1 Minetest Lua Modding API Reference 0.5.0
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains these fields:
58 name = <Human-readable full name of the game>
64 The game directory can contain the file minetest.conf, which will be used
65 to set default settings when running the particular game.
66 It can also contain a settingtypes.txt in the same format as the one in builtin.
67 This settingtypes.txt will be parsed by the menu and the settings will be displayed
68 in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory
73 inside the game directory.
75 The images are named `$identifier.png`, where `$identifier` is
76 one of `overlay,background,footer,header`.
77 If you want to specify multiple images for one identifier, add additional images named
78 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
79 image will be chosen from the provided ones.
86 * `$path_share/games/gameid/mods/`
88 * `$path_user/games/gameid/mods/`
89 * `$path_user/mods/` (User-installed mods)
90 * `$worldpath/worldmods/`
92 In a run-in-place version (e.g. the distributed windows version):
94 * `minetest-0.4.x/games/gameid/mods/`
95 * `minetest-0.4.x/mods/` (User-installed mods)
96 * `minetest-0.4.x/worlds/worldname/worldmods/`
98 On an installed version on Linux:
100 * `/usr/share/minetest/games/gameid/mods/`
101 * `$HOME/.minetest/mods/` (User-installed mods)
102 * `$HOME/.minetest/worlds/worldname/worldmods`
104 Mod load path for world-specific games
105 --------------------------------------
106 It is possible to include a game in a world; in this case, no mods or
107 games are loaded or checked from anywhere else.
109 This is useful for e.g. adventure worlds.
111 This happens if the following directory exists:
115 Mods should be then be placed in:
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 | |-- description.txt
133 | |-- settingtypes.txt
137 | | |-- modname_stuff.png
138 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
186 Translation files for the clients. (See `Translations`)
188 Naming convention for registered textual names
189 ----------------------------------------------
190 Registered names should generally be in this format:
194 `<whatever>` can have these characters:
198 This is to prevent conflicting names from corrupting maps and is
199 enforced by the mod loader.
202 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
203 So the name should be `experimental:tnt`.
205 Enforcement can be overridden by prefixing the name with `:`. This can
206 be used for overriding the registrations of some other mod.
208 Example: Any mod can redefine `experimental:tnt` by using the name
213 (also that mod is required to have `experimental` as a dependency)
215 The `:` prefix can also be used for maintaining backwards compatibility.
219 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
220 `minetest.register_alias_force(name, convert_to)`.
222 This will make Minetest to convert things called name to things called
225 The only difference between `minetest.register_alias` and
226 `minetest.register_alias_force` is that if an item called `name` exists,
227 `minetest.register_alias` will do nothing while
228 `minetest.register_alias_force` will unregister it.
230 This can be used for maintaining backwards compatibility.
232 This can be also used for setting quick access names for things, e.g. if
233 you have an item called `epiclylongmodname:stuff`, you could do
235 minetest.register_alias("stuff", "epiclylongmodname:stuff")
237 and be able to use `/giveme stuff`.
241 In a game, a certain number of these must be set to tell core mapgens which
242 of the game's nodes are to be used by the core mapgens. For example:
244 minetest.register_alias("mapgen_stone", "default:stone")
246 ### Aliases needed for all mapgens except Mapgen v6
251 "mapgen_water_source"
252 "mapgen_river_water_source"
260 Only needed for registered biomes where 'node_stone' is stone:
262 "mapgen_stair_cobble"
264 Only needed for registered biomes where 'node_stone' is desert stone:
265 "mapgen_desert_stone"
266 "mapgen_stair_desert_stone"
267 Only needed for registered biomes where 'node_stone' is sandstone:
269 "mapgen_sandstonebrick"
270 "mapgen_stair_sandstone_block"
272 ### Aliases needed for Mapgen v6
277 "mapgen_water_source"
280 "mapgen_dirt_with_grass"
283 "mapgen_desert_stone"
285 "mapgen_dirt_with_snow"
296 "mapgen_jungleleaves"
299 "mapgen_pine_needles"
304 "mapgen_stair_cobble"
306 "mapgen_stair_desert_stone"
310 Mods should generally prefix their textures with `modname_`, e.g. given
311 the mod name `foomod`, a texture could be called:
315 Textures are referred to by their complete name, or alternatively by
316 stripping out the file extension:
318 * e.g. `foomod_foothing.png`
319 * e.g. `foomod_foothing`
323 There are various texture modifiers that can be used
324 to generate textures on-the-fly.
326 ### Texture overlaying
327 Textures can be overlaid by putting a `^` between them.
331 default_dirt.png^default_grass_side.png
333 `default_grass_side.png` is overlayed over `default_dirt.png`.
334 The texture with the lower resolution will be automatically upscaled to
335 the higher resolution texture.
338 Textures can be grouped together by enclosing them in `(` and `)`.
340 Example: `cobble.png^(thing1.png^thing2.png)`
342 A texture for `thing1.png^thing2.png` is created and the resulting
343 texture is overlaid on top of `cobble.png`.
346 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
347 passing complex texture names as arguments. Escaping is done with backslash and
348 is required for `^` and `:`.
350 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
352 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
353 on top of `cobble.png`.
355 ### Advanced texture modifiers
360 * `[crack:<t>:<n>:<p>`
361 * `[cracko:<t>:<n>:<p>`
364 * `<t>` = tile count (in each direction)
365 * `<n>` = animation frame count
366 * `<p>` = current animation frame
368 Draw a step of the crack animation on the texture.
369 `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
373 default_cobble.png^[crack:10:1
375 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
380 * `<file>` = texture to combine
382 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
383 specified coordinates.
387 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
389 #### `[resize:<w>x<h>`
390 Resizes the texture to the given dimensions.
394 default_sandstone.png^[resize:16x16
397 Makes the base image transparent according to the given ratio.
399 `r` must be between 0 and 255.
400 0 means totally transparent. 255 means totally opaque.
404 default_sandstone.png^[opacity:127
406 #### `[invert:<mode>`
407 Inverts the given channels of the base image.
408 Mode may contain the characters "r", "g", "b", "a".
409 Only the channels that are mentioned in the mode string will be inverted.
413 default_apple.png^[invert:rgb
416 Brightens the texture.
420 tnt_tnt_side.png^[brighten
423 Makes the texture completely opaque.
427 default_leaves.png^[noalpha
429 #### `[makealpha:<r>,<g>,<b>`
430 Convert one color to transparency.
434 default_cobble.png^[makealpha:128,128,128
437 * `<t>` = transformation(s) to apply
439 Rotates and/or flips the image.
441 `<t>` can be a number (between 0 and 7) or a transform name.
442 Rotations are counter-clockwise.
445 1 R90 rotate by 90 degrees
446 2 R180 rotate by 180 degrees
447 3 R270 rotate by 270 degrees
449 5 FXR90 flip X then rotate by 90 degrees
451 7 FYR90 flip Y then rotate by 90 degrees
455 default_stone.png^[transformFXR90
457 #### `[inventorycube{<top>{<left>{<right>`
458 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
460 Create an inventory cube texture using the side textures.
464 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
466 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
467 `dirt.png^grass_side.png` textures
469 #### `[lowpart:<percent>:<file>`
470 Blit the lower `<percent>`% part of `<file>` on the texture.
474 base.png^[lowpart:25:overlay.png
476 #### `[verticalframe:<t>:<n>`
477 * `<t>` = animation frame count
478 * `<n>` = current animation frame
480 Crops the texture to a frame of a vertical animation.
484 default_torch_animated.png^[verticalframe:16:8
487 Apply a mask to the base image.
489 The mask is applied using binary AND.
491 #### `[sheet:<w>x<h>:<x>,<y>`
492 Retrieves a tile at position x,y from the base image
493 which it assumes to be a tilesheet with dimensions w,h.
496 #### `[colorize:<color>:<ratio>`
497 Colorize the textures with the given color.
498 `<color>` is specified as a `ColorString`.
499 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
500 it is an int, then it specifies how far to interpolate between the
501 colors where 0 is only the texture color and 255 is only `<color>`. If
502 omitted, the alpha of `<color>` will be used as the ratio. If it is
503 the word "`alpha`", then each texture pixel will contain the RGB of
504 `<color>` and the alpha of `<color>` multiplied by the alpha of the
507 #### `[multiply:<color>`
508 Multiplies texture colors with the given color.
509 `<color>` is specified as a `ColorString`.
510 Result is more like what you'd expect if you put a color on top of another
511 color. Meaning white surfaces get a lot of your new color while black parts don't
516 The goal of hardware coloring is to simplify the creation of
517 colorful nodes. If your textures use the same pattern, and they only
518 differ in their color (like colored wool blocks), you can use hardware
519 coloring instead of creating and managing many texture files.
520 All of these methods use color multiplication (so a white-black texture
521 with red coloring will result in red-black color).
524 This method is useful if you wish to create nodes/items with
525 the same texture, in different colors, each in a new node/item definition.
528 When you register an item or node, set its `color` field (which accepts a
529 `ColorSpec`) to the desired color.
531 An `ItemStack`s static color can be overwritten by the `color` metadata
532 field. If you set that field to a `ColorString`, that color will be used.
535 Each tile may have an individual static color, which overwrites every
536 other coloring methods. To disable the coloring of a face,
537 set its color to white (because multiplying with white does nothing).
538 You can set the `color` property of the tiles in the node's definition
539 if the tile is in table format.
542 For nodes and items which can have many colors, a palette is more
543 suitable. A palette is a texture, which can contain up to 256 pixels.
544 Each pixel is one possible color for the node/item.
545 You can register one node/item, which can have up to 256 colors.
547 #### Palette indexing
548 When using palettes, you always provide a pixel index for the given
549 node or `ItemStack`. The palette is read from left to right and from
550 top to bottom. If the palette has less than 256 pixels, then it is
551 stretched to contain exactly 256 pixels (after arranging the pixels
552 to one line). The indexing starts from 0.
555 * 16x16 palette, index = 0: the top left corner
556 * 16x16 palette, index = 4: the fifth pixel in the first row
557 * 16x16 palette, index = 16: the pixel below the top left corner
558 * 16x16 palette, index = 255: the bottom right corner
559 * 2 (width)x4 (height) palette, index=31: the top left corner.
560 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
561 to ensure the total 256 pixels.
562 * 2x4 palette, index=32: the top right corner
563 * 2x4 palette, index=63: the top right corner
564 * 2x4 palette, index=64: the pixel below the top left corner
566 #### Using palettes with items
567 When registering an item, set the item definition's `palette` field to
568 a texture. You can also use texture modifiers.
570 The `ItemStack`'s color depends on the `palette_index` field of the
571 stack's metadata. `palette_index` is an integer, which specifies the
572 index of the pixel to use.
574 #### Linking palettes with nodes
575 When registering a node, set the item definition's `palette` field to
576 a texture. You can also use texture modifiers.
577 The node's color depends on its `param2`, so you also must set an
578 appropriate `drawtype`:
579 * `drawtype = "color"` for nodes which use their full `param2` for
580 palette indexing. These nodes can have 256 different colors.
581 The palette should contain 256 pixels.
582 * `drawtype = "colorwallmounted"` for nodes which use the first
583 five bits (most significant) of `param2` for palette indexing.
584 The remaining three bits are describing rotation, as in `wallmounted`
585 draw type. Division by 8 yields the palette index (without stretching the
586 palette). These nodes can have 32 different colors, and the palette
587 should contain 32 pixels.
589 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
590 pixel will be picked from the palette.
591 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
592 pixel will be picked from the palette.
593 * `drawtype = "colorfacedir"` for nodes which use the first
594 three bits of `param2` for palette indexing. The remaining
595 five bits are describing rotation, as in `facedir` draw type.
596 Division by 32 yields the palette index (without stretching the
597 palette). These nodes can have 8 different colors, and the
598 palette should contain 8 pixels.
600 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
601 first (= 0 + 1) pixel will be picked from the palette.
602 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
603 second (= 1 + 1) pixel will be picked from the palette.
605 To colorize a node on the map, set its `param2` value (according
606 to the node's draw type).
608 ### Conversion between nodes in the inventory and the on the map
609 Static coloring is the same for both cases, there is no need
612 If the `ItemStack`'s metadata contains the `color` field, it will be
613 lost on placement, because nodes on the map can only use palettes.
615 If the `ItemStack`'s metadata contains the `palette_index` field, it is
616 automatically transferred between node and item forms by the engine,
617 when a player digs or places a colored node.
618 You can disable this feature by setting the `drop` field of the node
619 to itself (without metadata).
620 To transfer the color to a special drop, you need a drop table.
623 minetest.register_node("mod:stone", {
624 description = "Stone",
625 tiles = {"default_stone.png"},
626 paramtype2 = "color",
627 palette = "palette.png",
630 -- assume that mod:cobblestone also has the same palette
631 {items = {"mod:cobblestone"}, inherit_color = true },
636 ### Colored items in craft recipes
637 Craft recipes only support item strings, but fortunately item strings
638 can also contain metadata. Example craft recipe registration:
640 minetest.register_craft({
641 output = minetest.itemstring_with_palette("wool:block", 3),
649 To set the `color` field, you can use `minetest.itemstring_with_color`.
651 Metadata field filtering in the `recipe` field are not supported yet,
652 so the craft output is independent of the color of the ingredients.
656 Sometimes hardware coloring is not enough, because it affects the
657 whole tile. Soft texture overlays were added to Minetest to allow
658 the dynamic coloring of only specific parts of the node's texture.
659 For example a grass block may have colored grass, while keeping the
662 These overlays are 'soft', because unlike texture modifiers, the layers
663 are not merged in the memory, but they are simply drawn on top of each
664 other. This allows different hardware coloring, but also means that
665 tiles with overlays are drawn slower. Using too much overlays might
668 For inventory and wield images you can specify overlays which
669 hardware coloring does not modify. You have to set `inventory_overlay`
670 and `wield_overlay` fields to an image name.
672 To define a node overlay, simply set the `overlay_tiles` field of the node
673 definition. These tiles are defined in the same way as plain tiles:
674 they can have a texture name, color etc.
675 To skip one face, set that overlay tile to an empty string.
677 Example (colored grass block):
679 minetest.register_node("default:dirt_with_grass", {
680 description = "Dirt with Grass",
681 -- Regular tiles, as usual
682 -- The dirt tile disables palette coloring
683 tiles = {{name = "default_grass.png"},
684 {name = "default_dirt.png", color = "white"}},
685 -- Overlay tiles: define them in the same style
686 -- The top and bottom tile does not have overlay
687 overlay_tiles = {"", "",
688 {name = "default_grass_side.png", tileable_vertical = false}},
689 -- Global color, used in inventory
691 -- Palette in the world
692 paramtype2 = "color",
693 palette = "default_foilage.png",
698 Only Ogg Vorbis files are supported.
700 For positional playing of sounds, only single-channel (mono) files are
701 supported. Otherwise OpenAL will play them non-positionally.
703 Mods should generally prefix their sounds with `modname_`, e.g. given
704 the mod name "`foomod`", a sound could be called:
708 Sounds are referred to by their name with a dot, a single digit and the
709 file extension stripped out. When a sound is played, the actual sound file
710 is chosen randomly from the matching sounds.
712 When playing the sound `foomod_foosound`, the sound is chosen randomly
713 from the available ones of the following files:
715 * `foomod_foosound.ogg`
716 * `foomod_foosound.0.ogg`
717 * `foomod_foosound.1.ogg`
719 * `foomod_foosound.9.ogg`
721 Examples of sound parameter tables:
723 -- Play locationless on all clients
725 gain = 1.0, -- default
726 fade = 0.0, -- default, change to a value > 0 to fade the sound in
727 pitch = 1.0, -- default
729 -- Play locationless to one player
732 gain = 1.0, -- default
733 fade = 0.0, -- default, change to a value > 0 to fade the sound in
734 pitch = 1.0, -- default
736 -- Play locationless to one player, looped
739 gain = 1.0, -- default
742 -- Play in a location
744 pos = {x = 1, y = 2, z = 3},
745 gain = 1.0, -- default
746 max_hear_distance = 32, -- default, uses an euclidean metric
748 -- Play connected to an object, looped
750 object = <an ObjectRef>,
751 gain = 1.0, -- default
752 max_hear_distance = 32, -- default, uses an euclidean metric
756 Looped sounds must either be connected to an object or played locationless to
757 one player using `to_player = name,`
759 ### `SimpleSoundSpec`
761 * e.g. `"default_place_node"`
763 * e.g. `{name = "default_place_node"}`
764 * e.g. `{name = "default_place_node", gain = 1.0}`
765 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
767 Registered definitions of stuff
768 -------------------------------
769 Anything added using certain `minetest.register_*` functions get added to
770 the global `minetest.registered_*` tables.
772 * `minetest.register_entity(name, prototype table)`
773 * added to `minetest.registered_entities[name]`
775 * `minetest.register_node(name, node definition)`
776 * added to `minetest.registered_items[name]`
777 * added to `minetest.registered_nodes[name]`
779 * `minetest.register_tool(name, item definition)`
780 * added to `minetest.registered_items[name]`
782 * `minetest.register_craftitem(name, item definition)`
783 * added to `minetest.registered_items[name]`
785 * `minetest.unregister_item(name)`
786 * Unregisters the item name from engine, and deletes the entry with key
787 * `name` from `minetest.registered_items` and from the associated item
788 * table according to its nature: `minetest.registered_nodes[]` etc
790 * `minetest.register_biome(biome definition)`
791 * returns an integer uniquely identifying the registered biome
792 * added to `minetest.registered_biome` with the key of `biome.name`
793 * if `biome.name` is nil, the key is the returned ID
795 * `minetest.unregister_biome(name)`
796 * Unregisters the biome name from engine, and deletes the entry with key
797 * `name` from `minetest.registered_biome`
799 * `minetest.register_ore(ore definition)`
800 * returns an integer uniquely identifying the registered ore
801 * added to `minetest.registered_ores` with the key of `ore.name`
802 * if `ore.name` is nil, the key is the returned ID
804 * `minetest.register_decoration(decoration definition)`
805 * returns an integer uniquely identifying the registered decoration
806 * added to `minetest.registered_decorations` with the key of `decoration.name`
807 * if `decoration.name` is nil, the key is the returned ID
809 * `minetest.register_schematic(schematic definition)`
810 * returns an integer uniquely identifying the registered schematic
811 * added to `minetest.registered_schematic` with the key of `schematic.name`
812 * if `schematic.name` is nil, the key is the returned ID
813 * if the schematic is loaded from a file, schematic.name is set to the filename
814 * if the function is called when loading the mod, and schematic.name is a relative
815 path, then the current mod path will be prepended to the schematic filename
817 * `minetest.clear_registered_biomes()`
818 * clears all biomes currently registered
820 * `minetest.clear_registered_ores()`
821 * clears all ores currently registered
823 * `minetest.clear_registered_decorations()`
824 * clears all decorations currently registered
826 * `minetest.clear_registered_schematics()`
827 * clears all schematics currently registered
829 Note that in some cases you will stumble upon things that are not contained
830 in these tables (e.g. when a mod has been removed). Always check for
831 existence before trying to access the fields.
