns `true` if area could be forceloaded
4683 * If `transient` is `false` or absent, the forceload will be persistent
4684 (saved between server runs). If `true`, the forceload will be transient
4685 (not saved between server runs).
4687 * `minetest.forceload_free_block(pos[, transient])`
4688 * stops forceloading the position `pos`
4689 * If `transient` is `false` or absent, frees a persistent forceload.
4690 If `true`, frees a transient forceload.
4692 * `minetest.request_insecure_environment()`: returns an environment containing
4693 insecure functions if the calling mod has been listed as trusted in the
4694 `secure.trusted_mods` setting or security is disabled, otherwise returns
4696 * Only works at init time and must be called from the mod's main scope (not
4698 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4699 IT IN A LOCAL VARIABLE!**
4701 * `minetest.global_exists(name)`
4702 * Checks if a global variable has been set, without triggering a warning.
4707 * `minetest.env`: `EnvRef` of the server environment and world.
4708 * Any function in the minetest namespace can be called using the syntax
4709 `minetest.env:somefunction(somearguments)`
4710 instead of `minetest.somefunction(somearguments)`
4711 * Deprecated, but support is not to be dropped soon
4716 * `minetest.registered_items`
4717 * Map of registered items, indexed by name
4718 * `minetest.registered_nodes`
4719 * Map of registered node definitions, indexed by name
4720 * `minetest.registered_craftitems`
4721 * Map of registered craft item definitions, indexed by name
4722 * `minetest.registered_tools`
4723 * Map of registered tool definitions, indexed by name
4724 * `minetest.registered_entities`
4725 * Map of registered entity prototypes, indexed by name
4726 * `minetest.object_refs`
4727 * Map of object references, indexed by active object id
4728 * `minetest.luaentities`
4729 * Map of Lua entities, indexed by active object id
4730 * `minetest.registered_chatcommands`
4731 * Map of registered chat command definitions, indexed by name
4732 * `minetest.registered_ores`
4733 * List of registered ore definitions.
4734 * `minetest.registered_biomes`
4735 * List of registered biome definitions.
4736 * `minetest.registered_decorations`
4737 * List of registered decoration definitions.
4745 Sorted alphabetically.
4750 A fast access data structure to store areas, and find areas near a given
4752 Every area has a `data` string attribute to store additional information.
4753 You can create an empty `AreaStore` by calling `AreaStore()`, or
4754 `AreaStore(type_name)`.
4755 If you chose the parameter-less constructor, a fast implementation will be
4756 automatically chosen for you.
4760 * `get_area(id, include_borders, include_data)`: returns the area with the id
4762 (optional) Boolean values `include_borders` and `include_data` control what's
4764 Returns nil if specified area id does not exist.
4765 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4766 that contain the position `pos`.
4767 (optional) Boolean values `include_borders` and `include_data` control what's
4769 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4770 returns all areas that contain all nodes inside the area specified by `edge1`
4771 and `edge2` (inclusive).
4772 If `accept_overlap` is true, also areas are returned that have nodes in
4773 common with the specified area.
4774 (optional) Boolean values `include_borders` and `include_data` control what's
4776 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4777 Returns the new area's ID, or nil if the insertion failed.
4778 The (inclusive) positions `edge1` and `edge2` describe the area.
4779 `data` is a string stored with the area. If passed, `id` will be used as the
4780 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4781 the `id` parameter you must always use it, or insertions are likely to fail
4783 * `reserve(count)`: reserves resources for at most `count` many contained
4785 Only needed for efficiency, and only some implementations profit.
4786 * `remove_area(id)`: removes the area with the given id from the store, returns
4788 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4789 Calling invalidates the cache, so that its elements have to be newly
4791 * `params` is a table with the following fields:
4793 enabled = boolean, -- Whether to enable, default true
4794 block_radius = int, -- The radius (in nodes) of the areas the cache
4795 -- generates prefiltered lists for, minimum 16,
4797 limit = int, -- The cache size, minimum 20, default 1000
4798 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4800 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4802 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4804 Returns success and, optionally, an error message.
4805 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4811 An `InvRef` is a reference to an inventory.
4815 * `is_empty(listname)`: return `true` if list is empty
4816 * `get_size(listname)`: get size of a list
4817 * `set_size(listname, size)`: set size of a list
4818 * returns `false` on error (e.g. invalid `listname` or `size`)
4819 * `get_width(listname)`: get width of a list
4820 * `set_width(listname, width)`: set width of list; currently used for crafting
4821 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4822 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4823 * `get_list(listname)`: return full list
4824 * `set_list(listname, list)`: set full list (size will not change)
4825 * `get_lists()`: returns list of inventory lists
4826 * `set_lists(lists)`: sets inventory lists (size will not change)
4827 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4829 * `room_for_item(listname, stack):` returns `true` if the stack of items
4830 can be fully added to the list
4831 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4832 the stack of items can be fully taken from the list.
4833 If `match_meta` is false, only the items' names are compared
4835 * `remove_item(listname, stack)`: take as many items as specified from the
4836 list, returns the items that were actually removed (as an `ItemStack`)
4837 -- note that any item metadata is ignored, so attempting to remove a specific
4838 unique item this way will likely remove the wrong one -- to do that use
4839 `set_stack` with an empty `ItemStack`.
4840 * `get_location()`: returns a location compatible to
4841 `minetest.get_inventory(location)`.
4842 * returns `{type="undefined"}` in case location is not known
4847 An `ItemStack` is a stack of items.
4849 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4850 an itemstring, a table or `nil`.
4854 * `is_empty()`: returns `true` if stack is empty.
4855 * `get_name()`: returns item name (e.g. `"default:stone"`).
4856 * `set_name(item_name)`: returns a boolean indicating whether the item was
4858 * `get_count()`: Returns number of items on the stack.
4859 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4860 * `count`: number, unsigned 16 bit integer
4861 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4862 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4863 * `wear`: number, unsigned 16 bit integer
4864 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4865 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4867 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4868 * `clear()`: removes all items from the stack, making it empty.
4869 * `replace(item)`: replace the contents of this stack.
4870 * `item` can also be an itemstring or table.
4871 * `to_string()`: returns the stack in itemstring form.
4872 * `to_table()`: returns the stack in Lua table form.
4873 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4875 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4876 * `is_known()`: returns `true` if the item name refers to a defined item type.
4877 * `get_definition()`: returns the item definition table.
4878 * `get_tool_capabilities()`: returns the digging properties of the item,
4879 or those of the hand if none are defined for this item type
4880 * `add_wear(amount)`
4881 * Increases wear by `amount` if the item is a tool
4882 * `amount`: number, integer
4883 * `add_item(item)`: returns leftover `ItemStack`
4884 * Put some item or stack onto this stack
4885 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4887 * `take_item(n)`: returns taken `ItemStack`
4888 * Take (and remove) up to `n` items from this stack
4889 * `n`: number, default: `1`
4890 * `peek_item(n)`: returns taken `ItemStack`
4891 * Copy (don't remove) up to `n` items from this stack
4892 * `n`: number, default: `1`
4897 ItemStack metadata: reference extra data and functionality stored in a stack.
4898 Can be obtained via `item:get_meta()`.
4902 * All methods in MetaDataRef
4903 * `set_tool_capabilities([tool_capabilities])`
4904 * Overrides the item's tool capabilities
4905 * A nil value will clear the override data and restore the original
4911 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
4915 * `contains(key)`: Returns true if key present, otherwise false.
4916 * Returns `nil` when the MetaData is inexistent.
