1 Minetest Lua Modding API Reference 0.4.12
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. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
72 * `$path_share/games/gameid/mods/`
74 * `$path_user/games/gameid/mods/`
75 * `$path_user/mods/` (User-installed mods)
76 * `$worldpath/worldmods/`
78 In a run-in-place version (e.g. the distributed windows version):
80 * `minetest-0.4.x/games/gameid/mods/`
81 * `minetest-0.4.x/mods/` (User-installed mods)
82 * `minetest-0.4.x/worlds/worldname/worldmods/`
84 On an installed version on Linux:
86 * `/usr/share/minetest/games/gameid/mods/`
87 * `$HOME/.minetest/mods/` (User-installed mods)
88 * `$HOME/.minetest/worlds/worldname/worldmods`
90 Mod load path for world-specific games
91 --------------------------------------
92 It is possible to include a game in a world; in this case, no mods or
93 games are loaded or checked from anywhere else.
95 This is useful for e.g. adventure worlds.
97 This happens if the following directory exists:
101 Mods should be then be placed in:
107 Mods can be put in a subdirectory, if the parent directory, which otherwise
108 should be a mod, contains a file named `modpack.txt`. This file shall be
109 empty, except for lines starting with `#`, which are comments.
111 Mod directory structure
112 ------------------------
118 | |-- description.txt
122 | | |-- modname_stuff.png
123 | | `-- modname_something_else.png
131 The location of this directory can be fetched by using
132 `minetest.get_modpath(modname)`.
135 List of mods that have to be loaded before loading this mod.
137 A single line contains a single modname.
139 Optional dependencies can be defined by appending a question mark
140 to a single modname. Their meaning is that if the specified mod
141 is missing, that does not prevent this mod from being loaded.
144 A screenshot shown in modmanager within mainmenu.
146 ### `description.txt`
147 A File containing description to be shown within mainmenu.
150 The main Lua script. Running this script should register everything it
151 wants to register. Subsequent execution depends on minetest calling the
152 registered callbacks.
154 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
155 to read custom or existing settings at load time, if necessary.
158 Models for entities or meshnodes.
160 ### `textures`, `sounds`, `media`
161 Media files (textures, sounds, whatever) that will be transferred to the
162 client and will be available for use by the mod.
164 Naming convention for registered textual names
165 ----------------------------------------------
166 Registered names should generally be in this format:
168 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
170 This is to prevent conflicting names from corrupting maps and is
171 enforced by the mod loader.
174 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
175 So the name should be `experimental:tnt`.
177 Enforcement can be overridden by prefixing the name with `:`. This can
178 be used for overriding the registrations of some other mod.
180 Example: Any mod can redefine `experimental:tnt` by using the name
185 (also that mod is required to have `experimental` as a dependency)
187 The `:` prefix can also be used for maintaining backwards compatibility.
190 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
192 This will make Minetest to convert things called name to things called
195 This can be used for maintaining backwards compatibility.
197 This can be also used for setting quick access names for things, e.g. if
198 you have an item called `epiclylongmodname:stuff`, you could do
200 minetest.register_alias("stuff", "epiclylongmodname:stuff")
202 and be able to use `/giveme stuff`.
206 Mods should generally prefix their textures with `modname_`, e.g. given
207 the mod name `foomod`, a texture could be called:
211 Textures are referred to by their complete name, or alternatively by
212 stripping out the file extension:
214 * e.g. `foomod_foothing.png`
215 * e.g. `foomod_foothing`
219 There are various texture modifiers that can be used
220 to generate textures on-the-fly.
222 ### Texture overlaying
223 Textures can be overlaid by putting a `^` between them.
227 default_dirt.png^default_grass_side.png
229 `default_grass_side.png` is overlayed over `default_dirt.png`.
232 Textures can be grouped together by enclosing them in `(` and `)`.
234 Example: `cobble.png^(thing1.png^thing2.png)`
236 A texture for `thing1.png^thing2.png` is created and the resulting
237 texture is overlaid over `cobble.png`.
239 ### Advanced texture modifiers
241 #### `[crack:<n>:<p>`
242 * `<n>` = animation frame count
243 * `<p>` = current animation frame
245 Draw a step of the crack animation on the texture.
249 default_cobble.png^[crack:10:1
251 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>`
254 * `<x1>`/`<x2>` = x positions
255 * `<y1>`/`<y1>` = y positions
256 * `<file1>`/`<file2>` = textures to combine
258 Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
259 and blit `<file2>` to (`<x2>`,`<y2>`).
263 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
266 Brightens the texture.
270 tnt_tnt_side.png^[brighten
273 Makes the texture completely opaque.
277 default_leaves.png^[noalpha
279 #### `[makealpha:<r>,<g>,<b>`
280 Convert one color to transparency.
284 default_cobble.png^[makealpha:128,128,128
287 * `<t>` = transformation(s) to apply
289 Rotates and/or flips the image.
291 `<t>` can be a number (between 0 and 7) or a transform name.
292 Rotations are counter-clockwise.
295 1 R90 rotate by 90 degrees
296 2 R180 rotate by 180 degrees
297 3 R270 rotate by 270 degrees
299 5 FXR90 flip X then rotate by 90 degrees
301 7 FYR90 flip Y then rotate by 90 degrees
305 default_stone.png^[transformFXR90
307 #### `[inventorycube{<top>{<left>{<right>`
308 `^` is replaced by `&` in texture names.
310 Create an inventory cube texture using the side textures.
314 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
316 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
317 `dirt.png^grass_side.png` textures
319 #### `[lowpart:<percent>:<file>`
320 Blit the lower `<percent>`% part of `<file>` on the texture.
324 base.png^[lowpart:25:overlay.png
326 #### `[verticalframe:<t>:<n>`
327 * `<t>` = animation frame count
328 * `<n>` = current animation frame
330 Crops the texture to a frame of a vertical animation.
334 default_torch_animated.png^[verticalframe:16:8
337 Apply a mask to the base image.
339 The mask is applied using binary AND.
341 #### `[colorize:<color>:<ratio>`
342 Colorize the textures with the given color.
343 `<color>` is specified as a `ColorString`.
344 `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
345 color to apply. If ommitted, the alpha will be used.
349 Only Ogg Vorbis files are supported.
351 For positional playing of sounds, only single-channel (mono) files are
352 supported. Otherwise OpenAL will play them non-positionally.
354 Mods should generally prefix their sounds with `modname_`, e.g. given
355 the mod name "`foomod`", a sound could be called:
359 Sounds are referred to by their name with a dot, a single digit and the
360 file extension stripped out. When a sound is played, the actual sound file
361 is chosen randomly from the matching sounds.
363 When playing the sound `foomod_foosound`, the sound is chosen randomly
364 from the available ones of the following files:
366 * `foomod_foosound.ogg`
367 * `foomod_foosound.0.ogg`
368 * `foomod_foosound.1.ogg`
370 * `foomod_foosound.9.ogg`
372 Examples of sound parameter tables:
374 -- Play location-less on all clients
376 gain = 1.0, -- default
378 -- Play location-less to a player
381 gain = 1.0, -- default
383 -- Play in a location
386 gain = 1.0, -- default
387 max_hear_distance = 32, -- default
389 -- Play connected to an object, looped
391 object = <an ObjectRef>,
392 gain = 1.0, -- default
393 max_hear_distance = 32, -- default
394 loop = true, -- only sounds connected to objects can be looped
397 ### `SimpleSoundSpec`
399 * e.g. `"default_place_node"`
401 * e.g. `{name="default_place_node"}`
402 * e.g. `{name="default_place_node", gain=1.0}`
404 Registered definitions of stuff
405 -------------------------------
406 Anything added using certain `minetest.register_*` functions get added to
407 the global `minetest.registered_*` tables.
409 * `minetest.register_entity(name, prototype table)`
410 * added to `minetest.registered_entities[name]`
412 * `minetest.register_node(name, node definition)`
413 * added to `minetest.registered_items[name]`
414 * added to `minetest.registered_nodes[name]`
416 * `minetest.register_tool(name, item definition)`
417 * added to `minetest.registered_items[name]`
419 * `minetest.register_craftitem(name, item definition)`
420 * added to `minetest.registered_items[name]`
422 * `minetest.register_biome(biome definition)`
423 * returns an integer uniquely identifying the registered biome
424 * added to `minetest.registered_biome` with the key of `biome.name`
425 * if `biome.name` is nil, the key is the returned ID
427 * `minetest.register_ore(ore definition)`
428 * returns an integer uniquely identifying the registered ore
429 * added to `minetest.registered_ores` with the key of `ore.name`
430 * if `ore.name` is nil, the key is the returned ID
432 * `minetest.register_decoration(decoration definition)`
433 * returns an integer uniquely identifying the registered decoration
434 * added to `minetest.registered_decorations` with the key of `decoration.name`
435 * if `decoration.name` is nil, the key is the returned ID
437 * `minetest.register_schematic(schematic definition)`
438 * returns an integer uniquely identifying the registered schematic
439 * added to `minetest.registered_schematic` with the key of `schematic.name`
440 * if `schematic.name` is nil, the key is the returned ID
441 * if the schematic is loaded from a file, schematic.name is set to the filename
442 * if the function is called when loading the mod, and schematic.name is a relative path,
443 * then the current mod path will be prepended to the schematic filename
445 * `minetest.clear_registered_biomes()`
446 * clears all biomes currently registered
448 * `minetest.clear_registered_ores()`
449 * clears all ores currently registered
451 * `minetest.clear_registered_decorations()`
452 * clears all decorations currently registered
454 * `minetest.clear_registered_schematics()`
455 * clears all schematics currently registered
457 Note that in some cases you will stumble upon things that are not contained
458 in these tables (e.g. when a mod has been removed). Always check for
459 existence before trying to access the fields.
461 Example: If you want to check the drawtype of a node, you could do:
463 local function get_nodedef_field(nodename, fieldname)
464 if not minetest.registered_nodes[nodename] then
467 return minetest.registered_nodes[nodename][fieldname]
469 local drawtype = get_nodedef_field(nodename, "drawtype")
471 Example: `minetest.get_item_group(name, group)` has been implemented as:
473 function minetest.get_item_group(name, group)
474 if not minetest.registered_items[name] or not
475 minetest.registered_items[name].groups[group] then
478 return minetest.registered_items[name].groups[group]
483 Nodes are the bulk data of the world: cubes and other things that take the
484 space of a cube. Huge amounts of them are handled efficiently, but they
487 The definition of a node is stored and can be accessed by name in
489 minetest.registered_nodes[node.name]
491 See "Registered definitions of stuff".
493 Nodes are passed by value between Lua and the engine.
494 They are represented by a table:
496 {name="name", param1=num, param2=num}
498 `param1` and `param2` are 8-bit integers. The engine uses them for certain
499 automated functions. If you don't use these functions, you can use them to
500 store arbitrary values.
502 The functions of `param1` and `param2` are determined by certain fields in the
505 `param1` is reserved for the engine when `paramtype != "none"`:
508 ^ The value stores light with and without sun in its upper and lower 4 bits
509 respectively. Allows light to propagate from or through the node with
510 light value falling by 1 per node. This is essential for a light source
511 node to spread its light.
513 `param2` is reserved for the engine when any of these are used:
515 liquidtype == "flowing"
516 ^ The level and some flags of the liquid is stored in param2
517 drawtype == "flowingliquid"
518 ^ The drawn liquid level is read from param2
519 drawtype == "torchlike"
520 drawtype == "signlike"
521 paramtype2 == "wallmounted"
522 ^ The rotation of the node is stored in param2. You can make this value
523 by using minetest.dir_to_wallmounted().
524 paramtype2 == "facedir"
525 ^ The rotation of the node is stored in param2. Furnaces and chests are
526 rotated this way. Can be made by using minetest.dir_to_facedir().
528 facedir modulo 4 = axisdir
529 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
530 facedir's two less significant bits are rotation around the axis
531 paramtype2 == "leveled"
535 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
538 ^ defines list of collision boxes for the node. If empty, collision boxes
539 will be the same as nodeboxes, in case of any other nodes will be full cube
540 as in the example above.
542 Nodes can also contain extra data. See "Node Metadata".
546 There are a bunch of different looking node types.
548 Look for examples in `games/minimal` or `games/minetest_game`.
556 * `glasslike_framed_optional`
558 * `allfaces_optional`
565 * `nodebox` -- See below. (**Experimental!**)
566 * `mesh` -- use models for nodes
568 `*_optional` drawtypes need less rendering time if deactivated (always client side).