833 Example: If you want to check the drawtype of a node, you could do:
835 local function get_nodedef_field(nodename, fieldname)
836 if not minetest.registered_nodes[nodename] then
839 return minetest.registered_nodes[nodename][fieldname]
841 local drawtype = get_nodedef_field(nodename, "drawtype")
843 Example: `minetest.get_item_group(name, group)` has been implemented as:
845 function minetest.get_item_group(name, group)
846 if not minetest.registered_items[name] or not
847 minetest.registered_items[name].groups[group] then
850 return minetest.registered_items[name].groups[group]
855 Nodes are the bulk data of the world: cubes and other things that take the
856 space of a cube. Huge amounts of them are handled efficiently, but they
859 The definition of a node is stored and can be accessed by name in
861 minetest.registered_nodes[node.name]
863 See "Registered definitions of stuff".
865 Nodes are passed by value between Lua and the engine.
866 They are represented by a table:
868 {name="name", param1=num, param2=num}
870 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
871 them for certain automated functions. If you don't use these functions, you can
872 use them to store arbitrary values.
874 The functions of `param1` and `param2` are determined by certain fields in the
877 `param1` is reserved for the engine when `paramtype != "none"`:
880 ^ The value stores light with and without sun in its upper and lower 4 bits
881 respectively. Allows light to propagate from or through the node with
882 light value falling by 1 per node. This is essential for a light source
883 node to spread its light.
885 `param2` is reserved for the engine when any of these are used:
887 liquidtype == "flowing"
888 ^ The level and some flags of the liquid is stored in param2
889 drawtype == "flowingliquid"
890 ^ The drawn liquid level is read from param2
891 drawtype == "torchlike"
892 drawtype == "signlike"
893 paramtype2 == "wallmounted"
894 ^ The rotation of the node is stored in param2. You can make this value
895 by using minetest.dir_to_wallmounted().
896 paramtype2 == "facedir"
897 ^ The rotation of the node is stored in param2. Furnaces and chests are
898 rotated this way. Can be made by using minetest.dir_to_facedir().
900 facedir / 4 = axis direction:
901 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
902 facedir modulo 4 = rotation around that axis
903 paramtype2 == "leveled"
904 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
906 The level of the top face of the nodebox is stored in param2.
907 The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
908 The nodebox height is (param2 / 64) nodes.
909 The maximum accepted value of param2 is 127.
911 The height of the 'plantlike' section is stored in param2.
912 The height is (param2 / 16) nodes.
913 paramtype2 == "degrotate"
914 ^ The rotation of this node is stored in param2. Plants are rotated this way.
915 Values range 0 - 179. The value stored in param2 is multiplied by two to
916 get the actual rotation of the node.
917 paramtype2 == "meshoptions"
918 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
919 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
920 a mesh selector. Currently the following meshes are choosable:
921 0 = a "x" shaped plant (ordinary plant)
922 1 = a "+" shaped plant (just rotated 45 degrees)
923 2 = a "*" shaped plant with 3 faces instead of 2
924 3 = a "#" shaped plant with 4 faces instead of 2
925 4 = a "#" shaped plant with 4 faces that lean outwards
926 5-7 are unused and reserved for future meshes.
927 Bits 3 through 7 are optional flags that can be combined and give these
929 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
930 bit 4 (0x10) - Makes the plant mesh 1.4x larger
931 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
932 bits 6-7 are reserved for future use.
933 paramtype2 == "color"
934 ^ `param2` tells which color is picked from the palette.
935 The palette should have 256 pixels.
936 paramtype2 == "colorfacedir"
937 ^ Same as `facedir`, but with colors.
938 The first three bits of `param2` tells which color
939 is picked from the palette.
940 The palette should have 8 pixels.
941 paramtype2 == "colorwallmounted"
942 ^ Same as `wallmounted`, but with colors.
943 The first five bits of `param2` tells which color
944 is picked from the palette.
945 The palette should have 32 pixels.
946 paramtype2 == "glasslikeliquidlevel"
947 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
948 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
950 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
952 Nodes can also contain extra data. See "Node Metadata".
956 There are a bunch of different looking node types.
958 Look for examples in `games/minimal` or `games/minetest_game`.
966 * `glasslike_framed_optional`
968 * `allfaces_optional`
975 * `nodebox` -- See below
976 * `mesh` -- Use models for nodes, see below
977 * `plantlike_rooted` -- See below
979 `*_optional` drawtypes need less rendering time if deactivated (always client side).
983 Node selection boxes are defined using "node boxes"
985 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
986 number of boxes. It allows defining stuff like stairs and slabs.
988 A nodebox is defined as any of:
991 -- A normal cube; the default in most things
995 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
997 fixed = box OR {box1, box2, ...}
1000 -- A variable height box (or boxes) with the top face position defined by
1001 -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
1003 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1005 fixed = box OR {box1, box2, ...}
1008 -- A box like the selection box for torches
1009 -- (wallmounted param2 is used, if applicable)
1010 type = "wallmounted",
1016 -- A node that has optional boxes depending on neighbouring nodes'
1017 -- presence and type. See also `connects_to`.
1019 fixed = box OR {box1, box2, ...}
1020 connect_top = box OR {box1, box2, ...}
1021 connect_bottom = box OR {box1, box2, ...}
1022 connect_front = box OR {box1, box2, ...}
1023 connect_left = box OR {box1, box2, ...}
1024 connect_back = box OR {box1, box2, ...}
1025 connect_right = box OR {box1, box2, ...}
1028 A `box` is defined as:
1030 {x1, y1, z1, x2, y2, z2}
1032 A box of a regular node would look like:
1034 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1038 If drawtype `mesh` is used, tiles should hold model materials textures.
1039 Only static meshes are implemented.
1040 For supported model formats see Irrlicht engine documentation.
1042 Rooted plantlike drawtype
1043 -------------------------
1044 The `plantlike_rooted` drawtype was developed to enable underwater plants
1045 without air bubbles around the plants.
1046 It consists of a base cube at the co-ordinates of the node (the seabed /
1047 lakebed / riverbed node) plus a 'plantlike' extension above with a height
1048 defined by param2 (maximum height 16 nodes). This extension visually passes
1049 through any nodes above the base cube without affecting them.
1050 The node is dug by digging the base cube.
1051 The base cube texture tiles are defined as normal, the plantlike extension
1052 uses the defined 'special tile', for example:
1053 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1057 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
1061 Offset that the noise is translated by (i.e. added) after calculation.
1064 Factor that the noise is scaled by (i.e. multiplied) after calculation.
1067 Vector containing values by which each coordinate is divided by before calculation.
1068 Higher spread values result in larger noise features.
1070 A value of `{x=250, y=250, z=250}` is common.
1073 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
1074 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
1077 Number of times the noise gradient is accumulated into the noise.
1079 Increase this number to increase the amount of detail in the resulting noise.
1081 A value of `6` is common.
1084 Factor by which the effect of the noise gradient function changes with each successive octave.
1086 Values less than `1` make the details of successive octaves' noise diminish, while values
1087 greater than `1` make successive octaves stronger.
1089 A value of `0.6` is common.
1092 Factor by which the noise feature sizes change with each successive octave.
1094 A value of `2.0` is common.
1097 Leave this field unset for no special handling.
1099 Currently supported are `defaults`, `eased` and `absvalue`.
1102 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
1106 Maps noise gradient values onto a quintic S-curve before performing interpolation.
1107 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
1108 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
1111 Accumulates the absolute value of each noise gradient result.
1113 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1118 spread = {x=500, y=500, z=500},
1123 flags = "defaults, absvalue"
1125 ^ A single noise parameter table can be used to get 2D or 3D noise,
1126 when getting 2D noise spread.z is ignored.
1131 These tell in what manner the ore is generated.
1133 All default ores are of the uniformly-distributed scatter type.
1136 Randomly chooses a location and generates a cluster of ore.
1138 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1139 that point is greater than the `noise_threshold`, giving the ability to create
1140 a non-equal distribution of ore.
1143 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1144 described by `noise_params` and `noise_threshold`. This is essentially an
1145 improved version of the so-called "stratus" ore seen in some unofficial mods.
1147 This sheet consists of vertical columns of uniform randomly distributed height,
1148 varying between the inclusive range `column_height_min` and `column_height_max`.
1149 If `column_height_min` is not specified, this parameter defaults to 1.
1150 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1151 for reverse compatibility. New code should prefer `column_height_max`.
1153 The `column_midpoint_factor` parameter controls the position of the column at which
1154 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1155 columns grow equally starting from each direction. `column_midpoint_factor` is a
1156 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1159 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1162 Creates a sheet of ore in a cloud-like puff shape.
1164 As with the `sheet` ore type, the size and shape of puffs are described by
1165 `noise_params` and `noise_threshold` and are placed at random vertical positions
1166 within the currently generated chunk.
1168 The vertical top and bottom displacement of each puff are determined by the noise
1169 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1172 Creates a deformed sphere of ore according to 3d perlin noise described by
1173 `noise_params`. The maximum size of the blob is `clust_size`, and
1174 `clust_scarcity` has the same meaning as with the `scatter` type.
1177 Creates veins of ore varying in density by according to the intersection of two
1178 instances of 3d perlin noise with different seeds, both described by
1181 `random_factor` varies the influence random chance has on placement of an ore
1182 inside the vein, which is `1` by default. Note that modifying this parameter may
1183 require adjusting `noise_threshold`.
1185 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1188 This ore type is difficult to control since it is sensitive to small changes.
1189 The following is a decent set of parameters to work from:
1194 spread = {x=200, y=200, z=200},
1200 noise_threshold = 1.6
1202 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1203 computationally expensive than any other ore.
1206 Creates a single undulating ore stratum that is continuous across mapchunk
1207 borders and horizontally spans the world.
1209 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the
1210 stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1211 defines the stratum's vertical thickness (in units of nodes). Due to being
1212 continuous across mapchunk borders the stratum's vertical thickness is
1215 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1216 to y_max in a simple horizontal stratum.
1218 A parameter `stratum_thickness` can be provided instead of the noise parameter
1219 `np_stratum_thickness`, to create a constant thickness.
1221 Leaving out one or both noise parameters makes the ore generation less intensive,
1222 useful when adding multiple strata.
1224 `y_min` and `y_max` define the limits of the ore generation and for performance
1225 reasons should be set as close together as possible but without clipping the
1226 stratum's Y variation.
1228 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1229 solid-ore stratum would require a `clust_scarcity` of 1.
1231 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1232 `random_factor` are ignored by this ore type.
1236 See section "Flag Specifier Format".
1238 Currently supported flags:
1239 `puff_cliffs`, `puff_additive_composition`.
1242 If set, puff ore generation will not taper down large differences in displacement
1243 when approaching the edge of a puff. This flag has no effect for ore types other
1246 ### `puff_additive_composition`
1247 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1248 negative displacement, the sub-column at that point is not generated. With this
1249 attribute set, puff ore generation will instead generate the absolute difference in
1250 noise displacement values. This flag has no effect for ore types other than `puff`.
1254 The varying types of decorations that can be placed.
1257 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1258 a list, if a decoration list is specified). Can specify a certain node it must
1259 spawn next to, such as water or lava, for example. Can also generate a
1260 decoration of random height between a specified lower and upper bound.
1261 This type of decoration is intended for placement of grass, flowers, cacti,
1262 papyri, waterlilies and so on.
1265 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1266 Can specify a probability of a node randomly appearing when placed.
1267 This decoration type is intended to be used for multi-node sized discrete
1268 structures, such as trees, cave spikes, rocks, and so on.
1272 --------------------
1273 A schematic specifier identifies a schematic by either a filename to a
1274 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1275 in the form of a table. This table specifies the following fields:
1277 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1278 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1279 of the schematic to have a `prob / 256 * 100` chance of occurring. (default: 255)
1280 * The `data` field is a flat table of MapNode tables making up the schematic,
1281 in the order of `[z [y [x]]]`. (required)
1282 Each MapNode table contains:
1283 * `name`: the name of the map node to place (required)
1284 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1285 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1286 * `force_place`: boolean representing if the node should forcibly overwrite any
1287 previous contents (default: false)
1289 About probability values:
1291 * A probability value of `0` or `1` means that node will never appear (0% chance).
1292 * A probability value of `254` or `255` means the node will always appear (100% chance).
1293 * If the probability value `p` is greater than `1`, then there is a
1294 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1298 Schematic attributes
1299 --------------------
1300 See section "Flag Specifier Format".
1302 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1305 * `place_center_x`: Placement of this decoration is centered along the X axis.
1306 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1307 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1308 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1313 The position field is used for all element types.
1315 To account for differing resolutions, the position coordinates are the percentage
1316 of the screen, ranging in value from `0` to `1`.
1318 The name field is not yet used, but should contain a description of what the
1319 HUD element represents. The direction field is the direction in which something
1322 `0` draws from left to right, `1` draws from right to left, `2` draws from
1323 top to bottom, and `3` draws from bottom to top.
1325 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1326 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1327 Fractional values can be used.
1329 The `offset` field specifies a pixel offset from the position. Contrary to position,
1330 the offset is not scaled to screen size. This allows for some precisely-positioned
1333 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1335 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1337 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1338 in the experimental stages.
1341 Displays an image on the HUD.
1343 * `scale`: The scale of the image, with 1 being the original texture size.
1344 Only the X coordinate scale is used (positive values).
1345 Negative values represent that percentage of the screen it
1346 should take; e.g. `x=-100` means 100% (width).
1347 * `text`: The name of the texture that is displayed.
1348 * `alignment`: The alignment of the image.
1349 * `offset`: offset in pixels from position.
1352 Displays text on the HUD.
1354 * `scale`: Defines the bounding rectangle of the text.
1355 A value such as `{x=100, y=100}` should work.
1356 * `text`: The text to be displayed in the HUD element.
1357 * `number`: An integer containing the RGB value of the color used to draw the text.
1358 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1359 * `alignment`: The alignment of the text.
1360 * `offset`: offset in pixels from position.
1363 Displays a horizontal bar made up of half-images.
1365 * `text`: The name of the texture that is used.
1366 * `number`: The number of half-textures that are displayed.
1367 If odd, will end with a vertically center-split texture.
1369 * `offset`: offset in pixels from position.
1370 * `size`: If used, will force full-image size to this value (override texture pack image size)
1373 * `text`: The name of the inventory list to be displayed.
1374 * `number`: Number of items in the inventory to be displayed.
1375 * `item`: Position of item that is selected.
1377 * `offset`: offset in pixels from position.
1380 Displays distance to selected world position.
1382 * `name`: The name of the waypoint.
1383 * `text`: Distance suffix. Can be blank.
1384 * `number:` An integer containing the RGB value of the color used to draw the text.
1385 * `world_pos`: World position of the waypoint.
1387 Representations of simple things
1388 --------------------------------
1392 {x=num, y=num, z=num}
1394 For helper functions see "Vector helpers".
1397 * `{type="nothing"}`
1398 * `{type="node", under=pos, above=pos}`
1399 * `{type="object", ref=ObjectRef}`
1401 Flag Specifier Format
1402 ---------------------
1403 Flags using the standardized flag specifier format can be specified in either of
1404 two ways, by string or table.
1406 The string format is a comma-delimited set of flag names; whitespace and
1407 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1408 flag, and specifying a flag prefixed by the string `"no"` explicitly
1409 clears the flag from whatever the default may be.
1411 In addition to the standard string flag format, the schematic flags field can
1412 also be a table of flag names to boolean values representing whether or not the
1413 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1414 is present, mapped to a boolean of any value, the specified flag is unset.
1416 E.g. A flag field of value
1418 {place_center_x = true, place_center_y=false, place_center_z=true}
1422 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1424 which is equivalent to
1426 "place_center_x, noplace_center_y, place_center_z"
1430 "place_center_x, place_center_z"
1432 since, by default, no schematic attributes are set.
1438 There are three kinds of items: nodes, tools and craftitems.
1440 * Node (`register_node`): A node from the world.
1441 * Tool (`register_tool`): A tool/weapon that can dig and damage
1442 things according to `tool_capabilities`.
1443 * Craftitem (`register_craftitem`): A miscellaneous item.
1446 All item stacks have an amount between 0 to 65535. It is 1 by
1447 default. Tool item stacks can not have an amount greater than 1.
1449 Tools use a wear (=damage) value ranging from 0 to 65535. The
1450 value 0 is the default and used is for unworn tools. The values
1451 1 to 65535 are used for worn tools, where a higher value stands for
1452 a higher wear. Non-tools always have a wear value of 0.
1455 Items and item stacks can exist in three formats: Serializes, table format
1459 This is called "stackstring" or "itemstring". It is a simple string with
1460 1-3 components: the full item identifier, an optional amount and an optional
1463 <identifier> [<amount>[ <wear>]]
1467 * `'default:apple'`: 1 apple
1468 * `'default:dirt 5'`: 5 dirt
1469 * `'default:pick_stone'`: a new stone pickaxe
1470 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1477 {name="default:dirt", count=5, wear=0, metadata=""}
1479 A wooden pick about 1/3 worn out:
1481 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1485 {name="default:apple", count=1, wear=0, metadata=""}
1488 A native C++ format with many helper methods. Useful for converting
1489 between formats. See the Class reference section for details.
1491 When an item must be passed to a function, it can usually be in any of
1497 In a number of places, there is a group table. Groups define the
1498 properties of a thing (item, node, armor of entity, capabilities of
1499 tool) in such a way that the engine and other mods can can interact with
1500 the thing without actually knowing what the thing is.
1503 Groups are stored in a table, having the group names with keys and the
1504 group ratings as values. For example:
1506 groups = {crumbly=3, soil=1}
1509 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1510 -- ^ A more special dirt-kind of thing
1512 Groups always have a rating associated with them. If there is no
1513 useful meaning for a rating for an enabled group, it shall be `1`.
1515 When not defined, the rating of a group defaults to `0`. Thus when you
1516 read groups, you must interpret `nil` and `0` as the same value, `0`.
1518 You can read the rating of a group for an item or a node by using
1520 minetest.get_item_group(itemname, groupname)
1523 Groups of items can define what kind of an item it is (e.g. wool).
1526 In addition to the general item things, groups are used to define whether
1527 a node is destroyable and how long it takes to destroy by a tool.
1529 ### Groups of entities
1530 For entities, groups are, as of now, used only for calculating damage.
1531 The rating is the percentage of damage caused by tools with this damage group.
1532 See "Entity damage mechanism".
1534 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1535 object.set_armor_groups({fleshy=30, cracky=80})
1538 Groups in tools define which groups of nodes and entities they are
1541 ### Groups in crafting recipes
1542 An example: Make meat soup from any meat, any water and any bowl:
1545 output = 'food:meat_soup_raw',
1551 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1554 Another example: Make red wool from white wool and red dye:
1558 output = 'wool:red',
1559 recipe = {'wool:white', 'group:dye,basecolor_red'},
1563 * `immortal`: Disables the group damage system for an entity
1564 * `punch_operable`: For entities; disables the regular damage mechanism for
1565 players punching it by hand or a non-tool item, so that it can do something
1566 else than take damage.
1567 * `level`: Can be used to give an additional sense of progression in the game.
1568 * A larger level will cause e.g. a weapon of a lower level make much less
1569 damage, and get worn out much faster, or not be able to get drops
1570 from destroyed nodes.
1571 * `0` is something that is directly accessible at the start of gameplay
1572 * There is no upper limit
1573 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1574 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1575 * `3`: the node always gets the digging time 0 seconds (torch)
1576 * `disable_jump`: Player (and possibly other things) cannot jump from node
1577 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1578 * `bouncy`: value is bounce speed in percent
1579 * `falling_node`: if there is no walkable block under the node it will fall
1580 * `attached_node`: if the node under it is not a walkable block the node will be
1581 dropped as an item. If the node is wallmounted the wallmounted direction is
1583 * `soil`: saplings will grow on nodes in this group
1584 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1585 connect to each other
1586 * `slippery`: Players and items will slide on the node.