4917 * `get(key)`: Returns `nil` if key not present, else the stored string.
4918 * `set_string(key, value)`: Value of `""` will delete the key.
4919 * `get_string(key)`: Returns `""` if key not present.
4920 * `set_int(key, value)`
4921 * `get_int(key)`: Returns `0` if key not present.
4922 * `set_float(key, value)`
4923 * `get_float(key)`: Returns `0` if key not present.
4924 * `to_table()`: returns `nil` or a table with keys:
4925 * `fields`: key-value storage
4926 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
4927 * `from_table(nil or {})`
4928 * Any non-table value will clear the metadata
4929 * See [Node Metadata] for an example
4930 * returns `true` on success
4932 * returns `true` if this metadata has the same key-value pairs as `other`
4937 An interface to use mod channels on client and server
4941 * `leave()`: leave the mod channel.
4942 * Server leaves channel `channel_name`.
4943 * No more incoming or outgoing messages can be sent to this channel from
4945 * This invalidate all future object usage.
4946 * Ensure you set mod_channel to nil after that to free Lua resources.
4947 * `is_writeable()`: returns true if channel is writeable and mod can send over
4949 * `send_all(message)`: Send `message` though the mod channel.
4950 * If mod channel is not writeable or invalid, message will be dropped.
4951 * Message size is limited to 65535 characters by protocol.
4956 Node metadata: reference extra data and functionality stored in a node.
4957 Can be obtained via `minetest.get_meta(pos)`.
4961 * All methods in MetaDataRef
4962 * `get_inventory()`: returns `InvRef`
4963 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
4964 This will prevent them from being sent to the client. Note that the "private"
4965 status will only be remembered if an associated key-value pair exists,
4966 meaning it's best to call this when initializing all other meta (e.g.
4972 Node Timers: a high resolution persistent per-node timer.
4973 Can be gotten via `minetest.get_node_timer(pos)`.
4977 * `set(timeout,elapsed)`
4978 * set a timer's state
4979 * `timeout` is in seconds, and supports fractional values (0.1 etc)
4980 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
4981 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
4985 * equivalent to `set(timeout,0)`
4988 * `get_timeout()`: returns current timeout in seconds
4989 * if `timeout` equals `0`, timer is inactive
4990 * `get_elapsed()`: returns current elapsed time in seconds
4991 * the node's `on_timer` function will be called after `(timeout - elapsed)`
4993 * `is_started()`: returns boolean state of timer
4994 * returns `true` if timer is started, otherwise `false`
4999 Moving things in the game are generally these.
5001 This is basically a reference to a C++ `ServerActiveObject`
5005 * `remove()`: remove object (after returning from Lua)
5006 * Note: Doesn't work on players, use `minetest.kick_player` instead
5007 * `get_pos()`: returns `{x=num, y=num, z=num}`
5008 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5009 * `move_to(pos, continuous=false)`: interpolated move
5010 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5011 * `puncher` = another `ObjectRef`,
5012 * `time_from_last_punch` = time since last punch action of the puncher
5013 * `direction`: can be `nil`
5014 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5015 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5016 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5017 * See reason in register_on_player_hpchange
5018 * `get_inventory()`: returns an `InvRef`
5019 * `get_wield_list()`: returns the name of the inventory list the wielded item
5021 * `get_wield_index()`: returns the index of the wielded item
5022 * `get_wielded_item()`: returns an `ItemStack`
5023 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5025 * `set_armor_groups({group1=rating, group2=rating, ...})`
5026 * `get_armor_groups()`: returns a table with the armor group ratings
5027 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5028 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5029 * `frame_speed`: number, default: `15.0`
5030 * `frame_blend`: number, default: `0.0`
5031 * `frame_loop`: boolean, default: `true`
5032 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5034 * `set_animation_frame_speed(frame_speed)`
5035 * `frame_speed`: number, default: `15.0`
5036 * `set_attach(parent, bone, position, rotation)`
5038 * `position`: `{x=num, y=num, z=num}` (relative)
5039 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5040 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5043 * `set_bone_position(bone, position, rotation)`
5045 * `position`: `{x=num, y=num, z=num}` (relative)
5046 * `rotation`: `{x=num, y=num, z=num}`
5047 * `get_bone_position(bone)`: returns position and rotation of the bone
5048 * `set_properties(object property table)`
5049 * `get_properties()`: returns object property table
5050 * `is_player()`: returns true for players, false otherwise
5051 * `get_nametag_attributes()`
5052 * returns a table with the attributes of the nametag of an object
5054 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5057 * `set_nametag_attributes(attributes)`
5058 * sets the attributes of the nametag of an object
5062 text = "My Nametag",
5065 #### LuaEntitySAO-only (no-op for other objects)
5067 * `set_velocity(vel)`
5068 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5069 * `add_velocity(vel)`
5070 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5071 * In comparison to using get_velocity, adding the velocity and then using
5072 set_velocity, add_velocity is supposed to avoid synchronization problems.
5073 * `get_velocity()`: returns the velocity, a vector
5074 * `set_acceleration(acc)`
5076 * `get_acceleration()`: returns the acceleration, a vector
5077 * `set_rotation(rot)`
5078 * `rot` is a vector (radians)
5079 * `get_rotation()` : returns the rotation, a vector (radians)
5080 * `set_yaw(radians)`
5081 * `get_yaw()`: returns number in radians
5082 * `set_texture_mod(mod)`
5083 * `get_texture_mod()` returns current texture modifier
5084 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5085 * Select sprite from spritesheet with optional animation and Dungeon Master
5086 style texture selection based on yaw relative to camera
5087 * `p`: {x=number, y=number}, the coordinate of the first frame
5088 (x: column, y: row), default: `{x=0, y=0}`
5089 * `num_frames`: number, default: `1`
5090 * `framelength`: number, default: `0.2`
5091 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5092 Master mob, default: `false`
5093 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5096 #### Player-only (no-op for other objects)
5098 * `get_player_name()`: returns `""` if is not a player
5099 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5100 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5101 * `get_look_dir()`: get camera direction as a unit vector
5102 * `get_look_vertical()`: pitch in radians
5103 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5105 * `get_look_horizontal()`: yaw in radians
5106 * Angle is counter-clockwise from the +z direction.
5107 * `set_look_vertical(radians)`: sets look pitch
5108 * radians: Angle from looking forward, where positive is downwards.
5109 * `set_look_horizontal(radians)`: sets look yaw
5110 * radians: Angle from the +z direction, where positive is counter-clockwise.
5111 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5112 `get_look_vertical`.
5113 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5115 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5116 `get_look_horizontal`.
5117 * Angle is counter-clockwise from the +x direction.
5118 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5119 `set_look_vertical`.
5120 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5121 `set_look_horizontal`.
5122 * `get_breath()`: returns players breath
5123 * `set_breath(value)`: sets players breath
5125 * `0`: player is drowning
5126 * max: bubbles bar is not shown
5127 * See [Object properties] for more information
5128 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5129 * Sets an extra attribute with value on player.
5130 * `value` must be a string, or a number which will be converted to a
5132 * If `value` is `nil`, remove attribute from player.
5133 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5134 * Returns value (a string) for extra attribute.
5135 * Returns `nil` if no attribute found.
5136 * `get_meta()`: Returns a PlayerMetaRef.
