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_ore(ore definition)`
423 * returns an integer uniquely identifying the registered ore
424 * added to `minetest.registered_ores` with the key of `ore.name`
425 * if `ore.name` is nil, the key is the returned ID
427 * `minetest.register_decoration(decoration definition)`
428 * returns an integer uniquely identifying the registered decoration
429 * added to `minetest.registered_decorations` with the key of `decoration.name`
430 * if `decoration.name` is nil, the key is the returned ID
432 * `minetest.clear_registered_ores()`
433 * clears all ores currently registered
435 * `minetest.clear_registered_decorations()`
436 * clears all decorations currently registered
438 Note that in some cases you will stumble upon things that are not contained
439 in these tables (e.g. when a mod has been removed). Always check for
440 existence before trying to access the fields.
442 Example: If you want to check the drawtype of a node, you could do:
444 local function get_nodedef_field(nodename, fieldname)
445 if not minetest.registered_nodes[nodename] then
448 return minetest.registered_nodes[nodename][fieldname]
450 local drawtype = get_nodedef_field(nodename, "drawtype")
452 Example: `minetest.get_item_group(name, group)` has been implemented as:
454 function minetest.get_item_group(name, group)
455 if not minetest.registered_items[name] or not
456 minetest.registered_items[name].groups[group] then
459 return minetest.registered_items[name].groups[group]
464 Nodes are the bulk data of the world: cubes and other things that take the
465 space of a cube. Huge amounts of them are handled efficiently, but they
468 The definition of a node is stored and can be accessed by name in
470 minetest.registered_nodes[node.name]
472 See "Registered definitions of stuff".
474 Nodes are passed by value between Lua and the engine.
475 They are represented by a table:
477 {name="name", param1=num, param2=num}
479 `param1` and `param2` are 8-bit integers. The engine uses them for certain
480 automated functions. If you don't use these functions, you can use them to
481 store arbitrary values.
483 The functions of `param1` and `param2` are determined by certain fields in the
486 `param1` is reserved for the engine when `paramtype != "none"`:
489 ^ The value stores light with and without sun in its upper and lower 4 bits
490 respectively. Allows light to propagate from or through the node with
491 light value falling by 1 per node. This is essential for a light source
492 node to spread its light.
494 `param2` is reserved for the engine when any of these are used:
496 liquidtype == "flowing"
497 ^ The level and some flags of the liquid is stored in param2
498 drawtype == "flowingliquid"
499 ^ The drawn liquid level is read from param2
500 drawtype == "torchlike"
501 drawtype == "signlike"
502 paramtype2 == "wallmounted"
503 ^ The rotation of the node is stored in param2. You can make this value
504 by using minetest.dir_to_wallmounted().
505 paramtype2 == "facedir"
506 ^ The rotation of the node is stored in param2. Furnaces and chests are
507 rotated this way. Can be made by using minetest.dir_to_facedir().
509 facedir modulo 4 = axisdir
510 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
511 facedir's two less significant bits are rotation around the axis
512 paramtype2 == "leveled"
516 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
519 ^ defines list of collision boxes for the node. If empty, collision boxes
520 will be the same as nodeboxes, in case of any other nodes will be full cube
521 as in the example above.
523 Nodes can also contain extra data. See "Node Metadata".
527 There are a bunch of different looking node types.
529 Look for examples in `games/minimal` or `games/minetest_game`.
537 * `glasslike_framed_optional`
539 * `allfaces_optional`
546 * `nodebox` -- See below. (**Experimental!**)
547 * `mesh` -- use models for nodes
549 `*_optional` drawtypes need less rendering time if deactivated (always client side).
553 Node selection boxes are defined using "node boxes"
555 The `nodebox` node drawtype allows defining visual of nodes consisting of
556 arbitrary number of boxes. It allows defining stuff like stairs. Only the
557 `fixed` and `leveled` box type is supported for these.
559 Please note that this is still experimental, and may be incompatibly
560 changed in the future.
562 A nodebox is defined as any of:
565 -- A normal cube; the default in most things
569 -- A fixed box (facedir param2 is used, if applicable)
571 fixed = box OR {box1, box2, ...}
574 -- A box like the selection box for torches
575 -- (wallmounted param2 is used, if applicable)
576 type = "wallmounted",
582 A `box` is defined as:
584 {x1, y1, z1, x2, y2, z2}
586 A box of a regular node would look like:
588 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
590 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
591 set to level from `param2`.
596 If drawtype `mesh` is used, tiles should hold model materials textures.
597 Only static meshes are implemented.
598 For supported model formats see Irrlicht engine documentation.
603 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
607 Offset that the noise is translated by (i.e. added) after calculation.
610 Factor that the noise is scaled by (i.e. multiplied) after calculation.
613 Vector containing values by which each coordinate is divided by before calculation.
614 Higher spread values result in larger noise features.
616 A value of `{x=250, y=250, z=250}` is common.
619 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
620 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
623 Number of times the noise gradient is accumulated into the noise.
625 Increase this number to increase the amount of detail in the resulting noise.
627 A value of `6` is common.
630 Factor by which the effect of the noise gradient function changes with each successive octave.
632 Values less than `1` make the details of successive octaves' noise diminish, while values
633 greater than `1` make successive octaves stronger.
635 A value of `0.6` is common.
638 Factor by which the noise feature sizes change with each successive octave.
640 A value of `2.0` is common.
643 Leave this field unset for no special handling.
645 Currently supported are `defaults`, `eased` and `absvalue`.
648 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
652 Maps noise gradient values onto a quintic S-curve before performing interpolation.
653 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
654 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
657 Accumulates the absolute value of each noise gradient result.
659 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
663 spread = {x=500, y=500, z=500},
668 flags = "defaults, absvalue"
670 ^ A single noise parameter table can be used to get 2D or 3D noise,
671 when getting 2D noise spread.z is ignored.
676 These tell in what manner the ore is generated.
678 All default ores are of the uniformly-distributed scatter type.
681 Randomly chooses a location and generates a cluster of ore.
683 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
684 that point is greater than the `noise_threshold`, giving the ability to create
685 a non-equal distribution of ore.
688 Creates a sheet of ore in a blob shape according to the 2D perlin noise
689 described by `noise_params`. The relative height of the sheet can be
690 controlled by the same perlin noise as well, by specifying a non-zero
691 `scale` parameter in `noise_params`.
693 **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing
694 against the noise threshold, but scale is used to determine relative height.
695 The height of the blob is randomly scattered, with a maximum height of `clust_size`.
697 `clust_scarcity` and `clust_num_ores` are ignored.
699 This is essentially an improved version of the so-called "stratus" ore seen in
700 some unofficial mods.
703 Creates a deformed sphere of ore according to 3d perlin noise described by
704 `noise_params`. The maximum size of the blob is `clust_size`, and
705 `clust_scarcity` has the same meaning as with the `scatter` type.
707 Creates veins of ore varying in density by according to the intersection of two
708 instances of 3d perlin noise with diffferent seeds, both described by
709 `noise_params`. `random_factor` varies the influence random chance has on
710 placement of an ore inside the vein, which is `1` by default. Note that
711 modifying this parameter may require adjusting `noise_threshhold`.
712 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
713 by this ore type. This ore type is difficult to control since it is sensitive
714 to small changes. The following is a decent set of parameters to work from:
719 spread = {x=200, y=200, z=200},
725 noise_threshhold = 1.6
727 WARNING: Use this ore type *very* sparingly since it is ~200x more
728 computationally expensive than any other ore.
732 See section "Flag Specifier Format".
734 Currently supported flags: `absheight`
737 Also produce this same ore between the height range of `-y_max` and `-y_min`.
739 Useful for having ore in sky realms without having to duplicate ore entries.
743 The varying types of decorations that can be placed.
745 The default value is `simple`, and is currently the only type supported.
748 Creates a 1 times `H` times 1 column of a specified node (or a random node from
749 a list, if a decoration list is specified). Can specify a certain node it must
750 spawn next to, such as water or lava, for example. Can also generate a
751 decoration of random height between a specified lower and upper bound.
752 This type of decoration is intended for placement of grass, flowers, cacti,
756 Copies a box of `MapNodes` from a specified schematic file (or raw description).
757 Can specify a probability of a node randomly appearing when placed.
758 This decoration type is intended to be used for multi-node sized discrete
759 structures, such as trees, cave spikes, rocks, and so on.
764 A schematic specifier identifies a schematic by either a filename to a
765 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
766 in the form of a table. This table must specify two fields:
768 * The `size` field is a 3D vector containing the dimensions of the provided schematic.
769 * The `data` field is a flat table of MapNodes making up the schematic,
770 in the order of `[z [y [x]]]`.
772 **Important**: The default value for `param1` in MapNodes here is `255`,
773 which represents "always place".
775 In the bulk `MapNode` data, `param1`, instead of the typical light values,
776 instead represents the probability of that node appearing in the structure.
778 When passed to `minetest.create_schematic`, probability is an integer value
779 ranging from `0` to `255`:
781 * A probability value of `0` means that node will never appear (0% chance).
782 * A probability value of `255` means the node will always appear (100% chance).
783 * If the probability value `p` is greater than `0`, then there is a
784 `(p / 256 * 100)`% chance that node will appear when the schematic is
787 **Important note**: Node aliases cannot be used for a raw schematic provided
788 when registering as a decoration.
793 See section "Flag Specifier Format".
795 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`.
797 * `place_center_x`: Placement of this decoration is centered along the X axis.
798 * `place_center_y`: Placement of this decoration is centered along the Y axis.
799 * `place_center_z`: Placement of this decoration is centered along the Z axis.
804 The position field is used for all element types.
806 To account for differing resolutions, the position coordinates are the percentage
807 of the screen, ranging in value from `0` to `1`.
809 The name field is not yet used, but should contain a description of what the
810 HUD element represents. The direction field is the direction in which something
813 `0` draws from left to right, `1` draws from right to left, `2` draws from
814 top to bottom, and `3` draws from bottom to top.