1587 Slipperiness rises steadily with `slippery` value, starting at 1.
1590 ### Known damage and digging time defining groups
1591 * `crumbly`: dirt, sand
1592 * `cracky`: tough but crackable stuff like stone.
1593 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1594 plants, wire, sheets of metal
1595 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1596 * `fleshy`: Living things like animals and the player. This could imply
1597 some blood effects when hitting.
1598 * `explody`: Especially prone to explosions
1599 * `oddly_breakable_by_hand`:
1600 Can be added to nodes that shouldn't logically be breakable by the
1601 hand but are. Somewhat similar to `dig_immediate`, but times are more
1602 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1603 speed of a tool if the tool can dig at a faster speed than this
1604 suggests for the hand.
1606 ### Examples of custom groups
1607 Item groups are often used for defining, well, _groups of items_.
1609 * `meat`: any meat-kind of a thing (rating might define the size or healing
1610 ability or be irrelevant -- it is not defined as of yet)
1611 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1613 * `flammable`: can be set on fire. Rating might define the intensity of the
1614 fire, affecting e.g. the speed of the spreading of an open fire.
1615 * `wool`: any wool (any origin, any color)
1616 * `metal`: any metal
1617 * `weapon`: any weapon
1618 * `heavy`: anything considerably heavy
1620 ### Digging time calculation specifics
1621 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1622 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1623 faster digging time.
1625 The `level` group is used to limit the toughness of nodes a tool can dig
1626 and to scale the digging times / damage to a greater extent.
1628 **Please do understand this**, otherwise you cannot use the system to it's
1631 Tools define their properties by a list of parameters for groups. They
1632 cannot dig other groups; thus it is important to use a standard bunch of
1633 groups to enable interaction with tools.
1635 #### Tools definition
1638 * Full punch interval
1639 * Maximum drop level
1640 * For an arbitrary list of groups:
1641 * Uses (until the tool breaks)
1642 * Maximum level (usually `0`, `1`, `2` or `3`)
1646 #### Full punch interval
1647 When used as a weapon, the tool will do full damage if this time is spent
1648 between punches. If e.g. half the time is spent, the tool will do half
1651 #### Maximum drop level
1652 Suggests the maximum level of node, when dug with the tool, that will drop
1653 it's useful item. (e.g. iron ore to drop a lump of iron).
1655 This is not automated; it is the responsibility of the node definition
1659 Determines how many uses the tool has when it is used for digging a node,
1660 of this group, of the maximum level. For lower leveled nodes, the use count
1661 is multiplied by `3^leveldiff`.
1663 * `uses=10, leveldiff=0`: actual uses: 10
1664 * `uses=10, leveldiff=1`: actual uses: 30
1665 * `uses=10, leveldiff=2`: actual uses: 90
1668 Tells what is the maximum level of a node of this group that the tool will
1672 List of digging times for different ratings of the group, for nodes of the
1675 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1676 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1677 for this group, and unable to dig the rating `1`, which is the toughest.
1678 Unless there is a matching group that enables digging otherwise.
1680 If the result digging time is 0, a delay of 0.15 seconds is added between
1681 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1682 i.e. players can more quickly click the nodes away instead of holding LMB.
1685 List of damage for groups of entities. See "Entity damage mechanism".
1687 #### Example definition of the capabilities of a tool
1689 tool_capabilities = {
1690 full_punch_interval=1.5,
1693 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1695 damage_groups = {fleshy=2},
1698 This makes the tool be able to dig nodes that fulfil both of these:
1700 * Have the `crumbly` group
1701 * Have a `level` group less or equal to `2`
1703 Table of resulting digging times:
1705 crumbly 0 1 2 3 4 <- level
1707 1 0.80 1.60 1.60 - -
1708 2 0.60 1.20 1.20 - -
1709 3 0.40 0.80 0.80 - -
1711 level diff: 2 1 0 -1 -2
1713 Table of resulting tool uses:
1722 * At `crumbly==0`, the node is not diggable.
1723 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1724 easy nodes to be quickly breakable.
1725 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1727 Entity damage mechanism
1728 -----------------------
1732 foreach group in cap.damage_groups:
1733 damage += cap.damage_groups[group] * limit(actual_interval /
1734 cap.full_punch_interval, 0.0, 1.0)
1735 * (object.armor_groups[group] / 100.0)
1736 -- Where object.armor_groups[group] is 0 for inexistent values
1739 Client predicts damage based on damage groups. Because of this, it is able to
1740 give an immediate response when an entity is damaged or dies; the response is
1741 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1743 Currently a smoke puff will appear when an entity dies.
1745 The group `immortal` completely disables normal damage.
1747 Entities can define a special armor group, which is `punch_operable`. This
1748 group disables the regular damage mechanism for players punching it by hand or
1749 a non-tool item, so that it can do something else than take damage.
1751 On the Lua side, every punch calls:
1753 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1755 This should never be called directly, because damage is usually not handled by
1758 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1759 accessed unless absolutely required, to encourage interoperability.
1760 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1761 * `tool_capabilities` can be `nil`.
1762 * `direction` is a unit vector, pointing from the source of the punch to
1764 * `damage` damage that will be done to entity
1765 Return value of this function will determine if damage is done by this function
1766 (retval true) or shall be done by engine (retval false)
1768 To punch an entity/object in Lua, call:
1770 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1772 * Return value is tool wear.
1773 * Parameters are equal to the above callback.
1774 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1775 `direction` will be automatically filled in based on the location of `puncher`.
1779 The instance of a node in the world normally only contains the three values
1780 mentioned in "Nodes". However, it is possible to insert extra data into a
1781 node. It is called "node metadata"; See `NodeMetaRef`.
1783 Node metadata contains two things:
1788 Some of the values in the key-value store are handled specially:
1790 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1791 * `infotext`: Text shown on the screen when the node is pointed at
1795 local meta = minetest.get_meta(pos)
1796 meta:set_string("formspec",
1798 "list[context;main;0,0;8,4;]"..
1799 "list[current_player;main;0,5;8,4;]")
1800 meta:set_string("infotext", "Chest");
1801 local inv = meta:get_inventory()
1802 inv:set_size("main", 8*4)
1803 print(dump(meta:to_table()))
1806 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1807 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1808 [10] = "", [11] = "", [12] = "", [13] = "",
1809 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1810 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1811 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1812 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1816 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1823 Item stacks can store metadata too. See `ItemStackMetaRef`.
1825 Item metadata only contains a key-value store.
1827 Some of the values in the key-value store are handled specially:
1829 * `description`: Set the item stack's description. Defaults to `idef.description`
1830 * `color`: A `ColorString`, which sets the stack's color.
1831 * `palette_index`: If the item has a palette, this is used to get the
1832 current color from the palette.
1836 local meta = stack:get_meta()
1837 meta:set_string("key", "value")
1838 print(dump(meta:to_table()))
1842 Formspec defines a menu. Currently not much else than inventories are
1843 supported. It is a string, with a somewhat strange format.
1845 Spaces and newlines can be inserted between the blocks, as is used in the
1853 list[context;main;0,0;8,4;]
1854 list[current_player;main;0,5;8,4;]
1859 list[context;fuel;2,3;1,1;]
1860 list[context;src;2,1;1,1;]
1861 list[context;dst;5,1;2,2;]
1862 list[current_player;main;0,5;8,4;]
1864 #### Minecraft-like player inventory
1867 image[1,0.6;1,2;player.png]
1868 list[current_player;main;0,3.5;8,4;]
1869 list[current_player;craft;3,0;3,3;]
1870 list[current_player;craftpreview;7,1;1,1;]
1874 #### `size[<W>,<H>,<fixed_size>]`
1875 * Define the size of the menu in inventory slots
1876 * `fixed_size`: `true`/`false` (optional)
1877 * deprecated: `invsize[<W>,<H>;]`
1879 #### `position[<X>,<Y>]`
1880 * Define the position of the formspec
1881 * A value between 0.0 and 1.0 represents a position inside the screen
1882 * The default value is the center of the screen (0.5, 0.5)
1884 #### `anchor[<X>,<Y>]`
1885 * Define the anchor of the formspec
1886 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1887 * The default value is the center of the formspec (0.5, 0.5)
1889 #### `container[<X>,<Y>]`
1890 * Start of a container block, moves all physical elements in the container by (X, Y)
1891 * Must have matching `container_end`
1892 * Containers can be nested, in which case the offsets are added
1893 (child containers are relative to parent containers)
1895 #### `container_end[]`
1896 * End of a container, following elements are no longer relative to this container
1898 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1899 * Show an inventory list
1901 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1902 * Show an inventory list
1904 #### `listring[<inventory location>;<list name>]`
1905 * Allows to create a ring of inventory lists
1906 * Shift-clicking on items in one element of the ring
1907 will send them to the next inventory list inside the ring
1908 * The first occurrence of an element inside the ring will
1909 determine the inventory where items will be sent to
1912 * Shorthand for doing `listring[<inventory location>;<list name>]`
1913 for the last two inventory lists added by list[...]
1915 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1916 * Sets background color of slots as `ColorString`
1917 * Sets background color of slots on mouse hovering
1919 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1920 * Sets background color of slots as `ColorString`
1921 * Sets background color of slots on mouse hovering
1922 * Sets color of slots border
1924 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1925 * Sets background color of slots as `ColorString`
1926 * Sets background color of slots on mouse hovering
1927 * Sets color of slots border
1928 * Sets default background color of tooltips
1929 * Sets default font color of tooltips
1931 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1932 * Adds tooltip for an element
1933 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1934 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1936 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1938 * Position and size units are inventory slots
1940 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1941 * Show an inventory image of registered item/node
1942 * Position and size units are inventory slots
1944 #### `bgcolor[<color>;<fullscreen>]`
1945 * Sets background color of formspec as `ColorString`
1946 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1948 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1949 * Use a background. Inventory rectangles are not drawn then.
1950 * Position and size units are inventory slots
1951 * Example for formspec 8x4 in 16x resolution: image shall be sized
1952 8 times 16px times 4 times 16px.
1954 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1955 * Use a background. Inventory rectangles are not drawn then.
1956 * Position and size units are inventory slots
1957 * Example for formspec 8x4 in 16x resolution:
1958 image shall be sized 8 times 16px times 4 times 16px
1959 * If `true` the background is clipped to formspec size
1960 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1962 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1963 * Textual password style field; will be sent to server when a button is clicked
1964 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1966 * `x` and `y` position the field relative to the top left of the menu
1967 * `w` and `h` are the size of the field
1968 * Fields are a set height, but will be vertically centred on `h`
1969 * Position and size units are inventory slots
1970 * `name` is the name of the field as returned in fields to `on_receive_fields`
1971 * `label`, if not blank, will be text printed on the top left above the field
1972 * See field_close_on_enter to stop enter closing the formspec
1974 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1975 * Textual field; will be sent to server when a button is clicked
1976 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1978 * `x` and `y` position the field relative to the top left of the menu
1979 * `w` and `h` are the size of the field
1980 * Fields are a set height, but will be vertically centred on `h`
1981 * Position and size units are inventory slots
1982 * `name` is the name of the field as returned in fields to `on_receive_fields`
1983 * `label`, if not blank, will be text printed on the top left above the field
1984 * `default` is the default value of the field
1985 * `default` may contain variable references such as `${text}'` which
1986 will fill the value from the metadata value `text`
1987 * **Note**: no extra text or more than a single variable is supported ATM.
1988 * See `field_close_on_enter` to stop enter closing the formspec
1990 #### `field[<name>;<label>;<default>]`
1991 * As above, but without position/size units
1992 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1994 * Special field for creating simple forms, such as sign text input
1995 * Must be used without a `size[]` element
1996 * A "Proceed" button will be added automatically
1997 * See `field_close_on_enter` to stop enter closing the formspec
1999 #### `field_close_on_enter[<name>;<close_on_enter>]`
2000 * <name> is the name of the field
2001 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
2002 * defaults to true when not specified (ie: no tag for a field)
2004 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2005 * Same as fields above, but with multi-line input
2006 * if the text overflows a vertical scrollbar is added
2007 * if the name is empty the textarea is readonly. The label is not displayed then
2009 #### `label[<X>,<Y>;<label>]`
2010 * `x` and `y` work as per field
2011 * `label` is the text on the label
2012 * Position and size units are inventory slots
2014 #### `vertlabel[<X>,<Y>;<label>]`
2015 * Textual label drawn vertically
2016 * `x` and `y` work as per field
2017 * `label` is the text on the label
2018 * Position and size units are inventory slots
2020 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2021 * Clickable button. When clicked, fields will be sent.
2022 * `x`, `y` and `name` work as per field
2023 * `w` and `h` are the size of the button
2024 * Fixed button height. It will be vertically centred on `h`
2025 * `label` is the text on the button
2026 * Position and size units are inventory slots
2028 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2029 * `x`, `y`, `w`, `h`, and `name` work as per button
2030 * `texture name` is the filename of an image
2031 * Position and size units are inventory slots
2033 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2034 * `x`, `y`, `w`, `h`, and `name` work as per button
2035 * `texture name` is the filename of an image
2036 * Position and size units are inventory slots
2037 * `noclip=true` means the image button doesn't need to be within specified formsize
2038 * `drawborder`: draw button border or not
2039 * `pressed texture name` is the filename of an image on pressed state
2041 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2042 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2043 * `item name` is the registered name of an item/node,
2044 tooltip will be made out of its description
2045 to override it use tooltip element
2046 * Position and size units are inventory slots
2048 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2049 * When clicked, fields will be sent and the form will quit.
2051 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2052 * When clicked, fields will be sent and the form will quit.
2054 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2055 * Scrollable item list showing arbitrary text elements
2056 * `x` and `y` position the itemlist relative to the top left of the menu
2057 * `w` and `h` are the size of the itemlist
2058 * `name` fieldname sent to server on doubleclick value is current selected element
2059 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
2060 * if you want a listelement to start with "#" write "##".
2062 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2063 * Scrollable itemlist showing arbitrary text elements
2064 * `x` and `y` position the item list relative to the top left of the menu
2065 * `w` and `h` are the size of the item list
2066 * `name` fieldname sent to server on doubleclick value is current selected element
2067 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2068 * if you want a listelement to start with "#" write "##"
2069 * Index to be selected within textlist
2070 * `true`/`false`: draw transparent background
2071 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
2073 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2074 * Show a tab**header** at specific position (ignores formsize)
2075 * `x` and `y` position the itemlist relative to the top left of the menu
2076 * `name` fieldname data is transferred to Lua
2077 * `caption 1`...: name shown on top of tab
2078 * `current_tab`: index of selected tab 1...
2079 * `transparent` (optional): show transparent
2080 * `draw_border` (optional): draw border
2082 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2083 * Simple colored semitransparent box
2084 * `x` and `y` position the box relative to the top left of the menu
2085 * `w` and `h` are the size of box
2086 * `color` is color specified as a `ColorString`
2088 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2089 * Show a dropdown field
2090 * **Important note**: There are two different operation modes:
2091 1. handle directly on change (only changed dropdown is submitted)
2092 2. read the value on pressing a button (all dropdown values are available)
2093 * `x` and `y` position of dropdown
2095 * Fieldname data is transferred to Lua
2096 * Items to be shown in dropdown
2097 * Index of currently selected dropdown item
2099 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2101 * `x` and `y`: position of checkbox
2102 * `name` fieldname data is transferred to Lua
2103 * `label` to be shown left of checkbox
2104 * `selected` (optional): `true`/`false`
2106 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2108 * There are two ways to use it:
2109 1. handle the changed event (only changed scrollbar is available)
2110 2. read the value on pressing a button (all scrollbars are available)
2111 * `x` and `y`: position of trackbar
2112 * `w` and `h`: width and height
2113 * `orientation`: `vertical`/`horizontal`
2114 * Fieldname data is transferred to Lua
2115 * Value this trackbar is set to (`0`-`1000`)
2116 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
2118 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2119 * Show scrollable table using options defined by the previous `tableoptions[]`
2120 * Displays cells as defined by the previous `tablecolumns[]`
2121 * `x` and `y`: position the itemlist relative to the top left of the menu
2122 * `w` and `h` are the size of the itemlist
2123 * `name`: fieldname sent to server on row select or doubleclick
2124 * `cell 1`...`cell n`: cell contents given in row-major order
2125 * `selected idx`: index of row to be selected within table (first row = `1`)
2126 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
2128 #### `tableoptions[<opt 1>;<opt 2>;...]`
2129 * Sets options for `table[]`
2131 * default text color (`ColorString`), defaults to `#FFFFFF`
2132 * `background=#RRGGBB`
2133 * table background color (`ColorString`), defaults to `#000000`
2134 * `border=<true/false>`
2135 * should the table be drawn with a border? (default: `true`)
2136 * `highlight=#RRGGBB`
2137 * highlight background color (`ColorString`), defaults to `#466432`
2138 * `highlight_text=#RRGGBB`
2139 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2140 * `opendepth=<value>`
2141 * all subtrees up to `depth < value` are open (default value = `0`)
2142 * only useful when there is a column of type "tree"
2144 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2145 * Sets columns for `table[]`
2146 * Types: `text`, `image`, `color`, `indent`, `tree`
2147 * `text`: show cell contents as text
2148 * `image`: cell contents are an image index, use column options to define images
2149 * `color`: cell contents are a ColorString and define color of following cell
2150 * `indent`: cell contents are a number and define indentation of following cell
2151 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
2154 * for `text` and `image`: content alignment within cells.
2155 Available values: `left` (default), `center`, `right`, `inline`
2157 * for `text` and `image`: minimum width in em (default: `0`)
2158 * for `indent` and `tree`: indent width in em (default: `1.5`)
2159 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2160 Exception: defaults to 0 for indent columns
2161 * `tooltip=<value>`: tooltip text (default: empty)
2162 * `image` column options:
2163 * `0=<value>` sets image for image index 0
2164 * `1=<value>` sets image for image index 1
2165 * `2=<value>` sets image for image index 2
2166 * and so on; defined indices need not be contiguous empty or
2167 non-numeric cells are treated as `0`.
2168 * `color` column options:
2169 * `span=<value>`: number of following columns to affect (default: infinite)
2171 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2172 pass key press events to formspec!
2176 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2177 * `"current_player"`: Player to whom the menu is shown
2178 * `"player:<name>"`: Any player
2179 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2180 * `"detached:<name>"`: A detached inventory
2182 Player Inventory lists
2183 ----------------------
2184 * `main`: list containing the default inventory
2185 * `craft`: list containing the craft input
2186 * `craftpreview`: list containing the craft output
2187 * `hand`: list containing an override for the empty hand
2191 `#RGB` defines a color in hexadecimal format.
2193 `#RGBA` defines a color in hexadecimal format and alpha channel.
2195 `#RRGGBB` defines a color in hexadecimal format.
2197 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2199 Named colors are also supported and are equivalent to
2200 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2201 To specify the value of the alpha channel, append `#AA` to the end of the color name
2202 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2203 value must (always) be two hexadecimal digits.
2207 A ColorSpec specifies a 32-bit color. It can be written in either:
2208 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2209 `colorspec = {a=255, r=0, g=255, b=0}`
2210 numerical form, the raw integer value of an ARGB8 quad:
2211 `colorspec = 0xFF00FF00`
2212 or string form, a ColorString (defined above):
2213 `colorspec = "green"`
2217 Most text can contain escape sequences, that can for example color the text.
2218 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2219 The following functions provide escape sequences:
2221 * `minetest.get_color_escape_sequence(color)`:
2222 * `color` is a ColorString
2223 * The escape sequence sets the text color to `color`
2224 * `minetest.colorize(color, message)`:
2226 `minetest.get_color_escape_sequence(color) ..