5137 * `set_inventory_formspec(formspec)`
5138 * Redefine player's inventory form
5139 * Should usually be called in `on_joinplayer`
5140 * `get_inventory_formspec()`: returns a formspec string
5141 * `set_formspec_prepend(formspec)`:
5142 * the formspec string will be added to every formspec shown to the user,
5143 except for those with a no_prepend[] tag.
5144 * This should be used to set style elements such as background[] and
5145 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5146 * Only affects formspecs shown after this is called.
5147 * `get_formspec_prepend(formspec)`: returns a formspec string.
5148 * `get_player_control()`: returns table with player pressed keys
5149 * The table consists of fields with boolean value representing the pressed
5150 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5151 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5152 sneak=true, aux1=false, down=false, up=false}`
5153 * `get_player_control_bits()`: returns integer with bit packed player pressed
5155 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5157 * `set_physics_override(override_table)`
5158 * `override_table` is a table with the following fields:
5159 * `speed`: multiplier to default walking speed value (default: `1`)
5160 * `jump`: multiplier to default jump value (default: `1`)
5161 * `gravity`: multiplier to default gravity value (default: `1`)
5162 * `sneak`: whether player can sneak (default: `true`)
5163 * `sneak_glitch`: whether player can use the new move code replications
5164 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5166 * `new_move`: use new move/sneak code. When `false` the exact old code
5167 is used for the specific old sneak behaviour (default: `true`)
5168 * `get_physics_override()`: returns the table given to `set_physics_override`
5169 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5171 * `hud_remove(id)`: remove the HUD element of the specified id
5172 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5174 * element `stat` values:
5175 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5176 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5177 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5178 * `flags`: A table with the following fields set to boolean values
5186 * If a flag equals `nil`, the flag is not modified
5187 * `minimap`: Modifies the client's permission to view the minimap.
5188 The client may locally elect to not view the minimap.
5189 * `minimap_radar` is only usable when `minimap` is true
5190 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5191 * See `hud_set_flags` for a list of flags that can be toggled.
5192 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5193 * `count`: number of items, must be between `1` and `32`
5194 * `hud_get_hotbar_itemcount`: returns number of visible items
5195 * `hud_set_hotbar_image(texturename)`
5196 * sets background image for hotbar
5197 * `hud_get_hotbar_image`: returns texturename
5198 * `hud_set_hotbar_selected_image(texturename)`
5199 * sets image for selected item of hotbar
5200 * `hud_get_hotbar_selected_image`: returns texturename
5201 * `set_sky(bgcolor, type, {texture names}, clouds)`
5202 * `bgcolor`: ColorSpec, defaults to white
5203 * `type`: Available types:
5204 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5205 * `"skybox"`: Uses 6 textures, `bgcolor` used
5206 * `"plain"`: Uses 0 textures, `bgcolor` used
5207 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5208 `"plain"` custom skyboxes (default: `true`)
5209 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5210 * `set_clouds(parameters)`: set cloud parameters
5211 * `parameters` is a table with the following optional fields:
5212 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5213 * `color`: basic cloud color with alpha channel, ColorSpec
5214 (default `#fff0f0e5`).
5215 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5216 ColorSpec (alpha ignored, default `#000000`)
5217 * `height`: cloud height, i.e. y of cloud base (default per conf,
5219 * `thickness`: cloud thickness in nodes (default `16`)
5220 * `speed`: 2D cloud speed + direction in nodes per second
5221 (default `{x=0, z=-2}`).
5222 * `get_clouds()`: returns a table with the current cloud parameters as in
5224 * `override_day_night_ratio(ratio or nil)`
5225 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5227 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5228 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5229 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5230 set animation for player model in third person view
5232 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5233 {x=168, y=187}, -- walk animation key frames
5234 {x=189, y=198}, -- dig animation key frames
5235 {x=200, y=219}, -- walk+dig animation key frames
5236 frame_speed=30) -- animation frame speed
5237 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5239 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5241 * in first person view
5242 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5243 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5248 A 32-bit pseudorandom number generator.
5249 Uses PCG32, an algorithm of the permuted congruential generator family,
5250 offering very strong randomness.
5252 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5256 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5257 * `next(min, max)`: return next integer random number [`min`...`max`]
5258 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5259 random number [`min`...`max`].
5260 * This is only a rough approximation of a normal distribution with:
5261 * `mean = (max - min) / 2`, and
5262 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5263 * Increasing `num_trials` improves accuracy of the approximation
5268 A perlin noise generator.
5269 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5270 or `PerlinNoise(noiseparams)`.
5271 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5272 or `minetest.get_perlin(noiseparams)`.
5276 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5277 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5282 A fast, bulk perlin noise generator.
5284 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5285 `minetest.get_perlin_map(noiseparams, size)`.
5287 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5288 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5291 For each of the functions with an optional `buffer` parameter: If `buffer` is
5292 not nil, this table will be used to store the result instead of creating a new
5297 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5298 with values starting at `pos={x=,y=}`
5299 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5300 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5301 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5302 array of 2D noise with values starting at `pos={x=,y=}`
5303 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5304 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5305 is stored internally.
5306 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5307 is stored internally.
5308 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5309 returns a slice of the most recently computed noise results. The result slice
5310 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5311 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5313 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5314 It is important to note that `slice_offset` offset coordinates begin at 1,
5315 and are relative to the starting position of the most recently calculated
5317 To grab a single vertical column of noise starting at map coordinates
5318 x = 1023, y=1000, z = 1000:
5319 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5320 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5326 Uses the same method of storage as the deprecated player attribute API, so
5327 data there will also be in player meta.
5328 Can be obtained using `player:get_meta()`.
5332 * All methods in MetaDataRef
5337 A 16-bit pseudorandom number generator.
5338 Uses a well-known LCG algorithm introduced by K&R.
5340 It can be created via `PseudoRandom(seed)`.
5344 * `next()`: return next integer random number [`0`...`32767`]
5345 * `next(min, max)`: return next integer random number [`min`...`max`]
5346 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5347 due to the simple implementation making bad distribution otherwise.
5352 A raycast on the map. It works with selection boxes.
5353 Can be used as an iterator in a for loop as:
5355 local ray = Raycast(...)
5356 for pointed_thing in ray do
5360 The map is loaded as the ray advances. If the map is modified after the
5361 `Raycast` is created, the changes may or may not have an effect on the object.
5363 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5364 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5366 * `pos1`: start of the ray
5367 * `pos2`: end of the ray
5368 * `objects`: if false, only nodes will be returned. Default is true.
5369 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5373 * `next()`: returns a `pointed_thing` with exact pointing location
5374 * Returns the next thing pointed by the ray or nil.
5379 Interface for the operating system's crypto-secure PRNG.
5381 It can be created via `SecureRandom()`. The constructor returns nil if a
5382 secure random device cannot be found on the system.
5386 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5387 random bytes, as a string.
5392 An interface to read config files in the format of `minetest.conf`.
5394 It can be created via `Settings(filename)`.
5398 * `get(key)`: returns a value
5399 * `get_bool(key, [default])`: returns a boolean
5400 * `default` is the value returned if `key` is not found.
5401 * Returns `nil` if `key` is not found and `default` not specified.
5402 * `get_np_group(key)`: returns a NoiseParams table
5404 * Setting names can't contain whitespace or any of `="{}#`.
5405 * Setting values can't contain the sequence `\n"""`.
5406 * Setting names starting with "secure." can't be set on the main settings
5407 object (`minetest.settings`).
5408 * `set_bool(key, value)`
5409 * See documentation for set() above.
5410 * `set_np_group(key, value)`
5411 * `value` is a NoiseParams table.
5412 * Also, see documentation for set() above.