572 Node selection boxes are defined using "node boxes"
574 The `nodebox` node drawtype allows defining visual of nodes consisting of
575 arbitrary number of boxes. It allows defining stuff like stairs. Only the
576 `fixed` and `leveled` box type is supported for these.
578 Please note that this is still experimental, and may be incompatibly
579 changed in the future.
581 A nodebox is defined as any of:
584 -- A normal cube; the default in most things
588 -- A fixed box (facedir param2 is used, if applicable)
590 fixed = box OR {box1, box2, ...}
593 -- A box like the selection box for torches
594 -- (wallmounted param2 is used, if applicable)
595 type = "wallmounted",
601 A `box` is defined as:
603 {x1, y1, z1, x2, y2, z2}
605 A box of a regular node would look like:
607 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
609 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
610 set to level from `param2`.
615 If drawtype `mesh` is used, tiles should hold model materials textures.
616 Only static meshes are implemented.
617 For supported model formats see Irrlicht engine documentation.
622 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
626 Offset that the noise is translated by (i.e. added) after calculation.
629 Factor that the noise is scaled by (i.e. multiplied) after calculation.
632 Vector containing values by which each coordinate is divided by before calculation.
633 Higher spread values result in larger noise features.
635 A value of `{x=250, y=250, z=250}` is common.
638 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
639 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
642 Number of times the noise gradient is accumulated into the noise.
644 Increase this number to increase the amount of detail in the resulting noise.
646 A value of `6` is common.
649 Factor by which the effect of the noise gradient function changes with each successive octave.
651 Values less than `1` make the details of successive octaves' noise diminish, while values
652 greater than `1` make successive octaves stronger.
654 A value of `0.6` is common.
657 Factor by which the noise feature sizes change with each successive octave.
659 A value of `2.0` is common.
662 Leave this field unset for no special handling.
664 Currently supported are `defaults`, `eased` and `absvalue`.
667 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
671 Maps noise gradient values onto a quintic S-curve before performing interpolation.
672 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
673 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
676 Accumulates the absolute value of each noise gradient result.
678 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
682 spread = {x=500, y=500, z=500},
687 flags = "defaults, absvalue"
689 ^ A single noise parameter table can be used to get 2D or 3D noise,
690 when getting 2D noise spread.z is ignored.
695 These tell in what manner the ore is generated.
697 All default ores are of the uniformly-distributed scatter type.
700 Randomly chooses a location and generates a cluster of ore.
702 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
703 that point is greater than the `noise_threshold`, giving the ability to create
704 a non-equal distribution of ore.
707 Creates a sheet of ore in a blob shape according to the 2D perlin noise
708 described by `noise_params`. The relative height of the sheet can be
709 controlled by the same perlin noise as well, by specifying a non-zero
710 `scale` parameter in `noise_params`.
712 **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing
713 against the noise threshold, but scale is used to determine relative height.
714 The height of the blob is randomly scattered, with a maximum height of `clust_size`.
716 `clust_scarcity` and `clust_num_ores` are ignored.
718 This is essentially an improved version of the so-called "stratus" ore seen in
719 some unofficial mods.
722 Creates a deformed sphere of ore according to 3d perlin noise described by
723 `noise_params`. The maximum size of the blob is `clust_size`, and
724 `clust_scarcity` has the same meaning as with the `scatter` type.
726 Creates veins of ore varying in density by according to the intersection of two
727 instances of 3d perlin noise with diffferent seeds, both described by
728 `noise_params`. `random_factor` varies the influence random chance has on
729 placement of an ore inside the vein, which is `1` by default. Note that
730 modifying this parameter may require adjusting `noise_threshhold`.
731 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
732 by this ore type. This ore type is difficult to control since it is sensitive
733 to small changes. The following is a decent set of parameters to work from:
738 spread = {x=200, y=200, z=200},
744 noise_threshhold = 1.6
746 WARNING: Use this ore type *very* sparingly since it is ~200x more
747 computationally expensive than any other ore.
751 See section "Flag Specifier Format".
753 Currently supported flags: `absheight`
756 Also produce this same ore between the height range of `-y_max` and `-y_min`.
758 Useful for having ore in sky realms without having to duplicate ore entries.
762 The varying types of decorations that can be placed.
764 The default value is `simple`, and is currently the only type supported.
767 Creates a 1 times `H` times 1 column of a specified node (or a random node from
768 a list, if a decoration list is specified). Can specify a certain node it must
769 spawn next to, such as water or lava, for example. Can also generate a
770 decoration of random height between a specified lower and upper bound.
771 This type of decoration is intended for placement of grass, flowers, cacti,
775 Copies a box of `MapNodes` from a specified schematic file (or raw description).
776 Can specify a probability of a node randomly appearing when placed.
777 This decoration type is intended to be used for multi-node sized discrete
778 structures, such as trees, cave spikes, rocks, and so on.
783 A schematic specifier identifies a schematic by either a filename to a
784 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
785 in the form of a table. This table specifies the following fields:
787 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
788 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
789 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
790 * The `data` field is a flat table of MapNode tables making up the schematic,
791 in the order of `[z [y [x]]]`. (required)
792 Each MapNode table contains:
793 * `name`: the name of the map node to place (required)
794 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
795 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
796 * `force_place`: boolean representing if the node should forcibly overwrite any
797 previous contents (default: false)
799 About probability values:
800 * A probability value of `0` or `1` means that node will never appear (0% chance).
801 * A probability value of `254` or `255` means the node will always appear (100% chance).
802 * If the probability value `p` is greater than `1`, then there is a
803 `(p / 256 * 100)` percent chance that node will appear when the schematic is
809 See section "Flag Specifier Format".
811 Currently supported flags: `place_center_x`, `place_center_y`,
812 `place_center_z`, `force_placement`.
814 * `place_center_x`: Placement of this decoration is centered along the X axis.
815 * `place_center_y`: Placement of this decoration is centered along the Y axis.
816 * `place_center_z`: Placement of this decoration is centered along the Z axis.
817 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
822 The position field is used for all element types.
824 To account for differing resolutions, the position coordinates are the percentage
825 of the screen, ranging in value from `0` to `1`.
827 The name field is not yet used, but should contain a description of what the
828 HUD element represents. The direction field is the direction in which something
831 `0` draws from left to right, `1` draws from right to left, `2` draws from
832 top to bottom, and `3` draws from bottom to top.
834 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
835 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
836 Fractional values can be used.
838 The `offset` field specifies a pixel offset from the position. Contrary to position,
839 the offset is not scaled to screen size. This allows for some precisely-positioned
842 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
844 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
846 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
847 in the experimental stages.
850 Displays an image on the HUD.
852 * `scale`: The scale of the image, with 1 being the original texture size.
853 Only the X coordinate scale is used (positive values).
854 Negative values represent that percentage of the screen it
855 should take; e.g. `x=-100` means 100% (width).
856 * `text`: The name of the texture that is displayed.
857 * `alignment`: The alignment of the image.
858 * `offset`: offset in pixels from position.
861 Displays text on the HUD.
863 * `scale`: Defines the bounding rectangle of the text.
864 A value such as `{x=100, y=100}` should work.
865 * `text`: The text to be displayed in the HUD element.
866 * `number`: An integer containing the RGB value of the color used to draw the text.
867 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
868 * `alignment`: The alignment of the text.
869 * `offset`: offset in pixels from position.
872 Displays a horizontal bar made up of half-images.
874 * `text`: The name of the texture that is used.
875 * `number`: The number of half-textures that are displayed.
876 If odd, will end with a vertically center-split texture.
878 * `offset`: offset in pixels from position.
879 * `size`: If used, will force full-image size to this value (override texture pack image size)
882 * `text`: The name of the inventory list to be displayed.
883 * `number`: Number of items in the inventory to be displayed.
884 * `item`: Position of item that is selected.
888 Displays distance to selected world position.
890 * `name`: The name of the waypoint.
891 * `text`: Distance suffix. Can be blank.
892 * `number:` An integer containing the RGB value of the color used to draw the text.
893 * `world_pos`: World position of the waypoint.
895 Representations of simple things
896 --------------------------------
900 {x=num, y=num, z=num}
902 For helper functions see "Vector helpers".
906 * `{type="node", under=pos, above=pos}`
907 * `{type="object", ref=ObjectRef}`
909 Flag Specifier Format
910 ---------------------
911 Flags using the standardized flag specifier format can be specified in either of
912 two ways, by string or table.
914 The string format is a comma-delimited set of flag names; whitespace and
915 unrecognized flag fields are ignored. Specifying a flag in the string sets the
916 flag, and specifying a flag prefixed by the string `"no"` explicitly
917 clears the flag from whatever the default may be.
919 In addition to the standard string flag format, the schematic flags field can
920 also be a table of flag names to boolean values representing whether or not the
921 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
922 is present, mapped to a boolean of any value, the specified flag is unset.
924 E.g. A flag field of value
926 {place_center_x = true, place_center_y=false, place_center_z=true}
930 {place_center_x = true, noplace_center_y=true, place_center_z=true}
932 which is equivalent to
934 "place_center_x, noplace_center_y, place_center_z"
938 "place_center_x, place_center_z"
940 since, by default, no schematic attributes are set.
946 There are three kinds of items: nodes, tools and craftitems.
948 * Node (`register_node`): A node from the world.
949 * Tool (`register_tool`): A tool/weapon that can dig and damage
950 things according to `tool_capabilities`.
951 * Craftitem (`register_craftitem`): A miscellaneous item.
954 Items and item stacks can exist in three formats: Serializes, table format
958 This is called "stackstring" or "itemstring":
960 * e.g. `'default:dirt 5'`
961 * e.g. `'default:pick_wood 21323'`
962 * e.g. `'default:apple'`
969 {name="default:dirt", count=5, wear=0, metadata=""}
971 A wooden pick about 1/3 worn out:
973 {name="default:pick_wood", count=1, wear=21323, metadata=""}
977 {name="default:apple", count=1, wear=0, metadata=""}
980 A native C++ format with many helper methods. Useful for converting
981 between formats. See the Class reference section for details.
983 When an item must be passed to a function, it can usually be in any of
989 In a number of places, there is a group table. Groups define the
990 properties of a thing (item, node, armor of entity, capabilities of
991 tool) in such a way that the engine and other mods can can interact with
992 the thing without actually knowing what the thing is.
995 Groups are stored in a table, having the group names with keys and the
996 group ratings as values. For example:
998 groups = {crumbly=3, soil=1}
1001 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1002 -- ^ A more special dirt-kind of thing
1004 Groups always have a rating associated with them. If there is no
1005 useful meaning for a rating for an enabled group, it shall be `1`.
1007 When not defined, the rating of a group defaults to `0`. Thus when you
1008 read groups, you must interpret `nil` and `0` as the same value, `0`.
1010 You can read the rating of a group for an item or a node by using
1012 minetest.get_item_group(itemname, groupname)
1015 Groups of items can define what kind of an item it is (e.g. wool).
1018 In addition to the general item things, groups are used to define whether
1019 a node is destroyable and how long it takes to destroy by a tool.
1021 ### Groups of entities
1022 For entities, groups are, as of now, used only for calculating damage.
1023 The rating is the percentage of damage caused by tools with this damage group.
1024 See "Entity damage mechanism".
1026 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1027 object.set_armor_groups({fleshy=30, cracky=80})
1030 Groups in tools define which groups of nodes and entities they are
1033 ### Groups in crafting recipes
1034 An example: Make meat soup from any meat, any water and any bowl:
1037 output = 'food:meat_soup_raw',
1043 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1046 Another example: Make red wool from white wool and red dye:
1050 output = 'wool:red',
1051 recipe = {'wool:white', 'group:dye,basecolor_red'},
1055 * `immortal`: Disables the group damage system for an entity
1056 * `level`: Can be used to give an additional sense of progression in the game.
1057 * A larger level will cause e.g. a weapon of a lower level make much less
1058 damage, and get worn out much faster, or not be able to get drops
1059 from destroyed nodes.