2228 minetest.get_color_escape_sequence("#ffffff")`
2229 * `minetest.get_background_escape_sequence(color)`
2230 * `color` is a ColorString
2231 * The escape sequence sets the background of the whole text element to
2232 `color`. Only defined for item descriptions and tooltips.
2233 * `minetest.strip_foreground_colors(str)`
2234 * Removes foreground colors added by `get_color_escape_sequence`.
2235 * `minetest.strip_background_colors(str)`
2236 * Removes background colors added by `get_background_escape_sequence`.
2237 * `minetest.strip_colors(str)`
2238 * Removes all color escape sequences.
2242 * `vector.new(a[, b, c])`: returns a vector:
2243 * A copy of `a` if `a` is a vector.
2244 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2245 * `vector.direction(p1, p2)`: returns a vector
2246 * `vector.distance(p1, p2)`: returns a number
2247 * `vector.length(v)`: returns a number
2248 * `vector.normalize(v)`: returns a vector
2249 * `vector.floor(v)`: returns a vector, each dimension rounded down
2250 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2251 * `vector.apply(v, func)`: returns a vector
2252 * `vector.equals(v1, v2)`: returns a boolean
2253 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2255 For the following functions `x` can be either a vector or a number:
2257 * `vector.add(v, x)`: returns a vector
2258 * `vector.subtract(v, x)`: returns a vector
2259 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2260 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2264 * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
2265 handles reference loops
2266 * `obj`: arbitrary variable
2267 * `name`: string, default: `"_"`
2268 * `dumped`: table, default: `{}`
2269 * `dump(obj, dumped)`: returns a string which makes `obj` human readable
2270 * `obj`: arbitrary variable
2271 * `dumped`: table, default: `{}`
2272 * `math.hypot(x, y)`
2273 * Get the hypotenuse of a triangle with legs x and y.
2274 Useful for distance calculation.
2275 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2276 * Get the sign of a number.
2277 * tolerance: number, default: `0.0`
2278 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2280 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2281 * `separator`: string, default: `","`
2282 * `include_empty`: boolean, default: `false`
2283 * `max_splits`: number, if it's positive, splits aren't limited,
2285 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2286 string or a pattern (regex), default: `false`
2287 * e.g. `"a,b":split","` returns `{"a","b"}`
2288 * `string:trim()`: returns the string whithout whitespace pre- and suffixes
2289 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2290 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2291 * Adds newlines to the string to keep it within the specified character
2293 * Note that the returned lines may be longer than the limit since it only
2294 splits at word borders.
2295 * `limit`: number, maximal amount of characters in one line
2296 * `as_table`: boolean, if set to true, a table of lines instead of a string
2297 is returned, default: `false`
2298 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2299 * `pos`: table {x=X, y=Y, z=Z}
2300 * Converts the position `pos` to a human-readable, printable string
2301 * `decimal_places`: number, if specified, the x, y and z values of
2302 the position are rounded to the given decimal place.
2303 * `minetest.string_to_pos(string)`: returns a position or `nil`
2304 * Same but in reverse.
2305 * If the string can't be parsed to a position, nothing is returned.
2306 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2307 * Converts a string representing an area box into two positions
2308 * `minetest.formspec_escape(string)`: returns a string
2309 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2310 * `minetest.is_yes(arg)`
2311 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2312 * `minetest.get_us_time()`
2313 * returns time with microsecond precision. May not return wall time.
2314 * `table.copy(table)`: returns a table
2315 * returns a deep copy of `table`
2316 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2317 * returns the exact position on the surface of a pointed node
2322 Texts can be translated client-side with the help of `minetest.translate` and translation files.
2324 ### Translating a string
2325 Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
2327 * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
2328 `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
2329 It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
2331 local S = minetest.get_translator(textdomain)
2334 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2336 * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
2337 for disambiguation. The textdomain must match the textdomain specified in the translation file in order
2338 to get the string translated. This can be used so that a string is translated differently in different contexts.
2339 It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
2340 This function must be given a number of arguments equal to the number of arguments the translated string expects.
2341 Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
2342 outputs of `minetest.translate` as well.
2344 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
2345 We can do the following:
2347 local S = minetest.get_translator()
2348 S("@1 Wool", S("Red"))
2350 This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
2351 However, if we have for instance a translation file named `wool.fr.tr` containing the following:
2356 this will be displayed as "Laine Rouge" on clients with a French locale.
2358 ### Operations on translated strings
2360 The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
2361 so that it can be translated on the different clients. In particular, you can't expect operations like string.length
2362 to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
2363 concatenation will still work as expected (note that you should only use this for things like formspecs; do not
2364 translate sentences by breaking them into parts; arguments should be used instead), and operations such as
2365 `minetest.colorize` which are only concatenation under the hood as well.
2367 ### Translation file format
2368 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
2369 The file should be a text file, with the following format:
2371 * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
2372 domain of all following translations in the file.
2373 * All other empty lines or lines beginning with `#` are ignored.
2374 * Other lines should be in the format `original=translated`. Both `original` and `translated` can
2375 contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
2376 (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
2377 or the end of the line.
2380 Strings that need to be translated can contain several escapes, preceded by `@`.
2381 * `@@` acts as a literal `@`.
2382 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
2383 when translation. Due to how translations are implemented, the original translation string **must** have
2384 its arguments in increasing order, without gaps or repetitions, starting from 1.
2385 * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
2386 files to avoid begin confused with the `=` separating the original from the translation.
2387 * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
2388 in strings given to `minetest.translate`, but is in translation files.
2389 * `@n` acts as a literal newline as well.
2391 `minetest` namespace reference
2392 ------------------------------
2396 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2397 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2398 * Useful for loading additional `.lua` modules or static data from mod
2399 * `minetest.get_modnames()`: returns a list of installed mods
2400 * Return a list of installed mods, sorted alphabetically
2401 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2402 * Useful for storing custom data
2403 * `minetest.is_singleplayer()`
2404 * `minetest.features`: Table containing API feature flags
2407 glasslike_framed = true,
2408 nodebox_as_selectionbox = true,
2409 chat_send_player_param3 = true,
2410 get_all_craft_recipes_works = true,
2411 use_texture_alpha = true,
2412 -- ^ The transparency channel of textures can be used optionally
2413 no_legacy_abms = true,
2414 -- ^ Tree and grass ABMs are no longer done from C++
2415 texture_names_parens = true,
2416 -- ^ Texture grouping is possible using parentheses
2417 area_store_custom_ids = true,
2418 -- ^ Unique Area ID for AreaStore:insert_area
2419 add_entity_with_staticdata = true,
2420 -- ^ add_entity supports passing initial staticdata to on_activate
2421 no_chat_message_prediction = true,
2422 -- ^ Chat messages are no longer predicted
2424 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2425 * `arg`: string or table in format `{foo=true, bar=true}`
2426 * `missing_features`: `{foo=true, bar=true}`
2427 * `minetest.get_player_information(player_name)`:
2428 * Returns a table containing information about a player. Example return value:
2431 address = "127.0.0.1", -- IP address of client
2432 ip_version = 4, -- IPv4 / IPv6
2433 min_rtt = 0.01, -- minimum round trip time
2434 max_rtt = 0.2, -- maximum round trip time
2435 avg_rtt = 0.02, -- average round trip time
2436 min_jitter = 0.01, -- minimum packet time jitter
2437 max_jitter = 0.5, -- maximum packet time jitter
2438 avg_jitter = 0.03, -- average packet time jitter
2439 connection_uptime = 200, -- seconds since client connected
2440 protocol_version = 32, -- protocol version used by client
2441 -- following information is available on debug build only!!!
2442 -- DO NOT USE IN MODS
2443 --ser_vers = 26, -- serialization version used by client
2444 --major = 0, -- major version number
2445 --minor = 4, -- minor version number
2446 --patch = 10, -- patch version number
2447 --vers_string = "0.4.9-git", -- full version string
2448 --state = "Active" -- current client state
2450 * `minetest.mkdir(path)`: returns success.
2451 * Creates a directory specified by `path`, creating parent directories
2452 if they don't exist.
2453 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2455 * nil: return all entries,
2456 * true: return only subdirectory names, or
2457 * false: return only file names.
2458 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2459 * Replaces contents of file at path with new contents in a safe (atomic) way.
2460 Use this instead of below code when writing e.g. database files:
2461 `local f = io.open(path, "wb"); f:write(content); f:close()`
2462 * `minetest.get_version()`: returns a table containing components of the
2463 engine version. Components:
2464 * `project`: Name of the project, eg, "Minetest"
2465 * `string`: Simple version, eg, "1.2.3-dev"
2466 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2467 Use this for informational purposes only. The information in the returned
2468 table does not represent the capabilities of the engine, nor is it
2469 reliable or verifyable. Compatible forks will have a different name and
2470 version entirely. To check for the presence of engine features, test
2471 whether the functions exported by the wanted features exist. For example:
2472 `if minetest.check_for_falling then ... end`.
2473 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2474 * `data`: string of data to hash
2475 * `raw`: return raw bytes instead of hex digits, default: false
2478 * `minetest.debug(...)`
2479 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2480 * `minetest.log([level,] text)`
2481 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2482 `"info"`, or `"verbose"`. Default is `"none"`.
2484 ### Registration functions
2485 Call these functions only at load time!
2487 * `minetest.register_entity(name, prototype table)`
2488 * `minetest.register_abm(abm definition)`
2489 * `minetest.register_lbm(lbm definition)`
2490 * `minetest.register_node(name, node definition)`
2491 * `minetest.register_tool(name, item definition)`
2492 * `minetest.register_craftitem(name, item definition)`
2493 * `minetest.unregister_item(name)`
2494 * `minetest.register_alias(name, convert_to)`
2495 * Also use this to set the 'mapgen aliases' needed in a game for the core
2496 * mapgens. See 'Mapgen aliases' section above.
2497 * `minetest.register_alias_force(name, convert_to)`
2498 * `minetest.register_craft(recipe)`
2499 * Check recipe table syntax for different types below.
2500 * `minetest.clear_craft(recipe)`
2501 * Will erase existing craft based either on output item or on input recipe.
2502 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2503 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2504 * If no erase candidate could be found, Lua exception will be thrown.
2505 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2506 contains output. Erasing is then done independently from the crafting method.
2507 * `minetest.register_ore(ore definition)`
2508 * `minetest.register_biome(biome definition)`
2509 * `minetest.register_decoration(decoration definition)`
2510 * `minetest.override_item(name, redefinition)`
2511 * Overrides fields of an item registered with register_node/tool/craftitem.
2512 * Note: Item must already be defined, (opt)depend on the mod defining it.
2513 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2514 * `minetest.clear_registered_ores()`
2515 * `minetest.clear_registered_biomes()`
2516 * `minetest.clear_registered_decorations()`
2518 ### Global callback registration functions
2519 Call these functions only at load time!
2521 * `minetest.register_globalstep(func(dtime))`
2522 * Called every server step, usually interval of 0.1s
2523 * `minetest.register_on_shutdown(func())`
2524 * Called before server shutdown
2525 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2526 callbacks **will likely not be run**. Data should be saved at
2527 semi-frequent intervals as well as on server shutdown.
2528 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2529 * Called when a node has been placed
2530 * If return `true` no item is taken from `itemstack`
2531 * `placer` may be any valid ObjectRef or nil.
2532 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2534 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2535 * Called when a node has been dug.
2536 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2538 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2539 * Called when a node is punched
2540 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2541 * Called after generating a piece of world. Modifying nodes inside the area
2542 is a bit faster than usually.
2543 * `minetest.register_on_newplayer(func(ObjectRef))`
2544 * Called after a new player has been created
2545 * `minetest.register_on_dieplayer(func(ObjectRef))`
2546 * Called when a player dies
2547 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2548 * Called when a player is punched
2549 * `player` - ObjectRef - Player that was punched
2550 * `hitter` - ObjectRef - Player that hit
2551 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2552 * `tool_capabilities`: capability table of used tool (can be nil)
2553 * `dir`: unit vector of direction of punch. Always defined. Points from
2554 the puncher to the punched.
2555 * `damage` - number that represents the damage calculated by the engine
2556 * should return `true` to prevent the default damage mechanism
2557 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2558 * Called when the player gets damaged or healed
2559 * `player`: ObjectRef of the player
2560 * `hp_change`: the amount of change. Negative when it is damage.
2561 * `modifier`: when true, the function should return the actual `hp_change`.
2562 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2563 modifiers can return true as a second argument to stop the execution of further functions.
2564 Non-modifiers receive the final hp change calculated by the modifiers.
2565 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2566 * Called when player is to be respawned
2567 * Called _before_ repositioning of player occurs
2568 * return true in func to disable regular player placement
2569 * `minetest.register_on_prejoinplayer(func(name, ip))`
2570 * Called before a player joins the game
2571 * If it returns a string, the player is disconnected with that string as reason
2572 * `minetest.register_on_joinplayer(func(ObjectRef))`
2573 * Called when a player joins the game
2574 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2575 * Called when a player leaves the game
2576 * `timed_out`: True for timeout, false for other reasons.
2577 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2578 * Called when a player cheats
2579 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2581 * `interacted_too_far`
2582 * `interacted_while_dead`
2583 * `finished_unknown_dig`
2586 * `minetest.register_on_chat_message(func(name, message))`
2587 * Called always when a player says something
2588 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2589 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2590 * Called when a button is pressed in player's inventory form
2591 * Newest functions are called first
2592 * If function returns `true`, remaining functions are not called
2593 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2594 * Called when `player` crafts something
2595 * `itemstack` is the output
2596 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2597 * `craft_inv` is the inventory with the crafting grid
2598 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2599 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2600 * The same as before, except that it is called before the player crafts, to make
2601 craft prediction, and it should not change anything.
2602 * `minetest.register_on_protection_violation(func(pos, name))`
2603 * Called by `builtin` and mods when a player violates protection at a position
2604 (eg, digs a node or punches a protected entity).
2605 * The registered functions can be called using `minetest.record_protection_violation`
2606 * The provided function should check that the position is protected by the mod
2607 calling this function before it prints a message, if it does, to allow for
2608 multiple protection mods.
2609 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2610 * Called when an item is eaten, by `minetest.item_eat`
2611 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2612 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2613 * Called when `granter` grants the priv `priv` to `name`.
2614 * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
2615 and again with granter being nil.
2616 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2617 * Called when `revoker` revokes the priv `priv` from `name`.
2618 * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
2619 and again with revoker being nil.
2620 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2621 * Called when `name` user connects with `ip`.
2622 * Return `true` to by pass the player limit
2623 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2624 * Called when an incoming mod channel message is received
2625 * You should have joined some channels to receive events.
2626 * If message comes from a server mod, `sender` field is an empty string.
2628 ### Other registration functions
2629 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2630 * Adds definition to `minetest.registered_chatcommands`
2631 * `minetest.override_chatcommand(name, redefinition)`
2632 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2633 * `minetest.unregister_chatcommand(name)`
2634 * Unregisters a chatcommands registered with `register_chatcommand`.
2635 * `minetest.register_privilege(name, definition)`
2636 * `definition`: `"description text"`
2637 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2638 the default of `give_to_singleplayer` is true
2639 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2640 * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
2641 `granter_name` will be nil if the priv was granted by a mod.
2642 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
2643 `revoker_name` will be nil if the priv was revoked by a mod
2644 * Note that the above two callbacks will be called twice if a player is responsible -
2645 once with the player name, and then with a nil player name.
2646 * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
2647 * `minetest.register_authentication_handler(handler)`
2648 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2651 * `minetest.settings`: Settings object containing all of the settings from the
2652 main config file (`minetest.conf`).
2653 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2654 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2657 * `minetest.notify_authentication_modified(name)`
2658 * Should be called by the authentication handler if privileges changes.
2659 * `name`: string, if omitted, everybody is reported
2660 * `minetest.check_password_entry(name, entry, password)`
2661 * Returns true if the "db entry" for a player with name matches given
2662 * password, false otherwise.
2663 * The "db entry" is the usually player-individual value that is derived
2664 * from the player's chosen password and stored on the server in order to allow
2665 * authentication whenever the player desires to log in.
2666 * Only use this function for making it possible to log in via the password from
2667 * via protocols like IRC, other uses for inside the game are frowned upon.
2668 * `minetest.get_password_hash(name, raw_password)`
2669 * Convert a name-password pair to a password hash that Minetest can use.
2670 * The returned value alone is not a good basis for password checks based
2671 * on comparing the password hash in the database with the password hash
2672 * from the function, with an externally provided password, as the hash
2673 * in the db might use the new SRP verifier format.
2674 * For this purpose, use `minetest.check_password_entry` instead.
2675 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2676 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2677 * Convert between two privilege representations
2678 * `minetest.set_player_password(name, password_hash)`
2679 * `minetest.set_player_privs(name, {priv1=true,...})`
2680 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2681 * `minetest.auth_reload()`
2682 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2683 * A quickhand for checking privileges.
2684 * `player_or_name`: Either a Player object or the name of a player.
2685 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2686 a table, e.g. `{ priva = true, privb = true }`.
2687 * `minetest.get_player_ip(name)`: returns an IP address string
2689 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2690 and `minetest.auth_reload` call the authentication handler.
2693 * `minetest.chat_send_all(text)`
2694 * `minetest.chat_send_player(name, text)`
2696 ### Environment access
2697 * `minetest.set_node(pos, node)`
2698 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2699 * Set node at position `pos`
2700 * `node`: table `{name=string, param1=number, param2=number}`
2701 * If param1 or param2 is omitted, it's set to `0`.
2702 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2703 * `minetest.swap_node(pos, node)`
2704 * Set node at position, but don't remove metadata
2705 * `minetest.remove_node(pos)`
2706 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2707 * `minetest.get_node(pos)`
2708 * Returns the node at the given position as table in the format
2709 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2711 * `minetest.get_node_or_nil(pos)`
2712 * Same as `get_node` but returns `nil` for unloaded areas.
2713 * `minetest.get_node_light(pos, timeofday)`
2714 * Gets the light value at the given position. Note that the light value
2715 "inside" the node at the given position is returned, so you usually want
2716 to get the light value of a neighbor.
2717 * `pos`: The position where to measure the light.
2718 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2719 * Returns a number between `0` and `15` or `nil`
2720 * `minetest.place_node(pos, node)`
2721 * Place node with the same effects that a player would cause
2722 * `minetest.dig_node(pos)`
2723 * Dig node with the same effects that a player would cause
2724 * Returns `true` if successful, `false` on failure (e.g. protected location)
2725 * `minetest.punch_node(pos)`
2726 * Punch node with the same effects that a player would cause
2727 * `minetest.spawn_falling_node(pos)`
2728 * Change node into falling node
2729 * Returns `true` if successful, `false` on failure
2731 * `minetest.find_nodes_with_meta(pos1, pos2)`
2732 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2733 * `minetest.get_meta(pos)`
2734 * Get a `NodeMetaRef` at that position
2735 * `minetest.get_node_timer(pos)`
2736 * Get `NodeTimerRef`
2738 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2739 * Returns `ObjectRef`, or `nil` if failed
2740 * `minetest.add_item(pos, item)`: Spawn item
2741 * Returns `ObjectRef`, or `nil` if failed
2742 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2743 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
2744 * `radius`: using an euclidean metric
2745 * `minetest.set_timeofday(val)`
2746 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2747 * `minetest.get_timeofday()`
2748 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2749 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2750 * accounting for time changes.