5413 * `remove(key)`: returns a boolean (`true` for success)
5414 * `get_names()`: returns `{key1,...}`
5415 * `write()`: returns a boolean (`true` for success)
5416 * Writes changes to file.
5417 * `to_table()`: returns `{[key1]=value1,...}`
5422 Mod metadata: per mod metadata, saved automatically.
5423 Can be obtained via `minetest.get_mod_storage()` during load time.
5427 * All methods in MetaDataRef
5438 Used by `ObjectRef` methods. Part of an Entity definition.
5442 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5445 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5448 -- For players only. Zoom FOV in degrees.
5449 -- Note that zoom loads and/or generates world beyond the server's
5450 -- maximum send and generate distances, so acts like a telescope.
5451 -- Smaller zoom_fov values increase the distance loaded/generated.
5452 -- Defaults to 15 in creative mode, 0 in survival mode.
5453 -- zoom_fov = 0 disables zooming for the player.
5456 -- For players only. Camera height above feet position in nodes.
5457 -- Defaults to 1.625.
5461 collide_with_objects = true,
5462 -- Collide with other objects if physical = true
5466 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5467 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5468 -- Selection box uses collision box dimensions when not set.
5469 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5473 -- Overrides selection box when false
5475 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5476 -- "cube" is a node-sized cube.
5477 -- "sprite" is a flat texture always facing the player.
5478 -- "upright_sprite" is a vertical flat texture.
5479 -- "mesh" uses the defined mesh model.
5480 -- "wielditem" is used for dropped items.
5481 -- (see builtin/game/item_entity.lua).
5482 -- For this use 'textures = {itemname}'.
5483 -- If the item has a 'wield_image' the object will be an extrusion of
5485 -- If 'itemname' is a cubic node or nodebox the object will appear
5486 -- identical to 'itemname'.
5487 -- If 'itemname' is a plantlike node the object will be an extrusion
5489 -- Otherwise for non-node items, the object will be an extrusion of
5490 -- 'inventory_image'.
5491 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5493 visual_size = {x = 1, y = 1},
5494 -- `x` multiplies horizontal (X and Z) visual size.
5495 -- `y` multiplies vertical (Y) visual size.
5500 -- Number of required textures depends on visual.
5501 -- "cube" uses 6 textures in the way a node does.
5502 -- "sprite" uses 1 texture.
5503 -- "upright_sprite" uses 2 textures: {front, back}.
5504 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5507 -- Number of required colors depends on visual
5509 use_texture_alpha = false,
5510 -- Use texture's alpha channel.
5511 -- Excludes "upright_sprite" and "wielditem".
5512 -- Note: currently causes visual issues when viewed through other
5513 -- semi-transparent materials such as water.
5515 spritediv = {x = 1, y = 1},
5516 -- Used with spritesheet textures for animation and/or frame selection
5517 -- according to position relative to player.
5518 -- Defines the number of columns and rows in the spritesheet:
5521 initial_sprite_basepos = {x = 0, y = 0},
5522 -- Used with spritesheet textures.
5523 -- Defines the {column, row} position of the initially used frame in the
5528 makes_footstep_sound = false,
5530 automatic_rotate = 0,
5531 -- Set constant rotation in radians per second, positive or negative.
5532 -- Set to 0 to disable constant rotation.
5536 automatic_face_movement_dir = 0.0,
5537 -- Automatically set yaw to movement direction, offset in degrees.
5538 -- 'false' to disable.
5540 automatic_face_movement_max_rotation_per_sec = -1,
5541 -- Limit automatic rotation to this value in degrees per second.
5542 -- No limit if value < 0.
5544 backface_culling = true,
5545 -- Set to false to disable backface_culling for model
5548 -- Add this much extra lighting when calculating texture color.
5549 -- Value < 0 disables light's effect on texture color.
5550 -- For faking self-lighting, UI style entities, or programmatic coloring
5554 -- By default empty, for players their name is shown if empty
5556 nametag_color = <ColorSpec>,
5557 -- Sets color of nametag
5560 -- By default empty, text to be shown when pointed at object
5563 -- If false, never save this object statically. It will simply be
5564 -- deleted when the block gets unloaded.
5565 -- The get_staticdata() callback is never called then.
5566 -- Defaults to 'true'.
5572 Used by `minetest.register_entity`.
5575 initial_properties = {
5577 mesh = "boats_boat.obj",
5580 -- A table of object properties, see the `Object properties` section.
5581 -- Object properties being read directly from the entity definition
5582 -- table is deprecated. Define object properties in this
5583 -- `initial_properties` table instead.
5585 on_activate = function(self, staticdata, dtime_s),
5587 on_step = function(self, dtime),
5589 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5591 on_rightclick = function(self, clicker),
5593 get_staticdata = function(self),
5594 -- Called sometimes; the string returned is passed to on_activate when
5595 -- the entity is re-activated from static state
5597 _custom_field = whatever,
5598 -- You can define arbitrary member variables here (see Item definition
5599 -- for more info) by using a '_' prefix
5602 ABM (ActiveBlockModifier) definition
5603 ------------------------------------
5605 Used by `minetest.register_abm`.
5608 label = "Lava cooling",
5609 -- Descriptive label for profiling purposes (optional).
5610 -- Definitions with identical labels will be listed as one.
5612 nodenames = {"default:lava_source"},
5613 -- Apply `action` function to these nodes.
5614 -- `group:groupname` can also be used here.
5616 neighbors = {"default:water_source", "default:water_flowing"},
5617 -- Only apply `action` to nodes that have one of, or any
5618 -- combination of, these neighbors.
5619 -- If left out or empty, any neighbor will do.
5620 -- `group:groupname` can also be used here.
5623 -- Operation interval in seconds
5626 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5630 -- If true, catch-up behaviour is enabled: The `chance` value is
5631 -- temporarily reduced when returning to an area to simulate time lost
5632 -- by the area being unattended. Note that the `chance` value can often
5635 action = function(pos, node, active_object_count, active_object_count_wider),
5636 -- Function triggered for each qualifying node.
5637 -- `active_object_count` is number of active objects in the node's
5639 -- `active_object_count_wider` is number of active objects in the node's
5640 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5641 -- mapblocks are unloaded an estmate is calculated for them based on
5642 -- loaded mapblocks.
5645 LBM (LoadingBlockModifier) definition
5646 -------------------------------------
5648 Used by `minetest.register_lbm`.
5651 label = "Upgrade legacy doors",
5652 -- Descriptive label for profiling purposes (optional).
5653 -- Definitions with identical labels will be listed as one.
5655 name = "modname:replace_legacy_door",
5657 nodenames = {"default:lava_source"},
5658 -- List of node names to trigger the LBM on.
5659 -- Also non-registered nodes will work.
5660 -- Groups (as of group:groupname) will work as well.
5662 run_at_every_load = false,
5663 -- Whether to run the LBM's action every time a block gets loaded,
5664 -- and not just for blocks that were saved last time before LBMs were
5665 -- introduced to the world.
5667 action = func(pos, node),
5674 * `{name="image.png", animation={Tile Animation definition}}`
5675 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5676 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5677 * backface culling enabled by default for most nodes
5678 * tileable flags are info for shaders, how they should treat texture
5679 when displacement mapping is used.
5680 Directions are from the point of view of the tile texture,
5681 not the node it's on.
5682 * align style determines whether the texture will be rotated with the node
5683 or kept aligned with its surroundings. "user" means that client
5684 setting will be used, similar to `glasslike_framed_optional`.