1060 * `0` is something that is directly accessible at the start of gameplay
1061 * There is no upper limit
1062 * `dig_immediate`: (player can always pick up node without tool wear)
1063 * `2`: node is removed without tool wear after 0.5 seconds or so
1065 * `3`: node is removed without tool wear immediately (torch)
1066 * `disable_jump`: Player (and possibly other things) cannot jump from node
1067 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1068 * `bouncy`: value is bounce speed in percent
1069 * `falling_node`: if there is no walkable block under the node it will fall
1070 * `attached_node`: if the node under it is not a walkable block the node will be
1071 dropped as an item. If the node is wallmounted the wallmounted direction is
1073 * `soil`: saplings will grow on nodes in this group
1074 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1075 connect to each other
1077 ### Known damage and digging time defining groups
1078 * `crumbly`: dirt, sand
1079 * `cracky`: tough but crackable stuff like stone.
1080 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1081 plants, wire, sheets of metal
1082 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1083 * `fleshy`: Living things like animals and the player. This could imply
1084 some blood effects when hitting.
1085 * `explody`: Especially prone to explosions
1086 * `oddly_breakable_by_hand`:
1087 Can be added to nodes that shouldn't logically be breakable by the
1088 hand but are. Somewhat similar to `dig_immediate`, but times are more
1089 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1090 speed of a tool if the tool can dig at a faster speed than this
1091 suggests for the hand.
1093 ### Examples of custom groups
1094 Item groups are often used for defining, well, _groups of items_.
1095 * `meat`: any meat-kind of a thing (rating might define the size or healing
1096 ability or be irrelevant -- it is not defined as of yet)
1097 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1099 * `flammable`: can be set on fire. Rating might define the intensity of the
1100 fire, affecting e.g. the speed of the spreading of an open fire.
1101 * `wool`: any wool (any origin, any color)
1102 * `metal`: any metal
1103 * `weapon`: any weapon
1104 * `heavy`: anything considerably heavy
1106 ### Digging time calculation specifics
1107 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1108 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1109 faster digging time.
1111 The `level` group is used to limit the toughness of nodes a tool can dig
1112 and to scale the digging times / damage to a greater extent.
1114 **Please do understand this**, otherwise you cannot use the system to it's
1117 Tools define their properties by a list of parameters for groups. They
1118 cannot dig other groups; thus it is important to use a standard bunch of
1119 groups to enable interaction with tools.
1121 #### Tools definition
1124 * Full punch interval
1125 * Maximum drop level
1126 * For an arbitrary list of groups:
1127 * Uses (until the tool breaks)
1128 * Maximum level (usually `0`, `1`, `2` or `3`)
1132 #### Full punch interval
1133 When used as a weapon, the tool will do full damage if this time is spent
1134 between punches. If e.g. half the time is spent, the tool will do half
1137 #### Maximum drop level
1138 Suggests the maximum level of node, when dug with the tool, that will drop
1139 it's useful item. (e.g. iron ore to drop a lump of iron).
1141 This is not automated; it is the responsibility of the node definition
1145 Determines how many uses the tool has when it is used for digging a node,
1146 of this group, of the maximum level. For lower leveled nodes, the use count
1147 is multiplied by `3^leveldiff`.
1149 * `uses=10, leveldiff=0`: actual uses: 10
1150 * `uses=10, leveldiff=1`: actual uses: 30
1151 * `uses=10, leveldiff=2`: actual uses: 90
1154 Tells what is the maximum level of a node of this group that the tool will
1158 List of digging times for different ratings of the group, for nodes of the
1161 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1162 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1163 for this group, and unable to dig the rating `1`, which is the toughest.
1164 Unless there is a matching group that enables digging otherwise.
1167 List of damage for groups of entities. See "Entity damage mechanism".
1169 #### Example definition of the capabilities of a tool
1171 tool_capabilities = {
1172 full_punch_interval=1.5,
1175 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1177 damage_groups = {fleshy=2},
1180 This makes the tool be able to dig nodes that fulfil both of these:
1182 * Have the `crumbly` group
1183 * Have a `level` group less or equal to `2`
1185 Table of resulting digging times:
1187 crumbly 0 1 2 3 4 <- level
1189 1 0.80 1.60 1.60 - -
1190 2 0.60 1.20 1.20 - -
1191 3 0.40 0.80 0.80 - -
1193 level diff: 2 1 0 -1 -2
1195 Table of resulting tool uses:
1204 * At `crumbly==0`, the node is not diggable.
1205 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1206 easy nodes to be quickly breakable.
1207 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1209 Entity damage mechanism
1210 -----------------------
1214 foreach group in cap.damage_groups:
1215 damage += cap.damage_groups[group] * limit(actual_interval /
1216 cap.full_punch_interval, 0.0, 1.0)
1217 * (object.armor_groups[group] / 100.0)
1218 -- Where object.armor_groups[group] is 0 for inexistent values
1221 Client predicts damage based on damage groups. Because of this, it is able to
1222 give an immediate response when an entity is damaged or dies; the response is
1223 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1225 Currently a smoke puff will appear when an entity dies.
1227 The group `immortal` completely disables normal damage.
1229 Entities can define a special armor group, which is `punch_operable`. This
1230 group disables the regular damage mechanism for players punching it by hand or
1231 a non-tool item, so that it can do something else than take damage.
1233 On the Lua side, every punch calls:
1235 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1237 This should never be called directly, because damage is usually not handled by
1240 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1241 accessed unless absolutely required, to encourage interoperability.
1242 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1243 * `tool_capabilities` can be `nil`.
1244 * `direction` is a unit vector, pointing from the source of the punch to
1247 To punch an entity/object in Lua, call:
1249 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1251 * Return value is tool wear.
1252 * Parameters are equal to the above callback.
1253 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1254 `direction` will be automatically filled in based on the location of `puncher`.
1258 The instance of a node in the world normally only contains the three values
1259 mentioned in "Nodes". However, it is possible to insert extra data into a
1260 node. It is called "node metadata"; See "`NodeMetaRef`".
1262 Metadata contains two things:
1266 Some of the values in the key-value store are handled specially:
1267 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1268 * `infotext`: Text shown on the screen when the node is pointed at
1272 local meta = minetest.get_meta(pos)
1273 meta:set_string("formspec",
1275 "list[context;main;0,0;8,4;]"..
1276 "list[current_player;main;0,5;8,4;]")
1277 meta:set_string("infotext", "Chest");
1278 local inv = meta:get_inventory()
1279 inv:set_size("main", 8*4)
1280 print(dump(meta:to_table()))
1283 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1284 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1285 [10] = "", [11] = "", [12] = "", [13] = "",
1286 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1287 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1288 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1289 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1293 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1300 Formspec defines a menu. Currently not much else than inventories are
1301 supported. It is a string, with a somewhat strange format.
1303 Spaces and newlines can be inserted between the blocks, as is used in the
1311 list[context;main;0,0;8,4;]
1312 list[current_player;main;0,5;8,4;]
1317 list[context;fuel;2,3;1,1;]
1318 list[context;src;2,1;1,1;]
1319 list[context;dst;5,1;2,2;]
1320 list[current_player;main;0,5;8,4;]
1322 #### Minecraft-like player inventory
1325 image[1,0.6;1,2;player.png]
1326 list[current_player;main;0,3.5;8,4;]
1327 list[current_player;craft;3,0;3,3;]
1328 list[current_player;craftpreview;7,1;1,1;]
1332 #### `size[<W>,<H>,<fixed_size>]`
1333 * Define the size of the menu in inventory slots
1334 * `fixed_size`: `true`/`false` (optional)
1335 * deprecated: `invsize[<W>,<H>;]`
1337 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1338 * Show an inventory list
1340 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1341 * Show an inventory list
1343 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1344 * Sets background color of slots as `ColorString`
1345 * Sets background color of slots on mouse hovering
1347 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1348 * Sets background color of slots as `ColorString`
1349 * Sets background color of slots on mouse hovering
1350 * Sets color of slots border
1352 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1353 * Sets background color of slots as `ColorString`
1354 * Sets background color of slots on mouse hovering
1355 * Sets color of slots border
1356 * Sets default background color of tooltips
1357 * Sets default font color of tooltips
1359 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1360 * Adds tooltip for an element
1361 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1362 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1364 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1366 * Position and size units are inventory slots
1368 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1369 * Show an inventory image of registered item/node
1370 * Position and size units are inventory slots
1372 #### `bgcolor[<color>;<fullscreen>]`
1373 * Sets background color of formspec as `ColorString`
1374 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1376 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1377 * Use a background. Inventory rectangles are not drawn then.
1378 * Position and size units are inventory slots
1379 * Example for formspec 8x4 in 16x resolution: image shall be sized
1380 8 times 16px times 4 times 16px.
1382 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1383 * Use a background. Inventory rectangles are not drawn then.
1384 * Position and size units are inventory slots
1385 * Example for formspec 8x4 in 16x resolution:
1386 image shall be sized 8 times 16px times 4 times 16px
1387 * If `true` the background is clipped to formspec size
1388 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1390 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1391 * Textual password style field; will be sent to server when a button is clicked
1392 * `x` and `y` position the field relative to the top left of the menu
1393 * `w` and `h` are the size of the field
1394 * fields are a set height, but will be vertically centred on `h`
1395 * Position and size units are inventory slots
1396 * `name` is the name of the field as returned in fields to `on_receive_fields`
1397 * `label`, if not blank, will be text printed on the top left above the field
1399 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1400 * Textual field; will be sent to server when a button is clicked
1401 * `x` and `y` position the field relative to the top left of the menu
1402 * `w` and `h` are the size of the field
1403 * fields are a set height, but will be vertically centred on `h`
1404 * Position and size units are inventory slots
1405 * `name` is the name of the field as returned in fields to `on_receive_fields`
1406 * `label`, if not blank, will be text printed on the top left above the field
1407 * `default` is the default value of the field
1408 * `default` may contain variable references such as `${text}'` which
1409 will fill the value from the metadata value `text`
1410 * **Note**: no extra text or more than a single variable is supported ATM.
1412 #### `field[<name>;<label>;<default>]`
1413 * as above, but without position/size units
1414 * special field for creating simple forms, such as sign text input
1415 * must be used without a `size[]` element
1416 * a "Proceed" button will be added automatically
1418 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1419 * same as fields above, but with multi-line input
1421 #### `label[<X>,<Y>;<label>]`
1422 * `x` and `y` work as per field
1423 * `label` is the text on the label
1424 * Position and size units are inventory slots
1426 #### `vertlabel[<X>,<Y>;<label>]`
1427 * Textual label drawn vertically
1428 * `x` and `y` work as per field
1429 * `label` is the text on the label
1430 * Position and size units are inventory slots
1432 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1433 * Clickable button. When clicked, fields will be sent.
1434 * `x`, `y` and `name` work as per field
1435 * `w` and `h` are the size of the button
1436 * `label` is the text on the button
1437 * Position and size units are inventory slots
1439 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1440 * `x`, `y`, `w`, `h`, and `name` work as per button
1441 * `texture name` is the filename of an image
1442 * Position and size units are inventory slots
1444 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1445 * `x`, `y`, `w`, `h`, and `name` work as per button
1446 * `texture name` is the filename of an image
1447 * Position and size units are inventory slots
1448 * `noclip=true` means the image button doesn't need to be within specified formsize
1449 * `drawborder`: draw button border or not
1450 * `pressed texture name` is the filename of an image on pressed state
1452 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1453 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1454 * `item name` is the registered name of an item/node,
1455 tooltip will be made out of its description
1456 to override it use tooltip element
1457 * Position and size units are inventory slots
1459 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1460 * When clicked, fields will be sent and the form will quit.
1462 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1463 * When clicked, fields will be sent and the form will quit.
1465 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1466 * Scrollable item list showing arbitrary text elements
1467 * `x` and `y` position the itemlist relative to the top left of the menu
1468 * `w` and `h` are the size of the itemlist
1469 * `name` fieldname sent to server on doubleclick value is current selected element
1470 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1471 * if you want a listelement to start with "#" write "##".
1473 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1474 * Scrollable itemlist showing arbitrary text elements
1475 * `x` and `y` position the item list relative to the top left of the menu
1476 * `w` and `h` are the size of the item list
1477 * `name` fieldname sent to server on doubleclick value is current selected element
1478 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1479 * if you want a listelement to start with "#" write "##"
1480 * index to be selected within textlist
1481 * `true`/`false`: draw transparent background
1482 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1484 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1485 * show a tab**header** at specific position (ignores formsize)
1486 * `x` and `y` position the itemlist relative to the top left of the menu
1487 * `name` fieldname data is transferred to Lua
1488 * `caption 1`...: name shown on top of tab
1489 * `current_tab`: index of selected tab 1...