816 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
817 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
818 Fractional values can be used.
820 The `offset` field specifies a pixel offset from the position. Contrary to position,
821 the offset is not scaled to screen size. This allows for some precisely-positioned
824 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
826 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
828 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
829 in the experimental stages.
832 Displays an image on the HUD.
834 * `scale`: The scale of the image, with 1 being the original texture size.
835 Only the X coordinate scale is used (positive values).
836 Negative values represent that percentage of the screen it
837 should take; e.g. `x=-100` means 100% (width).
838 * `text`: The name of the texture that is displayed.
839 * `alignment`: The alignment of the image.
840 * `offset`: offset in pixels from position.
843 Displays text on the HUD.
845 * `scale`: Defines the bounding rectangle of the text.
846 A value such as `{x=100, y=100}` should work.
847 * `text`: The text to be displayed in the HUD element.
848 * `number`: An integer containing the RGB value of the color used to draw the text.
849 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
850 * `alignment`: The alignment of the text.
851 * `offset`: offset in pixels from position.
854 Displays a horizontal bar made up of half-images.
856 * `text`: The name of the texture that is used.
857 * `number`: The number of half-textures that are displayed.
858 If odd, will end with a vertically center-split texture.
860 * `offset`: offset in pixels from position.
861 * `size`: If used, will force full-image size to this value (override texture pack image size)
864 * `text`: The name of the inventory list to be displayed.
865 * `number`: Number of items in the inventory to be displayed.
866 * `item`: Position of item that is selected.
870 Displays distance to selected world position.
872 * `name`: The name of the waypoint.
873 * `text`: Distance suffix. Can be blank.
874 * `number:` An integer containing the RGB value of the color used to draw the text.
875 * `world_pos`: World position of the waypoint.
877 Representations of simple things
878 --------------------------------
882 {x=num, y=num, z=num}
884 For helper functions see "Vector helpers".
888 * `{type="node", under=pos, above=pos}`
889 * `{type="object", ref=ObjectRef}`
891 Flag Specifier Format
892 ---------------------
893 Flags using the standardized flag specifier format can be specified in either of
894 two ways, by string or table.
896 The string format is a comma-delimited set of flag names; whitespace and
897 unrecognized flag fields are ignored. Specifying a flag in the string sets the
898 flag, and specifying a flag prefixed by the string `"no"` explicitly
899 clears the flag from whatever the default may be.
901 In addition to the standard string flag format, the schematic flags field can
902 also be a table of flag names to boolean values representing whether or not the
903 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
904 is present, mapped to a boolean of any value, the specified flag is unset.
906 E.g. A flag field of value
908 {place_center_x = true, place_center_y=false, place_center_z=true}
912 {place_center_x = true, noplace_center_y=true, place_center_z=true}
914 which is equivalent to
916 "place_center_x, noplace_center_y, place_center_z"
920 "place_center_x, place_center_z"
922 since, by default, no schematic attributes are set.
928 There are three kinds of items: nodes, tools and craftitems.
930 * Node (`register_node`): A node from the world.
931 * Tool (`register_tool`): A tool/weapon that can dig and damage
932 things according to `tool_capabilities`.
933 * Craftitem (`register_craftitem`): A miscellaneous item.
936 Items and item stacks can exist in three formats: Serializes, table format
940 This is called "stackstring" or "itemstring":
942 * e.g. `'default:dirt 5'`
943 * e.g. `'default:pick_wood 21323'`
944 * e.g. `'default:apple'`
951 {name="default:dirt", count=5, wear=0, metadata=""}
953 A wooden pick about 1/3 worn out:
955 {name="default:pick_wood", count=1, wear=21323, metadata=""}
959 {name="default:apple", count=1, wear=0, metadata=""}
962 A native C++ format with many helper methods. Useful for converting
963 between formats. See the Class reference section for details.
965 When an item must be passed to a function, it can usually be in any of
971 In a number of places, there is a group table. Groups define the
972 properties of a thing (item, node, armor of entity, capabilities of
973 tool) in such a way that the engine and other mods can can interact with
974 the thing without actually knowing what the thing is.
977 Groups are stored in a table, having the group names with keys and the
978 group ratings as values. For example:
980 groups = {crumbly=3, soil=1}
983 groups = {crumbly=2, soil=1, level=2, outerspace=1}
984 -- ^ A more special dirt-kind of thing
986 Groups always have a rating associated with them. If there is no
987 useful meaning for a rating for an enabled group, it shall be `1`.
989 When not defined, the rating of a group defaults to `0`. Thus when you
990 read groups, you must interpret `nil` and `0` as the same value, `0`.
992 You can read the rating of a group for an item or a node by using
994 minetest.get_item_group(itemname, groupname)
997 Groups of items can define what kind of an item it is (e.g. wool).
1000 In addition to the general item things, groups are used to define whether
1001 a node is destroyable and how long it takes to destroy by a tool.
1003 ### Groups of entities
1004 For entities, groups are, as of now, used only for calculating damage.
1005 The rating is the percentage of damage caused by tools with this damage group.
1006 See "Entity damage mechanism".
1008 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1009 object.set_armor_groups({fleshy=30, cracky=80})
1012 Groups in tools define which groups of nodes and entities they are
1015 ### Groups in crafting recipes
1016 An example: Make meat soup from any meat, any water and any bowl:
1019 output = 'food:meat_soup_raw',
1025 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1028 Another example: Make red wool from white wool and red dye:
1032 output = 'wool:red',
1033 recipe = {'wool:white', 'group:dye,basecolor_red'},
1037 * `immortal`: Disables the group damage system for an entity
1038 * `level`: Can be used to give an additional sense of progression in the game.
1039 * A larger level will cause e.g. a weapon of a lower level make much less
1040 damage, and get worn out much faster, or not be able to get drops
1041 from destroyed nodes.
1042 * `0` is something that is directly accessible at the start of gameplay
1043 * There is no upper limit
1044 * `dig_immediate`: (player can always pick up node without tool wear)
1045 * `2`: node is removed without tool wear after 0.5 seconds or so
1047 * `3`: node is removed without tool wear immediately (torch)
1048 * `disable_jump`: Player (and possibly other things) cannot jump from node
1049 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1050 * `bouncy`: value is bounce speed in percent
1051 * `falling_node`: if there is no walkable block under the node it will fall
1052 * `attached_node`: if the node under it is not a walkable block the node will be
1053 dropped as an item. If the node is wallmounted the wallmounted direction is
1055 * `soil`: saplings will grow on nodes in this group
1056 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1057 connect to each other
1059 ### Known damage and digging time defining groups
1060 * `crumbly`: dirt, sand
1061 * `cracky`: tough but crackable stuff like stone.
1062 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1063 plants, wire, sheets of metal
1064 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1065 * `fleshy`: Living things like animals and the player. This could imply
1066 some blood effects when hitting.
1067 * `explody`: Especially prone to explosions
1068 * `oddly_breakable_by_hand`:
1069 Can be added to nodes that shouldn't logically be breakable by the
1070 hand but are. Somewhat similar to `dig_immediate`, but times are more
1071 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1072 speed of a tool if the tool can dig at a faster speed than this
1073 suggests for the hand.
1075 ### Examples of custom groups
1076 Item groups are often used for defining, well, _groups of items_.
1077 * `meat`: any meat-kind of a thing (rating might define the size or healing
1078 ability or be irrelevant -- it is not defined as of yet)
1079 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1081 * `flammable`: can be set on fire. Rating might define the intensity of the
1082 fire, affecting e.g. the speed of the spreading of an open fire.
1083 * `wool`: any wool (any origin, any color)
1084 * `metal`: any metal
1085 * `weapon`: any weapon
1086 * `heavy`: anything considerably heavy
1088 ### Digging time calculation specifics
1089 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1090 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1091 faster digging time.
1093 The `level` group is used to limit the toughness of nodes a tool can dig
1094 and to scale the digging times / damage to a greater extent.
1096 **Please do understand this**, otherwise you cannot use the system to it's
1099 Tools define their properties by a list of parameters for groups. They
1100 cannot dig other groups; thus it is important to use a standard bunch of
1101 groups to enable interaction with tools.
1103 #### Tools definition
1106 * Full punch interval
1107 * Maximum drop level
1108 * For an arbitrary list of groups:
1109 * Uses (until the tool breaks)
1110 * Maximum level (usually `0`, `1`, `2` or `3`)
1114 #### Full punch interval
1115 When used as a weapon, the tool will do full damage if this time is spent
1116 between punches. If e.g. half the time is spent, the tool will do half
1119 #### Maximum drop level
1120 Suggests the maximum level of node, when dug with the tool, that will drop
1121 it's useful item. (e.g. iron ore to drop a lump of iron).
1123 This is not automated; it is the responsibility of the node definition
1127 Determines how many uses the tool has when it is used for digging a node,
1128 of this group, of the maximum level. For lower leveled nodes, the use count
1129 is multiplied by `3^leveldiff`.
1131 * `uses=10, leveldiff=0`: actual uses: 10
1132 * `uses=10, leveldiff=1`: actual uses: 30
1133 * `uses=10, leveldiff=2`: actual uses: 90
1136 Tells what is the maximum level of a node of this group that the tool will
1140 List of digging times for different ratings of the group, for nodes of the
1143 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1144 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1145 for this group, and unable to dig the rating `1`, which is the toughest.
1146 Unless there is a matching group that enables digging otherwise.
1149 List of damage for groups of entities. See "Entity damage mechanism".
1151 #### Example definition of the capabilities of a tool
1153 tool_capabilities = {
1154 full_punch_interval=1.5,
1157 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1159 damage_groups = {fleshy=2},
1162 This makes the tool be able to dig nodes that fulfil both of these:
1164 * Have the `crumbly` group
1165 * Have a `level` group less or equal to `2`
1167 Table of resulting digging times:
1169 crumbly 0 1 2 3 4 <- level
1171 1 0.80 1.60 1.60 - -
1172 2 0.60 1.20 1.20 - -
1173 3 0.40 0.80 0.80 - -
1175 level diff: 2 1 0 -1 -2
1177 Table of resulting tool uses:
1186 * At `crumbly==0`, the node is not diggable.