5685 Note: supported by solid nodes and nodeboxes only.
5686 * scale is used to make texture span several (exactly `scale`) nodes,
5687 instead of just one, in each direction. Works for world-aligned
5689 Note that as the effect is applied on per-mapblock basis, `16` should
5690 be equally divisible by `scale` or you may get wrong results.
5691 * `{name="image.png", color=ColorSpec}`
5692 * the texture's color will be multiplied with this color.
5693 * the tile's color overrides the owning node's color in all cases.
5694 * deprecated, yet still supported field names:
5697 Tile animation definition
5698 -------------------------
5701 type = "vertical_frames",
5704 -- Width of a frame in pixels
5707 -- Height of a frame in pixels
5717 -- Width in number of frames
5720 -- Height in number of frames
5723 -- Length of a single frame
5729 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5730 `minetest.register_tool`.
5733 description = "Steel Axe",
5736 -- key = name, value = rating; rating = 1..3.
5737 -- If rating not applicable, use 1.
5738 -- e.g. {wool = 1, fluffy = 3}
5739 -- {soil = 2, outerspace = 1, crumbly = 1}
5740 -- {bendy = 2, snappy = 1},
5741 -- {hard = 1, metal = 1, spikes = 1}
5743 inventory_image = "default_tool_steelaxe.png",
5745 inventory_overlay = "overlay.png",
5746 -- An overlay which does not get colorized
5753 -- An image file containing the palette of a node.
5754 -- You can set the currently used color as the "palette_index" field of
5755 -- the item stack metadata.
5756 -- The palette is always stretched to fit indices between 0 and 255, to
5757 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5759 color = "0xFFFFFFFF",
5760 -- The color of the item. The palette overrides this.
5762 wield_scale = {x = 1, y = 1, z = 1},
5768 liquids_pointable = false,
5770 -- See "Tools" section
5771 tool_capabilities = {
5772 full_punch_interval = 1.0,
5776 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5777 uses = 20, maxlevel = 2},
5779 damage_groups = {groupname = damage},
5782 node_placement_prediction = nil,
5783 -- If nil and item is node, prediction is made automatically.
5784 -- If nil and item is not a node, no prediction is made.
5785 -- If "" and item is anything, no prediction is made.
5786 -- Otherwise should be name of node which the client immediately places
5787 -- on ground when the player places the item. Server will always update
5788 -- actual result to client in a short moment.
5790 node_dig_prediction = "air",
5791 -- if "", no prediction is made.
5792 -- if "air", node is removed.
5793 -- Otherwise should be name of node which the client immediately places
5794 -- upon digging. Server will always update actual result shortly.
5797 breaks = "default_tool_break", -- tools only
5798 place = <SimpleSoundSpec>,
5799 eat = <SimpleSoundSpec>,
5802 on_place = func(itemstack, placer, pointed_thing),
5803 -- Shall place item and return the leftover itemstack.
5804 -- The placer may be any ObjectRef or nil.
5805 -- default: minetest.item_place
5807 on_secondary_use = func(itemstack, user, pointed_thing),
5808 -- Same as on_place but called when pointing at nothing.
5809 -- The user may be any ObjectRef or nil.
5810 -- pointed_thing: always { type = "nothing" }
5812 on_drop = func(itemstack, dropper, pos),
5813 -- Shall drop item and return the leftover itemstack.
5814 -- The dropper may be any ObjectRef or nil.
5815 -- default: minetest.item_drop
5817 on_use = func(itemstack, user, pointed_thing),
5819 -- Function must return either nil if no item shall be removed from
5820 -- inventory, or an itemstack to replace the original itemstack.
5821 -- e.g. itemstack:take_item(); return itemstack
5822 -- Otherwise, the function is free to do what it wants.
5823 -- The user may be any ObjectRef or nil.
5824 -- The default functions handle regular use cases.
5826 after_use = func(itemstack, user, node, digparams),
5828 -- If defined, should return an itemstack and will be called instead of
5829 -- wearing out the tool. If returns nil, does nothing.
5830 -- If after_use doesn't exist, it is the same as:
5831 -- function(itemstack, user, node, digparams)
5832 -- itemstack:add_wear(digparams.wear)
5835 -- The user may be any ObjectRef or nil.
5837 _custom_field = whatever,
5838 -- Add your own custom fields. By convention, all custom field names
5839 -- should start with `_` to avoid naming collisions with future engine
5846 Used by `minetest.register_node`.
5849 -- <all fields allowed in item definitions>,
5851 drawtype = "normal", -- See "Node drawtypes"
5854 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5855 -- "firelike", "mesh".
5856 -- For plantlike and firelike, the image will start at the bottom of the
5857 -- node, for the other drawtypes the image will be centered on the node.
5858 -- Note that positioning for "torchlike" may still change.
5860 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5861 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5862 -- Old field name was 'tile_images'.
5863 -- List can be shortened to needed length.
5865 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5866 -- Same as `tiles`, but these textures are drawn on top of the base
5867 -- tiles. You can use this to colorize only specific parts of your
5868 -- texture. If the texture name is an empty string, that overlay is not
5869 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5870 -- overlays on very common nodes.
5872 special_tiles = {tile definition 1, Tile definition 2},
5873 -- Special textures of node; used rarely.
5874 -- Old field name was 'special_materials'.
5875 -- List can be shortened to needed length.
5878 -- The node's original color will be multiplied with this color.
5879 -- If the node has a palette, then this setting only has an effect in
5880 -- the inventory and on the wield item.
5882 use_texture_alpha = false,
5883 -- Use texture's alpha channel
5885 palette = "palette.png",
5886 -- The node's `param2` is used to select a pixel from the image.
5887 -- Pixels are arranged from left to right and from top to bottom.
5888 -- The node's color will be multiplied with the selected pixel's color.
5889 -- Tiles can override this behavior.
5890 -- Only when `paramtype2` supports palettes.
5892 post_effect_color = "green#0F",
5893 -- Screen tint if player is inside node, see "ColorSpec"
5895 paramtype = "none", -- See "Nodes"
5897 paramtype2 = "none", -- See "Nodes"
5899 place_param2 = nil, -- Force value for param2 when player places node
5901 is_ground_content = true,
5902 -- If false, the cave generator will not carve through this node
5904 sunlight_propagates = false,
5905 -- If true, sunlight will go infinitely through this node
5907 walkable = true, -- If true, objects collide with node
5909 pointable = true, -- If true, can be pointed at
5911 diggable = true, -- If false, can never be dug
5913 climbable = false, -- If true, can be climbed on (ladder)
5915 buildable_to = false, -- If true, placed nodes can replace this node
5918 -- If true, liquids flow into and replace this node.
5919 -- Warning: making a liquid node 'floodable' will cause problems.
5921 liquidtype = "none", -- "none" / "source" / "flowing"
5923 liquid_alternative_flowing = "", -- Flowing version of source liquid
5925 liquid_alternative_source = "", -- Source version of flowing liquid
5927 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5929 liquid_renewable = true,
5930 -- If true, a new liquid source can be created by placing two or more
5934 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
5935 -- Allows defining the nodebox height without using param2.
5936 -- The nodebox height is 'leveled' / 64 nodes.
5937 -- The maximum value of 'leveled' is 127.
5939 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
5942 -- Player will take this amount of damage if no bubbles are left
5945 -- Amount of light emitted by node.