1490 * `transparent` (optional): show transparent
1491 * `draw_border` (optional): draw border
1493 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1494 * simple colored semitransparent box
1495 * `x` and `y` position the box relative to the top left of the menu
1496 * `w` and `h` are the size of box
1497 * `color` is color specified as a `ColorString`
1499 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1500 * show a dropdown field
1501 * **Important note**: There are two different operation modes:
1502 1. handle directly on change (only changed dropdown is submitted)
1503 2. read the value on pressing a button (all dropdown values are available)
1504 * `x` and `y` position of dropdown
1506 * fieldname data is transferred to Lua
1507 * items to be shown in dropdown
1508 * index of currently selected dropdown item
1510 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1512 * `x` and `y`: position of checkbox
1513 * `name` fieldname data is transferred to Lua
1514 * `label` to be shown left of checkbox
1515 * `selected` (optional): `true`/`false`
1516 * `tooltip` (optional)
1518 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1520 * there are two ways to use it:
1521 1. handle the changed event (only changed scrollbar is available)
1522 2. read the value on pressing a button (all scrollbars are available)
1523 * `x` and `y`: position of trackbar
1524 * `w` and `h`: width and height
1525 * `orientation`: `vertical`/`horizontal`
1526 * fieldname data is transferred to Lua
1527 * value this trackbar is set to (`0`-`1000`)
1528 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1530 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1531 * show scrollable table using options defined by the previous `tableoptions[]`
1532 * displays cells as defined by the previous `tablecolumns[]`
1533 * `x` and `y`: position the itemlist relative to the top left of the menu
1534 * `w` and `h` are the size of the itemlist
1535 * `name`: fieldname sent to server on row select or doubleclick
1536 * `cell 1`...`cell n`: cell contents given in row-major order
1537 * `selected idx`: index of row to be selected within table (first row = `1`)
1538 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1540 #### `tableoptions[<opt 1>;<opt 2>;...]`
1541 * sets options for `table[]`
1543 * default text color (`ColorString`), defaults to `#FFFFFF`
1544 * `background=#RRGGBB`
1545 * table background color (`ColorString`), defaults to `#000000`
1546 * `border=<true/false>`
1547 * should the table be drawn with a border? (default: `true`)
1548 * `highlight=#RRGGBB`
1549 * highlight background color (`ColorString`), defaults to `#466432`
1550 * `highlight_text=#RRGGBB`
1551 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1552 * `opendepth=<value>`
1553 * all subtrees up to `depth < value` are open (default value = `0`)
1554 * only useful when there is a column of type "tree"
1556 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1557 * sets columns for `table[]`
1558 * types: `text`, `image`, `color`, `indent`, `tree`
1559 * `text`: show cell contents as text
1560 * `image`: cell contents are an image index, use column options to define images
1561 * `colo`: cell contents are a ColorString and define color of following cell
1562 * `indent`: cell contents are a number and define indentation of following cell
1563 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1566 * for `text` and `image`: content alignment within cells.
1567 Available values: `left` (default), `center`, `right`, `inline`
1569 * for `text` and `image`: minimum width in em (default: `0`)
1570 * for `indent` and `tree`: indent width in em (default: `1.5`)
1571 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1572 Exception: defaults to 0 for indent columns
1573 * `tooltip=<value>`: tooltip text (default: empty)
1574 * `image` column options:
1575 * `0=<value>` sets image for image index 0
1576 * `1=<value>` sets image for image index 1
1577 * `2=<value>` sets image for image index 2
1578 * and so on; defined indices need not be contiguous empty or
1579 non-numeric cells are treated as `0`.
1580 * `color` column options:
1581 * `span=<value>`: number of following columns to affect (default: infinite)
1583 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1584 pass key press events to formspec!
1588 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1589 * `"current_player"`: Player to whom the menu is shown
1590 * `"player:<name>"`: Any player
1591 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1592 * `"detached:<name>"`: A detached inventory
1596 `#RGB` defines a color in hexadecimal format.
1598 `#RGBA` defines a color in hexadecimal format and alpha channel.
1600 `#RRGGBB` defines a color in hexadecimal format.
1602 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1604 Named colors are also supported and are equivalent to
1605 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1606 To specify the value of the alpha channel, append `#AA` to the end of the color name
1607 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1608 value must (always) be two hexadecimal digits.
1613 * `vector.new([x[, y, z]])`: returns a vector.
1614 * `x` is a table or the `x` position.
1616 * `vector.direction(p1, p2)`: returns a vector
1617 * `vector.distance(p1, p2)`: returns a number
1618 * `vector.length(v)`: returns a number
1619 * `vector.normalize(v)`: returns a vector
1620 * `vector.round(v)`: returns a vector
1621 * `vector.apply(v, func)`: returns a vector
1622 * `vector.equals(v1, v2)`: returns a boolean
1624 For the following functions `x` can be either a vector or a number:
1626 * `vector.add(v, x)`: returns a vector
1627 * `vector.subtract(v, x)`: returns a vector
1628 * `vector.multiply(v, x)`: returns a vector
1629 * `vector.divide(v, x)`: returns a vector
1633 * `dump2(obj, name="_", dumped={})`
1634 * Return object serialized as a string, handles reference loops
1635 * `dump(obj, dumped={})`
1636 * Return object serialized as a string
1637 * `math.hypot(x, y)`
1638 * Get the hypotenuse of a triangle with legs x and y.
1639 Useful for distance calculation.
1640 * `math.sign(x, tolerance)`
1641 * Get the sign of a number.
1642 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1643 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1644 * sep_is_pattern=false)`
1645 * If `max_splits` is negative, do not limit splits.
1646 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1647 * e.g. `string:split("a,b", ",") == {"a","b"}`
1649 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1650 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1651 * Convert position to a printable string
1652 * `minetest.string_to_pos(string)`: returns a position
1653 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1654 * `minetest.formspec_escape(string)`: returns a string
1655 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1656 * `minetest.is_yes(arg)`
1657 * returns whether `arg` can be interpreted as yes
1658 * `minetest.get_us_time()`
1659 * returns time with microsecond precision
1660 * `table.copy(table)`: returns a table
1661 * returns a deep copy of `table`
1663 `minetest` namespace reference
1664 ------------------------------
1668 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1669 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1670 * Useful for loading additional `.lua` modules or static data from mod
1671 * `minetest.get_modnames()`: returns a list of installed mods
1672 * Return a list of installed mods, sorted alphabetically
1673 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1674 * Useful for storing custom data
1675 * `minetest.is_singleplayer()`
1676 * `minetest.features`
1677 * table containing API feature flags: `{foo=true, bar=true}`
1678 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1679 * `arg`: string or table in format `{foo=true, bar=true}`
1680 * `missing_features`: `{foo=true, bar=true}`
1681 * `minetest.get_player_information(playername)`
1682 * table containing information about player peer.
1684 Example of `minetest.get_player_information` return value:
1687 address = "127.0.0.1", -- IP address of client
1688 ip_version = 4, -- IPv4 / IPv6
1689 min_rtt = 0.01, -- minimum round trip time
1690 max_rtt = 0.2, -- maximum round trip time
1691 avg_rtt = 0.02, -- average round trip time
1692 min_jitter = 0.01, -- minimum packet time jitter
1693 max_jitter = 0.5, -- maximum packet time jitter
1694 avg_jitter = 0.03, -- average packet time jitter
1695 connection_uptime = 200, -- seconds since client connected
1697 -- following information is available on debug build only!!!
1698 -- DO NOT USE IN MODS
1699 --ser_vers = 26, -- serialization version used by client
1700 --prot_vers = 23, -- protocol version used by client
1701 --major = 0, -- major version number
1702 --minor = 4, -- minor version number
1703 --patch = 10, -- patch version number
1704 --vers_string = "0.4.9-git", -- full version string
1705 --state = "Active" -- current client state
1709 * `minetest.debug(line)`
1710 * Always printed to `stderr` and logfile (`print()` is redirected here)
1711 * `minetest.log(line)`
1712 * `minetest.log(loglevel, line)`
1713 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1715 ### Registration functions
1716 Call these functions only at load time!
1718 * `minetest.register_entity(name, prototype table)`
1719 * `minetest.register_abm(abm definition)`
1720 * `minetest.register_node(name, node definition)`
1721 * `minetest.register_tool(name, item definition)`
1722 * `minetest.register_craftitem(name, item definition)`
1723 * `minetest.register_alias(name, convert_to)`
1724 * `minetest.register_craft(recipe)`
1725 * `minetest.register_ore(ore definition)`
1726 * `minetest.register_decoration(decoration definition)`
1727 * `minetest.override_item(name, redefinition)`
1728 * Overrides fields of an item registered with register_node/tool/craftitem.
1729 * Note: Item must already be defined, (opt)depend on the mod defining it.
1730 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1732 * `minetest.clear_registered_ores()`
1733 * `minetest.clear_registered_decorations()`
1735 ### Global callback registration functions
1736 Call these functions only at load time!
1738 * `minetest.register_globalstep(func(dtime))`
1739 * Called every server step, usually interval of 0.1s
1740 * `minetest.register_on_shutdown(func())`
1741 * Called before server shutdown
1742 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1743 callbacks **will likely not be run**. Data should be saved at
1744 semi-frequent intervals as well as on server shutdown.
1745 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1746 * Called when a node has been placed
1747 * If return `true` no item is taken from `itemstack`
1748 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1750 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1751 * Called when a node has been dug.
1752 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1754 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1755 * Called when a node is punched
1756 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1757 * Called after generating a piece of world. Modifying nodes inside the area
1758 is a bit faster than usually.
1759 * `minetest.register_on_newplayer(func(ObjectRef))`
1760 * Called after a new player has been created
1761 * `minetest.register_on_dieplayer(func(ObjectRef))`
1762 * Called when a player dies
1763 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1764 * Called when player is to be respawned
1765 * Called _before_ repositioning of player occurs
1766 * return true in func to disable regular player placement
1767 * `minetest.register_on_prejoinplayer(func(name, ip))`
1768 * Called before a player joins the game
1769 * If it returns a string, the player is disconnected with that string as reason
1770 * `minetest.register_on_joinplayer(func(ObjectRef))`
1771 * Called when a player joins the game
1772 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1773 * Called when a player leaves the game
1774 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1775 * Called when a player cheats
1776 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1777 * `"moved_too_fast"`
1778 * `"interacted_too_far"`
1779 * `"finished_unknown_dig"`
1782 * `minetest.register_on_chat_message(func(name, message))`
1783 * Called always when a player says something
1784 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1785 * Called when a button is pressed in player's inventory form
1786 * Newest functions are called first
1787 * If function returns `true`, remaining functions are not called
1788 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1789 * Called when `player` crafts something
1790 * `itemstack` is the output
1791 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1792 * `craft_inv` is the inventory with the crafting grid
1793 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1794 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1795 * The same as before, except that it is called before the player crafts, to make
1796 craft prediction, and it should not change anything.
1797 * `minetest.register_on_protection_violation(func(pos, name))`
1798 * Called by `builtin` and mods when a player violates protection at a position
1799 (eg, digs a node or punches a protected entity).
1800 * The registered functions can be called using `minetest.record_protection_violation`
1801 * The provided function should check that the position is protected by the mod
1802 calling this function before it prints a message, if it does, to allow for
1803 multiple protection mods.
1804 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1805 * Called when an item is eaten, by `minetest.item_eat`
1806 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1808 ### Other registration functions
1809 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1810 * `minetest.register_privilege(name, definition)`
1811 * `definition`: `"description text"`
1812 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1813 * `minetest.register_authentication_handler(handler)`
1814 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1817 * `minetest.setting_set(name, value)`
1818 * `minetest.setting_get(name)`: returns string or `nil`
1819 * `minetest.setting_setbool(name, value)`
1820 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1821 * `minetest.setting_get_pos(name)`: returns position or nil
1822 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1825 * `minetest.notify_authentication_modified(name)`
1826 * Should be called by the authentication handler if privileges changes.
1827 * To report everybody, set `name=nil`.
1828 * `minetest.get_password_hash(name, raw_password)`
1829 * Convert a name-password pair to a password hash that Minetest can use
1830 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1831 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1832 * Convert between two privilege representations
1833 * `minetest.set_player_password(name, password_hash)`
1834 * `minetest.set_player_privs(name, {priv1=true,...})`
1835 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1836 * `minetest.auth_reload()`
1837 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1838 * A quickhand for checking privileges
1839 * `minetest.get_player_ip(name)`: returns an IP address string
1841 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1842 and `minetest.auth_reload` call the authetification handler.