2751 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2752 * `radius`: using a maximum metric
2753 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2754 * `search_center` is an optional boolean (default: `false`)
2755 If true `pos` is also checked for the nodes
2756 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
2757 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2758 * First return value: Table with all node positions
2759 * Second return value: Table with the count of each node with the node name as index
2760 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
2761 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2762 * Return value: Table with all node positions with a node air above
2763 * `minetest.get_perlin(noiseparams)`
2764 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2765 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2766 * `minetest.get_voxel_manip([pos1, pos2])`
2767 * Return voxel manipulator object.
2768 * Loads the manipulator from the map if positions are passed.
2769 * `minetest.set_gen_notify(flags, {deco_ids})`
2770 * Set the types of on-generate notifications that should be collected
2771 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2772 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2773 * The second parameter is a list of IDS of decorations which notification is requested for
2774 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2775 * `minetest.get_mapgen_object(objectname)`
2776 * Return requested mapgen object if available (see "Mapgen objects")
2777 * `minetest.get_biome_id(biome_name)`
2778 * Returns the biome id, as used in the biomemap Mapgen object, for a
2779 given biome_name string.
2780 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2781 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2782 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2783 * `minetest.set_mapgen_params(MapgenParams)`
2784 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2785 * Set map generation parameters
2786 * Function cannot be called after the registration period; only initialization
2787 and `on_mapgen_init`
2788 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2790 * Leave field unset to leave that parameter unchanged
2791 * `flags` contains a comma-delimited string of flags to set,
2792 or if the prefix `"no"` is attached, clears instead.
2793 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2794 * `minetest.get_mapgen_setting(name)`
2795 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2796 order of precedence:
2797 1) Settings loaded from map_meta.txt or overrides set during mod execution
2798 2) Settings set by mods without a metafile override
2799 3) Settings explicitly set in the user config file, minetest.conf
2800 4) Settings set as the user config default
2801 * `minetest.get_mapgen_setting_noiseparams(name)`
2802 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2803 and is a valid NoiseParams
2804 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2805 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2806 is not already present in map_meta.txt.
2807 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2808 the setting will become the active setting regardless of the map metafile contents.
2809 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2810 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2811 * Same as above, except value is a NoiseParams table.
2812 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2813 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2814 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2815 should be applied to the default config or current active config
2816 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2817 * `minetest.generate_ores(vm, pos1, pos2)`
2818 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2819 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2820 * `minetest.generate_decorations(vm, pos1, pos2)`
2821 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2822 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2823 * `minetest.clear_objects([options])`
2824 * Clear all objects in the environment
2825 * Takes an optional table as an argument with the field `mode`.
2826 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2827 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2828 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2829 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2830 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2831 * fetched from memory, loaded from disk, or if inexistent, generates them.
2832 * If `callback` is a valid Lua function, this will be called for each block emerged.
2833 * The function signature of callback is:
2834 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2835 * - `blockpos` is the *block* coordinates of the block that had been emerged
2836 * - `action` could be one of the following constant values:
2837 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2838 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2839 * - `calls_remaining` is the number of callbacks to be expected after this one
2840 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2841 * parameter was absent)
2842 * `minetest.delete_area(pos1, pos2)`
2843 * delete all mapblocks in the area from pos1 to pos2, inclusive
2844 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2845 * Check if there is a direct line of sight between `pos1` and `pos2`
2846 * Returns the position of the blocking node when `false`
2847 * `pos1`: First position
2848 * `pos2`: Second position
2849 * `stepsize`: smaller gives more accurate results but requires more computing
2850 time. Default is `1`.
2851 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
2852 * Creates a `Raycast` object.
2853 * `pos1`: start of the ray
2854 * `pos2`: end of the ray
2855 * `objects` : if false, only nodes will be returned. Default is `true`.
2856 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
2857 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2858 * returns table containing path
2859 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2860 * `pos1`: start position
2861 * `pos2`: end position
2862 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2863 * `max_jump`: maximum height difference to consider walkable
2864 * `max_drop`: maximum height difference to consider droppable
2865 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2866 * `minetest.spawn_tree (pos, {treedef})`
2867 * spawns L-system tree at given `pos` with definition in `treedef` table
2868 * `minetest.transforming_liquid_add(pos)`
2869 * add node to liquid update queue
2870 * `minetest.get_node_max_level(pos)`
2871 * get max available level for leveled node
2872 * `minetest.get_node_level(pos)`
2873 * get level of leveled node (water, snow)
2874 * `minetest.set_node_level(pos, level)`
2875 * set level of leveled node, default `level` equals `1`
2876 * if `totallevel > maxlevel`, returns rest (`total-max`).
2877 * `minetest.add_node_level(pos, level)`
2878 * increase level of leveled node by level, default `level` equals `1`
2879 * if `totallevel > maxlevel`, returns rest (`total-max`)
2880 * can be negative for decreasing
2881 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2882 * resets the light in a cuboid-shaped part of
2883 the map and removes lighting bugs.
2884 * Loads the area if it is not loaded.
2885 * `pos1` is the corner of the cuboid with the least coordinates
2886 (in node coordinates), inclusive.
2887 * `pos2` is the opposite corner of the cuboid, inclusive.
2888 * The actual updated cuboid might be larger than the specified one,
2889 because only whole map blocks can be updated.
2890 The actual updated area consists of those map blocks that intersect
2891 with the given cuboid.
2892 * However, the neighborhood of the updated area might change
2893 as well, as light can spread out of the cuboid, also light
2895 * returns `false` if the area is not fully generated,
2897 * `minetest.check_single_for_falling(pos)`
2898 * causes an unsupported `group:falling_node` node to fall and causes an
2899 unattached `group:attached_node` node to fall.
2900 * does not spread these updates to neighbours.
2901 * `minetest.check_for_falling(pos)`
2902 * causes an unsupported `group:falling_node` node to fall and causes an
2903 unattached `group:attached_node` node to fall.
2904 * spread these updates to neighbours and can cause a cascade
2908 You can find mod channels communication scheme in `docs/mod_channels.png`.
2910 * `minetest.mod_channel_join(channel_name)`
2911 * Server joins channel `channel_name`, and creates it if necessary. You
2912 should listen from incoming messages with `minetest.register_on_modchannel_message`
2913 call to receive incoming messages
2916 `minetest.get_inventory(location)`: returns an `InvRef`
2919 * `{type="player", name="celeron55"}`
2920 * `{type="node", pos={x=, y=, z=}}`
2921 * `{type="detached", name="creative"}`
2922 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2923 * callbacks: See "Detached inventory callbacks"
2924 * `player_name`: Make detached inventory available to one player exclusively,
2925 by default they will be sent to every player (even if not used).
2926 Note that this parameter is mostly just a workaround and will be removed in future releases.
2927 * Creates a detached inventory. If it already exists, it is cleared.
2928 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2929 returns left over ItemStack
2930 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2933 * `minetest.show_formspec(playername, formname, formspec)`
2934 * `playername`: name of player to show formspec
2935 * `formname`: name passed to `on_player_receive_fields` callbacks.
2936 It should follow the `"modname:<whatever>"` naming convention
2937 * `formspec`: formspec to display
2938 * `minetest.close_formspec(playername, formname)`
2939 * `playername`: name of player to close formspec
2940 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2942 * calling `show_formspec(playername, formname, "")` is equal to this expression
2943 * to close a formspec regardless of the formname, call
2944 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2945 * `minetest.formspec_escape(string)`: returns a string
2946 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2947 * `minetest.explode_table_event(string)`: returns a table
2948 * returns e.g. `{type="CHG", row=1, column=2}`
2950 * `"INV"`: no row selected)
2951 * `"CHG"`: selected)
2952 * `"DCL"`: double-click
2953 * `minetest.explode_textlist_event(string)`: returns a table
2954 * returns e.g. `{type="CHG", index=1}`
2956 * `"INV"`: no row selected)
2957 * `"CHG"`: selected)
2958 * `"DCL"`: double-click
2959 * `minetest.explode_scrollbar_event(string)`: returns a table
2960 * returns e.g. `{type="CHG", value=500}`
2962 * `"INV"`: something failed
2963 * `"CHG"`: has been changed
2964 * `"VAL"`: not changed
2967 * `minetest.inventorycube(img1, img2, img3)`
2968 * Returns a string for making an image of a cube (useful as an item image)
2969 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2970 * Get position of a `pointed_thing` (that you can get from somewhere)
2971 * `minetest.dir_to_facedir(dir, is6d)`
2972 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2973 * passing something non-`nil`/`false` for the optional second parameter causes it to
2974 take the y component into account
2975 * `minetest.facedir_to_dir(facedir)`
2976 * Convert a facedir back into a vector aimed directly out the "back" of a node
2977 * `minetest.dir_to_wallmounted(dir)`
2978 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2979 * `minetest.wallmounted_to_dir(wallmounted)`
2980 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2981 * `minetest.dir_to_yaw(dir)`
2982 * Convert a vector into a yaw (angle)
2983 * `minetest.yaw_to_dir(yaw)`
2984 * Convert yaw (angle) to a vector
2985 * `minetest.is_colored_paramtype(ptype)`
2986 * Returns a boolean. Returns `true` if the given `paramtype2` contains color
2987 information (`color`, `colorwallmounted` or `colorfacedir`).
2988 * `minetest.strip_param2_color(param2, paramtype2)`
2989 * Removes everything but the color information from the
2990 given `param2` value.
2991 * Returns `nil` if the given `paramtype2` does not contain color information
2992 * `minetest.get_node_drops(nodename, toolname)`
2993 * Returns list of item names.
2994 * **Note**: This will be removed or modified in a future version.
2995 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2996 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2997 * `input.width` = for example `3`
2998 * `input.items` = for example
2999 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3000 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3001 * `output.time` = a number, if unsuccessful: `0`
3002 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3003 `decremented_input.items`
3004 * `decremented_input` = like `input`
3005 * `minetest.get_craft_recipe(output)`: returns input
3006 * returns last registered recipe for output item (node)
3007 * `output` is a node or item type such as `"default:torch"`
3008 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3009 * `input.width` = for example `3`
3010 * `input.items` = for example
3011 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
3012 * `input.items` = `nil` if no recipe found
3013 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3014 * returns indexed table with all registered recipes for query item (node)
3015 or `nil` if no recipe was found
3016 * recipe entry table:
3019 method = 'normal' or 'cooking' or 'fuel'
3020 width = 0-3, 0 means shapeless recipe
3021 items = indexed [1-9] table with recipe items
3022 output = string with item name and quantity
3024 * Example query for `"default:gold_ingot"` will return table:
3027 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3028 items = {1 = "default:gold_lump"}},
3029 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3030 items = {1 = "default:goldblock"}}
3032 * `minetest.handle_node_drops(pos, drops, digger)`
3033 * `drops`: list of itemstrings
3034 * Handles drops from nodes after digging: Default action is to put them into
3036 * Can be overridden to get different functionality (e.g. dropping items on
3038 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
3039 * Creates an item string which contains palette index information
3040 for hardware colorization. You can use the returned string
3041 as an output in a craft recipe.
3042 * `item`: the item stack which becomes colored. Can be in string,
3043 table and native form.
3044 * `palette_index`: this index is added to the item stack
3045 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3046 * Creates an item string which contains static color information
3047 for hardware colorization. Use this method if you wish to colorize
3048 an item that does not own a palette. You can use the returned string
3049 as an output in a craft recipe.
3050 * `item`: the item stack which becomes colored. Can be in string,
3051 table and native form.
3052 * `colorstring`: the new color of the item stack
3055 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3056 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3057 * Find who has done something to a node, or near a node
3058 * `actor`: `"player:<name>"`, also `"liquid"`.
3059 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
3060 * Revert latest actions of someone
3061 * `actor`: `"player:<name>"`, also `"liquid"`.
3063 ### Defaults for the `on_*` item definition functions
3064 These functions return the leftover itemstack.
3066 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3067 * Place item as a node
3068 * `param2` overrides `facedir` and wallmounted `param2`
3069 * returns `itemstack, success`
3070 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3072 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3073 * Use one of the above based on what the item is.
3074 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3075 * **Note**: is not called when wielded item overrides `on_place`
3076 * `param2` overrides `facedir` and wallmounted `param2`
3077 * returns `itemstack, success`
3078 * `minetest.item_drop(itemstack, dropper, pos)`
3080 * `minetest.item_eat(hp_change, replace_with_item)`
3082 * `replace_with_item` is the itemstring which is added to the inventory.
3083 If the player is eating a stack, then replace_with_item goes to a
3084 different spot. Can be `nil`
3085 * See `minetest.do_item_eat`
3087 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3088 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3089 * Calls functions registered by `minetest.register_on_punchnode()`
3090 * `minetest.node_dig(pos, node, digger)`
3091 * Checks if node can be dug, puts item into inventory, removes node
3092 * Calls functions registered by `minetest.registered_on_dignodes()`
3095 * `minetest.sound_play(spec, parameters)`: returns a handle
3096 * `spec` is a `SimpleSoundSpec`
3097 * `parameters` is a sound parameter table
3098 * `minetest.sound_stop(handle)`
3099 * `minetest.sound_fade(handle, step, gain)`
3100 * `handle` is a handle returned by `minetest.sound_play`
3101 * `step` determines how fast a sound will fade.
3102 Negative step will lower the sound volume, positive step will increase the sound volume
3103 * `gain` the target gain for the fade.
3106 * `minetest.after(time, func, ...)`
3107 * Call the function `func` after `time` seconds, may be fractional
3108 * Optional: Variable number of arguments that are passed to `func`
3111 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
3112 `reconnect` == true displays a reconnect button,
3113 `delay` adds an optional delay (in seconds) before shutdown
3114 negative delay cancels the current active shutdown
3115 zero delay triggers an immediate shutdown.
3116 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3117 * `minetest.get_server_status()`: returns server status string
3118 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3119 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
3120 * Does not remove player authentication data, minetest.player_exists will continue to return true.
3121 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3124 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
3125 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3126 * `minetest.ban_player(name)`: ban a player
3127 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3128 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
3131 * `minetest.add_particle(particle definition)`
3132 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
3133 size, collisiondetection, texture, playername)`
3135 * `minetest.add_particlespawner(particlespawner definition)`
3136 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
3137 * Returns an `id`, and -1 if adding didn't succeed
3138 * `Deprecated: minetest.add_particlespawner(amount, time,
3142 minexptime, maxexptime,
3144 collisiondetection, texture, playername)`
3146 * `minetest.delete_particlespawner(id, player)`
3147 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
3148 * If playername is specified, only deletes on the player's client,
3149 * otherwise on all clients
3152 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3153 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3154 * Apply the specified probability and per-node force-place to the specified nodes
3155 according to the `probability_list`.
3156 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3157 * `pos` is the 3D vector specifying the absolute coordinates of the
3158 node being modified,
3159 * `prob` is an integer value from `0` to `255` that encodes probability and
3160 per-node force-place. Probability has levels 0-127, then 128 is added to
3161 encode per-node force-place.
3162 For probability stated as 0-255, divide by 2 and round down to get values
3163 0-127, then add 128 to apply per-node force-place.
3164 * If there are two or more entries with the same pos value, the
3166 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3167 * If `probability_list` equals `nil`, no probabilities are applied.
3168 * Apply the specified probability to the specified horizontal slices according to the
3170 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3171 * `ypos` indicates the y position of the slice with a probability applied,
3172 the lowest slice being `ypos = 0`.
3173 * If slice probability list equals `nil`, no slice probabilities are applied.
3174 * Saves schematic in the Minetest Schematic format to filename.
3176 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
3177 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3178 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3179 * If the `rotation` parameter is omitted, the schematic is not rotated.
3180 * `replacements` = `{["old_name"] = "convert_to", ...}`
3181 * `force_placement` is a boolean indicating whether nodes other than `air` and
3182 `ignore` are replaced by the schematic
3183 * Returns nil if the schematic could not be loaded.
3185 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
3186 * This function is analagous to minetest.place_schematic, but places a schematic onto the
3187 specified VoxelManip object `vmanip` instead of the whole map.
3188 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3189 containing the full area required, and true if the whole schematic was able to fit.
3190 * Returns nil if the schematic could not be loaded.
3191 * After execution, any external copies of the VoxelManip contents are invalidated.
3193 * `minetest.serialize_schematic(schematic, format, options)`
3194 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3195 * in the `format` of either "mts" or "lua".
3196 * "mts" - a string containing the binary MTS data used in the MTS file format
3197 * "lua" - a string containing Lua code representing the schematic in table format
3198 * `options` is a table containing the following optional parameters:
3199 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3200 * position comments for every X row generated in the schematic data for easier reading.
3201 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3202 * will use that number of spaces as indentation instead of a tab character.
3205 * `minetest.request_http_api()`:
3206 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3207 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3208 otherwise returns `nil`.
3209 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3211 * Only works at init time and must be called from the mod's main scope (not from a function).
3212 * Function only exists if minetest server was built with cURL support.
3213 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3215 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3216 * Performs given request asynchronously and calls callback upon completion
3217 * callback: `function(HTTPRequestResult res)`
3218 * Use this HTTP function if you are unsure, the others are for advanced use.
3219 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3220 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3221 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3222 * Return response data for given asynchronous HTTP request
3225 * `minetest.get_mod_storage()`:
3226 * returns reference to mod private `StorageRef`
3227 * must be called during mod load time
3230 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3231 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3232 * `minetest.hud_replace_builtin(name, hud_definition)`
3233 * Replaces definition of a builtin hud element
3234 * `name`: `"breath"` or `"health"`
3235 * `hud_definition`: definition to replace builtin definition
3236 * `minetest.send_join_message(player_name)`
3237 * This function can be overridden by mods to change the join message.
3238 * `minetest.send_leave_message(player_name, timed_out)`
3239 * This function can be overridden by mods to change the leave message.
3240 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3241 * `pos`: table {x=number, y=number, z=number},
3242 * Gives a unique hash number for a node position (16+16+16=48bit)
3243 * `minetest.get_position_from_hash(hash)`: returns a position
3244 * Inverse transform of `minetest.hash_node_position`
3245 * `minetest.get_item_group(name, group)`: returns a rating
3246 * Get rating of a group of an item. (`0` means: not in group)
3247 * `minetest.get_node_group(name, group)`: returns a rating
3248 * Deprecated: An alias for the former.
3249 * `minetest.raillike_group(name)`: returns a rating
3250 * Returns rating of the connect_to_raillike group corresponding to name
3251 * If name is not yet the name of a connect_to_raillike group, a new group id
3252 * is created, with that name
3253 * `minetest.get_content_id(name)`: returns an integer
3254 * Gets the internal content ID of `name`
3255 * `minetest.get_name_from_content_id(content_id)`: returns a string
3256 * Gets the name of the content with that content ID
3257 * `minetest.parse_json(string[, nullvalue])`: returns something
3258 * Convert a string containing JSON data into the Lua equivalent
3259 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3260 * On success returns a table, a string, a number, a boolean or `nullvalue`
3261 * On failure outputs an error message and returns `nil`
3262 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3263 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3264 * Convert a Lua table into a JSON string
3265 * styled: Outputs in a human-readable format if this is set, defaults to false
3266 * Unserializable things like functions and userdata will cause an error.
3267 * **Warning**: JSON is more strict than the Lua table format.
3268 1. You can only use strings and positive integers of at least one as keys.
3269 2. You can not mix string and integer keys.