5946 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
5947 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5950 damage_per_second = 0,
5951 -- If player is inside node, this damage is caused
5953 node_box = {type="regular"}, -- See "Node boxes"
5955 connects_to = nodenames,
5956 -- Used for nodebox nodes with the type == "connected".
5957 -- Specifies to what neighboring nodes connections will be drawn.
5958 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
5960 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5961 -- Tells connected nodebox nodes to connect only to these sides of this
5969 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5972 -- Custom selection box definition. Multiple boxes can be defined.
5973 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
5974 -- definition is used for the selection box.
5979 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5982 -- Custom collision box definition. Multiple boxes can be defined.
5983 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
5984 -- definition is used for the collision box.
5985 -- Both of the boxes above are defined as:
5986 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
5988 -- Support maps made in and before January 2012
5989 legacy_facedir_simple = false,
5990 legacy_wallmounted = false,
5993 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5994 -- 1 - wave node like plants (top of node moves, bottom is fixed)
5995 -- 2 - wave node like leaves (whole node moves side-to-side)
5996 -- caveats: not all models will properly wave.
5997 -- plantlike drawtype nodes can only wave like plants.
5998 -- allfaces_optional drawtype nodes can only wave like leaves.
6001 footstep = <SimpleSoundSpec>,
6002 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6003 dug = <SimpleSoundSpec>,
6004 place = <SimpleSoundSpec>,
6005 place_failed = <SimpleSoundSpec>,
6009 -- Name of dropped node when dug. Default is the node itself.
6012 -- Maximum number of items to drop
6014 -- Choose max_items randomly from this list
6017 items = {"foo:bar", "baz:frob"}, -- Items to drop
6018 rarity = 1, -- Probability of dropping is 1 / rarity
6019 inherit_color = true, -- Inherit palette color from the node
6024 on_construct = func(pos),
6025 -- Node constructor; called after adding node.
6026 -- Can set up metadata and stuff like that.
6027 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6030 on_destruct = func(pos),
6031 -- Node destructor; called before removing node.
6032 -- Not called for bulk node placement.
6035 after_destruct = func(pos, oldnode),
6036 -- Node destructor; called after removing node.
6037 -- Not called for bulk node placement.
6040 on_flood = func(pos, oldnode, newnode),
6041 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6042 -- `floodable = true` in the nodedef. Not called for bulk node placement
6043 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6044 -- node is not flooded, but on_flood callback will most likely be called
6045 -- over and over again every liquid update interval.
6047 -- Warning: making a liquid node 'floodable' will cause problems.
6049 preserve_metadata = func(pos, oldnode, oldmeta, drops),
6050 -- Called when oldnode is about be converted to an item, but before the
6051 -- node is deleted from the world or the drops are added. This is
6052 -- generally the result of either the node being dug or an attached node
6053 -- becoming detached.
6054 -- drops is a table of ItemStacks, so any metadata to be preserved can
6055 -- be added directly to one or more of the dropped items. See
6056 -- "ItemStackMetaRef".
6059 after_place_node = func(pos, placer, itemstack, pointed_thing),
6060 -- Called after constructing node when node was placed using
6061 -- minetest.item_place_node / minetest.place_node.
6062 -- If return true no item is taken from itemstack.
6063 -- `placer` may be any valid ObjectRef or nil.
6066 after_dig_node = func(pos, oldnode, oldmetadata, digger),
6067 -- oldmetadata is in table format.
6068 -- Called after destructing node when node was dug using
6069 -- minetest.node_dig / minetest.dig_node.
6072 can_dig = function(pos, [player]),
6074 on_punch = func(pos, node, puncher, pointed_thing),
6075 -- Returns true if node can be dug, or false if not.
6077 -- default: minetest.node_punch
6078 -- By default calls minetest.register_on_punchnode callbacks.
6080 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
6082 -- itemstack will hold clicker's wielded item.
6083 -- Shall return the leftover itemstack.
6084 -- Note: pointed_thing can be nil, if a mod calls this function.
6085 -- This function does not get triggered by clients <=0.4.16 if the
6086 -- "formspec" node metadata field is set.
6088 on_dig = func(pos, node, digger),
6089 -- default: minetest.node_dig
6090 -- By default checks privileges, wears out tool and removes node.
6092 on_timer = function(pos, elapsed),
6094 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6095 -- elapsed is the total time passed since the timer was started.
6096 -- return true to run the timer for another cycle with the same timeout
6099 on_receive_fields = func(pos, formname, fields, sender),
6100 -- fields = {name1 = value1, name2 = value2, ...}
6101 -- Called when an UI form (e.g. sign text input) returns data.
6104 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
6105 -- Called when a player wants to move items inside the inventory.
6106 -- Return value: number of items allowed to move.
6108 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
6109 -- Called when a player wants to put something into the inventory.
6110 -- Return value: number of items allowed to put.
6111 -- Return value -1: Allow and don't modify item count in inventory.
6113 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
6114 -- Called when a player wants to take something out of the inventory.
6115 -- Return value: number of items allowed to take.
6116 -- Return value -1: Allow and don't modify item count in inventory.
6118 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
6119 on_metadata_inventory_put = func(pos, listname, index, stack, player),
6120 on_metadata_inventory_take = func(pos, listname, index, stack, player),
6121 -- Called after the actual action has happened, according to what was
6125 on_blast = func(pos, intensity),
6126 -- intensity: 1.0 = mid range of regular TNT.
6127 -- If defined, called when an explosion touches the node, instead of
6128 -- removing the node.
6134 Used by `minetest.register_craft`.
6139 output = 'default:pick_stone',
6141 {'default:cobble', 'default:cobble', 'default:cobble'},
6142 {'', 'default:stick', ''},
6143 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6145 replacements = <list of item pairs>,
6146 -- replacements: replace one input item with another item on crafting
6154 output = 'mushrooms:mushroom_stew',
6157 "mushrooms:mushroom_brown",
6158 "mushrooms:mushroom_red",
6160 replacements = <list of item pairs>,
6166 type = "toolrepair",
6167 additional_wear = -0.02,
6170 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6176 output = "default:glass",
6177 recipe = "default:sand",
6185 recipe = "bucket:bucket_lava",
6187 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6193 Used by `minetest.register_ore`.
6195 See [Ores] section above for essential information.
6198 ore_type = "scatter",
6200 ore = "default:stone_with_coal",
6203 -- Facedir rotation. Default is 0 (unchanged rotation)
6205 wherein = "default:stone",
6206 -- A list of nodenames is supported too
6208 clust_scarcity = 8 * 8 * 8,
6209 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6210 -- If the desired average distance between ores is 'd', set this to
6214 -- Number of ores in a cluster
6217 -- Size of the bounding box of the cluster.
6218 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6219 -- nodes are coal ore.
6223 -- Lower and upper limits for ore
6226 -- Attributes for the ore generation, see 'Ore attributes' section above
6228 noise_threshold = 0.5,
6229 -- If noise is above this threshold, ore is placed. Not needed for a
6230 -- uniform distribution.
6235 spread = {x = 100, y = 100, z = 100},
6240 -- NoiseParams structure describing one of the perlin noises used for
6241 -- ore distribution.
6242 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6243 -- Omit from "scatter" ore for a uniform ore distribution.
6244 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6247 biomes = {"desert", "rainforest"},
6248 -- List of biomes in which this ore occurs.
6249 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6250 -- being used does not support biomes.
6251 -- Can be a list of (or a single) biome names, IDs, or definitions.