1187 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1188 easy nodes to be quickly breakable.
1189 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1191 Entity damage mechanism
1192 -----------------------
1196 foreach group in cap.damage_groups:
1197 damage += cap.damage_groups[group] * limit(actual_interval /
1198 cap.full_punch_interval, 0.0, 1.0)
1199 * (object.armor_groups[group] / 100.0)
1200 -- Where object.armor_groups[group] is 0 for inexistent values
1203 Client predicts damage based on damage groups. Because of this, it is able to
1204 give an immediate response when an entity is damaged or dies; the response is
1205 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1207 Currently a smoke puff will appear when an entity dies.
1209 The group `immortal` completely disables normal damage.
1211 Entities can define a special armor group, which is `punch_operable`. This
1212 group disables the regular damage mechanism for players punching it by hand or
1213 a non-tool item, so that it can do something else than take damage.
1215 On the Lua side, every punch calls:
1217 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1219 This should never be called directly, because damage is usually not handled by
1222 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1223 accessed unless absolutely required, to encourage interoperability.
1224 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1225 * `tool_capabilities` can be `nil`.
1226 * `direction` is a unit vector, pointing from the source of the punch to
1229 To punch an entity/object in Lua, call:
1231 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1233 * Return value is tool wear.
1234 * Parameters are equal to the above callback.
1235 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1236 `direction` will be automatically filled in based on the location of `puncher`.
1240 The instance of a node in the world normally only contains the three values
1241 mentioned in "Nodes". However, it is possible to insert extra data into a
1242 node. It is called "node metadata"; See "`NodeMetaRef`".
1244 Metadata contains two things:
1248 Some of the values in the key-value store are handled specially:
1249 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1250 * `infotext`: Text shown on the screen when the node is pointed at
1254 local meta = minetest.get_meta(pos)
1255 meta:set_string("formspec",
1257 "list[context;main;0,0;8,4;]"..
1258 "list[current_player;main;0,5;8,4;]")
1259 meta:set_string("infotext", "Chest");
1260 local inv = meta:get_inventory()
1261 inv:set_size("main", 8*4)
1262 print(dump(meta:to_table()))
1265 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1266 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1267 [10] = "", [11] = "", [12] = "", [13] = "",
1268 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1269 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1270 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1271 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1275 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1282 Formspec defines a menu. Currently not much else than inventories are
1283 supported. It is a string, with a somewhat strange format.
1285 Spaces and newlines can be inserted between the blocks, as is used in the
1293 list[context;main;0,0;8,4;]
1294 list[current_player;main;0,5;8,4;]
1299 list[context;fuel;2,3;1,1;]
1300 list[context;src;2,1;1,1;]
1301 list[context;dst;5,1;2,2;]
1302 list[current_player;main;0,5;8,4;]
1304 #### Minecraft-like player inventory
1307 image[1,0.6;1,2;player.png]
1308 list[current_player;main;0,3.5;8,4;]
1309 list[current_player;craft;3,0;3,3;]
1310 list[current_player;craftpreview;7,1;1,1;]
1314 #### `size[<W>,<H>,<fixed_size>]`
1315 * Define the size of the menu in inventory slots
1316 * `fixed_size`: `true`/`false` (optional)
1317 * deprecated: `invsize[<W>,<H>;]`
1319 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1320 * Show an inventory list
1322 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1323 * Show an inventory list
1325 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1326 * Sets background color of slots as `ColorString`
1327 * Sets background color of slots on mouse hovering
1329 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1330 * Sets background color of slots as `ColorString`
1331 * Sets background color of slots on mouse hovering
1332 * Sets color of slots border
1334 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1335 * Sets background color of slots as `ColorString`
1336 * Sets background color of slots on mouse hovering
1337 * Sets color of slots border
1338 * Sets default background color of tooltips
1339 * Sets default font color of tooltips
1341 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1342 * Adds tooltip for an element
1343 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1344 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1346 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1348 * Position and size units are inventory slots
1350 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1351 * Show an inventory image of registered item/node
1352 * Position and size units are inventory slots
1354 #### `bgcolor[<color>;<fullscreen>]`
1355 * Sets background color of formspec as `ColorString`
1356 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1358 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1359 * Use a background. Inventory rectangles are not drawn then.
1360 * Position and size units are inventory slots
1361 * Example for formspec 8x4 in 16x resolution: image shall be sized
1362 8 times 16px times 4 times 16px.
1364 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1365 * Use a background. Inventory rectangles are not drawn then.
1366 * Position and size units are inventory slots
1367 * Example for formspec 8x4 in 16x resolution:
1368 image shall be sized 8 times 16px times 4 times 16px
1369 * If `true` the background is clipped to formspec size
1370 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1372 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1373 * Textual password style field; will be sent to server when a button is clicked
1374 * `x` and `y` position the field relative to the top left of the menu
1375 * `w` and `h` are the size of the field
1376 * fields are a set height, but will be vertically centred on `h`
1377 * Position and size units are inventory slots
1378 * `name` is the name of the field as returned in fields to `on_receive_fields`
1379 * `label`, if not blank, will be text printed on the top left above the field
1381 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1382 * Textual field; will be sent to server when a button is clicked
1383 * `x` and `y` position the field relative to the top left of the menu
1384 * `w` and `h` are the size of the field
1385 * fields are a set height, but will be vertically centred on `h`
1386 * Position and size units are inventory slots
1387 * `name` is the name of the field as returned in fields to `on_receive_fields`
1388 * `label`, if not blank, will be text printed on the top left above the field
1389 * `default` is the default value of the field
1390 * `default` may contain variable references such as `${text}'` which
1391 will fill the value from the metadata value `text`
1392 * **Note**: no extra text or more than a single variable is supported ATM.
1394 #### `field[<name>;<label>;<default>]`
1395 * as above, but without position/size units
1396 * special field for creating simple forms, such as sign text input
1397 * must be used without a `size[]` element
1398 * a "Proceed" button will be added automatically
1400 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1401 * same as fields above, but with multi-line input
1403 #### `label[<X>,<Y>;<label>]`
1404 * `x` and `y` work as per field
1405 * `label` is the text on the label
1406 * Position and size units are inventory slots
1408 #### `vertlabel[<X>,<Y>;<label>]`
1409 * Textual label drawn vertically
1410 * `x` and `y` work as per field
1411 * `label` is the text on the label
1412 * Position and size units are inventory slots
1414 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1415 * Clickable button. When clicked, fields will be sent.
1416 * `x`, `y` and `name` work as per field
1417 * `w` and `h` are the size of the button
1418 * `label` is the text on the button
1419 * Position and size units are inventory slots
1421 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1422 * `x`, `y`, `w`, `h`, and `name` work as per button
1423 * `texture name` is the filename of an image
1424 * Position and size units are inventory slots
1426 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1427 * `x`, `y`, `w`, `h`, and `name` work as per button
1428 * `texture name` is the filename of an image
1429 * Position and size units are inventory slots
1430 * `noclip=true` means the image button doesn't need to be within specified formsize
1431 * `drawborder`: draw button border or not
1432 * `pressed texture name` is the filename of an image on pressed state
1434 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1435 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1436 * `item name` is the registered name of an item/node,
1437 tooltip will be made out of its description
1438 to override it use tooltip element
1439 * Position and size units are inventory slots
1441 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1442 * When clicked, fields will be sent and the form will quit.
1444 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1445 * When clicked, fields will be sent and the form will quit.
1447 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1448 * Scrollable item list showing arbitrary text elements
1449 * `x` and `y` position the itemlist relative to the top left of the menu
1450 * `w` and `h` are the size of the itemlist
1451 * `name` fieldname sent to server on doubleclick value is current selected element
1452 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1453 * if you want a listelement to start with "#" write "##".
1455 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1456 * Scrollable itemlist showing arbitrary text elements
1457 * `x` and `y` position the item list relative to the top left of the menu
1458 * `w` and `h` are the size of the item list
1459 * `name` fieldname sent to server on doubleclick value is current selected element
1460 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1461 * if you want a listelement to start with "#" write "##"
1462 * index to be selected within textlist
1463 * `true`/`false`: draw transparent background
1464 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1466 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1467 * show a tab**header** at specific position (ignores formsize)
1468 * `x` and `y` position the itemlist relative to the top left of the menu
1469 * `name` fieldname data is transferred to Lua
1470 * `caption 1`...: name shown on top of tab
1471 * `current_tab`: index of selected tab 1...