1845 * `minetest.chat_send_all(text)`
1846 * `minetest.chat_send_player(name, text)`
1848 ### Environment access
1849 * `minetest.set_node(pos, node)`
1850 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1851 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1852 * `minetest.swap_node(pos, node`
1853 * Set node at position, but don't remove metadata
1854 * `minetest.remove_node(pos)`
1855 * Equivalent to `set_node(pos, "air")`
1856 * `minetest.get_node(pos)`
1857 * Returns `{name="ignore", ...}` for unloaded area
1858 * `minetest.get_node_or_nil(pos)`
1859 * Returns `nil` for unloaded area
1860 * `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
1861 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1863 * `minetest.place_node(pos, node)`
1864 * Place node with the same effects that a player would cause
1865 * `minetest.dig_node(pos)`
1866 * Dig node with the same effects that a player would cause
1867 * Returns `true` if successful, `false` on failure (e.g. protected location)
1868 * `minetest.punch_node(pos)`
1869 * Punch node with the same effects that a player would cause
1871 * `minetest.find_nodes_with_meta(pos1, pos2)`
1872 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
1873 * `minetest.get_meta(pos)`
1874 * Get a `NodeMetaRef` at that position
1875 * `minetest.get_node_timer(pos)`
1876 * Get `NodeTimerRef`
1878 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1879 * Returns `ObjectRef`, or `nil` if failed
1880 * `minetest.add_item(pos, item)`: Spawn item
1881 * Returns `ObjectRef`, or `nil` if failed
1882 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1883 * `minetest.get_objects_inside_radius(pos, radius)`
1884 * `minetest.set_timeofday(val)`
1885 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1886 * `minetest.get_timeofday()`
1887 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1888 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1889 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1890 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1891 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1892 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
1893 * returned positions are nodes with a node air above
1894 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1895 * `minetest.get_perlin(noiseparams)`
1896 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1897 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1898 * `minetest.get_voxel_manip([pos1, pos2])`
1899 * Return voxel manipulator object.
1900 * Loads the manipulator from the map if positions are passed.
1901 * `minetest.set_gen_notify(flags, {deco_ids})`
1902 * Set the types of on-generate notifications that should be collected
1903 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1904 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1905 * The second parameter is a list of IDS of decorations which notification is requested for
1906 * `minetest.get_mapgen_object(objectname)`
1907 * Return requested mapgen object if available (see "Mapgen objects")
1908 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
1909 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
1910 * `minetest.set_mapgen_params(MapgenParams)`
1911 * Set map generation parameters
1912 * Function cannot be called after the registration period; only initialization
1913 and `on_mapgen_init`
1914 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
1916 * Leave field unset to leave that parameter unchanged
1917 * `flags` contains a comma-delimited string of flags to set,
1918 or if the prefix `"no"` is attached, clears instead.
1919 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
1920 * `minetest.set_noiseparams(name, noiseparams, set_default)`
1921 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
1922 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
1923 should be applied to the default config or current active config
1924 * `minetest.generate_ores(vm, pos1, pos2)`
1925 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
1926 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
1927 * `minetest.generate_decorations(vm, pos1, pos2)`
1928 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
1929 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
1930 * `minetest.clear_objects()`
1931 * clear all objects in the environments
1932 * `minetest.delete_area(pos1, pos2)`
1933 * delete all mapblocks in the area from pos1 to pos2, inclusive
1934 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
1935 * Check if there is a direct line of sight between `pos1` and `pos2`
1936 * Returns the position of the blocking node when `false`
1937 * `pos1`: First position
1938 * `pos2`: Second position
1939 * `stepsize`: smaller gives more accurate results but requires more computing
1940 time. Default is `1`.
1941 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
1942 * returns table containing path
1943 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
1944 * `pos1`: start position
1945 * `pos2`: end position
1946 * `searchdistance`: number of blocks to search in each direction
1947 * `max_jump`: maximum height difference to consider walkable
1948 * `max_drop`: maximum height difference to consider droppable
1949 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
1950 * `minetest.spawn_tree (pos, {treedef})`
1951 * spawns L-System tree at given `pos` with definition in `treedef` table
1952 * `minetest.transforming_liquid_add(pos)`
1953 * add node to liquid update queue
1954 * `minetest.get_node_max_level(pos)`
1955 * get max available level for leveled node
1956 * `minetest.get_node_level(pos)`
1957 * get level of leveled node (water, snow)
1958 * `minetest.set_node_level(pos, level)`
1959 * set level of leveled node, default `level` equals `1`
1960 * if `totallevel > maxlevel`, returns rest (`total-max`).
1961 * `minetest.add_node_level(pos, level)`
1962 * increase level of leveled node by level, default `level` equals `1`
1963 * if `totallevel > maxlevel`, returns rest (`total-max`)
1964 * can be negative for decreasing
1967 `minetest.get_inventory(location)`: returns an `InvRef`
1970 * `{type="player", name="celeron55"}`
1971 * `{type="node", pos={x=, y=, z=}}`
1972 * `{type="detached", name="creative"}`
1973 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
1974 * callbacks: See "Detached inventory callbacks"
1975 * Creates a detached inventory. If it already exists, it is cleared.
1976 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
1977 returns left over ItemStack
1978 * See `minetest.item_eat` and `minetest.register_on_item_eat`
1981 * `minetest.show_formspec(playername, formname, formspec)`
1982 * `playername`: name of player to show formspec
1983 * `formname`: name passed to `on_player_receive_fields` callbacks.
1984 It should follow the `"modname:<whatever>"` naming convention
1985 * `formspec`: formspec to display
1986 * `minetest.formspec_escape(string)`: returns a string
1987 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1988 * `minetest.explode_table_event(string)`: returns a table
1989 * returns e.g. `{type="CHG", row=1, column=2}`
1991 * `"INV"`: no row selected)
1992 * `"CHG"`: selected)
1993 * `"DCL"`: double-click
1994 * `minetest.explode_textlist_event(string)`: returns a table
1995 * returns e.g. `{type="CHG", index=1}`
1997 * `"INV"`: no row selected)
1998 * `"CHG"`: selected)
1999 * `"DCL"`: double-click
2000 * `minetest.explode_scrollbar_event(string)`: returns a table
2001 * returns e.g. `{type="CHG", value=500}`
2003 * `"INV"`: something failed
2004 * `"CHG"`: has been changed
2005 * `"VAL"`: not changed
2008 * `minetest.inventorycube(img1, img2, img3)`
2009 * Returns a string for making an image of a cube (useful as an item image)
2010 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2011 * Get position of a `pointed_thing` (that you can get from somewhere)
2012 * `minetest.dir_to_facedir(dir, is6d)`
2013 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2014 * passing something non-`nil`/`false` for the optional second parameter causes it to
2015 take the y component into account
2016 * `minetest.facedir_to_dir(facedir)`
2017 * Convert a facedir back into a vector aimed directly out the "back" of a node
2018 * `minetest.dir_to_wallmounted(dir)`
2019 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2020 * `minetest.get_node_drops(nodename, toolname)`
2021 * Returns list of item names.
2022 * **Note**: This will be removed or modified in a future version.
2023 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2024 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2025 * `input.width` = for example `3`
2026 * `input.items` = for example
2027 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2028 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2029 * `output.time` = a number, if unsuccessful: `0`
2030 * `decremented_input` = like `input`
2031 * `minetest.get_craft_recipe(output)`: returns input
2032 * returns last registered recipe for output item (node)
2033 * `output` is a node or item type such as `"default:torch"`
2034 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2035 * `input.width` = for example `3`
2036 * `input.items` = for example
2037 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2038 * `input.items` = `nil` if no recipe found
2039 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2040 * returns indexed table with all registered recipes for query item (node)
2041 or `nil` if no recipe was found
2042 * recipe entry table:
2044 method = 'normal' or 'cooking' or 'fuel'
2045 width = 0-3, 0 means shapeless recipe
2046 items = indexed [1-9] table with recipe items
2047 output = string with item name and quantity
2049 * Example query for `"default:gold_ingot"` will return table:
2051 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2052 items = {1 = "default:gold_lump"}},
2053 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2054 items = {1 = "default:goldblock"}}
2056 * `minetest.handle_node_drops(pos, drops, digger)`
2057 * `drops`: list of itemstrings
2058 * Handles drops from nodes after digging: Default action is to put them into
2060 * Can be overridden to get different functionality (e.g. dropping items on
2064 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2065 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2066 * Find who has done something to a node, or near a node
2067 * `actor`: `"player:<name>"`, also `"liquid"`.
2068 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2069 * Revert latest actions of someone
2070 * `actor`: `"player:<name>"`, also `"liquid"`.
2072 ### Defaults for the `on_*` item definition functions
2073 These functions return the leftover itemstack.
2075 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2076 * Place item as a node
2077 * `param2` overrides `facedir` and wallmounted `param2`
2078 * returns `itemstack, success`
2079 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2081 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2082 * Use one of the above based on what the item is.
2083 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2084 * **Note**: is not called when wielded item overrides `on_place`
2085 * `param2` overrides `facedir` and wallmounted `param2`
2086 * returns `itemstack, success`
2087 * `minetest.item_drop(itemstack, dropper, pos)`
2089 * `minetest.item_eat(hp_change, replace_with_item)`
2091 * `replace_with_item` is the itemstring which is added to the inventory.
2092 If the player is eating a stack, then replace_with_item goes to a
2093 different spot. Can be `nil`
2094 * See `minetest.do_item_eat`
2096 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2097 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2098 * Calls functions registered by `minetest.register_on_punchnode()`
2099 * `minetest.node_dig(pos, node, digger)`
2100 * Checks if node can be dug, puts item into inventory, removes node
2101 * Calls functions registered by `minetest.registered_on_dignodes()`
2104 * `minetest.sound_play(spec, parameters)`: returns a handle
2105 * `spec` is a `SimpleSoundSpec`
2106 * `parameters` is a sound parameter table
2107 * `minetest.sound_stop(handle)`
2110 * `minetest.after(time, func, ...)`
2111 * Call the function `func` after `time` seconds
2112 * Optional: Variable number of arguments that are passed to `func`
2115 * `minetest.request_shutdown()`: request for server shutdown
2116 * `minetest.get_server_status()`: returns server status string
2119 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2120 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2121 * `minetest.ban_player(name)`: ban a player
2122 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2123 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2126 * `minetest.add_particle(particle definition)`
2127 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2128 size, collisiondetection, texture, playername)`
2130 * `minetest.add_particlespawner(particlespawner definition)`
2131 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2133 * `Deprecated: minetest.add_particlespawner(amount, time,
2137 minexptime, maxexptime,
2139 collisiondetection, texture, playername)`
2141 * `minetest.delete_particlespawner(id, player)``
2142 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2143 * If playername is specified, only deletes on the player's client,
2144 * otherwise on all clients
2147 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2148 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2149 * Apply the specified probability values to the specified nodes in `probability_list`.
2150 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2151 * `pos` is the 3D vector specifying the absolute coordinates of the
2152 node being modified,
2153 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2154 * If there are two or more entries with the same pos value, the
2156 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2157 * If `probability_list` equals `nil`, no probabilities are applied.
2158 * Slice probability works in the same manner, except takes a field
2159 called `ypos` instead which
2160 indicates the y position of the slice with a probability applied.
2161 * If slice probability list equals `nil`, no slice probabilities are applied.
2162 * Saves schematic in the Minetest Schematic format to filename.
2164 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2165 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2166 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2167 * If the `rotation` parameter is omitted, the schematic is not rotated.
2168 * `replacements` = `{["old_name"] = "convert_to", ...}`
2169 * `force_placement` is a boolean indicating whether nodes other than `air` and
2170 `ignore` are replaced by the schematic
2172 * `minetest.serialize_schematic(schematic, format, options)`
2173 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2174 * in the `format` of either "mts" or "lua".
2175 * "mts" - a string containing the binary MTS data used in the MTS file format
2176 * "lua" - a string containing Lua code representing the schematic in table format
2177 * `options` is a table containing the following optional parameters:
2178 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2179 * position comments for every X row generated in the schematic data for easier reading.