3270 This is due to the fact that JSON has two distinct array and object values.
3271 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3272 * `minetest.serialize(table)`: returns a string
3273 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3274 into string form readable by `minetest.deserialize`
3275 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3276 * `minetest.deserialize(string)`: returns a table
3277 * Convert a string returned by `minetest.deserialize` into a table
3278 * `string` is loaded in an empty sandbox environment.
3279 * Will load functions, but they cannot access the global environment.
3280 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3281 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3282 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3283 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3284 * Compress a string of data.
3285 * `method` is a string identifying the compression method to be used.
3286 * Supported compression methods:
3287 * Deflate (zlib): `"deflate"`
3288 * `...` indicates method-specific arguments. Currently defined arguments are:
3289 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3290 * `minetest.decompress(compressed_data, method, ...)`: returns data
3291 * Decompress a string of data (using ZLib).
3292 * See documentation on `minetest.compress()` for supported compression methods.
3293 * currently supported.
3294 * `...` indicates method-specific arguments. Currently, no methods use this.
3295 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3296 * Each argument is a 8 Bit unsigned integer
3297 * Returns the ColorString from rgb or rgba values
3298 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3299 * `minetest.encode_base64(string)`: returns string encoded in base64
3300 * Encodes a string in base64.
3301 * `minetest.decode_base64(string)`: returns string
3302 * Decodes a string encoded in base64.
3303 * `minetest.is_protected(pos, name)`: returns boolean
3304 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
3305 actions, defineable by mods, due to some mod-defined ownership-like concept.
3306 Returns false or nil, if the player is allowed to do such actions.
3307 * `name` will be "" for non-players or unknown players.
3308 * This function should be overridden by protection mods and should be used to
3309 check if a player can interact at a position.
3310 * This function should call the old version of itself if the position is not
3311 protected by the mod.
3314 local old_is_protected = minetest.is_protected
3315 function minetest.is_protected(pos, name)
3316 if mymod:position_protected_from(pos, name) then
3319 return old_is_protected(pos, name)
3321 * `minetest.record_protection_violation(pos, name)`
3322 * This function calls functions registered with
3323 `minetest.register_on_protection_violation`.
3324 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3325 * Attempt to predict the desired orientation of the facedir-capable node
3326 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3327 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3328 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3329 is an optional table containing extra tweaks to the placement code:
3330 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3331 orientation on the wall.
3332 * `force_wall` : if `true`, always place the node in wall orientation.
3333 * `force_ceiling`: if `true`, always place on the ceiling.
3334 * `force_floor`: if `true`, always place the node on the floor.
3335 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3336 the floor or ceiling
3337 * The first four options are mutually-exclusive; the last in the list takes
3338 precedence over the first.
3339 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3340 * calls `rotate_and_place()` with infinitestacks set according to the state of
3341 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3344 * `minetest.forceload_block(pos[, transient])`
3345 * forceloads the position `pos`.
3346 * returns `true` if area could be forceloaded
3347 * If `transient` is `false` or absent, the forceload will be persistent
3348 (saved between server runs). If `true`, the forceload will be transient
3349 (not saved between server runs).
3351 * `minetest.forceload_free_block(pos[, transient])`
3352 * stops forceloading the position `pos`
3353 * If `transient` is `false` or absent, frees a persistent forceload.
3354 If `true`, frees a transient forceload.
3356 * `minetest.request_insecure_environment()`: returns an environment containing
3357 insecure functions if the calling mod has been listed as trusted in the
3358 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3359 * Only works at init time and must be called from the mod's main scope (not from a function).
3360 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3363 * `minetest.global_exists(name)`
3364 * Checks if a global variable has been set, without triggering a warning.
3367 * `minetest.env`: `EnvRef` of the server environment and world.
3368 * Any function in the minetest namespace can be called using the syntax
3369 `minetest.env:somefunction(somearguments)`
3370 instead of `minetest.somefunction(somearguments)`
3371 * Deprecated, but support is not to be dropped soon
3374 * `minetest.registered_items`
3375 * Map of registered items, indexed by name
3376 * `minetest.registered_nodes`
3377 * Map of registered node definitions, indexed by name
3378 * `minetest.registered_craftitems`
3379 * Map of registered craft item definitions, indexed by name
3380 * `minetest.registered_tools`
3381 * Map of registered tool definitions, indexed by name
3382 * `minetest.registered_entities`
3383 * Map of registered entity prototypes, indexed by name
3384 * `minetest.object_refs`
3385 * Map of object references, indexed by active object id
3386 * `minetest.luaentities`
3387 * Map of Lua entities, indexed by active object id
3388 * `minetest.registered_chatcommands`
3389 * Map of registered chat command definitions, indexed by name
3390 * `minetest.registered_ores`
3391 * List of registered ore definitions.
3392 * `minetest.registered_biomes`
3393 * List of registered biome definitions.
3394 * `minetest.registered_decorations`
3395 * List of registered decoration definitions.
3402 An interface to use mod channels on client and server
3405 * `leave()`: leave the mod channel.
3406 * Server leaves channel `channel_name`.
3407 * No more incoming or outgoing messages can be sent to this channel from server mods.
3408 * This invalidate all future object usage
3409 * Ensure your set mod_channel to nil after that to free Lua resources
3410 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3411 * `send_all(message)`: Send `message` though the mod channel.
3412 * If mod channel is not writeable or invalid, message will be dropped.
3413 * Message size is limited to 65535 characters by protocol.
3416 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3419 * `set_string(name, value)`
3420 * `get_string(name)`
3421 * `set_int(name, value)`
3423 * `set_float(name, value)`
3425 * `to_table()`: returns `nil` or a table with keys:
3426 * `fields`: key-value storage
3427 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3428 * `from_table(nil or {})`
3429 * Any non-table value will clear the metadata
3430 * See "Node Metadata" for an example
3431 * returns `true` on success
3433 * returns `true` if this metadata has the same key-value pairs as `other`
3436 Node metadata: reference extra data and functionality stored in a node.
3437 Can be obtained via `minetest.get_meta(pos)`.
3440 * All methods in MetaDataRef
3441 * `get_inventory()`: returns `InvRef`
3442 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3443 This will prevent them from being sent to the client. Note that the "private"
3444 status will only be remembered if an associated key-value pair exists, meaning
3445 it's best to call this when initializing all other meta (e.g. `on_construct`).
3447 ### `ItemStackMetaRef`
3448 ItemStack metadata: reference extra data and functionality stored in a stack.
3449 Can be obtained via `item:get_meta()`.
3452 * All methods in MetaDataRef
3453 * `set_tool_capabilities([tool_capabilities])`
3454 * overrides the item's tool capabilities
3455 * a nil value will clear the override data and restore the original behavior
3458 Mod metadata: per mod metadata, saved automatically.
3459 Can be obtained via `minetest.get_mod_storage()` during load time.
3462 * All methods in MetaDataRef
3465 Node Timers: a high resolution persistent per-node timer.
3466 Can be gotten via `minetest.get_node_timer(pos)`.
3469 * `set(timeout,elapsed)`
3470 * set a timer's state
3471 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3472 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3473 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3476 * equivalent to `set(timeout,0)`
3479 * `get_timeout()`: returns current timeout in seconds
3480 * if `timeout` equals `0`, timer is inactive
3481 * `get_elapsed()`: returns current elapsed time in seconds
3482 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3483 * `is_started()`: returns boolean state of timer
3484 * returns `true` if timer is started, otherwise `false`
3487 Moving things in the game are generally these.
3489 This is basically a reference to a C++ `ServerActiveObject`
3492 * `remove()`: remove object (after returning from Lua)
3493 * Note: Doesn't work on players, use `minetest.kick_player` instead
3494 * `get_pos()`: returns `{x=num, y=num, z=num}`
3495 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3496 * `move_to(pos, continuous=false)`: interpolated move
3497 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3498 * `puncher` = another `ObjectRef`,
3499 * `time_from_last_punch` = time since last punch action of the puncher
3500 * `direction`: can be `nil`
3501 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3502 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3503 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3504 * `get_inventory()`: returns an `InvRef`
3505 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3506 * `get_wield_index()`: returns the index of the wielded item
3507 * `get_wielded_item()`: returns an `ItemStack`
3508 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3509 * `set_armor_groups({group1=rating, group2=rating, ...})`
3510 * `get_armor_groups()`: returns a table with the armor group ratings
3511 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3512 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3513 * `frame_speed`: number, default: `15.0`
3514 * `frame_blend`: number, default: `0.0`
3515 * `frame_loop`: boolean, default: `true`
3516 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3517 * `set_animation_frame_speed(frame_speed)`
3518 * `frame_speed`: number, default: `15.0`
3519 * `set_attach(parent, bone, position, rotation)`
3521 * `position`: `{x=num, y=num, z=num}` (relative)
3522 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3523 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3525 * `set_bone_position(bone, position, rotation)`
3527 * `position`: `{x=num, y=num, z=num}` (relative)
3528 * `rotation`: `{x=num, y=num, z=num}`
3529 * `get_bone_position(bone)`: returns position and rotation of the bone
3530 * `set_properties(object property table)`
3531 * `get_properties()`: returns object property table
3532 * `is_player()`: returns true for players, false otherwise
3533 * `get_nametag_attributes()`
3534 * returns a table with the attributes of the nametag of an object
3536 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3539 * `set_nametag_attributes(attributes)`
3540 * sets the attributes of the nametag of an object
3544 text = "My Nametag",
3547 ##### LuaEntitySAO-only (no-op for other objects)
3548 * `set_velocity(vel)`
3549 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3550 * `get_velocity()`: returns the velocity, a vector
3551 * `set_acceleration(acc)`
3553 * `get_acceleration()`: returns the acceleration, a vector
3554 * `set_yaw(radians)`
3555 * `get_yaw()`: returns number in radians
3556 * `set_texture_mod(mod)`
3557 * `get_texture_mod()` returns current texture modifier
3558 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3559 * Select sprite from spritesheet with optional animation and Dungeon Master
3560 style texture selection based on yaw relative to camera
3561 * `p`: {x=number, y=number}, the coordinate of the first frame
3562 (x: column, y: row), default: `{x=0, y=0}`
3563 * `num_frames`: number, default: `1`
3564 * `framelength`: number, default: `0.2`
3565 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3566 Master mob, default: `false`
3567 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3570 ##### Player-only (no-op for other objects)
3571 * `get_player_name()`: returns `""` if is not a player
3572 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3573 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3574 * `get_look_dir()`: get camera direction as a unit vector
3575 * `get_look_vertical()`: pitch in radians
3576 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3577 * `get_look_horizontal()`: yaw in radians
3578 * Angle is counter-clockwise from the +z direction.
3579 * `set_look_vertical(radians)`: sets look pitch
3580 * radians - Angle from looking forward, where positive is downwards.
3581 * `set_look_horizontal(radians)`: sets look yaw
3582 * radians - Angle from the +z direction, where positive is counter-clockwise.
3583 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3584 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3585 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3586 * Angle is counter-clockwise from the +x direction.
3587 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3588 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3589 * `get_breath()`: returns players breath
3590 * `set_breath(value)`: sets players breath
3592 * `0`: player is drowning
3593 * max: bubbles bar is not shown
3594 * See Object Properties for more information
3595 * `set_attribute(attribute, value)`:
3596 * Sets an extra attribute with value on player.
3597 * `value` must be a string, or a number which will be converted to a string.
3598 * If `value` is `nil`, remove attribute from player.
3599 * `get_attribute(attribute)`:
3600 * Returns value (a string) for extra attribute.
3601 * Returns `nil` if no attribute found.
3602 * `set_inventory_formspec(formspec)`
3603 * Redefine player's inventory form
3604 * Should usually be called in `on_joinplayer`
3605 * `get_inventory_formspec()`: returns a formspec string
3606 * `get_player_control()`: returns table with player pressed keys
3607 * The table consists of fields with boolean value representing the pressed
3608 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3609 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3610 sneak=true, aux1=false, down=false, up=false}`
3611 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3612 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3614 * `set_physics_override(override_table)`
3615 * `override_table` is a table with the following fields:
3616 * `speed`: multiplier to default walking speed value (default: `1`)
3617 * `jump`: multiplier to default jump value (default: `1`)
3618 * `gravity`: multiplier to default gravity value (default: `1`)
3619 * `sneak`: whether player can sneak (default: `true`)
3620 * `sneak_glitch`: whether player can use the new move code replications
3621 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3623 * `new_move`: use new move/sneak code. When `false` the exact old code
3624 is used for the specific old sneak behaviour (default: `true`)
3625 * `get_physics_override()`: returns the table given to `set_physics_override`
3626 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3628 * `hud_remove(id)`: remove the HUD element of the specified id
3629 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3630 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3631 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3632 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3633 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3634 `minimap`, `minimap_radar`
3635 * pass a table containing a `true`/`false` value of each flag to be set or unset
3636 * if a flag equals `nil`, the flag is not modified
3637 * note that setting `minimap` modifies the client's permission to view the minimap -
3638 * the client may locally elect to not view the minimap
3639 * minimap `radar` is only usable when `minimap` is true
3640 * `hud_get_flags()`: returns a table containing status of hud flags
3641 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3642 breathbar=true, minimap=true, minimap_radar=true}`
3643 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3644 * `count`: number of items, must be between `1` and `23`
3645 * `hud_get_hotbar_itemcount`: returns number of visible items
3646 * `hud_set_hotbar_image(texturename)`
3647 * sets background image for hotbar
3648 * `hud_get_hotbar_image`: returns texturename
3649 * `hud_set_hotbar_selected_image(texturename)`
3650 * sets image for selected item of hotbar
3651 * `hud_get_hotbar_selected_image`: returns texturename
3652 * `set_sky(bgcolor, type, {texture names}, clouds)`
3653 * `bgcolor`: ColorSpec, defaults to white
3654 * `type`: Available types:
3655 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3656 * `"skybox"`: Uses 6 textures, `bgcolor` used
3657 * `"plain"`: Uses 0 textures, `bgcolor` used
3658 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3659 `"plain"` custom skyboxes (default: `true`)
3660 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3661 * `set_clouds(parameters)`: set cloud parameters
3662 * `parameters` is a table with the following optional fields:
3663 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3664 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3665 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3666 ColorSpec (alpha ignored, default `#000000`)
3667 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3668 * `thickness`: cloud thickness in nodes (default `16`)
3669 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3670 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3671 * `override_day_night_ratio(ratio or nil)`
3672 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3673 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3674 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3675 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
3676 set animation for player model in third person view
3678 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3679 {x=168, y=187}, -- < walk animation key frames
3680 {x=189, y=198}, -- < dig animation key frames
3681 {x=200, y=219}, -- < walk+dig animation key frames
3682 frame_speed=30): -- < animation frame speed
3683 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3684 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3685 * in first person view
3686 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3687 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3690 An `InvRef` is a reference to an inventory.
3693 * `is_empty(listname)`: return `true` if list is empty
3694 * `get_size(listname)`: get size of a list
3695 * `set_size(listname, size)`: set size of a list
3696 * returns `false` on error (e.g. invalid `listname` or `size`)
3697 * `get_width(listname)`: get width of a list
3698 * `set_width(listname, width)`: set width of list; currently used for crafting
3699 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3700 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3701 * `get_list(listname)`: return full list
3702 * `set_list(listname, list)`: set full list (size will not change)
3703 * `get_lists()`: returns list of inventory lists
3704 * `set_lists(lists)`: sets inventory lists (size will not change)
3705 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3706 * `room_for_item(listname, stack):` returns `true` if the stack of items
3707 can be fully added to the list
3708 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3709 the stack of items can be fully taken from the list.
3710 If `match_meta` is false, only the items' names are compared (default: `false`).
3711 * `remove_item(listname, stack)`: take as many items as specified from the list,
3712 returns the items that were actually removed (as an `ItemStack`) -- note that
3713 any item metadata is ignored, so attempting to remove a specific unique
3714 item this way will likely remove the wrong one -- to do that use `set_stack`
3715 with an empty `ItemStack`
3716 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3717 * returns `{type="undefined"}` in case location is not known
3720 A fast access data structure to store areas, and find areas near a given position or area.
3721 Every area has a `data` string attribute to store additional information.
3722 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3723 If you chose the parameter-less constructor, a fast implementation will be automatically
3727 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3728 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3729 Returns nil if specified area id does not exist.
3730 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3731 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3733 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3734 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3735 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3736 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3737 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3738 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3739 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3740 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3741 or insertions are likely to fail due to conflicts.
3742 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3743 Only needed for efficiency, and only some implementations profit.
3744 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3745 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3746 Calling invalidates the cache, so that its elements have to be newly generated.
3749 enabled = boolean, -- whether to enable, default true
3750 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3751 prefiltered lists for, minimum 16, default 64
3752 limit = number, -- the cache's size, minimum 20, default 1000
3754 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3755 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3756 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3757 Returns success and, optionally, an error message.
3758 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3761 An `ItemStack` is a stack of items.
3763 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3764 an itemstring, a table or `nil`.
3767 * `is_empty()`: returns `true` if stack is empty.
3768 * `get_name()`: returns item name (e.g. `"default:stone"`).
3769 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
3770 * `get_count()`: Returns number of items on the stack.
3771 * `set_count(count)`: returns a boolean indicating whether the item was cleared
3772 * `count`: number, unsigned 16 bit integer
3773 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
3774 * `set_wear(wear)`: returns boolean indicating whether item was cleared
3775 * `wear`: number, unsigned 16 bit integer
3776 * `get_meta()`: returns ItemStackMetaRef. See section for more details
3777 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3778 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3779 * `clear()`: removes all items from the stack, making it empty.
3780 * `replace(item)`: replace the contents of this stack.
3781 * `item` can also be an itemstring or table.
3782 * `to_string()`: returns the stack in itemstring form.
3783 * `to_table()`: returns the stack in Lua table form.
3784 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
3785 * `get_free_space()`: returns `get_stack_max() - get_count()`.
3786 * `is_known()`: returns `true` if the item name refers to a defined item type.
3787 * `get_definition()`: returns the item definition table.
3788 * `get_tool_capabilities()`: returns the digging properties of the item,
3789 or those of the hand if none are defined for this item type
3790 * `add_wear(amount)`
3791 * Increases wear by `amount` if the item is a tool
3792 * `amount`: number, integer
3793 * `add_item(item)`: returns leftover `ItemStack`
3794 * Put some item or stack onto this stack
3795 * `item_fits(item)`: returns `true` if item or stack can be fully added to
3797 * `take_item(n)`: returns taken `ItemStack`
3798 * Take (and remove) up to `n` items from this stack
3799 * `n`: number, default: `1`
3800 * `peek_item(n)`: returns taken `ItemStack`
3801 * Copy (don't remove) up to `n` items from this stack
3802 * `n`: number, default: `1`
3805 A 16-bit pseudorandom number generator.
3806 Uses a well-known LCG algorithm introduced by K&R.
3808 It can be created via `PseudoRandom(seed)`.
3811 * `next()`: return next integer random number [`0`...`32767`]
3812 * `next(min, max)`: return next integer random number [`min`...`max`]
3813 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3814 due to the simple implementation making bad distribution otherwise.
3817 A 32-bit pseudorandom number generator.
3818 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3820 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3823 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3824 * `next(min, max)`: return next integer random number [`min`...`max`]
3825 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3826 * This is only a rough approximation of a normal distribution with:
3827 * `mean = (max - min) / 2`, and
3828 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3829 * Increasing `num_trials` improves accuracy of the approximation
3832 Interface for the operating system's crypto-secure PRNG.
3834 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3835 be found on the system.
3838 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3841 A perlin noise generator.
3842 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3843 or `PerlinNoise(noiseparams)`.