1472 * `transparent` (optional): show transparent
1473 * `draw_border` (optional): draw border
1475 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1476 * simple colored semitransparent box
1477 * `x` and `y` position the box relative to the top left of the menu
1478 * `w` and `h` are the size of box
1479 * `color` is color specified as a `ColorString`
1481 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1482 * show a dropdown field
1483 * **Important note**: There are two different operation modes:
1484 1. handle directly on change (only changed dropdown is submitted)
1485 2. read the value on pressing a button (all dropdown values are available)
1486 * `x` and `y` position of dropdown
1488 * fieldname data is transferred to Lua
1489 * items to be shown in dropdown
1490 * index of currently selected dropdown item
1492 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1494 * `x` and `y`: position of checkbox
1495 * `name` fieldname data is transferred to Lua
1496 * `label` to be shown left of checkbox
1497 * `selected` (optional): `true`/`false`
1498 * `tooltip` (optional)
1500 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1502 * there are two ways to use it:
1503 1. handle the changed event (only changed scrollbar is available)
1504 2. read the value on pressing a button (all scrollbars are available)
1505 * `x` and `y`: position of trackbar
1506 * `w` and `h`: width and height
1507 * `orientation`: `vertical`/`horizontal`
1508 * fieldname data is transferred to Lua
1509 * value this trackbar is set to (`0`-`1000`)
1510 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1512 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1513 * show scrollable table using options defined by the previous `tableoptions[]`
1514 * displays cells as defined by the previous `tablecolumns[]`
1515 * `x` and `y`: position the itemlist relative to the top left of the menu
1516 * `w` and `h` are the size of the itemlist
1517 * `name`: fieldname sent to server on row select or doubleclick
1518 * `cell 1`...`cell n`: cell contents given in row-major order
1519 * `selected idx`: index of row to be selected within table (first row = `1`)
1520 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1522 #### `tableoptions[<opt 1>;<opt 2>;...]`
1523 * sets options for `table[]`
1525 * default text color (`ColorString`), defaults to `#FFFFFF`
1526 * `background=#RRGGBB`
1527 * table background color (`ColorString`), defaults to `#000000`
1528 * `border=<true/false>`
1529 * should the table be drawn with a border? (default: `true`)
1530 * `highlight=#RRGGBB`
1531 * highlight background color (`ColorString`), defaults to `#466432`
1532 * `highlight_text=#RRGGBB`
1533 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1534 * `opendepth=<value>`
1535 * all subtrees up to `depth < value` are open (default value = `0`)
1536 * only useful when there is a column of type "tree"
1538 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1539 * sets columns for `table[]`
1540 * types: `text`, `image`, `color`, `indent`, `tree`
1541 * `text`: show cell contents as text
1542 * `image`: cell contents are an image index, use column options to define images
1543 * `colo`: cell contents are a ColorString and define color of following cell
1544 * `indent`: cell contents are a number and define indentation of following cell
1545 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1548 * for `text` and `image`: content alignment within cells.
1549 Available values: `left` (default), `center`, `right`, `inline`
1551 * for `text` and `image`: minimum width in em (default: `0`)
1552 * for `indent` and `tree`: indent width in em (default: `1.5`)
1553 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1554 Exception: defaults to 0 for indent columns
1555 * `tooltip=<value>`: tooltip text (default: empty)
1556 * `image` column options:
1557 * `0=<value>` sets image for image index 0
1558 * `1=<value>` sets image for image index 1
1559 * `2=<value>` sets image for image index 2
1560 * and so on; defined indices need not be contiguous empty or
1561 non-numeric cells are treated as `0`.
1562 * `color` column options:
1563 * `span=<value>`: number of following columns to affect (default: infinite)
1565 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1566 pass key press events to formspec!
1570 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1571 * `"current_player"`: Player to whom the menu is shown
1572 * `"player:<name>"`: Any player
1573 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1574 * `"detached:<name>"`: A detached inventory
1578 `#RGB` defines a color in hexadecimal format.
1580 `#RGBA` defines a color in hexadecimal format and alpha channel.
1582 `#RRGGBB` defines a color in hexadecimal format.
1584 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1586 Named colors are also supported and are equivalent to
1587 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1588 To specify the value of the alpha channel, append `#AA` to the end of the color name
1589 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1590 value must (always) be two hexadecimal digits.
1595 * `vector.new([x[, y, z]])`: returns a vector.
1596 * `x` is a table or the `x` position.
1598 * `vector.direction(p1, p2)`: returns a vector
1599 * `vector.distance(p1, p2)`: returns a number
1600 * `vector.length(v)`: returns a number
1601 * `vector.normalize(v)`: returns a vector
1602 * `vector.round(v)`: returns a vector
1603 * `vector.apply(v, func)`: returns a vector
1604 * `vector.equals(v1, v2)`: returns a boolean
1606 For the following functions `x` can be either a vector or a number:
1608 * `vector.add(v, x)`: returns a vector
1609 * `vector.subtract(v, x)`: returns a vector
1610 * `vector.multiply(v, x)`: returns a vector
1611 * `vector.divide(v, x)`: returns a vector
1615 * `dump2(obj, name="_", dumped={})`
1616 * Return object serialized as a string, handles reference loops
1617 * `dump(obj, dumped={})`
1618 * Return object serialized as a string
1619 * `math.hypot(x, y)`
1620 * Get the hypotenuse of a triangle with legs x and y.
1621 Useful for distance calculation.
1622 * `math.sign(x, tolerance)`
1623 * Get the sign of a number.
1624 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1625 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1626 * sep_is_pattern=false)`
1627 * If `max_splits` is negative, do not limit splits.
1628 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1629 * e.g. `string:split("a,b", ",") == {"a","b"}`
1631 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1632 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1633 * Convert position to a printable string
1634 * `minetest.string_to_pos(string)`: returns a position
1635 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1636 * `minetest.formspec_escape(string)`: returns a string
1637 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1638 * `minetest.is_yes(arg)`
1639 * returns whether `arg` can be interpreted as yes
1640 * `minetest.get_us_time()`
1641 * returns time with microsecond precision
1642 * `table.copy(table)`: returns a table
1643 * returns a deep copy of `table`
1645 `minetest` namespace reference
1646 ------------------------------
1650 * `minetest.get_current_modname()`: returns a string
1651 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1652 * Useful for loading additional `.lua` modules or static data from mod
1653 * `minetest.get_modnames()`: returns a list of installed mods
1654 * Return a list of installed mods, sorted alphabetically
1655 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1656 * Useful for storing custom data
1657 * `minetest.is_singleplayer()`
1658 * `minetest.features`
1659 * table containing API feature flags: `{foo=true, bar=true}`
1660 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1661 * `arg`: string or table in format `{foo=true, bar=true}`
1662 * `missing_features`: `{foo=true, bar=true}`
1663 * `minetest.get_player_information(playername)`
1664 * table containing information about player peer.
1666 Example of `minetest.get_player_information` return value:
1669 address = "127.0.0.1", -- IP address of client
1670 ip_version = 4, -- IPv4 / IPv6
1671 min_rtt = 0.01, -- minimum round trip time
1672 max_rtt = 0.2, -- maximum round trip time
1673 avg_rtt = 0.02, -- average round trip time
1674 min_jitter = 0.01, -- minimum packet time jitter
1675 max_jitter = 0.5, -- maximum packet time jitter
1676 avg_jitter = 0.03, -- average packet time jitter
1677 connection_uptime = 200, -- seconds since client connected
1679 -- following information is available on debug build only!!!
1680 -- DO NOT USE IN MODS
1681 --ser_vers = 26, -- serialization version used by client
1682 --prot_vers = 23, -- protocol version used by client
1683 --major = 0, -- major version number
1684 --minor = 4, -- minor version number
1685 --patch = 10, -- patch version number
1686 --vers_string = "0.4.9-git", -- full version string
1687 --state = "Active" -- current client state
1691 * `minetest.debug(line)`
1692 * Always printed to `stderr` and logfile (`print()` is redirected here)
1693 * `minetest.log(line)`
1694 * `minetest.log(loglevel, line)`
1695 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1697 ### Registration functions
1698 Call these functions only at load time!
1700 * `minetest.register_entity(name, prototype table)`
1701 * `minetest.register_abm(abm definition)`
1702 * `minetest.register_node(name, node definition)`
1703 * `minetest.register_tool(name, item definition)`
1704 * `minetest.register_craftitem(name, item definition)`
1705 * `minetest.register_alias(name, convert_to)`
1706 * `minetest.register_craft(recipe)`
1707 * `minetest.register_ore(ore definition)`
1708 * `minetest.register_decoration(decoration definition)`
1709 * `minetest.override_item(name, redefinition)`
1710 * Overrides fields of an item registered with register_node/tool/craftitem.
1711 * Note: Item must already be defined, (opt)depend on the mod defining it.
1712 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1714 * `minetest.clear_registered_ores()`
1715 * `minetest.clear_registered_decorations()`
1717 ### Global callback registration functions
1718 Call these functions only at load time!
1720 * `minetest.register_globalstep(func(dtime))`
1721 * Called every server step, usually interval of 0.1s
1722 * `minetest.register_on_shutdown(func())`
1723 * Called before server shutdown
1724 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1725 callbacks **will likely not be run**. Data should be saved at
1726 semi-frequent intervals as well as on server shutdown.
1727 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1728 * Called when a node has been placed
1729 * If return `true` no item is taken from `itemstack`
1730 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1732 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1733 * Called when a node has been dug.
1734 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1736 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1737 * Called when a node is punched
1738 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1739 * Called after generating a piece of world. Modifying nodes inside the area
1740 is a bit faster than usually.
1741 * `minetest.register_on_newplayer(func(ObjectRef))`
1742 * Called after a new player has been created
1743 * `minetest.register_on_dieplayer(func(ObjectRef))`
1744 * Called when a player dies
1745 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1746 * Called when player is to be respawned
1747 * Called _before_ repositioning of player occurs
1748 * return true in func to disable regular player placement
1749 * `minetest.register_on_prejoinplayer(func(name, ip))`
1750 * Called before a player joins the game
1751 * If it returns a string, the player is disconnected with that string as reason
1752 * `minetest.register_on_joinplayer(func(ObjectRef))`
1753 * Called when a player joins the game
1754 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1755 * Called when a player leaves the game
1756 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1757 * Called when a player cheats
1758 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1759 * `"moved_too_fast"`
1760 * `"interacted_too_far"`
1761 * `"finished_unknown_dig"`
1764 * `minetest.register_on_chat_message(func(name, message))`
1765 * Called always when a player says something
1766 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1767 * Called when a button is pressed in player's inventory form
1768 * Newest functions are called first
1769 * If function returns `true`, remaining functions are not called
1770 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1771 * Called when `player` crafts something
1772 * `itemstack` is the output
1773 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1774 * `craft_inv` is the inventory with the crafting grid
1775 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1776 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1777 * The same as before, except that it is called before the player crafts, to make
1778 craft prediction, and it should not change anything.
1779 * `minetest.register_on_protection_violation(func(pos, name))`
1780 * Called by `builtin` and mods when a player violates protection at a position
1781 (eg, digs a node or punches a protected entity).