2180 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2181 * will use that number of spaces as indentation instead of a tab character.
2184 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2185 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2186 * Gives a unique hash number for a node position (16+16+16=48bit)
2187 * `minetest.get_position_from_hash(hash)`: returns a position
2188 * Inverse transform of `minetest.hash_node_position`
2189 * `minetest.get_item_group(name, group)`: returns a rating
2190 * Get rating of a group of an item. (`0` means: not in group)
2191 * `minetest.get_node_group(name, group)`: returns a rating
2192 * Deprecated: An alias for the former.
2193 * `minetest.get_content_id(name)`: returns an integer
2194 * Gets the internal content ID of `name`
2195 * `minetest.get_name_from_content_id(content_id)`: returns a string
2196 * Gets the name of the content with that content ID
2197 * `minetest.parse_json(string[, nullvalue])`: returns something
2198 * Convert a string containing JSON data into the Lua equivalent
2199 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2200 * On success returns a table, a string, a number, a boolean or `nullvalue`
2201 * On failure outputs an error message and returns `nil`
2202 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2203 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2204 * Convert a Lua table into a JSON string
2205 * styled: Outputs in a human-readable format if this is set, defaults to false
2206 * Unserializable things like functions and userdata are saved as null.
2207 * **Warning**: JSON is more strict than the Lua table format.
2208 1. You can only use strings and positive integers of at least one as keys.
2209 2. You can not mix string and integer keys.
2210 This is due to the fact that JSON has two distinct array and object values.
2211 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2212 * `minetest.serialize(table)`: returns a string
2213 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2214 into string form readable by `minetest.deserialize`
2215 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2216 * `minetest.deserialize(string)`: returns a table
2217 * Convert a string returned by `minetest.deserialize` into a table
2218 * `string` is loaded in an empty sandbox environment.
2219 * Will load functions, but they cannot access the global environment.
2220 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2221 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2222 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2223 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2224 * Compress a string of data.
2225 * `method` is a string identifying the compression method to be used.
2226 * Supported compression methods:
2227 * Deflate (zlib): `"deflate"`
2228 * `...` indicates method-specific arguments. Currently defined arguments are:
2229 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2230 * `minetest.decompress(compressed_data, method, ...)`: returns data
2231 * Decompress a string of data (using ZLib).
2232 * See documentation on `minetest.compress()` for supported compression methods.
2233 * currently supported.
2234 * `...` indicates method-specific arguments. Currently, no methods use this.
2235 * `minetest.is_protected(pos, name)`: returns boolean
2236 * This function should be overridden by protection mods and should be used to
2237 check if a player can interact at a position.
2238 * This function should call the old version of itself if the position is not
2239 protected by the mod.
2242 local old_is_protected = minetest.is_protected
2243 function minetest.is_protected(pos, name)
2244 if mymod:position_protected_from(pos, name) then
2247 return old_is_protected(pos, name)
2249 * `minetest.record_protection_violation(pos, name)`
2250 * This function calls functions registered with
2251 `minetest.register_on_protection_violation`.
2252 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2253 * Attempt to predict the desired orientation of the facedir-capable node
2254 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2255 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2256 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2257 is an optional table containing extra tweaks to the placement code:
2258 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2259 orientation on the wall.
2260 * `force_wall` : if `true`, always place the node in wall orientation.
2261 * `force_ceiling`: if `true`, always place on the ceiling.
2262 * `force_floor`: if `true`, always place the node on the floor.
2263 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2264 the floor or ceiling
2265 * The first four options are mutually-exclusive; the last in the list takes
2266 precedence over the first.
2270 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2271 * calls `rotate_and_place()` with infinitestacks set according to the state of
2272 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2275 * `minetest.forceload_block(pos)`
2276 * forceloads the position `pos`.
2277 * returns `true` if area could be forceloaded
2279 * `minetest.forceload_free_block(pos)`
2280 * stops forceloading the position `pos`
2282 Please note that forceloaded areas are saved when the server restarts.
2284 minetest.global_exists(name)
2285 ^ Checks if a global variable has been set, without triggering a warning.
2288 * `minetest.env`: `EnvRef` of the server environment and world.
2289 * Any function in the minetest namespace can be called using the syntax
2290 `minetest.env:somefunction(somearguments)`
2291 instead of `minetest.somefunction(somearguments)`
2292 * Deprecated, but support is not to be dropped soon
2295 * `minetest.registered_items`
2296 * Map of registered items, indexed by name
2297 * `minetest.registered_nodes`
2298 * Map of registered node definitions, indexed by name
2299 * `minetest.registered_craftitems`
2300 * Map of registered craft item definitions, indexed by name
2301 * `minetest.registered_tools`
2302 * Map of registered tool definitions, indexed by name
2303 * `minetest.registered_entities`
2304 * Map of registered entity prototypes, indexed by name
2305 * `minetest.object_refs`
2306 * Map of object references, indexed by active object id
2307 * `minetest.luaentities`
2308 * Map of Lua entities, indexed by active object id
2309 * `minetest.registered_ores`
2310 * List of registered ore definitions.
2311 * `minetest.registered_decorations`
2312 * List of registered decoration definitions.
2318 Node metadata: reference extra data and functionality stored in a node.
2319 Can be gotten via `minetest.get_meta(pos)`.
2322 * `set_string(name, value)`
2323 * `get_string(name)`
2324 * `set_int(name, value)`
2326 * `set_float(name, value)`
2328 * `get_inventory()`: returns `InvRef`
2329 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2330 * `from_table(nil or {})`
2331 * See "Node Metadata"
2334 Node Timers: a high resolution persistent per-node timer.
2335 Can be gotten via `minetest.get_node_timer(pos)`.
2338 * `set(timeout,elapsed)`
2339 * set a timer's state
2340 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2341 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2342 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2345 * equivalent to `set(timeout,0)`
2348 * `get_timeout()`: returns current timeout in seconds
2349 * if `timeout` equals `0`, timer is inactive
2350 * `get_elapsed()`: returns current elapsed time in seconds
2351 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2352 * `is_started()`: returns boolean state of timer
2353 * returns `true` if timer is started, otherwise `false`
2356 Moving things in the game are generally these.
2358 This is basically a reference to a C++ `ServerActiveObject`
2361 * `remove()`: remove object (after returning from Lua)
2362 * Note: Doesn't work on players, use minetest.kick_player instead
2363 * `getpos()`: returns `{x=num, y=num, z=num}`
2364 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2365 * `moveto(pos, continuous=false)`: interpolated move
2366 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2367 * `puncher` = another `ObjectRef`,
2368 * `time_from_last_punch` = time since last punch action of the puncher
2369 * `direction`: can be `nil`
2370 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2371 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2372 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2373 * `get_inventory()`: returns an `InvRef`
2374 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2375 * `get_wield_index()`: returns the index of the wielded item
2376 * `get_wielded_item()`: returns an `ItemStack`
2377 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2378 * `set_armor_groups({group1=rating, group2=rating, ...})`
2379 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
2380 * `set_attach(parent, bone, position, rotation)`
2382 * `position`: `{x=num, y=num, z=num}` (relative)
2383 * `rotation`: `{x=num, y=num, z=num}`
2385 * `set_bone_position(bone, position, rotation)`
2387 * `position`: `{x=num, y=num, z=num}` (relative)
2388 * `rotation`: `{x=num, y=num, z=num}`
2389 * `set_properties(object property table)`
2390 * `is_player()`: returns true for players, false otherwise
2392 ##### LuaEntitySAO-only (no-op for other objects)
2393 * `setvelocity({x=num, y=num, z=num})`
2394 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2395 * `setacceleration({x=num, y=num, z=num})`
2396 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2398 * `getyaw()`: returns number in radians
2399 * `settexturemod(mod)`
2400 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2401 select_horiz_by_yawpitch=false)`
2402 * Select sprite from spritesheet with optional animation and DM-style
2403 texture selection based on yaw relative to camera
2404 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2407 ##### Player-only (no-op for other objects)
2408 * `get_player_name()`: returns `""` if is not a player
2409 * `get_look_dir()`: get camera direction as a unit vector
2410 * `get_look_pitch()`: pitch in radians
2411 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2412 * `set_look_pitch(radians)`: sets look pitch
2413 * `set_look_yaw(radians)`: sets look yaw
2414 * `get_breath()`: returns players breath
2415 * `set_breath(value)`: sets players breath
2417 * `0`: player is drowning,
2418 * `1`-`10`: remaining number of bubbles
2419 * `11`: bubbles bar is not shown
2420 * `set_inventory_formspec(formspec)`
2421 * Redefine player's inventory form
2422 * Should usually be called in on_joinplayer
2423 * `get_inventory_formspec()`: returns a formspec string
2424 * `get_player_control()`: returns table with player pressed keys
2425 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2426 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2427 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2428 * `set_physics_override(override_table)`
2429 * `override_table` is a table with the following fields:
2430 * `speed`: multiplier to default walking speed value (default: `1`)
2431 * `jump`: multiplier to default jump value (default: `1`)
2432 * `gravity`: multiplier to default gravity value (default: `1`)
2433 * `sneak`: whether player can sneak (default: `true`)
2434 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2435 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2437 * `hud_remove(id)`: remove the HUD element of the specified id
2438 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2439 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2440 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2441 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2442 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`
2443 * pass a table containing a `true`/`false` value of each flag to be set or unset
2444 * if a flag equals `nil`, the flag is not modified
2445 * `hud_get_flags()`: returns a table containing status of hud flags
2446 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
2447 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2448 * `count`: number of items, must be between `1` and `23`
2449 * `hud_set_hotbar_image(texturename)`
2450 * sets background image for hotbar
2451 * `hud_set_hotbar_selected_image(texturename)`
2452 * sets image for selected item of hotbar
2453 * `hud_replace_builtin(name, hud_definition)`
2454 * replace definition of a builtin hud element
2455 * `name`: `"breath"` or `"health"`
2456 * `hud_definition`: definition to replace builtin definition
2457 * `set_sky(bgcolor, type, {texture names})`
2458 * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
2460 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2461 * `"skybox"`: Uses 6 textures, `bgcolor` used
2462 * `"plain"`: Uses 0 textures, `bgcolor` used
2463 * **Note**: currently does not work directly in `on_joinplayer`; use
2464 `minetest.after(0)` in there.
2465 * `override_day_night_ratio(ratio or nil)`
2466 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2467 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2468 * `set_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)`
2470 set animation for player model in third person view
2472 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2473 {x=168, y=187}, -- < walk animation key frames
2474 {x=189, y=198}, -- < dig animation key frames
2475 {x=200, y=219}, -- < walk+dig animation key frames
2476 frame_speed=30): -- < animation frame speed
2478 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2479 * in first person view
2480 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2483 An `InvRef` is a reference to an inventory.
2486 * `is_empty(listname)`: return `true` if list is empty
2487 * `get_size(listname)`: get size of a list
2488 * `set_size(listname, size)`: set size of a list
2489 * returns `false` on error (e.g. invalid `listname` or `size`)
2490 * `get_width(listname)`: get width of a list
2491 * `set_width(listname, width)`: set width of list; currently used for crafting
2492 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2493 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2494 * `get_list(listname)`: return full list
2495 * `set_list(listname, list)`: set full list (size will not change)
2496 * `get_lists()`: returns list of inventory lists
2497 * `set_lists(lists)`: sets inventory lists (size will not change)
2498 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2499 * `room_for_item(listname, stack):` returns `true` if the stack of items
2500 can be fully added to the list
2501 * `contains_item(listname, stack)`: returns `true` if the stack of items
2502 can be fully taken from the list
2503 * `remove_item(listname, stack)`: take as many items as specified from the list,
2504 returns the items that were actually removed (as an `ItemStack`) -- note that
2505 any item metadata is ignored, so attempting to remove a specific unique
2506 item this way will likely remove the wrong one -- to do that use `set_stack`
2507 with an empty `ItemStack`
2508 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2509 * returns `{type="undefined"}` in case location is not known
2512 An `ItemStack` is a stack of items.
2514 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2515 an itemstring, a table or `nil`.
2518 * `is_empty()`: Returns `true` if stack is empty.
2519 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2520 * `set_name(item_name)`: Returns boolean success.
2521 Clears item on failure.
2522 * `get_count()`: Returns number of items on the stack.
2523 * `set_count(count)`
2524 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2525 * `set_wear(wear)`: Returns boolean success.