3844 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3845 or `minetest.get_perlin(noiseparams)`.
3848 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3849 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3851 ### `PerlinNoiseMap`
3852 A fast, bulk perlin noise generator.
3854 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3855 `minetest.get_perlin_map(noiseparams, size)`.
3857 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
3858 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3861 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3862 nil, this table will be used to store the result instead of creating a new table.
3866 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3867 with values starting at `pos={x=,y=}`
3868 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3869 of 3D noise with values starting at `pos={x=,y=,z=}`
3870 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3871 with values starting at `pos={x=,y=}`
3872 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3873 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3874 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3875 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3876 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3877 takes a chunk of `slice_size`.
3878 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3879 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3880 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3881 the starting position of the most recently calculated noise.
3882 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3883 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3884 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3888 #### About VoxelManip
3889 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3890 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3891 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3892 to with other methods of setting nodes. For example, nodes will not have their construction and
3893 destruction callbacks run, and no rollback information is logged.
3895 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3896 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3897 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3899 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3900 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3901 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3902 using both methods of map manipulation to determine which is most appropriate for your usage.
3904 #### Using VoxelManip
3905 A VoxelManip object can be created any time using either:
3906 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3908 If the optional position parameters are present for either of these routines, the specified region
3909 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3910 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3912 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3913 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3914 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3915 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3917 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3918 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3919 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3921 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3922 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3923 `VoxelManip:get_light_data()` for node light levels, and
3924 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3926 See section 'Flat array format' for more details.
3928 It is very important to understand that the tables returned by any of the above three functions
3929 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3930 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3931 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3932 otherwise explicitly stated.
3934 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3935 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3936 `VoxelManip:set_light_data()` for node light levels, and
3937 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3939 The parameter to each of the above three functions can use any table at all in the same flat array
3940 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3942 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3943 to the map by calling `VoxelManip:write_to_map()`.
3946 ##### Flat array format
3948 `Nx = p2.X - p1.X + 1`,
3949 `Ny = p2.Y - p1.Y + 1`, and
3950 `Nz = p2.Z - p1.Z + 1`.
3952 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3953 the expression `Nx * Ny * Nz`.
3955 Positions offset from p1 are present in the array with the format of:
3959 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3960 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3962 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3963 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3965 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3967 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3971 and the array index for a position p contained completely in p1..p2 is:
3973 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3975 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3976 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3977 for a single point in a flat VoxelManip array.
3980 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3981 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3982 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3983 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3984 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3985 Note that the node being queried needs to have already been been registered.
3987 The following builtin node types have their Content IDs defined as constants:
3989 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3990 * `minetest.CONTENT_AIR`: ID for "air" nodes
3991 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3993 ##### Mapgen VoxelManip objects
3994 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3995 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3996 but with a few differences:
3998 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3999 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
4000 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
4001 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
4002 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
4003 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4004 consistency with the current map state. For this reason, calling any of the following functions:
4005 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4006 will also update the Mapgen VoxelManip object's internal state active on the current thread.
4007 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
4008 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4010 ##### Other API functions operating on a VoxelManip
4011 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
4012 for these liquid nodes to begin flowing. It is recommended to call this function only after having
4013 written all buffered data back to the VoxelManip object, save for special situations where the modder
4014 desires to only have certain liquid nodes begin flowing.
4016 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
4017 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
4019 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
4020 except instead of placing the specified schematic directly on the map at the specified position, it
4021 will place the schematic inside of the VoxelManip.
4024 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
4025 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
4026 `VoxelManip:get_node_at()`.
4027 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
4028 filled with "ignore" nodes.
4029 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
4030 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
4031 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
4032 object in the same callback it had been created.
4033 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
4034 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
4035 buffer the function can use to write map data to instead of returning a new table each call. This
4036 greatly enhances performance by avoiding unnecessary memory allocations.
4039 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
4040 the region formed by `p1` and `p2`.
4041 * returns actual emerged `pmin`, actual emerged `pmax`
4042 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
4043 * **important**: data must be set using `VoxelManip:set_data()` before calling this
4044 * if `light` is true, then lighting is automatically recalculated.
4045 The default value is true.
4046 If `light` is false, no light calculations happen, and you should correct
4047 all modified blocks with `minetest.fix_light()` as soon as possible.
4048 Keep in mind that modifying the map where light is incorrect can cause
4050 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4051 the `VoxelManip` at that position
4052 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
4053 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
4054 * returns raw node data in the form of an array of node content IDs
4055 * if the param `buffer` is present, this table will be used to store the result instead
4056 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4057 * `update_map()`: Does nothing, kept for compatibility.
4058 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
4059 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4060 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4061 * (`p1`, `p2`) is the area in which lighting is set;
4062 defaults to the whole area if left out
4063 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4064 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4065 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
4066 * `light = day + (night * 16)`
4067 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4069 * expects lighting data in the same format that `get_light_data()` returns
4070 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
4071 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4072 * If the param `buffer` is present, this table will be used to store the result instead
4073 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
4074 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
4075 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4076 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
4078 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
4079 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
4080 * `update_liquids()`: Update liquid flow
4081 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
4082 had been modified since the last read from map, due to a call to
4083 `minetest.set_data()` on the loaded area elsewhere
4084 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4087 A helper class for voxel areas.
4088 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4089 The coordinates are *inclusive*, like most other things in Minetest.
4092 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4093 `MinEdge` and `MaxEdge`
4094 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4095 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4096 * useful for things like `VoxelManip`, raw Schematic specifiers,
4097 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4098 * `indexp(p)`: same as above, except takes a vector
4099 * `position(i)`: returns the absolute position vector corresponding to index `i`
4100 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4101 * `containsp(p)`: same as above, except takes a vector
4102 * `containsi(i)`: same as above, except takes an index `i`
4103 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4104 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4105 * `iterp(minp, maxp)`: same as above, except takes a vector
4108 An interface to read config files in the format of `minetest.conf`.
4110 It can be created via `Settings(filename)`.
4113 * `get(key)`: returns a value
4114 * `get_bool(key)`: returns a boolean
4115 * `get_np_group(key)`: returns a NoiseParams table
4117 * Setting names can't contain whitespace or any of `="{}#`.
4118 * Setting values can't contain the sequence `\n"""`.
4119 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4120 * `set_bool(key, value)`
4121 * See documentation for set() above.
4122 * `set_np_group(key, value)`
4123 * `value` is a NoiseParams table.
4124 * Also, see documentation for set() above.
4125 * `remove(key)`: returns a boolean (`true` for success)
4126 * `get_names()`: returns `{key1,...}`
4127 * `write()`: returns a boolean (`true` for success)
4128 * Writes changes to file.
4129 * `to_table()`: returns `{[key1]=value1,...}`
4132 A raycast on the map. It works with selection boxes.
4133 Can be used as an iterator in a for loop.
4135 The map is loaded as the ray advances. If the
4136 map is modified after the `Raycast` is created,
4137 the changes may or may not have an effect on
4140 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4141 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4142 * `pos1`: start of the ray
4143 * `pos2`: end of the ray
4144 * `objects` : if false, only nodes will be returned. Default is true.
4145 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4148 * `next()`: returns a `pointed_thing`
4149 * Returns the next thing pointed by the ray or nil.
4153 A mapgen object is a construct used in map generation. Mapgen objects can be used
4154 by an `on_generate` callback to speed up operations by avoiding unnecessary
4155 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4156 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4157 was called outside of an `on_generate()` callback, `nil` is returned.
4159 The following Mapgen objects are currently available:
4162 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4163 emerged position, in that order. All mapgens support this object.
4166 Returns an array containing the y coordinates of the ground levels of nodes in
4167 the most recently generated chunk by the current mapgen.
4170 Returns an array containing the biome IDs of nodes in the most recently
4171 generated chunk by the current mapgen.
4174 Returns an array containing the temperature values of nodes in the most
4175 recently generated chunk by the current mapgen.
4178 Returns an array containing the humidity values of nodes in the most recently
4179 generated chunk by the current mapgen.
4182 Returns a table mapping requested generation notification types to arrays of
4183 positions at which the corresponding generated structures are located at within
4184 the current chunk. To set the capture of positions of interest to be recorded
4185 on generate, use `minetest.set_gen_notify()`.
4187 Possible fields of the table returned are:
4193 * `large_cave_begin`
4197 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4198 numeric unique decoration ID.
4202 * Functions receive a "luaentity" as `self`:
4203 * It has the member `.name`, which is the registered name `("mod:thing")`
4204 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4205 * The original prototype stuff is visible directly via a metatable
4207 * `on_activate(self, staticdata, dtime_s)`
4208 * Called when the object is instantiated.
4209 * `dtime_s` is the time passed since the object was unloaded, which can
4210 be used for updating the entity state.
4211 * `on_step(self, dtime)`
4212 * Called on every server tick, after movement and collision processing.
4213 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4215 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4216 * Called when somebody punches the object.
4217 * Note that you probably want to handle most punches using the
4218 automatic armor group system.
4219 * `puncher`: an `ObjectRef` (can be `nil`)
4220 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4221 * `tool_capabilities`: capability table of used tool (can be `nil`)
4222 * `dir`: unit vector of direction of punch. Always defined. Points from
4223 the puncher to the punched.
4224 * `on_death(self, killer)`
4225 * Called when the object dies.
4226 * `killer`: an `ObjectRef` (can be `nil`)
4227 * `on_rightclick(self, clicker)`
4228 * `get_staticdata(self)`
4229 * Should return a string that will be passed to `on_activate` when
4230 the object is instantiated the next time.
4235 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4236 Often these bugs appear as subtle shadows in water.
4241 axiom, --string initial tree axiom
4242 rules_a, --string rules set A
4243 rules_b, --string rules set B
4244 rules_c, --string rules set C
4245 rules_d, --string rules set D
4246 trunk, --string trunk node name
4247 leaves, --string leaves node name
4248 leaves2, --string secondary leaves node name
4249 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4250 angle, --num angle in deg
4251 iterations, --num max # of iterations, usually 2 -5
4252 random_level, --num factor to lower nr of iterations, usually 0 - 3
4253 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4254 -- 2x2 nodes or 3x3 in cross shape
4255 thin_branches, --boolean true -> use thin (1 node) branches
4256 fruit, --string fruit node name
4257 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4258 seed, --num random seed; if no seed is provided, the engine will create one
4261 ### Key for Special L-System Symbols used in Axioms
4263 * `G`: move forward one unit with the pen up
4264 * `F`: move forward one unit with the pen down drawing trunks and branches
4265 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4266 * `T`: move forward one unit with the pen down drawing trunks only
4267 * `R`: move forward one unit with the pen down placing fruit
4268 * `A`: replace with rules set A
4269 * `B`: replace with rules set B
4270 * `C`: replace with rules set C
4271 * `D`: replace with rules set D
4272 * `a`: replace with rules set A, chance 90%
4273 * `b`: replace with rules set B, chance 80%
4274 * `c`: replace with rules set C, chance 70%
4275 * `d`: replace with rules set D, chance 60%
4276 * `+`: yaw the turtle right by `angle` parameter
4277 * `-`: yaw the turtle left by `angle` parameter
4278 * `&`: pitch the turtle down by `angle` parameter
4279 * `^`: pitch the turtle up by `angle` parameter
4280 * `/`: roll the turtle to the right by `angle` parameter
4281 * `*`: roll the turtle to the left by `angle` parameter
4282 * `[`: save in stack current state info
4283 * `]`: recover from stack state info
4286 Spawn a small apple tree:
4288 pos = {x=230,y=20,z=4}
4291 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4292 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4293 trunk="default:tree",
4294 leaves="default:leaves",
4298 trunk_type="single",
4301 fruit="default:apple"
4303 minetest.spawn_tree(pos,apple_tree)
4308 ### Object Properties
4312 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4314 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4316 -- ^ For players only. Enables the zoom feature. Defaults to true
4318 -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
4320 collide_with_objects = true, -- collide with other objects if physical = true
4322 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4323 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4324 -- ^ Default, uses collision box dimensions when not set
4325 pointable = true, -- overrides selection box when false
4326 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4327 visual_size = {x = 1, y = 1},
4329 textures = {}, -- number of required textures depends on visual
4330 colors = {}, -- number of required colors depends on visual
4331 spritediv = {x = 1, y = 1},
4332 initial_sprite_basepos = {x = 0, y = 0},
4334 makes_footstep_sound = false,
4335 automatic_rotate = false,
4337 automatic_face_movement_dir = 0.0,
4338 -- ^ Automatically set yaw to movement direction, offset in degrees,
4339 -- 'false' to disable.
4340 automatic_face_movement_max_rotation_per_sec = -1,
4341 -- ^ Limit automatic rotation to this value in degrees per second,
4342 -- value < 0 no limit.
4343 backface_culling = true, -- false to disable backface_culling for model
4345 -- ^ Add this much extra lighting when calculating texture color.
4346 -- Value < 0 disables light's effect on texture color.
4347 -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
4348 nametag = "", -- by default empty, for players their name is shown if empty
4349 nametag_color = <color>, -- sets color of nametag as ColorSpec
4350 infotext = "", -- by default empty, text to be shown when pointed at object
4352 -- ^ If false, never save this object statically. It will simply be deleted when the
4353 -- block gets unloaded.
4354 -- The get_staticdata() callback is never called then.
4355 -- Defaults to 'true'
4358 ### Entity definition (`register_entity`)
4361 -- Deprecated: Everything in object properties is read directly from here
4363 initial_properties = --[[<initial object properties>]],
4365 on_activate = function(self, staticdata, dtime_s),
4366 on_step = function(self, dtime),
4367 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4368 on_rightclick = function(self, clicker),
4369 get_staticdata = function(self),
4370 -- ^ Called sometimes; the string returned is passed to on_activate when
4371 -- the entity is re-activated from static state
4373 -- Also you can define arbitrary member variables here (see item definition for
4375 _custom_field = whatever,
4378 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4381 label = "Lava cooling",
4382 -- ^ Descriptive label for profiling purposes (optional).
4383 -- Definitions with identical labels will be listed as one.
4384 -- In the following two fields, also group:groupname will work.
4385 nodenames = {"default:lava_source"},
4386 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
4387 ^ If left out or empty, any neighbor will do ]]
4388 interval = 1.0, -- Operation interval in seconds
4389 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
4390 catch_up = true, -- If true, catch-up behaviour is enabled --[[
4391 ^ The chance value is temporarily reduced when returning to
4392 an area to simulate time lost by the area being unattended.
4393 ^ Note chance value can often be reduced to 1 ]]
4394 action = func(pos, node, active_object_count, active_object_count_wider),
4397 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4400 label = "Upgrade legacy doors",
4401 -- ^ Descriptive label for profiling purposes (optional).
4402 -- Definitions with identical labels will be listed as one.
4403 name = "modname:replace_legacy_door",
4404 nodenames = {"default:lava_source"},
4405 -- ^ List of node names to trigger the LBM on.
4406 -- Also non-registered nodes will work.
4407 -- Groups (as of group:groupname) will work as well.
4408 run_at_every_load = false,
4409 -- ^ Whether to run the LBM's action every time a block gets loaded,
4410 -- and not just for blocks that were saved last time before LBMs were
4411 -- introduced to the world.
4412 action = func(pos, node),
4415 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4418 description = "Steel Axe",
4419 groups = {}, -- key = name, value = rating; rating = 1..3.
4420 if rating not applicable, use 1.
4421 e.g. {wool = 1, fluffy = 3}
4422 {soil = 2, outerspace = 1, crumbly = 1}
4423 {bendy = 2, snappy = 1},
4424 {hard = 1, metal = 1, spikes = 1}
4425 inventory_image = "default_tool_steelaxe.png",
4426 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4431 ^ An image file containing the palette of a node.
4432 ^ You can set the currently used color as the
4433 ^ "palette_index" field of the item stack metadata.
4434 ^ The palette is always stretched to fit indices
4435 ^ between 0 and 255, to ensure compatibility with
4436 ^ "colorfacedir" and "colorwallmounted" nodes.
4438 color = "0xFFFFFFFF",
4440 ^ The color of the item. The palette overrides this.
4442 wield_scale = {x = 1, y = 1, z = 1},
4445 liquids_pointable = false,
4446 tool_capabilities = {
4447 full_punch_interval = 1.0,
4451 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4453 damage_groups = {groupname = damage},
4455 node_placement_prediction = nil,
4457 ^ If nil and item is node, prediction is made automatically
4458 ^ If nil and item is not a node, no prediction is made
4459 ^ If "" and item is anything, no prediction is made
4460 ^ Otherwise should be name of node which the client immediately places
4461 on ground when the player places the item. Server will always update
4462 actual result to client in a short moment.
4464 node_dig_prediction = "air",
4466 ^ if "", no prediction is made
4467 ^ if "air", node is removed
4468 ^ Otherwise should be name of node which the client immediately places
4469 upon digging. Server will always update actual result shortly.
4472 breaks = "default_tool_break", -- tools only
4473 place = --[[<SimpleSoundSpec>]],
4476 on_place = func(itemstack, placer, pointed_thing),
4478 ^ Shall place item and return the leftover itemstack
4479 ^ The placer may be any ObjectRef or nil.
4480 ^ default: minetest.item_place ]]
4481 on_secondary_use = func(itemstack, user, pointed_thing),
4483 ^ Same as on_place but called when pointing at nothing.
4484 ^ The user may be any ObjectRef or nil.
4485 ^ pointed_thing : always { type = "nothing" }
4487 on_drop = func(itemstack, dropper, pos),
4489 ^ Shall drop item and return the leftover itemstack
4490 ^ The dropper may be any ObjectRef or nil.
4491 ^ default: minetest.item_drop ]]
4492 on_use = func(itemstack, user, pointed_thing),
4495 ^ Function must return either nil if no item shall be removed from
4496 inventory, or an itemstack to replace the original itemstack.
4497 e.g. itemstack:take_item(); return itemstack
4498 ^ Otherwise, the function is free to do what it wants.
4499 ^ The user may be any ObjectRef or nil.
4500 ^ The default functions handle regular use cases.
4502 after_use = func(itemstack, user, node, digparams),
4505 ^ If defined, should return an itemstack and will be called instead of
4506 wearing out the tool. If returns nil, does nothing.
4507 If after_use doesn't exist, it is the same as:
4508 function(itemstack, user, node, digparams)
4509 itemstack:add_wear(digparams.wear)
4512 ^ The user may be any ObjectRef or nil.
4514 _custom_field = whatever,
4516 ^ Add your own custom fields. By convention, all custom field names
4517 should start with `_` to avoid naming collisions with future engine
4524 * `{name="image.png", animation={Tile Animation definition}}`
4525 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4526 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4527 * backface culling enabled by default for most nodes
4528 * tileable flags are info for shaders, how they should treat texture
4529 when displacement mapping is used
4530 Directions are from the point of view of the tile texture,
4531 not the node it's on
4532 * align style determines whether the texture will be rotated with the node
4533 or kept aligned with its surroundings. "user" means that client
4534 setting will be used, similar to `glasslike_framed_optional`.
4535 Note: supported by solid nodes and nodeboxes only.
4536 * scale is used to make texture span several (exactly `scale`) nodes,
4537 instead of just one, in each direction. Works for world-aligned
4539 Note that as the effect is applied on per-mapblock basis, `16` should
4540 be equally divisible by `scale` or you may get wrong results.
4541 * `{name="image.png", color=ColorSpec}`
4542 * the texture's color will be multiplied with this color.
4543 * the tile's color overrides the owning node's color in all cases.