1782 * The registered functions can be called using `minetest.record_protection_violation`
1783 * The provided function should check that the position is protected by the mod
1784 calling this function before it prints a message, if it does, to allow for
1785 multiple protection mods.
1786 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1787 * Called when an item is eaten, by `minetest.item_eat`
1788 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1790 ### Other registration functions
1791 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1792 * `minetest.register_privilege(name, definition)`
1793 * `definition`: `"description text"`
1794 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1795 * `minetest.register_authentication_handler(handler)`
1796 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1799 * `minetest.setting_set(name, value)`
1800 * `minetest.setting_get(name)`: returns string or `nil`
1801 * `minetest.setting_setbool(name, value)`
1802 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1803 * `minetest.setting_get_pos(name)`: returns position or nil
1804 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1807 * `minetest.notify_authentication_modified(name)`
1808 * Should be called by the authentication handler if privileges changes.
1809 * To report everybody, set `name=nil`.
1810 * `minetest.get_password_hash(name, raw_password)`
1811 * Convert a name-password pair to a password hash that Minetest can use
1812 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1813 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1814 * Convert between two privilege representations
1815 * `minetest.set_player_password(name, password_hash)`
1816 * `minetest.set_player_privs(name, {priv1=true,...})`
1817 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1818 * `minetest.auth_reload()`
1819 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1820 * A quickhand for checking privileges
1821 * `minetest.get_player_ip(name)`: returns an IP address string
1823 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1824 and `minetest.auth_reload` call the authetification handler.
1827 * `minetest.chat_send_all(text)`
1828 * `minetest.chat_send_player(name, text)`
1830 ### Environment access
1831 * `minetest.set_node(pos, node)`
1832 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1833 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1834 * `minetest.swap_node(pos, node`
1835 * Set node at position, but don't remove metadata
1836 * `minetest.remove_node(pos)`
1837 * Equivalent to `set_node(pos, "air")`
1838 * `minetest.get_node(pos)`
1839 * Returns `{name="ignore", ...}` for unloaded area
1840 * `minetest.get_node_or_nil(pos)`
1841 * Returns `nil` for unloaded area
1842 * `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
1843 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1845 * `minetest.place_node(pos, node)`
1846 * Place node with the same effects that a player would cause
1847 * `minetest.dig_node(pos)`
1848 * Dig node with the same effects that a player would cause
1849 * Returns `true` if successful, `false` on failure (e.g. protected location)
1850 * `minetest.punch_node(pos)`
1851 * Punch node with the same effects that a player would cause
1853 * `minetest.get_meta(pos)`
1854 * Get a `NodeMetaRef` at that position
1855 * `minetest.get_node_timer(pos)`
1856 * Get `NodeTimerRef`
1858 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1859 * Returns `ObjectRef`, or `nil` if failed
1860 * `minetest.add_item(pos, item)`: Spawn item
1861 * Returns `ObjectRef`, or `nil` if failed
1862 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1863 * `minetest.get_objects_inside_radius(pos, radius)`
1864 * `minetest.set_timeofday(val)`
1865 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1866 * `minetest.get_timeofday()`
1867 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1868 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1869 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1870 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1871 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1872 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
1873 * returned positions are nodes with a node air above
1874 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1875 * `minetest.get_perlin(noiseparams)`
1876 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1877 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1878 * `minetest.get_voxel_manip([pos1, pos2])`
1879 * Return voxel manipulator object.
1880 * Loads the manipulator from the map if positions are passed.
1881 * `minetest.set_gen_notify(flags, {deco_ids})`
1882 * Set the types of on-generate notifications that should be collected
1883 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1884 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1885 * The second parameter is a list of IDS of decorations which notification is requested for
1886 * `minetest.get_mapgen_object(objectname)`
1887 * Return requested mapgen object if available (see "Mapgen objects")
1888 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
1889 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
1890 * `minetest.set_mapgen_params(MapgenParams)`
1891 * Set map generation parameters
1892 * Function cannot be called after the registration period; only initialization
1893 and `on_mapgen_init`
1894 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
1896 * Leave field unset to leave that parameter unchanged
1897 * `flags` contains a comma-delimited string of flags to set,
1898 or if the prefix `"no"` is attached, clears instead.
1899 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
1900 * `minetest.set_noiseparams(name, noiseparams, set_default)`
1901 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
1902 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
1903 should be applied to the default config or current active config
1904 * `minetest.generate_ores(vm)`
1905 * Generate all registered ores within the VoxelManip specified by `vm`.
1906 * `minetest.generate_decorations(vm)`
1907 * Generate all registered decorations within the VoxelManip specified by `vm`.
1908 * `minetest.clear_objects()`
1909 * clear all objects in the environments
1910 * `minetest.delete_area(pos1, pos2)`
1911 * delete all mapblocks in the area from pos1 to pos2, inclusive
1912 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
1913 * Check if there is a direct line of sight between `pos1` and `pos2`
1914 * Returns the position of the blocking node when `false`
1915 * `pos1`: First position
1916 * `pos2`: Second position
1917 * `stepsize`: smaller gives more accurate results but requires more computing
1918 time. Default is `1`.
1919 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
1920 * returns table containing path
1921 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
1922 * `pos1`: start position
1923 * `pos2`: end position
1924 * `searchdistance`: number of blocks to search in each direction
1925 * `max_jump`: maximum height difference to consider walkable
1926 * `max_drop`: maximum height difference to consider droppable
1927 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
1928 * `minetest.spawn_tree (pos, {treedef})`
1929 * spawns L-System tree at given `pos` with definition in `treedef` table
1930 * `minetest.transforming_liquid_add(pos)`
1931 * add node to liquid update queue
1932 * `minetest.get_node_max_level(pos)`
1933 * get max available level for leveled node
1934 * `minetest.get_node_level(pos)`
1935 * get level of leveled node (water, snow)
1936 * `minetest.set_node_level(pos, level)`
1937 * set level of leveled node, default `level` equals `1`
1938 * if `totallevel > maxlevel`, returns rest (`total-max`).
1939 * `minetest.add_node_level(pos, level)`
1940 * increase level of leveled node by level, default `level` equals `1`
1941 * if `totallevel > maxlevel`, returns rest (`total-max`)
1942 * can be negative for decreasing
1945 `minetest.get_inventory(location)`: returns an `InvRef`
1948 * `{type="player", name="celeron55"}`
1949 * `{type="node", pos={x=, y=, z=}}`
1950 * `{type="detached", name="creative"}`
1951 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
1952 * callbacks: See "Detached inventory callbacks"
1953 * Creates a detached inventory. If it already exists, it is cleared.
1954 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
1955 returns left over ItemStack
1956 * See `minetest.item_eat` and `minetest.register_on_item_eat`
1959 * `minetest.show_formspec(playername, formname, formspec)`
1960 * `playername`: name of player to show formspec
1961 * `formname`: name passed to `on_player_receive_fields` callbacks.
1962 It should follow the `"modname:<whatever>"` naming convention
1963 * `formspec`: formspec to display
1964 * `minetest.formspec_escape(string)`: returns a string
1965 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1966 * `minetest.explode_table_event(string)`: returns a table
1967 * returns e.g. `{type="CHG", row=1, column=2}`
1969 * `"INV"`: no row selected)
1970 * `"CHG"`: selected)
1971 * `"DCL"`: double-click
1972 * `minetest.explode_textlist_event(string)`: returns a table
1973 * returns e.g. `{type="CHG", index=1}`
1975 * `"INV"`: no row selected)
1976 * `"CHG"`: selected)
1977 * `"DCL"`: double-click
1978 * `minetest.explode_scrollbar_event(string)`: returns a table
1979 * returns e.g. `{type="CHG", value=500}`
1981 * `"INV"`: something failed
1982 * `"CHG"`: has been changed
1983 * `"VAL"`: not changed
1986 * `minetest.inventorycube(img1, img2, img3)`
1987 * Returns a string for making an image of a cube (useful as an item image)
1988 * `minetest.get_pointed_thing_position(pointed_thing, above)`
1989 * Get position of a `pointed_thing` (that you can get from somewhere)
1990 * `minetest.dir_to_facedir(dir, is6d)`
1991 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
1992 * passing something non-`nil`/`false` for the optional second parameter causes it to
1993 take the y component into account
1994 * `minetest.facedir_to_dir(facedir)`
1995 * Convert a facedir back into a vector aimed directly out the "back" of a node
1996 * `minetest.dir_to_wallmounted(dir)`
1997 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
1998 * `minetest.get_node_drops(nodename, toolname)`
1999 * Returns list of item names.
2000 * **Note**: This will be removed or modified in a future version.
2001 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2002 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2003 * `input.width` = for example `3`
2004 * `input.items` = for example
2005 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2006 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2007 * `output.time` = a number, if unsuccessful: `0`
2008 * `decremented_input` = like `input`
2009 * `minetest.get_craft_recipe(output)`: returns input
2010 * returns last registered recipe for output item (node)
2011 * `output` is a node or item type such as `"default:torch"`
2012 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2013 * `input.width` = for example `3`
2014 * `input.items` = for example
2015 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2016 * `input.items` = `nil` if no recipe found
2017 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2018 * returns indexed table with all registered recipes for query item (node)
2019 or `nil` if no recipe was found
2020 * recipe entry table:
2022 method = 'normal' or 'cooking' or 'fuel'
2023 width = 0-3, 0 means shapeless recipe
2024 items = indexed [1-9] table with recipe items
2025 output = string with item name and quantity
2027 * Example query for `"default:gold_ingot"` will return table:
2029 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2030 items = {1 = "default:gold_lump"}},
2031 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2032 items = {1 = "default:goldblock"}}
2034 * `minetest.handle_node_drops(pos, drops, digger)`
2035 * `drops`: list of itemstrings
2036 * Handles drops from nodes after digging: Default action is to put them into
2038 * Can be overridden to get different functionality (e.g. dropping items on
2042 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2043 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2044 * Find who has done something to a node, or near a node
2045 * `actor`: `"player:<name>"`, also `"liquid"`.