2526 Clears item on failure.
2527 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2528 * `set_metadata(metadata)`: Returns true.
2529 * `clear()`: removes all items from the stack, making it empty.
2530 * `replace(item)`: replace the contents of this stack.
2531 * `item` can also be an itemstring or table.
2532 * `to_string()`: Returns the stack in itemstring form.
2533 * `to_table()`: Returns the stack in Lua table form.
2534 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2535 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2536 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2537 * `get_definition()`: Returns the item definition table.
2538 * `get_tool_capabilities()`: Returns the digging properties of the item,
2539 or those of the hand if none are defined for this item type
2540 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2541 * `add_item(item)`: Put some item or stack onto this stack.
2542 Returns leftover `ItemStack`.
2543 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2545 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2546 Returns taken `ItemStack`.
2547 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2548 Returns taken `ItemStack`.
2551 A 16-bit pseudorandom number generator.
2552 Uses a well-known LCG algorithm introduced by K&R.
2554 It can be created via `PseudoRandom(seed)`.
2557 * `next()`: return next integer random number [`0`...`32767`]
2558 * `next(min, max)`: return next integer random number [`min`...`max`]
2559 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2560 due to the simple implementation making bad distribution otherwise.
2563 A 32-bit pseudorandom number generator.
2564 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2566 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2569 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2570 * `next(min, max)`: return next integer random number [`min`...`max`]
2571 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2572 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2573 * Increasing num_trials improves accuracy of the approximation
2576 A perlin noise generator.
2577 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2578 or `PerlinNoise(noiseparams)`.
2579 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2580 or `minetest.get_perlin(noiseparams)`.
2583 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2584 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2586 ### `PerlinNoiseMap`
2587 A fast, bulk perlin noise generator.
2589 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2590 `minetest.get_perlin_map(noiseparams, size)`.
2592 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2593 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2597 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2598 with values starting at `pos={x=,y=}`
2599 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2600 of 3D noise with values starting at `pos={x=,y=,z=}`
2601 * `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
2602 with values starting at `pos={x=,y=}`
2603 * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
2606 An interface to the `MapVoxelManipulator` for Lua.
2608 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2609 The map will be pre-loaded if two positions are passed to either.
2612 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
2613 region formed by `p1` and `p2`.
2614 * returns actual emerged `pmin`, actual emerged `pmax`
2615 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2616 * **important**: data must be set using `VoxelManip:set_data` before calling this
2617 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2618 the `VoxelManip` at that position
2619 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2621 * `get_data()`: Gets the data read into the `VoxelManip` object
2622 * returns raw node data is in the form of an array of node content IDs
2623 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2624 * `update_map()`: Update map after writing chunk back to map.
2625 * To be used only by `VoxelManip` objects created by the mod itself;
2626 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
2627 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2628 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2629 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2630 * (`p1`, `p2`) is the area in which lighting is set;
2631 defaults to the whole area if left out
2632 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2633 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2634 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2635 * `light = day + (night * 16)`
2636 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
2638 * expects lighting data in the same format that `get_light_data()` returns
2639 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2640 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2641 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2642 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2643 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
2645 * `update_liquids()`: Update liquid flow
2646 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
2647 had been modified since the last read from map, due to a call to
2648 `minetest.set_data()` on the loaded area elsewhere
2649 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2652 A helper class for voxel areas.
2653 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2654 The coordinates are *inclusive*, like most other things in Minetest.
2657 * `getExtent()`: returns a 3D vector containing the size of the area formed by
2658 `MinEdge` and `MaxEdge`
2659 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2660 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2661 * useful for things like `VoxelManip`, raw Schematic specifiers,
2662 `PerlinNoiseMap:get2d`/`3dMap`, and so on
2663 * `indexp(p)`: same as above, except takes a vector
2664 * `position(i)`: returns the absolute position vector corresponding to index `i`
2665 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2666 * `containsp(p)`: same as above, except takes a vector
2667 * `containsi(i)`: same as above, except takes an index `i`
2668 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2669 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2670 * `iterp(minp, maxp)`: same as above, except takes a vector
2673 An interface to read config files in the format of `minetest.conf`.
2675 It can be created via `Settings(filename)`.
2678 * `get(key)`: returns a value
2679 * `get_bool(key)`: returns a boolean
2681 * `remove(key)`: returns a boolean (`true` for success)
2682 * `get_names()`: returns `{key1,...}`
2683 * `write()`: returns a boolean (`true` for success)
2684 * write changes to file
2685 * `to_table()`: returns `{[key1]=value1,...}`
2689 A mapgen object is a construct used in map generation. Mapgen objects can be used
2690 by an `on_generate` callback to speed up operations by avoiding unnecessary
2691 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
2692 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
2693 was called outside of an `on_generate()` callback, `nil` is returned.
2695 The following Mapgen objects are currently available:
2698 This returns three values; the `VoxelManip` object to be used, minimum and maximum
2699 emerged position, in that order. All mapgens support this object.
2702 Returns an array containing the y coordinates of the ground levels of nodes in
2703 the most recently generated chunk by the current mapgen.
2706 Returns an array containing the biome IDs of nodes in the most recently
2707 generated chunk by the current mapgen.
2710 Returns an array containing the temperature values of nodes in the most
2711 recently generated chunk by the current mapgen.
2714 Returns an array containing the humidity values of nodes in the most recently
2715 generated chunk by the current mapgen.
2718 Returns a table mapping requested generation notification types to arrays of
2719 positions at which the corresponding generated structures are located at within
2720 the current chunk. To set the capture of positions of interest to be recorded
2721 on generate, use `minetest.set_gen_notify()`.
2723 Possible fields of the table returned are:
2729 * `large_cave_begin`
2733 Decorations have a key in the format of `"decoration#id"`, where `id` is the
2734 numeric unique decoration ID.
2738 * Functions receive a "luaentity" as `self`:
2739 * It has the member `.name`, which is the registered name `("mod:thing")`
2740 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2741 * The original prototype stuff is visible directly via a metatable
2743 * `on_activate(self, staticdata)`
2744 * Called when the object is instantiated.
2745 * `on_step(self, dtime)`
2746 * Called on every server tick, after movement and collision processing.
2747 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2749 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2750 * Called when somebody punches the object.
2751 * Note that you probably want to handle most punches using the
2752 automatic armor group system.
2753 * `puncher`: an `ObjectRef` (can be `nil`)
2754 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2755 * `tool_capabilities`: capability table of used tool (can be `nil`)
2756 * `dir`: unit vector of direction of punch. Always defined. Points from
2757 the puncher to the punched.
2758 * `on_rightclick(self, clicker)`
2759 * `get_staticdata(self)`
2760 * Should return a string that will be passed to `on_activate` when
2761 the object is instantiated the next time.
2769 axiom, --string initial tree axiom
2770 rules_a, --string rules set A
2771 rules_b, --string rules set B
2772 rules_c, --string rules set C
2773 rules_d, --string rules set D
2774 trunk, --string trunk node name
2775 leaves, --string leaves node name
2776 leaves2, --string secondary leaves node name
2777 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2778 angle, --num angle in deg
2779 iterations, --num max # of iterations, usually 2 -5
2780 random_level, --num factor to lower nr of iterations, usually 0 - 3
2781 trunk_type, --string single/double/crossed) type of trunk: 1 node,
2782 -- 2x2 nodes or 3x3 in cross shape
2783 thin_branches, --boolean true -> use thin (1 node) branches
2784 fruit, --string fruit node name
2785 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2786 seed, --num random seed; if no seed is provided, the engine will create one
2789 ### Key for Special L-System Symbols used in Axioms
2791 * `G`: move forward one unit with the pen up
2792 * `F`: move forward one unit with the pen down drawing trunks and branches
2793 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2794 * `T`: move forward one unit with the pen down drawing trunks only
2795 * `R`: move forward one unit with the pen down placing fruit
2796 * `A`: replace with rules set A
2797 * `B`: replace with rules set B
2798 * `C`: replace with rules set C
2799 * `D`: replace with rules set D
2800 * `a`: replace with rules set A, chance 90%
2801 * `b`: replace with rules set B, chance 80%
2802 * `c`: replace with rules set C, chance 70%
2803 * `d`: replace with rules set D, chance 60%
2804 * `+`: yaw the turtle right by `angle` parameter
2805 * `-`: yaw the turtle left by `angle` parameter
2806 * `&`: pitch the turtle down by `angle` parameter
2807 * `^`: pitch the turtle up by `angle` parameter
2808 * `/`: roll the turtle to the right by `angle` parameter
2809 * `*`: roll the turtle to the left by `angle` parameter
2810 * `[`: save in stack current state info
2811 * `]`: recover from stack state info
2814 Spawn a small apple tree:
2816 pos = {x=230,y=20,z=4}
2819 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2820 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2821 trunk="default:tree",
2822 leaves="default:leaves",
2826 trunk_type="single",
2829 fruit="default:apple"
2831 minetest.spawn_tree(pos,apple_tree)
2836 ### Object Properties
2841 collide_with_objects = true, -- collide with other objects if physical=true
2843 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2844 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2845 visual_size = {x=1, y=1},
2847 textures = {}, -- number of required textures depends on visual
2848 colors = {}, -- number of required colors depends on visual
2849 spritediv = {x=1, y=1},
2850 initial_sprite_basepos = {x=0, y=0},
2852 makes_footstep_sound = false,
2853 automatic_rotate = false,
2855 automatic_face_movement_dir = 0.0,
2856 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
2859 ### Entity definition (`register_entity`)
2862 -- Deprecated: Everything in object properties is read directly from here
2864 initial_properties = --[[<initial object properties>]],
2866 on_activate = function(self, staticdata, dtime_s),
2867 on_step = function(self, dtime),
2868 on_punch = function(self, hitter),
2869 on_rightclick = function(self, clicker),
2870 get_staticdata = function(self),
2871 -- ^ Called sometimes; the string returned is passed to on_activate when
2872 -- the entity is re-activated from static state
2874 -- Also you can define arbitrary member variables here
2875 myvariable = whatever,
2878 ### ABM (ActiveBlockModifier) definition (`register_abm`)
2881 -- In the following two fields, also group:groupname will work.
2882 nodenames = {"default:lava_source"},
2883 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2884 -- ^ If left out or empty, any neighbor will do
2885 interval = 1.0, -- (operation interval)
2886 chance = 1, -- (chance of trigger is 1.0/this)
2887 action = func(pos, node, active_object_count, active_object_count_wider),
2890 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
2893 description = "Steel Axe",
2894 groups = {}, -- key=name, value=rating; rating=1..3.
2895 if rating not applicable, use 1.
2896 e.g. {wool=1, fluffy=3}
2897 {soil=2, outerspace=1, crumbly=1}
2898 {bendy=2, snappy=1},
2899 {hard=1, metal=1, spikes=1}
2900 inventory_image = "default_tool_steelaxe.png",
2902 wield_scale = {x=1,y=1,z=1},
2905 liquids_pointable = false,
2906 tool_capabilities = {
2907 full_punch_interval = 1.0,
2911 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2912 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2914 damage_groups = {groupname=damage},
2916 node_placement_prediction = nil,
2918 ^ If nil and item is node, prediction is made automatically
2919 ^ If nil and item is not a node, no prediction is made
2920 ^ If "" and item is anything, no prediction is made
2921 ^ Otherwise should be name of node which the client immediately places
2922 on ground when the player places the item. Server will always update
2923 actual result to client in a short moment.
2926 place = --[[<SimpleSoundSpec>]],
2929 on_place = func(itemstack, placer, pointed_thing),
2931 ^ Shall place item and return the leftover itemstack
2932 ^ default: minetest.item_place ]]
2933 on_drop = func(itemstack, dropper, pos),
2935 ^ Shall drop item and return the leftover itemstack
2936 ^ default: minetest.item_drop ]]
2937 on_use = func(itemstack, user, pointed_thing),
2940 ^ Function must return either nil if no item shall be removed from
2941 inventory, or an itemstack to replace the original itemstack.
2942 e.g. itemstack:take_item(); return itemstack
2943 ^ Otherwise, the function is free to do what it wants.
2944 ^ The default functions handle regular use cases.
2946 after_use = func(itemstack, user, node, digparams),
2949 ^ If defined, should return an itemstack and will be called instead of
2950 wearing out the tool. If returns nil, does nothing.