4544 * deprecated, yet still supported field names:
4547 ### Tile animation definition
4550 type = "vertical_frames",
4552 -- ^ specify width of a frame in pixels
4554 -- ^ specify height of a frame in pixels
4556 -- ^ specify full loop length
4562 -- ^ specify width in number of frames
4564 -- ^ specify height in number of frames
4566 -- ^ specify length of a single frame
4569 ### Node definition (`register_node`)
4572 -- <all fields allowed in item definitions>,
4574 drawtype = "normal", -- See "Node drawtypes"
4575 visual_scale = 1.0, --[[
4576 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4577 ^ "firelike", "mesh".
4578 ^ For plantlike and firelike, the image will start at the bottom of the
4579 ^ node, for the other drawtypes the image will be centered on the node.
4580 ^ Note that positioning for "torchlike" may still change. ]]
4581 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4582 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4583 ^ List can be shortened to needed length ]]
4584 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4585 ^ Same as `tiles`, but these textures are drawn on top of the
4586 ^ base tiles. You can use this to colorize only specific parts of
4587 ^ your texture. If the texture name is an empty string, that
4588 ^ overlay is not drawn. Since such tiles are drawn twice, it
4589 ^ is not recommended to use overlays on very common nodes. ]]
4590 special_tiles = {tile definition 1, Tile definition 2}, --[[
4591 ^ Special textures of node; used rarely (old field name: special_materials)
4592 ^ List can be shortened to needed length ]]
4593 color = ColorSpec, --[[
4594 ^ The node's original color will be multiplied with this color.
4595 ^ If the node has a palette, then this setting only has an effect
4596 ^ in the inventory and on the wield item. ]]
4597 use_texture_alpha = false, -- Use texture's alpha channel
4598 palette = "palette.png", --[[
4599 ^ The node's `param2` is used to select a pixel from the image
4600 ^ (pixels are arranged from left to right and from top to bottom).
4601 ^ The node's color will be multiplied with the selected pixel's
4602 ^ color. Tiles can override this behavior.
4603 ^ Only when `paramtype2` supports palettes. ]]
4604 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4605 paramtype = "none", -- See "Nodes" --[[
4606 ^ paramtype = "light" allows light to propagate from or through the node with light value
4607 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4608 paramtype2 = "none", -- See "Nodes"
4609 place_param2 = nil, -- Force value for param2 when player places node
4610 is_ground_content = true, -- If false, the cave generator will not carve through this
4611 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4612 walkable = true, -- If true, objects collide with node
4613 pointable = true, -- If true, can be pointed at
4614 diggable = true, -- If false, can never be dug
4615 climbable = false, -- If true, can be climbed on (ladder)
4616 buildable_to = false, -- If true, placed nodes can replace this node
4617 floodable = false, --[[
4618 ^ If true, liquids flow into and replace this node.
4619 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4620 liquidtype = "none", -- "none"/"source"/"flowing"
4621 liquid_alternative_flowing = "", -- Flowing version of source liquid
4622 liquid_alternative_source = "", -- Source version of flowing liquid
4623 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4624 liquid_renewable = true, --[[
4625 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4627 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4628 ^ Allows defining the nodebox height without using param2.
4629 ^ The nodebox height is 'leveled' / 64 nodes.
4630 ^ The maximum value of 'leveled' is 127. ]]
4631 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4632 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4633 light_source = 0, --[[
4634 ^ Amount of light emitted by node.
4635 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4636 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4637 damage_per_second = 0, -- If player is inside node, this damage is caused
4638 node_box = {type="regular"}, -- See "Node boxes"
4639 connects_to = nodenames, --[[
4640 * Used for nodebox nodes with the type == "connected"
4641 * Specifies to what neighboring nodes connections will be drawn
4642 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4643 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4644 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4646 selection_box = {type="regular"}, -- See "Node boxes" --[[
4647 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4648 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4649 legacy_wallmounted = false, -- Support maps made in and before January 2012
4650 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4651 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4652 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4653 ^ caveats: not all models will properly wave
4654 ^ plantlike drawtype nodes can only wave like plants
4655 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4657 footstep = <SimpleSoundSpec>,
4658 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4659 dug = <SimpleSoundSpec>,
4660 place = <SimpleSoundSpec>,
4661 place_failed = <SimpleSoundSpec>,
4663 drop = "", -- Name of dropped node when dug. Default is the node itself.
4666 max_items = 1, -- Maximum number of items to drop.
4667 items = { -- Choose max_items randomly from this list.
4669 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4670 rarity = 1, -- Probability of dropping is 1 / rarity.
4671 inherit_color = true, -- To inherit palette color from the node
4676 on_construct = func(pos), --[[
4677 ^ Node constructor; called after adding node
4678 ^ Can set up metadata and stuff like that
4679 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4681 on_destruct = func(pos), --[[
4682 ^ Node destructor; called before removing node
4683 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4685 after_destruct = func(pos, oldnode), --[[
4686 ^ Node destructor; called after removing node
4687 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4689 on_flood = func(pos, oldnode, newnode), --[[
4690 ^ Called when a liquid (newnode) is about to flood oldnode, if
4691 ^ it has `floodable = true` in the nodedef. Not called for bulk
4692 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4693 ^ return true the node is not flooded, but on_flood callback will
4694 ^ most likely be called over and over again every liquid update
4695 ^ interval. Default: nil.
4696 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4698 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4699 ^ Called after constructing node when node was placed using
4700 minetest.item_place_node / minetest.place_node
4701 ^ If return true no item is taken from itemstack
4702 ^ `placer` may be any valid ObjectRef or nil
4704 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4705 ^ oldmetadata is in table format
4706 ^ Called after destructing node when node was dug using
4707 minetest.node_dig / minetest.dig_node
4709 can_dig = function(pos, [player]) --[[
4710 ^ returns true if node can be dug, or false if not
4713 on_punch = func(pos, node, puncher, pointed_thing), --[[
4714 ^ default: minetest.node_punch
4715 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4716 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4718 ^ itemstack will hold clicker's wielded item
4719 ^ Shall return the leftover itemstack
4720 ^ Note: pointed_thing can be nil, if a mod calls this function
4721 This function does not get triggered by clients <=0.4.16 if the
4722 "formspec" node metadata field is set ]]
4724 on_dig = func(pos, node, digger), --[[
4725 ^ default: minetest.node_dig
4726 ^ By default: checks privileges, wears out tool and removes node ]]
4728 on_timer = function(pos,elapsed), --[[
4730 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4731 ^ elapsed is the total time passed since the timer was started
4732 ^ return true to run the timer for another cycle with the same timeout value ]]
4734 on_receive_fields = func(pos, formname, fields, sender), --[[
4735 ^ fields = {name1 = value1, name2 = value2, ...}
4736 ^ Called when an UI form (e.g. sign text input) returns data
4739 allow_metadata_inventory_move = func(pos, from_list, from_index,
4740 to_list, to_index, count, player), --[[
4741 ^ Called when a player wants to move items inside the inventory
4742 ^ Return value: number of items allowed to move ]]
4744 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4745 ^ Called when a player wants to put something into the inventory
4746 ^ Return value: number of items allowed to put
4747 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4749 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4750 ^ Called when a player wants to take something out of the inventory
4751 ^ Return value: number of items allowed to take
4752 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4754 on_metadata_inventory_move = func(pos, from_list, from_index,
4755 to_list, to_index, count, player),
4756 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4757 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4758 ^ Called after the actual action has happened, according to what was allowed.
4759 ^ No return value ]]
4761 on_blast = func(pos, intensity), --[[
4762 ^ intensity: 1.0 = mid range of regular TNT
4763 ^ If defined, called when an explosion touches the node, instead of
4764 removing the node ]]
4767 ### Recipe for `register_craft` (shaped)
4770 output = 'default:pick_stone',
4772 {'default:cobble', 'default:cobble', 'default:cobble'},
4773 {'', 'default:stick', ''},
4774 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4776 replacements = --[[<optional list of item pairs,
4777 replace one input item with another item on crafting>]]
4780 ### Recipe for `register_craft` (shapeless)
4784 output = 'mushrooms:mushroom_stew',
4787 "mushrooms:mushroom_brown",
4788 "mushrooms:mushroom_red",
4790 replacements = --[[<optional list of item pairs,
4791 replace one input item with another item on crafting>]]
4794 ### Recipe for `register_craft` (tool repair)
4797 type = "toolrepair",
4798 additional_wear = -0.02,
4801 ### Recipe for `register_craft` (cooking)
4805 output = "default:glass",
4806 recipe = "default:sand",
4810 ### Recipe for `register_craft` (furnace fuel)
4814 recipe = "default:leaves",
4818 ### Ore definition (`register_ore`)
4820 See 'Ore types' section above for essential information.
4823 ore_type = "scatter",
4824 ore = "default:stone_with_coal",
4826 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
4827 wherein = "default:stone",
4828 -- ^ a list of nodenames is supported too
4829 clust_scarcity = 8 * 8 * 8,
4830 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4831 -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
4833 -- ^ Number of ores in a cluster
4835 -- ^ Size of the bounding box of the cluster
4836 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
4840 -- ^ Lower and upper limits for ore.
4842 -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
4843 noise_threshold = 0.5,
4844 -- ^ If noise is above this threshold, ore is placed. Not needed for a
4845 -- ^ uniform distribution.
4849 spread = {x = 100, y = 100, z = 100},
4854 -- ^ NoiseParams structure describing one of the perlin noises used for ore
4856 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
4857 -- ^ Omit from "scatter" ore for a uniform ore distribution.
4858 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
4859 biomes = {"desert", "rainforest"}
4860 -- ^ List of biomes in which this decoration occurs.
4861 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
4862 -- ^ used does not support biomes.
4863 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4864 column_height_min = 1,
4865 column_height_max = 16,
4866 column_midpoint_factor = 0.5,
4867 -- ^ See 'Ore types' section above.
4868 -- ^ The above 3 parameters are only valid for "sheet" ore.
4872 spread = {x = 100, y = 100, z = 100},
4880 spread = {x = 100, y = 100, z = 100},
4885 -- ^ See 'Ore types' section above.
4886 -- ^ The above 2 parameters are only valid for "puff" ore.
4887 random_factor = 1.0,
4888 -- ^ See 'Ore types' section above.
4889 -- ^ Only valid for "vein" ore.
4890 np_stratum_thickness = {
4893 spread = {x = 100, y = 100, z = 100},
4898 stratum_thickness = 8,
4899 -- ^ See 'Ore types' section above.
4900 -- ^ The above 2 parameters are only valid for "stratum" ore.
4903 ### Biome definition (`register_biome`)
4907 node_dust = "default:snow",
4908 -- ^ Node dropped onto upper surface after all else is generated.
4909 node_top = "default:dirt_with_snow",
4911 -- ^ Node forming surface layer of biome and thickness of this layer.
4912 node_filler = "default:permafrost",
4914 -- ^ Node forming lower layer of biome and thickness of this layer.
4915 node_stone = "default:bluestone",
4916 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4917 node_water_top = "default:ice",
4918 depth_water_top = 10,
4919 -- ^ Node forming a surface layer in seawater with the defined thickness.
4921 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4922 node_river_water = "default:ice",
4923 -- ^ Node that replaces river water in mapgens that use default:river_water.
4924 node_riverbed = "default:gravel",
4926 -- ^ Node placed under river water and thickness of this layer.
4929 -- ^ Lower and upper limits for biome.
4931 humidity_point = 50,
4932 -- ^ Characteristic average temperature and humidity for the biome.
4933 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4934 -- ^ and humidity as axes. The resulting voronoi cells determine which
4935 -- ^ heat/humidity points belong to which biome, and therefore determine
4936 -- ^ the area and location of each biome in the world.
4937 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4938 -- ^ diagram to result in roughly equal size biomes.
4939 -- ^ Heat and humidity have average values of 50, vary mostly between
4940 -- ^ 0 and 100 but also often exceed these values.
4941 -- ^ Heat is not in degrees Celsius, both values are abstract.
4944 ### Decoration definition (`register_decoration`)
4947 deco_type = "simple", -- See "Decoration types"
4948 place_on = "default:dirt_with_grass",
4949 -- ^ Node (or list of nodes) that the decoration can be placed on
4951 -- ^ Size of divisions made in the chunk being generated.
4952 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4954 -- ^ Ratio of the area to be uniformly filled by the decoration.
4955 -- ^ Used only if noise_params is not specified.
4956 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4957 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4958 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4959 biomes = {"Oceanside", "Hills", "Plains"},
4960 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4961 -- ^ and ignored if the Mapgen being used does not support biomes.
4962 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4965 -- ^ Lower and upper limits for decoration.
4966 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
4967 spawn_by = "default:water",
4968 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4969 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4970 -- ^ one plane level with the 'place_on' node and a plane one node above that.
4972 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4973 -- ^ If absent or -1, decorations occur next to any nodes.
4974 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
4975 -- ^ Flags for all decoration types.
4976 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4977 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4978 -- ^ Placement is disabled if solid nodes are found above the liquid
4980 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
4981 -- ^ by the decoration.
4982 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
4983 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
4984 -- ^ ceiling surfaces, for example in caves.
4985 -- ^ Ceiling decorations act as an inversion of floor decorations so the
4986 -- ^ effect of 'place_offset_y' is inverted.
4987 -- ^ If a single decoration registration has both flags the floor and
4988 -- ^ ceiling decorations will be aligned vertically and may sometimes
4989 -- ^ meet to form a column.
4991 ----- Simple-type parameters
4992 decoration = "default:grass",
4993 -- ^ The node name used as the decoration.
4994 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4996 -- ^ Decoration height in nodes.
4997 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
4999 -- ^ Upper limit of the randomly selected height.
5000 -- ^ If absent, the parameter 'height' is used as a constant.
5002 -- ^ Param2 value of decoration nodes.
5003 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
5005 -- ^ Upper limit of the randomly selected param2.
5006 -- ^ If absent, the parameter 'param2' is used as a constant.
5008 -- ^ Y offset of the decoration base node relative to the standard base
5010 -- ^ Can be positive or negative. Default is 0.
5011 -- ^ Effect is inverted for "all_ceilings" decorations.
5012 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5013 -- ^ to the 'place_on' node.
5015 ----- Schematic-type parameters
5016 schematic = "foobar.mts",
5017 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
5018 -- ^ specified Minetest schematic file.
5019 -- ^ - OR -, could be the ID of a previously registered schematic
5020 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
5021 -- ^ and an optional table yslice_prob:
5023 size = {x=4, y=6, z=4},
5025 {name="default:cobble", param1=255, param2=0},
5026 {name="default:dirt_with_grass", param1=255, param2=0},
5027 {name="ignore", param1=255, param2=0},
5028 {name="air", param1=255, param2=0},
5037 -- ^ See 'Schematic specifier' for details.
5038 replacements = {["oldname"] = "convert_to", ...},
5039 flags = "place_center_x, place_center_y, place_center_z",
5040 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5041 rotation = "90" -- rotate schematic 90 degrees on placement
5042 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5044 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5045 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5047 -- ^ Can be positive or negative. Default is 0.
5048 -- ^ Effect is inverted for "all_ceilings" decorations.
5049 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5050 -- ^ to the 'place_on' node.
5053 ### Chat command definition (`register_chatcommand`)
5056 params = "<name> <privilege>", -- Short parameter description
5057 description = "Remove privilege from player", -- Full description
5058 privs = {privs=true}, -- Require the "privs" privilege to run
5059 func = function(name, param), -- Called when command is run.
5060 -- Returns boolean success and text output.
5063 ### Detached inventory callbacks
5066 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5067 -- ^ Called when a player wants to move items inside the inventory
5068 -- ^ Return value: number of items allowed to move
5070 allow_put = func(inv, listname, index, stack, player),
5071 -- ^ Called when a player wants to put something into the inventory
5072 -- ^ Return value: number of items allowed to put
5073 -- ^ Return value: -1: Allow and don't modify item count in inventory
5075 allow_take = func(inv, listname, index, stack, player),
5076 -- ^ Called when a player wants to take something out of the inventory
5077 -- ^ Return value: number of items allowed to take
5078 -- ^ Return value: -1: Allow and don't modify item count in inventory
5080 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5081 on_put = func(inv, listname, index, stack, player),
5082 on_take = func(inv, listname, index, stack, player),
5083 -- ^ Called after the actual action has happened, according to what was allowed.
5084 -- ^ No return value
5087 ### HUD Definition (`hud_add`, `hud_get`)
5090 hud_elem_type = "image", -- see HUD element types
5091 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
5092 position = {x=0.5, y=0.5},
5093 -- ^ Left corner position of element
5099 -- ^ Selected item in inventory. 0 for no item selected.
5101 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5102 alignment = {x=0, y=0},
5103 -- ^ See "HUD Element Types"
5104 offset = {x=0, y=0},
5105 -- ^ See "HUD Element Types"
5106 size = { x=100, y=100 },
5107 -- ^ Size of element in pixels
5110 ### Particle definition (`add_particle`)
5113 pos = {x=0, y=0, z=0},
5114 velocity = {x=0, y=0, z=0},
5115 acceleration = {x=0, y=0, z=0},
5116 -- ^ Spawn particle at pos with velocity and acceleration
5118 -- ^ Disappears after expirationtime seconds
5120 collisiondetection = false,
5121 -- ^ collisiondetection: if true collides with physical objects
5122 collision_removal = false,
5123 -- ^ collision_removal: if true then particle is removed when it collides,
5124 -- ^ requires collisiondetection = true to have any effect
5126 -- ^ vertical: if true faces player using y axis only
5127 texture = "image.png",
5128 -- ^ Uses texture (string)
5129 playername = "singleplayer",
5130 -- ^ optional, if specified spawns particle only on the player's client
5131 animation = {Tile Animation definition},
5132 -- ^ optional, specifies how to animate the particle texture
5134 -- ^ optional, specify particle self-luminescence in darkness
5138 ### `ParticleSpawner` definition (`add_particlespawner`)
5143 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5144 minpos = {x=0, y=0, z=0},
5145 maxpos = {x=0, y=0, z=0},
5146 minvel = {x=0, y=0, z=0},
5147 maxvel = {x=0, y=0, z=0},
5148 minacc = {x=0, y=0, z=0},
5149 maxacc = {x=0, y=0, z=0},
5154 -- ^ The particle's properties are random values in between the bounds:
5155 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5156 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5157 collisiondetection = false,
5158 -- ^ collisiondetection: if true uses collision detection
5159 collision_removal = false,
5160 -- ^ collision_removal: if true then particle is removed when it collides,
5161 -- ^ requires collisiondetection = true to have any effect
5162 attached = ObjectRef,
5163 -- ^ attached: if defined, particle positions, velocities and accelerations
5164 -- ^ are relative to this object's position and yaw.
5166 -- ^ vertical: if true faces player using y axis only
5167 texture = "image.png",
5168 -- ^ Uses texture (string)
5169 playername = "singleplayer"
5170 -- ^ Playername is optional, if specified spawns particle only on the player's client
5173 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5176 url = "http://example.org",
5178 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5179 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5180 -- ^ Optional, if specified a POST request with post_data is performed.
5181 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5182 -- ^ as x-www-form-urlencoded key-value pairs.
5183 -- ^ If post_data ist not specified, a GET request is performed instead.
5184 user_agent = "ExampleUserAgent",
5185 -- ^ Optional, if specified replaces the default minetest user agent with given string
5186 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5187 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5188 -- ^ that the header strings follow HTTP specification ("Key: Value").
5190 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5193 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5197 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5199 -- ^ If true, the request was successful
5201 -- ^ If true, the request timed out
5203 -- ^ HTTP status code