2046 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2047 * Revert latest actions of someone
2048 * `actor`: `"player:<name>"`, also `"liquid"`.
2050 ### Defaults for the `on_*` item definition functions
2051 These functions return the leftover itemstack.
2053 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2054 * Place item as a node
2055 * `param2` overrides `facedir` and wallmounted `param2`
2056 * returns `itemstack, success`
2057 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2059 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2060 * Use one of the above based on what the item is.
2061 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2062 * **Note**: is not called when wielded item overrides `on_place`
2063 * `param2` overrides `facedir` and wallmounted `param2`
2064 * returns `itemstack, success`
2065 * `minetest.item_drop(itemstack, dropper, pos)`
2067 * `minetest.item_eat(hp_change, replace_with_item)`
2069 * `replace_with_item` is the itemstring which is added to the inventory.
2070 If the player is eating a stack, then replace_with_item goes to a
2071 different spot. Can be `nil`
2072 * See `minetest.do_item_eat`
2074 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2075 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2076 * Calls functions registered by `minetest.register_on_punchnode()`
2077 * `minetest.node_dig(pos, node, digger)`
2078 * Checks if node can be dug, puts item into inventory, removes node
2079 * Calls functions registered by `minetest.registered_on_dignodes()`
2082 * `minetest.sound_play(spec, parameters)`: returns a handle
2083 * `spec` is a `SimpleSoundSpec`
2084 * `parameters` is a sound parameter table
2085 * `minetest.sound_stop(handle)`
2088 * `minetest.after(time, func, ...)`
2089 * Call the function `func` after `time` seconds
2090 * Optional: Variable number of arguments that are passed to `func`
2093 * `minetest.request_shutdown()`: request for server shutdown
2094 * `minetest.get_server_status()`: returns server status string
2097 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2098 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2099 * `minetest.ban_player(name)`: ban a player
2100 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2101 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2104 * `minetest.add_particle(particle definition)`
2105 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2106 size, collisiondetection, texture, playername)`
2108 * `minetest.add_particlespawner(particlespawner definition)`
2109 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2111 * `Deprecated: minetest.add_particlespawner(amount, time,
2115 minexptime, maxexptime,
2117 collisiondetection, texture, playername)`
2119 * `minetest.delete_particlespawner(id, player)``
2120 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2121 * If playername is specified, only deletes on the player's client,
2122 * otherwise on all clients
2125 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2126 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2127 * Apply the specified probability values to the specified nodes in `probability_list`.
2128 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2129 * `pos` is the 3D vector specifying the absolute coordinates of the
2130 node being modified,
2131 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2132 * If there are two or more entries with the same pos value, the
2134 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2135 * If `probability_list` equals `nil`, no probabilities are applied.
2136 * Slice probability works in the same manner, except takes a field
2137 called `ypos` instead which
2138 indicates the y position of the slice with a probability applied.
2139 * If slice probability list equals `nil`, no slice probabilities are applied.
2140 * Saves schematic in the Minetest Schematic format to filename.
2142 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2143 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2144 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2145 * If the `rotation` parameter is omitted, the schematic is not rotated.
2146 * `replacements` = `{["old_name"] = "convert_to", ...}`
2147 * `force_placement` is a boolean indicating whether nodes other than `air` and
2148 `ignore` are replaced by the schematic
2151 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2152 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2153 * Gives a unique hash number for a node position (16+16+16=48bit)
2154 * `minetest.get_position_from_hash(hash)`: returns a position
2155 * Inverse transform of `minetest.hash_node_position`
2156 * `minetest.get_item_group(name, group)`: returns a rating
2157 * Get rating of a group of an item. (`0` means: not in group)
2158 * `minetest.get_node_group(name, group)`: returns a rating
2159 * Deprecated: An alias for the former.
2160 * `minetest.get_content_id(name)`: returns an integer
2161 * Gets the internal content ID of `name`
2162 * `minetest.get_name_from_content_id(content_id)`: returns a string
2163 * Gets the name of the content with that content ID
2164 * `minetest.parse_json(string[, nullvalue])`: returns something
2165 * Convert a string containing JSON data into the Lua equivalent
2166 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2167 * On success returns a table, a string, a number, a boolean or `nullvalue`
2168 * On failure outputs an error message and returns `nil`
2169 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2170 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2171 * Convert a Lua table into a JSON string
2172 * styled: Outputs in a human-readable format if this is set, defaults to false
2173 * Unserializable things like functions and userdata are saved as null.
2174 * **Warning**: JSON is more strict than the Lua table format.
2175 1. You can only use strings and positive integers of at least one as keys.
2176 2. You can not mix string and integer keys.
2177 This is due to the fact that JSON has two distinct array and object values.
2178 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2179 * `minetest.serialize(table)`: returns a string
2180 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2181 into string form readable by `minetest.deserialize`
2182 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2183 * `minetest.deserialize(string)`: returns a table
2184 * Convert a string returned by `minetest.deserialize` into a table
2185 * `string` is loaded in an empty sandbox environment.
2186 * Will load functions, but they cannot access the global environment.
2187 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2188 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2189 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2190 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2191 * Compress a string of data.
2192 * `method` is a string identifying the compression method to be used.
2193 * Supported compression methods:
2194 * Deflate (zlib): `"deflate"`
2195 * `...` indicates method-specific arguments. Currently defined arguments are:
2196 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2197 * `minetest.decompress(compressed_data, method, ...)`: returns data
2198 * Decompress a string of data (using ZLib).
2199 * See documentation on `minetest.compress()` for supported compression methods.
2200 * currently supported.
2201 * `...` indicates method-specific arguments. Currently, no methods use this.
2202 * `minetest.is_protected(pos, name)`: returns boolean
2203 * This function should be overridden by protection mods and should be used to
2204 check if a player can interact at a position.
2205 * This function should call the old version of itself if the position is not
2206 protected by the mod.
2209 local old_is_protected = minetest.is_protected
2210 function minetest.is_protected(pos, name)
2211 if mymod:position_protected_from(pos, name) then
2214 return old_is_protected(pos, name)
2216 * `minetest.record_protection_violation(pos, name)`
2217 * This function calls functions registered with
2218 `minetest.register_on_protection_violation`.
2219 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2220 * Attempt to predict the desired orientation of the facedir-capable node
2221 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2222 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2223 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2224 is an optional table containing extra tweaks to the placement code:
2225 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2226 orientation on the wall.
2227 * `force_wall` : if `true`, always place the node in wall orientation.
2228 * `force_ceiling`: if `true`, always place on the ceiling.
2229 * `force_floor`: if `true`, always place the node on the floor.
2230 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2231 the floor or ceiling
2232 * The first four options are mutually-exclusive; the last in the list takes
2233 precedence over the first.
2237 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2238 * calls `rotate_and_place()` with infinitestacks set according to the state of
2239 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2242 * `minetest.forceload_block(pos)`
2243 * forceloads the position `pos`.
2244 * returns `true` if area could be forceloaded
2246 * `minetest.forceload_free_block(pos)`
2247 * stops forceloading the position `pos`
2249 Please note that forceloaded areas are saved when the server restarts.
2252 * `minetest.env`: `EnvRef` of the server environment and world.
2253 * Any function in the minetest namespace can be called using the syntax
2254 `minetest.env:somefunction(somearguments)`
2255 instead of `minetest.somefunction(somearguments)`
2256 * Deprecated, but support is not to be dropped soon
2259 * `minetest.registered_items`
2260 * Map of registered items, indexed by name
2261 * `minetest.registered_nodes`
2262 * Map of registered node definitions, indexed by name
2263 * `minetest.registered_craftitems`
2264 * Map of registered craft item definitions, indexed by name
2265 * `minetest.registered_tools`
2266 * Map of registered tool definitions, indexed by name
2267 * `minetest.registered_entities`
2268 * Map of registered entity prototypes, indexed by name
2269 * `minetest.object_refs`
2270 * Map of object references, indexed by active object id
2271 * `minetest.luaentities`
2272 * Map of Lua entities, indexed by active object id
2273 * `minetest.registered_ores`
2274 * List of registered ore definitions.
2275 * `minetest.registered_decorations`
2276 * List of registered decoration definitions.
2282 Node metadata: reference extra data and functionality stored in a node.
2283 Can be gotten via `minetest.get_meta(pos)`.
2286 * `set_string(name, value)`
2287 * `get_string(name)`
2288 * `set_int(name, value)`
2290 * `set_float(name, value)`
2292 * `get_inventory()`: returns `InvRef`
2293 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2294 * `from_table(nil or {})`
2295 * See "Node Metadata"
2298 Node Timers: a high resolution persistent per-node timer.
2299 Can be gotten via `minetest.get_node_timer(pos)`.
2302 * `set(timeout,elapsed)`
2303 * set a timer's state
2304 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2305 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2306 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2309 * equivalent to `set(timeout,0)`
2312 * `get_timeout()`: returns current timeout in seconds
2313 * if `timeout` equals `0`, timer is inactive
2314 * `get_elapsed()`: returns current elapsed time in seconds
2315 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2316 * `is_started()`: returns boolean state of timer