2951 If after_use doesn't exist, it is the same as:
2952 function(itemstack, user, node, digparams)
2953 itemstack:add_wear(digparams.wear)
2961 * `{name="image.png", animation={Tile Animation definition}}`
2962 * `{name="image.png", backface_culling=bool}`
2963 * backface culling only supported in special tiles
2964 * deprecated, yet still supported field names:
2967 ### Tile animation definition
2968 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
2970 ### Node definition (`register_node`)
2973 -- <all fields allowed in item definitions>,
2975 drawtype = "normal", -- See "Node drawtypes"
2976 visual_scale = 1.0, --[[
2977 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2978 ^ For plantlike, the image will start at the bottom of the node; for the
2979 ^ other drawtypes, the image will be centered on the node.
2980 ^ Note that positioning for "torchlike" may still change. ]]
2981 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
2982 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2983 ^ List can be shortened to needed length ]]
2984 special_tiles = {tile definition 1, Tile definition 2}, --[[
2985 ^ Special textures of node; used rarely (old field name: special_materials)
2986 ^ List can be shortened to needed length ]]
2988 use_texture_alpha = false, -- Use texture's alpha channel
2989 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2990 paramtype = "none", -- See "Nodes" --[[
2991 ^ paramtype = "light" allows light to propagate from or through the node with light value
2992 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
2993 paramtype2 = "none", -- See "Nodes"
2994 is_ground_content = true, -- If false, the cave generator will not carve through this
2995 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2996 walkable = true, -- If true, objects collide with node
2997 pointable = true, -- If true, can be pointed at
2998 diggable = true, -- If false, can never be dug
2999 climbable = false, -- If true, can be climbed on (ladder)
3000 buildable_to = false, -- If true, placed nodes can replace this node
3001 liquidtype = "none", -- "none"/"source"/"flowing"
3002 liquid_alternative_flowing = "", -- Flowing version of source liquid
3003 liquid_alternative_source = "", -- Source version of flowing liquid
3004 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3005 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
3007 ^ Block contains level in param2. Value is default level, used for snow.
3008 ^ Don't forget to use "leveled" type nodebox. ]]
3009 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3010 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3011 light_source = 0, -- Amount of light emitted by node
3012 damage_per_second = 0, -- If player is inside node, this damage is caused
3013 node_box = {type="regular"}, -- See "Node boxes"
3015 selection_box = {type="regular"}, -- See "Node boxes" --[[
3016 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3017 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3018 legacy_wallmounted = false, -- Support maps made in and before January 2012
3020 footstep = <SimpleSoundSpec>,
3021 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3022 dug = <SimpleSoundSpec>,
3023 place = <SimpleSoundSpec>,
3025 drop = "", -- Name of dropped node when dug. Default is the node itself.
3028 max_items = 1, -- Maximum number of items to drop.
3029 items = { -- Choose max_items randomly from this list.
3031 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3032 rarity = 1, -- Probability of getting is 1 / rarity.
3037 on_construct = func(pos), --[[
3038 ^ Node constructor; always called after adding node
3039 ^ Can set up metadata and stuff like that
3041 on_destruct = func(pos), --[[
3042 ^ Node destructor; always called before removing node
3044 after_destruct = func(pos, oldnode), --[[
3045 ^ Node destructor; always called after removing node
3048 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3049 ^ Called after constructing node when node was placed using
3050 minetest.item_place_node / minetest.place_node
3051 ^ If return true no item is taken from itemstack
3053 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3054 ^ oldmetadata is in table format
3055 ^ Called after destructing node when node was dug using
3056 minetest.node_dig / minetest.dig_node
3058 can_dig = function(pos, [player]) --[[
3059 ^ returns true if node can be dug, or false if not
3062 on_punch = func(pos, node, puncher, pointed_thing), --[[
3063 ^ default: minetest.node_punch
3064 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3065 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3067 ^ if defined, itemstack will hold clicker's wielded item
3068 ^ Shall return the leftover itemstack
3069 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3071 on_dig = func(pos, node, digger), --[[
3072 ^ default: minetest.node_dig
3073 ^ By default: checks privileges, wears out tool and removes node ]]
3075 on_timer = function(pos,elapsed), --[[
3077 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3078 ^ elapsed is the total time passed since the timer was started
3079 ^ return true to run the timer for another cycle with the same timeout value ]]
3081 on_receive_fields = func(pos, formname, fields, sender), --[[
3082 ^ fields = {name1 = value1, name2 = value2, ...}
3083 ^ Called when an UI form (e.g. sign text input) returns data
3086 allow_metadata_inventory_move = func(pos, from_list, from_index,
3087 to_list, to_index, count, player), --[[
3088 ^ Called when a player wants to move items inside the inventory
3089 ^ Return value: number of items allowed to move ]]
3091 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3092 ^ Called when a player wants to put something into the inventory
3093 ^ Return value: number of items allowed to put
3094 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3096 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3097 ^ Called when a player wants to take something out of the inventory
3098 ^ Return value: number of items allowed to take
3099 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3101 on_metadata_inventory_move = func(pos, from_list, from_index,
3102 to_list, to_index, count, player),
3103 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3104 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3105 ^ Called after the actual action has happened, according to what was allowed.
3106 ^ No return value ]]
3108 on_blast = func(pos, intensity), --[[
3109 ^ intensity: 1.0 = mid range of regular TNT
3110 ^ If defined, called when an explosion touches the node, instead of
3111 removing the node ]]
3114 ### Recipe for `register_craft` (shaped)
3117 output = 'default:pick_stone',
3119 {'default:cobble', 'default:cobble', 'default:cobble'},
3120 {'', 'default:stick', ''},
3121 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3123 replacements = --[[<optional list of item pairs,
3124 replace one input item with another item on crafting>]]
3127 ### Recipe for `register_craft` (shapeless)
3131 output = 'mushrooms:mushroom_stew',
3134 "mushrooms:mushroom_brown",
3135 "mushrooms:mushroom_red",
3137 replacements = --[[<optional list of item pairs,
3138 replace one input item with another item on crafting>]]
3141 ### Recipe for `register_craft` (tool repair)
3144 type = "toolrepair",
3145 additional_wear = -0.02,
3148 ### Recipe for `register_craft` (cooking)
3152 output = "default:glass",
3153 recipe = "default:sand",
3157 ### Recipe for `register_craft` (furnace fuel)
3161 recipe = "default:leaves",
3165 ### Ore definition (`register_ore`)
3168 ore_type = "scatter", -- See "Ore types"
3169 ore = "default:stone_with_coal",
3170 wherein = "default:stone",
3171 -- ^ a list of nodenames is supported too
3172 clust_scarcity = 8*8*8,
3173 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3174 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3176 -- ^ Number of ores in a cluster
3178 -- ^ Size of the bounding box of the cluster
3179 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3183 -- ^ Attributes for this ore generation
3184 noise_threshhold = 0.5,
3185 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3186 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3187 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3188 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3189 random_factor = 1.0,
3190 -- ^ Multiplier of the randomness contribution to the noise value at any
3191 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3192 -- ^ This parameter is only valid for ore_type == "vein".
3193 biomes = {"desert", "rainforest"}
3194 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3195 -- ^ and ignored if the Mapgen being used does not support biomes.
3196 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3199 ### Decoration definition (`register_decoration`)
3202 deco_type = "simple", -- See "Decoration types"
3203 place_on = "default:dirt_with_grass",
3204 -- ^ Node that decoration can be placed on
3206 -- ^ Size of divisions made in the chunk being generated.
3207 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3209 -- ^ Ratio of the area to be uniformly filled by the decoration.
3210 -- ^ Used only if noise_params is not specified.
3211 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3212 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3213 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3214 biomes = {"Oceanside", "Hills", "Plains"},
3215 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3216 -- ^ and ignored if the Mapgen being used does not support biomes.
3217 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3220 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3221 -- ^ This parameter refers to the `y` position of the decoration base, so
3222 -- the actual maximum height would be `height_max + size.Y`.
3224 ----- Simple-type parameters
3225 decoration = "default:grass",
3226 -- ^ The node name used as the decoration.
3227 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3229 -- ^ Number of nodes high the decoration is made.
3230 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3232 -- ^ Number of nodes the decoration can be at maximum.
3233 -- ^ If absent, the parameter 'height' is used as a constant.
3234 spawn_by = "default:water",
3235 -- ^ Node that the decoration only spawns next to, in a 1-node square radius.
3237 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3238 -- ^ If absent or -1, decorations occur next to any nodes.
3240 ----- Schematic-type parameters
3241 schematic = "foobar.mts",
3242 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3243 -- ^ specified Minetest schematic file.
3244 -- ^ - OR -, could be the ID of a previously registered schematic
3245 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3246 -- ^ and an optional table yslice_prob:
3248 size = {x=4, y=6, z=4},
3250 {name="default:cobble", param1=255, param2=0},
3251 {name="default:dirt_with_grass", param1=255, param2=0},
3252 {name="ignore", param1=255, param2=0},
3253 {name="air", param1=255, param2=0},
3262 -- ^ See 'Schematic specifier' for details.
3263 replacements = {["oldname"] = "convert_to", ...},
3264 flags = "place_center_x, place_center_y, place_center_z, force_placement",
3265 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3266 rotation = "90" -- rotate schematic 90 degrees on placement
3267 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3270 ### Chat command definition (`register_chatcommand`)
3273 params = "<name> <privilege>", -- Short parameter description
3274 description = "Remove privilege from player", -- Full description
3275 privs = {privs=true}, -- Require the "privs" privilege to run
3276 func = function(name, param), -- Called when command is run.
3277 -- Returns boolean success and text output.
3280 ### Detached inventory callbacks
3283 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3284 -- ^ Called when a player wants to move items inside the inventory
3285 -- ^ Return value: number of items allowed to move
3287 allow_put = func(inv, listname, index, stack, player),
3288 -- ^ Called when a player wants to put something into the inventory
3289 -- ^ Return value: number of items allowed to put
3290 -- ^ Return value: -1: Allow and don't modify item count in inventory
3292 allow_take = func(inv, listname, index, stack, player),
3293 -- ^ Called when a player wants to take something out of the inventory
3294 -- ^ Return value: number of items allowed to take
3295 -- ^ Return value: -1: Allow and don't modify item count in inventory
3297 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3298 on_put = func(inv, listname, index, stack, player),
3299 on_take = func(inv, listname, index, stack, player),
3300 -- ^ Called after the actual action has happened, according to what was allowed.
3301 -- ^ No return value
3304 ### HUD Definition (`hud_add`, `hud_get`)
3307 hud_elem_type = "image", -- see HUD element types
3308 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3309 position = {x=0.5, y=0.5},
3310 -- ^ Left corner position of element
3316 -- ^ Selected item in inventory. 0 for no item selected.
3318 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3319 alignment = {x=0, y=0},
3320 -- ^ See "HUD Element Types"
3321 offset = {x=0, y=0},
3322 -- ^ See "HUD Element Types"
3323 size = { x=100, y=100 },
3324 -- ^ Size of element in pixels
3327 ### Particle definition (`add_particle`)
3330 pos = {x=0, y=0, z=0},
3331 velocity = {x=0, y=0, z=0},
3332 acceleration = {x=0, y=0, z=0},
3333 -- ^ Spawn particle at pos with velocity and acceleration
3335 -- ^ Disappears after expirationtime seconds
3337 collisiondetection = false,
3338 -- ^ collisiondetection: if true collides with physical objects
3340 -- ^ vertical: if true faces player using y axis only
3341 texture = "image.png",
3342 -- ^ Uses texture (string)
3343 playername = "singleplayer"
3344 -- ^ optional, if specified spawns particle only on the player's client
3347 ### `ParticleSpawner` definition (`add_particlespawner`)
3352 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3353 minpos = {x=0, y=0, z=0},
3354 maxpos = {x=0, y=0, z=0},
3355 minvel = {x=0, y=0, z=0},
3356 maxvel = {x=0, y=0, z=0},
3357 minacc = {x=0, y=0, z=0},
3358 maxacc = {x=0, y=0, z=0},
3363 -- ^ The particle's properties are random values in between the bounds:
3364 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3365 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3366 collisiondetection = false,
3367 -- ^ collisiondetection: if true uses collision detection
3369 -- ^ vertical: if true faces player using y axis only
3370 texture = "image.png",
3371 -- ^ Uses texture (string)
3372 playername = "singleplayer"
3373 -- ^ Playername is optional, if specified spawns particle only on the player's client