6253 -- Type-specific parameters
6256 column_height_min = 1,
6257 column_height_max = 16,
6258 column_midpoint_factor = 0.5,
6264 spread = {x = 100, y = 100, z = 100},
6272 spread = {x = 100, y = 100, z = 100},
6279 random_factor = 1.0,
6282 np_stratum_thickness = {
6285 spread = {x = 100, y = 100, z = 100},
6290 stratum_thickness = 8,
6296 Used by `minetest.register_biome`.
6301 node_dust = "default:snow",
6302 -- Node dropped onto upper surface after all else is generated
6304 node_top = "default:dirt_with_snow",
6306 -- Node forming surface layer of biome and thickness of this layer
6308 node_filler = "default:permafrost",
6310 -- Node forming lower layer of biome and thickness of this layer
6312 node_stone = "default:bluestone",
6313 -- Node that replaces all stone nodes between roughly y_min and y_max.
6315 node_water_top = "default:ice",
6316 depth_water_top = 10,
6317 -- Node forming a surface layer in seawater with the defined thickness
6320 -- Node that replaces all seawater nodes not in the surface layer
6322 node_river_water = "default:ice",
6323 -- Node that replaces river water in mapgens that use
6324 -- default:river_water
6326 node_riverbed = "default:gravel",
6328 -- Node placed under river water and thickness of this layer
6330 node_cave_liquid = "default:water_source",
6331 -- Nodes placed as a blob of liquid in 50% of large caves.
6332 -- If absent, cave liquids fall back to classic behaviour of lava or
6333 -- water distributed according to a hardcoded 3D noise.
6335 node_dungeon = "default:cobble",
6336 -- Node used for primary dungeon structure.
6337 -- If absent, dungeon materials fall back to classic behaviour.
6338 -- If present, the following two nodes are also used.
6340 node_dungeon_alt = "default:mossycobble",
6341 -- Node used for randomly-distributed alternative structure nodes.
6342 -- If alternative structure nodes are not wanted leave this absent for
6343 -- performance reasons.
6345 node_dungeon_stair = "stairs:stair_cobble",
6346 -- Node used for dungeon stairs.
6347 -- If absent, stairs fall back to 'node_dungeon'.
6351 -- Upper and lower limits for biome.
6352 -- Alternatively you can use xyz limits as shown below.
6354 max_pos = {x = 31000, y = 128, z = 31000},
6355 min_pos = {x = -31000, y = 9, z = -31000},
6356 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6357 -- Biome is limited to a cuboid defined by these positions.
6358 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6359 -- 31000 in 'max_pos'.
6362 -- Vertical distance in nodes above 'y_max' over which the biome will
6363 -- blend with the biome above.
6364 -- Set to 0 for no vertical blend. Defaults to 0.
6367 humidity_point = 50,
6368 -- Characteristic temperature and humidity for the biome.
6369 -- These values create 'biome points' on a voronoi diagram with heat and
6370 -- humidity as axes. The resulting voronoi cells determine the
6371 -- distribution of the biomes.
6372 -- Heat and humidity have average values of 50, vary mostly between
6373 -- 0 and 100 but can exceed these values.
6376 Decoration definition
6377 ---------------------
6379 See [Decoration types]. Used by `minetest.register_decoration`.
6382 deco_type = "simple",
6384 place_on = "default:dirt_with_grass",
6385 -- Node (or list of nodes) that the decoration can be placed on
6388 -- Size of the square divisions of the mapchunk being generated.
6389 -- Determines the resolution of noise variation if used.
6390 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6391 -- equal to the chunk size.
6394 -- The value determines 'decorations per surface node'.
6395 -- Used only if noise_params is not specified.
6396 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6397 -- a different and much faster method.
6402 spread = {x = 100, y = 100, z = 100},
6409 -- NoiseParams structure describing the perlin noise used for decoration
6411 -- A noise value is calculated for each square division and determines
6412 -- 'decorations per surface node' within each division.
6413 -- If the noise value >= 10.0 complete coverage is enabled and
6414 -- decoration placement uses a different and much faster method.
6416 biomes = {"Oceanside", "Hills", "Plains"},
6417 -- List of biomes in which this decoration occurs. Occurs in all biomes
6418 -- if this is omitted, and ignored if the Mapgen being used does not
6420 -- Can be a list of (or a single) biome names, IDs, or definitions.
6424 -- Lower and upper limits for decoration.
6425 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6427 spawn_by = "default:water",
6428 -- Node (or list of nodes) that the decoration only spawns next to.
6429 -- Checks two horizontal planes of 8 neighbouring nodes (including
6430 -- diagonal neighbours), one plane level with the 'place_on' node and a
6431 -- plane one node above that.
6434 -- Number of spawn_by nodes that must be surrounding the decoration
6435 -- position to occur.
6436 -- If absent or -1, decorations occur next to any nodes.
6438 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6439 -- Flags for all decoration types.
6440 -- "liquid_surface": Instead of placement on the highest solid surface
6441 -- in a mapchunk column, placement is on the highest liquid surface.
6442 -- Placement is disabled if solid nodes are found above the liquid
6444 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6445 -- by the decoration.
6446 -- "all_floors", "all_ceilings": Instead of placement on the highest
6447 -- surface in a mapchunk the decoration is placed on all floor and/or
6448 -- ceiling surfaces, for example in caves and dungeons.
6449 -- Ceiling decorations act as an inversion of floor decorations so the
6450 -- effect of 'place_offset_y' is inverted.
6451 -- Y-slice probabilities do not function correctly for ceiling
6452 -- schematic decorations as the behaviour is unchanged.
6453 -- If a single decoration registration has both flags the floor and
6454 -- ceiling decorations will be aligned vertically.
6456 ----- Simple-type parameters
6458 decoration = "default:grass",
6459 -- The node name used as the decoration.
6460 -- If instead a list of strings, a randomly selected node from the list
6461 -- is placed as the decoration.
6464 -- Decoration height in nodes.
6465 -- If height_max is not 0, this is the lower limit of a randomly
6469 -- Upper limit of the randomly selected height.
6470 -- If absent, the parameter 'height' is used as a constant.
6473 -- Param2 value of decoration nodes.
6474 -- If param2_max is not 0, this is the lower limit of a randomly
6478 -- Upper limit of the randomly selected param2.
6479 -- If absent, the parameter 'param2' is used as a constant.
6482 -- Y offset of the decoration base node relative to the standard base
6484 -- Can be positive or negative. Default is 0.
6485 -- Effect is inverted for "all_ceilings" decorations.
6486 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6487 -- to the 'place_on' node.
6489 ----- Schematic-type parameters
6491 schematic = "foobar.mts",
6492 -- If schematic is a string, it is the filepath relative to the current
6493 -- working directory of the specified Minetest schematic file.
6494 -- Could also be the ID of a previously registered schematic.
6497 size = {x = 4, y = 6, z = 4},
6499 {name = "default:cobble", param1 = 255, param2 = 0},
6500 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6501 {name = "air", param1 = 255, param2 = 0},
6505 {ypos = 2, prob = 128},
6506 {ypos = 5, prob = 64},
6510 -- Alternative schematic specification by supplying a table. The fields
6511 -- size and data are mandatory whereas yslice_prob is optional.
6512 -- See 'Schematic specifier' for details.
6514 replacements = {["oldname"] = "convert_to", ...},
6516 flags = "place_center_x, place_center_y, place_center_z",
6517 -- Flags for schematic decorations. See 'Schematic attributes'.
6520 -- Rotation can be "0", "90", "180", "270", or "random"
6523 -- If the flag 'place_center_y' is set this parameter is ignored.