2317 * returns `true` if timer is started, otherwise `false`
2320 Moving things in the game are generally these.
2322 This is basically a reference to a C++ `ServerActiveObject`
2325 * `remove()`: remove object (after returning from Lua)
2326 * Note: Doesn't work on players, use minetest.kick_player instead
2327 * `getpos()`: returns `{x=num, y=num, z=num}`
2328 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2329 * `moveto(pos, continuous=false)`: interpolated move
2330 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2331 * `puncher` = another `ObjectRef`,
2332 * `time_from_last_punch` = time since last punch action of the puncher
2333 * `direction`: can be `nil`
2334 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2335 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2336 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2337 * `get_inventory()`: returns an `InvRef`
2338 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2339 * `get_wield_index()`: returns the index of the wielded item
2340 * `get_wielded_item()`: returns an `ItemStack`
2341 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2342 * `set_armor_groups({group1=rating, group2=rating, ...})`
2343 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
2344 * `set_attach(parent, bone, position, rotation)`
2346 * `position`: `{x=num, y=num, z=num}` (relative)
2347 * `rotation`: `{x=num, y=num, z=num}`
2349 * `set_bone_position(bone, position, rotation)`
2351 * `position`: `{x=num, y=num, z=num}` (relative)
2352 * `rotation`: `{x=num, y=num, z=num}`
2353 * `set_properties(object property table)`
2355 ##### LuaEntitySAO-only (no-op for other objects)
2356 * `setvelocity({x=num, y=num, z=num})`
2357 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2358 * `setacceleration({x=num, y=num, z=num})`
2359 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2361 * `getyaw()`: returns number in radians
2362 * `settexturemod(mod)`
2363 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2364 select_horiz_by_yawpitch=false)`
2365 * Select sprite from spritesheet with optional animation and DM-style
2366 texture selection based on yaw relative to camera
2367 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2370 ##### Player-only (no-op for other objects)
2371 * `is_player()`: true for players, false for others
2372 * `get_player_name()`: returns `""` if is not a player
2373 * `get_look_dir()`: get camera direction as a unit vector
2374 * `get_look_pitch()`: pitch in radians
2375 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2376 * `set_look_pitch(radians)`: sets look pitch
2377 * `set_look_yaw(radians)`: sets look yaw
2378 * `get_breath()`: returns players breath
2379 * `set_breath(value)`: sets players breath
2381 * `0`: player is drowning,
2382 * `1`-`10`: remaining number of bubbles
2383 * `11`: bubbles bar is not shown
2384 * `set_inventory_formspec(formspec)`
2385 * Redefine player's inventory form
2386 * Should usually be called in on_joinplayer
2387 * `get_inventory_formspec()`: returns a formspec string
2388 * `get_player_control()`: returns table with player pressed keys
2389 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2390 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2391 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2392 * `set_physics_override(override_table)`
2393 * `override_table` is a table with the following fields:
2394 * `speed`: multiplier to default walking speed value (default: `1`)
2395 * `jump`: multiplier to default jump value (default: `1`)
2396 * `gravity`: multiplier to default gravity value (default: `1`)
2397 * `sneak`: whether player can sneak (default: `true`)
2398 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2399 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2401 * `hud_remove(id)`: remove the HUD element of the specified id
2402 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2403 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2404 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2405 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2406 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`
2407 * pass a table containing a `true`/`false` value of each flag to be set or unset
2408 * if a flag equals `nil`, the flag is not modified
2409 * `hud_get_flags()`: returns a table containing status of hud flags
2410 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
2411 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2412 * `count`: number of items, must be between `1` and `23`
2413 * `hud_set_hotbar_image(texturename)`
2414 * sets background image for hotbar
2415 * `hud_set_hotbar_selected_image(texturename)`
2416 * sets image for selected item of hotbar
2417 * `hud_replace_builtin(name, hud_definition)`
2418 * replace definition of a builtin hud element
2419 * `name`: `"breath"` or `"health"`
2420 * `hud_definition`: definition to replace builtin definition
2421 * `set_sky(bgcolor, type, {texture names})`
2422 * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
2424 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2425 * `"skybox"`: Uses 6 textures, `bgcolor` used
2426 * `"plain"`: Uses 0 textures, `bgcolor` used
2427 * **Note**: currently does not work directly in `on_joinplayer`; use
2428 `minetest.after(0)` in there.
2429 * `override_day_night_ratio(ratio or nil)`
2430 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2431 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2432 * `set_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)`
2434 set animation for player model in third person view
2436 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2437 {x=168, y=187}, -- < walk animation key frames
2438 {x=189, y=198}, -- < dig animation key frames
2439 {x=200, y=219}, -- < walk+dig animation key frames
2440 frame_speed=30): -- < animation frame speed
2442 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2443 * in first person view
2444 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2447 An `InvRef` is a reference to an inventory.
2450 * `is_empty(listname)`: return `true` if list is empty
2451 * `get_size(listname)`: get size of a list
2452 * `set_size(listname, size)`: set size of a list
2453 * returns `false` on error (e.g. invalid `listname` or `size`)
2454 * `get_width(listname)`: get width of a list
2455 * `set_width(listname, width)`: set width of list; currently used for crafting
2456 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2457 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2458 * `get_list(listname)`: return full list
2459 * `set_list(listname, list)`: set full list (size will not change)
2460 * `get_lists()`: returns list of inventory lists
2461 * `set_lists(lists)`: sets inventory lists (size will not change)
2462 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2463 * `room_for_item(listname, stack):` returns `true` if the stack of items
2464 can be fully added to the list
2465 * `contains_item(listname, stack)`: returns `true` if the stack of items
2466 can be fully taken from the list
2467 * `remove_item(listname, stack)`: take as many items as specified from the list,
2468 returns the items that were actually removed (as an `ItemStack`) -- note that
2469 any item metadata is ignored, so attempting to remove a specific unique
2470 item this way will likely remove the wrong one -- to do that use `set_stack`
2471 with an empty `ItemStack`
2472 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2473 * returns `{type="undefined"}` in case location is not known
2476 An `ItemStack` is a stack of items.
2478 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2479 an itemstring, a table or `nil`.
2482 * `is_empty()`: Returns `true` if stack is empty.
2483 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2484 * `set_name(item_name)`: Returns boolean success.
2485 Clears item on failure.
2486 * `get_count()`: Returns number of items on the stack.
2487 * `set_count(count)`
2488 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2489 * `set_wear(wear)`: Returns boolean success.
2490 Clears item on failure.
2491 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2492 * `set_metadata(metadata)`: Returns true.
2493 * `clear()`: removes all items from the stack, making it empty.
2494 * `replace(item)`: replace the contents of this stack.
2495 * `item` can also be an itemstring or table.
2496 * `to_string()`: Returns the stack in itemstring form.
2497 * `to_table()`: Returns the stack in Lua table form.
2498 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2499 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2500 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2501 * `get_definition()`: Returns the item definition table.
2502 * `get_tool_capabilities()`: Returns the digging properties of the item,
2503 or those of the hand if none are defined for this item type
2504 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2505 * `add_item(item)`: Put some item or stack onto this stack.
2506 Returns leftover `ItemStack`.
2507 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2509 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2510 Returns taken `ItemStack`.
2511 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2512 Returns taken `ItemStack`.
2515 A pseudorandom number generator.
2517 It can be created via `PseudoRandom(seed)`.
2520 * `next()`: return next integer random number [`0`...`32767`]
2521 * `next(min, max)`: return next integer random number [`min`...`max`]
2522 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2523 due to the simple implementation making bad distribution otherwise.
2526 A perlin noise generator.
2527 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2528 or `PerlinNoise(noiseparams)`.
2529 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2530 or `minetest.get_perlin(noiseparams)`.
2533 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2534 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2536 ### `PerlinNoiseMap`
2537 A fast, bulk perlin noise generator.
2539 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2540 `minetest.get_perlin_map(noiseparams, size)`.
2542 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2543 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2547 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2548 with values starting at `pos={x=,y=}`
2549 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2550 of 3D noise with values starting at `pos={x=,y=,z=}`
2551 * `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
2552 with values starting at `pos={x=,y=}`
2553 * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
2556 An interface to the `MapVoxelManipulator` for Lua.
2558 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2559 The map will be pre-loaded if two positions are passed to either.
2562 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
2563 region formed by `p1` and `p2`.
2564 * returns actual emerged `pmin`, actual emerged `pmax`
2565 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2566 * **important**: data must be set using `VoxelManip:set_data` before calling this
2567 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2568 the `VoxelManip` at that position
2569 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2571 * `get_data()`: Gets the data read into the `VoxelManip` object
2572 * returns raw node data is in the form of an array of node content IDs
2573 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2574 * `update_map()`: Update map after writing chunk back to map.
2575 * To be used only by `VoxelManip` objects created by the mod itself;
2576 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
2577 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2578 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2579 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2580 * (`p1`, `p2`) is the area in which lighting is set;
2581 defaults to the whole area if left out
2582 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2583 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2584 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2585 * `light = day + (night * 16)`
2586 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
2588 * expects lighting data in the same format that `get_light_data()` returns
2589 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2590 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2591 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2592 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2593 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
2595 * `update_liquids()`: Update liquid flow
2596 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
2597 had been modified since the last read from map, due to a call to
2598 `minetest.set_data()` on the loaded area elsewhere
2599 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2602 A helper class for voxel areas.
2603 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2604 The coordinates are *inclusive*, like most other things in Minetest.
2607 * `getExtent()`: returns a 3D vector containing the size of the area formed by
2608 `MinEdge` and `MaxEdge`
2609 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2610 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2611 * useful for things like `VoxelManip`, raw Schematic specifiers,
2612 `PerlinNoiseMap:get2d`/`3dMap`, and so on
2613 * `indexp(p)`: same as above, except takes a vector
2614 * `position(i)`: returns the absolute position vector corresponding to index `i`
2615 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2616 * `containsp(p)`: same as above, except takes a vector
2617 * `containsi(i)`: same as above, except takes an index `i`
2618 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2619 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2620 * `iterp(minp, maxp)`: same as above, except takes a vector
2623 An interface to read config files in the format of `minetest.conf`.
2625 It can be created via `Settings(filename)`.
2628 * `get(key)`: returns a value
2629 * `get_bool(key)`: returns a boolean
2631 * `remove(key)`: returns a boolean (`true` for success)
2632 * `get_names()`: returns `{key1,...}`
2633 * `write()`: returns a boolean (`true` for success)
2634 * write changes to file
2635 * `to_table()`: returns `{[key1]=value1,...}`
2639 A mapgen object is a construct used in map generation. Mapgen objects can be used
2640 by an `on_generate` callback to speed up operations by avoiding unnecessary
2641 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
2642 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
2643 was called outside of an `on_generate()` callback, `nil` is returned.