6524 -- Y offset of the schematic base node layer relative to the 'place_on'
6526 -- Can be positive or negative. Default is 0.
6527 -- Effect is inverted for "all_ceilings" decorations.
6528 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6529 -- to the 'place_on' node.
6532 Chat command definition
6533 -----------------------
6535 Used by `minetest.register_chatcommand`.
6538 params = "<name> <privilege>", -- Short parameter description
6540 description = "Remove privilege from player", -- Full description
6542 privs = {privs=true}, -- Require the "privs" privilege to run
6544 func = function(name, param),
6545 -- Called when command is run. Returns boolean success and text output.
6548 Note that in params, use of symbols is as follows:
6550 * `<>` signifies a placeholder to be replaced when the command is used. For
6551 example, when a player name is needed: `<name>`
6552 * `[]` signifies param is optional and not required when the command is used.
6553 For example, if you require param1 but param2 is optional:
6554 `<param1> [<param2>]`
6555 * `|` signifies exclusive or. The command requires one param from the options
6556 provided. For example: `<param1> | <param2>`
6557 * `()` signifies grouping. For example, when param1 and param2 are both
6558 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6560 Detached inventory callbacks
6561 ----------------------------
6563 Used by `minetest.create_detached_inventory`.
6566 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6567 -- Called when a player wants to move items inside the inventory.
6568 -- Return value: number of items allowed to move.
6570 allow_put = func(inv, listname, index, stack, player),
6571 -- Called when a player wants to put something into the inventory.
6572 -- Return value: number of items allowed to put.
6573 -- Return value -1: Allow and don't modify item count in inventory.
6575 allow_take = func(inv, listname, index, stack, player),
6576 -- Called when a player wants to take something out of the inventory.
6577 -- Return value: number of items allowed to take.
6578 -- Return value -1: Allow and don't modify item count in inventory.
6580 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6581 on_put = func(inv, listname, index, stack, player),
6582 on_take = func(inv, listname, index, stack, player),
6583 -- Called after the actual action has happened, according to what was
6593 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6596 hud_elem_type = "image", -- See HUD element types
6597 -- Type of element, can be "image", "text", "statbar", or "inventory"
6599 position = {x=0.5, y=0.5},
6600 -- Left corner position of element
6604 scale = {x = 2, y = 2},
6611 -- Selected item in inventory. 0 for no item selected.
6614 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6616 alignment = {x=0, y=0},
6618 offset = {x=0, y=0},
6620 size = { x=100, y=100 },
6621 -- Size of element in pixels
6627 Used by `minetest.add_particle`.
6630 pos = {x=0, y=0, z=0},
6631 velocity = {x=0, y=0, z=0},
6632 acceleration = {x=0, y=0, z=0},
6633 -- Spawn particle at pos with velocity and acceleration
6636 -- Disappears after expirationtime seconds
6639 -- Scales the visual size of the particle texture.
6641 collisiondetection = false,
6642 -- If true collides with `walkable` nodes and, depending on the
6643 -- `object_collision` field, objects too.
6645 collision_removal = false,
6646 -- If true particle is removed when it collides.
6647 -- Requires collisiondetection = true to have any effect.
6649 object_collision = false,
6650 -- If true particle collides with objects that are defined as
6651 -- `physical = true,` and `collide_with_objects = true,`.
6652 -- Requires collisiondetection = true to have any effect.
6655 -- If true faces player using y axis only
6657 texture = "image.png",
6659 playername = "singleplayer",
6660 -- Optional, if specified spawns particle only on the player's client
6662 animation = {Tile Animation definition},
6663 -- Optional, specifies how to animate the particle texture
6666 -- Optional, specify particle self-luminescence in darkness.
6671 `ParticleSpawner` definition
6672 ----------------------------
6674 Used by `minetest.add_particlespawner`.
6678 -- Number of particles spawned over the time period `time`.
6681 -- Lifespan of spawner in seconds.
6682 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6683 -- a per-second basis.
6685 minpos = {x=0, y=0, z=0},
6686 maxpos = {x=0, y=0, z=0},
6687 minvel = {x=0, y=0, z=0},
6688 maxvel = {x=0, y=0, z=0},
6689 minacc = {x=0, y=0, z=0},
6690 maxacc = {x=0, y=0, z=0},
6695 -- The particles' properties are random values between the min and max
6697 -- pos, velocity, acceleration, expirationtime, size
6699 collisiondetection = false,
6700 -- If true collide with `walkable` nodes and, depending on the
6701 -- `object_collision` field, objects too.
6703 collision_removal = false,
6704 -- If true particles are removed when they collide.
6705 -- Requires collisiondetection = true to have any effect.
6707 object_collision = false,
6708 -- If true particles collide with objects that are defined as
6709 -- `physical = true,` and `collide_with_objects = true,`.
6710 -- Requires collisiondetection = true to have any effect.
6712 attached = ObjectRef,
6713 -- If defined, particle positions, velocities and accelerations are
6714 -- relative to this object's position and yaw
6717 -- If true face player using y axis only
6719 texture = "image.png",
6721 playername = "singleplayer",
6722 -- Optional, if specified spawns particles only on the player's client
6724 animation = {Tile Animation definition},
6725 -- Optional, specifies how to animate the particles' texture
6728 -- Optional, specify particle self-luminescence in darkness.
6732 `HTTPRequest` definition
6733 ------------------------
6735 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6738 url = "http://example.org",
6741 -- Timeout for connection in seconds. Default is 3 seconds.
6743 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6744 -- Optional, if specified a POST request with post_data is performed.
6745 -- Accepts both a string and a table. If a table is specified, encodes
6746 -- table as x-www-form-urlencoded key-value pairs.
6747 -- If post_data is not specified, a GET request is performed instead.
6749 user_agent = "ExampleUserAgent",
6750 -- Optional, if specified replaces the default minetest user agent with
6753 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6754 -- Optional, if specified adds additional headers to the HTTP request.
6755 -- You must make sure that the header strings follow HTTP specification
6759 -- Optional, if true performs a multipart HTTP request.
6760 -- Default is false.
6763 `HTTPRequestResult` definition
6764 ------------------------------
6766 Passed to `HTTPApiTable.fetch` callback. Returned by
6767 `HTTPApiTable.fetch_async_get`.
6771 -- If true, the request has finished (either succeeded, failed or timed
6775 -- If true, the request was successful
6778 -- If true, the request timed out
6786 Authentication handler definition
6787 ---------------------------------
6789 Used by `minetest.register_authentication_handler`.
6792 get_auth = func(name),
6793 -- Get authentication data for existing player `name` (`nil` if player
6795 -- Returns following structure:
6796 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6798 create_auth = func(name, password),
6799 -- Create new auth data for player `name`.
6800 -- Note that `password` is not plain-text but an arbitrary
6801 -- representation decided by the engine.
6803 delete_auth = func(name),
6804 -- Delete auth data of player `name`.
6805 -- Returns boolean indicating success (false if player is nonexistent).
6807 set_password = func(name, password),
6808 -- Set password of player `name` to `password`.
6809 -- Auth data should be created if not present.
6811 set_privileges = func(name, privileges),
6812 -- Set privileges of player `name`.
6813 -- `privileges` is in table form, auth data should be created if not
6817 -- Reload authentication data from the storage location.
6818 -- Returns boolean indicating success.
6820 record_login = func(name),
6821 -- Called when player joins, used for keeping track of last_login
6824 -- Returns an iterator (use with `for` loops) for all player names
6825 -- currently in the auth database