2645 The following Mapgen objects are currently available:
2648 This returns three values; the `VoxelManip` object to be used, minimum and maximum
2649 emerged position, in that order. All mapgens support this object.
2652 Returns an array containing the y coordinates of the ground levels of nodes in
2653 the most recently generated chunk by the current mapgen.
2656 Returns an array containing the biome IDs of nodes in the most recently
2657 generated chunk by the current mapgen.
2660 Returns an array containing the temperature values of nodes in the most
2661 recently generated chunk by the current mapgen.
2664 Returns an array containing the humidity values of nodes in the most recently
2665 generated chunk by the current mapgen.
2668 Returns a table mapping requested generation notification types to arrays of
2669 positions at which the corresponding generated structures are located at within
2670 the current chunk. To set the capture of positions of interest to be recorded
2671 on generate, use `minetest.set_gen_notify()`.
2673 Possible fields of the table returned are:
2679 * `large_cave_begin`
2683 Decorations have a key in the format of `"decoration#id"`, where `id` is the
2684 numeric unique decoration ID.
2688 * Functions receive a "luaentity" as `self`:
2689 * It has the member `.name`, which is the registered name `("mod:thing")`
2690 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2691 * The original prototype stuff is visible directly via a metatable
2693 * `on_activate(self, staticdata)`
2694 * Called when the object is instantiated.
2695 * `on_step(self, dtime)`
2696 * Called on every server tick, after movement and collision processing.
2697 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2699 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2700 * Called when somebody punches the object.
2701 * Note that you probably want to handle most punches using the
2702 automatic armor group system.
2703 * `puncher`: an `ObjectRef` (can be `nil`)
2704 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2705 * `tool_capabilities`: capability table of used tool (can be `nil`)
2706 * `dir`: unit vector of direction of punch. Always defined. Points from
2707 the puncher to the punched.
2708 * `on_rightclick(self, clicker)`
2709 * `get_staticdata(self)`
2710 * Should return a string that will be passed to `on_activate` when
2711 the object is instantiated the next time.
2719 axiom, --string initial tree axiom
2720 rules_a, --string rules set A
2721 rules_b, --string rules set B
2722 rules_c, --string rules set C
2723 rules_d, --string rules set D
2724 trunk, --string trunk node name
2725 leaves, --string leaves node name
2726 leaves2, --string secondary leaves node name
2727 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2728 angle, --num angle in deg
2729 iterations, --num max # of iterations, usually 2 -5
2730 random_level, --num factor to lower nr of iterations, usually 0 - 3
2731 trunk_type, --string single/double/crossed) type of trunk: 1 node,
2732 -- 2x2 nodes or 3x3 in cross shape
2733 thin_branches, --boolean true -> use thin (1 node) branches
2734 fruit, --string fruit node name
2735 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2736 seed, --num random seed; if no seed is provided, the engine will create one
2739 ### Key for Special L-System Symbols used in Axioms
2741 * `G`: move forward one unit with the pen up
2742 * `F`: move forward one unit with the pen down drawing trunks and branches
2743 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2744 * `T`: move forward one unit with the pen down drawing trunks only
2745 * `R`: move forward one unit with the pen down placing fruit
2746 * `A`: replace with rules set A
2747 * `B`: replace with rules set B
2748 * `C`: replace with rules set C
2749 * `D`: replace with rules set D
2750 * `a`: replace with rules set A, chance 90%
2751 * `b`: replace with rules set B, chance 80%
2752 * `c`: replace with rules set C, chance 70%
2753 * `d`: replace with rules set D, chance 60%
2754 * `+`: yaw the turtle right by `angle` parameter
2755 * `-`: yaw the turtle left by `angle` parameter
2756 * `&`: pitch the turtle down by `angle` parameter
2757 * `^`: pitch the turtle up by `angle` parameter
2758 * `/`: roll the turtle to the right by `angle` parameter
2759 * `*`: roll the turtle to the left by `angle` parameter
2760 * `[`: save in stack current state info
2761 * `]`: recover from stack state info
2764 Spawn a small apple tree:
2766 pos = {x=230,y=20,z=4}
2769 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2770 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2771 trunk="default:tree",
2772 leaves="default:leaves",
2776 trunk_type="single",
2779 fruit="default:apple"
2781 minetest.spawn_tree(pos,apple_tree)
2786 ### Object Properties
2791 collide_with_objects = true, -- collide with other objects if physical=true
2793 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2794 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2795 visual_size = {x=1, y=1},
2797 textures = {}, -- number of required textures depends on visual
2798 colors = {}, -- number of required colors depends on visual
2799 spritediv = {x=1, y=1},
2800 initial_sprite_basepos = {x=0, y=0},
2802 makes_footstep_sound = false,
2803 automatic_rotate = false,
2805 automatic_face_movement_dir = 0.0,
2806 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
2809 ### Entity definition (`register_entity`)
2812 -- Deprecated: Everything in object properties is read directly from here
2814 initial_properties = --[[<initial object properties>]],
2816 on_activate = function(self, staticdata, dtime_s),
2817 on_step = function(self, dtime),
2818 on_punch = function(self, hitter),
2819 on_rightclick = function(self, clicker),
2820 get_staticdata = function(self),
2821 -- ^ Called sometimes; the string returned is passed to on_activate when
2822 -- the entity is re-activated from static state
2824 -- Also you can define arbitrary member variables here
2825 myvariable = whatever,
2828 ### ABM (ActiveBlockModifier) definition (`register_abm`)
2831 -- In the following two fields, also group:groupname will work.
2832 nodenames = {"default:lava_source"},
2833 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2834 -- ^ If left out or empty, any neighbor will do
2835 interval = 1.0, -- (operation interval)
2836 chance = 1, -- (chance of trigger is 1.0/this)
2837 action = func(pos, node, active_object_count, active_object_count_wider),
2840 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
2843 description = "Steel Axe",
2844 groups = {}, -- key=name, value=rating; rating=1..3.
2845 if rating not applicable, use 1.
2846 e.g. {wool=1, fluffy=3}
2847 {soil=2, outerspace=1, crumbly=1}
2848 {bendy=2, snappy=1},
2849 {hard=1, metal=1, spikes=1}
2850 inventory_image = "default_tool_steelaxe.png",
2852 wield_scale = {x=1,y=1,z=1},
2855 liquids_pointable = false,
2856 tool_capabilities = {
2857 full_punch_interval = 1.0,
2861 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2862 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2864 damage_groups = {groupname=damage},
2866 node_placement_prediction = nil,
2868 ^ If nil and item is node, prediction is made automatically
2869 ^ If nil and item is not a node, no prediction is made
2870 ^ If "" and item is anything, no prediction is made
2871 ^ Otherwise should be name of node which the client immediately places
2872 on ground when the player places the item. Server will always update
2873 actual result to client in a short moment.
2876 place = --[[<SimpleSoundSpec>]],
2879 on_place = func(itemstack, placer, pointed_thing),
2881 ^ Shall place item and return the leftover itemstack
2882 ^ default: minetest.item_place ]]
2883 on_drop = func(itemstack, dropper, pos),
2885 ^ Shall drop item and return the leftover itemstack
2886 ^ default: minetest.item_drop ]]
2887 on_use = func(itemstack, user, pointed_thing),
2890 ^ Function must return either nil if no item shall be removed from
2891 inventory, or an itemstack to replace the original itemstack.
2892 e.g. itemstack:take_item(); return itemstack
2893 ^ Otherwise, the function is free to do what it wants.
2894 ^ The default functions handle regular use cases.
2896 after_use = func(itemstack, user, node, digparams),
2899 ^ If defined, should return an itemstack and will be called instead of
2900 wearing out the tool. If returns nil, does nothing.
2901 If after_use doesn't exist, it is the same as:
2902 function(itemstack, user, node, digparams)
2903 itemstack:add_wear(digparams.wear)
2911 * `{name="image.png", animation={Tile Animation definition}}`
2912 * `{name="image.png", backface_culling=bool}`
2913 * backface culling only supported in special tiles
2914 * deprecated, yet still supported field names:
2917 ### Tile animation definition
2918 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
2920 ### Node definition (`register_node`)
2923 -- <all fields allowed in item definitions>,
2925 drawtype = "normal", -- See "Node drawtypes"
2926 visual_scale = 1.0, --[[
2927 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2928 ^ For plantlike, the image will start at the bottom of the node; for the
2929 ^ other drawtypes, the image will be centered on the node.
2930 ^ Note that positioning for "torchlike" may still change. ]]
2931 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
2932 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2933 ^ List can be shortened to needed length ]]
2934 special_tiles = {tile definition 1, Tile definition 2}, --[[
2935 ^ Special textures of node; used rarely (old field name: special_materials)
2936 ^ List can be shortened to needed length ]]
2938 use_texture_alpha = false, -- Use texture's alpha channel
2939 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2940 paramtype = "none", -- See "Nodes" --[[
2941 ^ paramtype = "light" allows light to propagate from or through the node with light value
2942 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
2943 paramtype2 = "none", -- See "Nodes"
2944 is_ground_content = true, -- If false, the cave generator will not carve through this
2945 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2946 walkable = true, -- If true, objects collide with node
2947 pointable = true, -- If true, can be pointed at
2948 diggable = true, -- If false, can never be dug
2949 climbable = false, -- If true, can be climbed on (ladder)
2950 buildable_to = false, -- If true, placed nodes can replace this node
2951 liquidtype = "none", -- "none"/"source"/"flowing"
2952 liquid_alternative_flowing = "", -- Flowing version of source liquid
2953 liquid_alternative_source = "", -- Source version of flowing liquid
2954 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2955 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2957 ^ Block contains level in param2. Value is default level, used for snow.
2958 ^ Don't forget to use "leveled" type nodebox. ]]
2959 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2960 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2961 light_source = 0, -- Amount of light emitted by node
2962 damage_per_second = 0, -- If player is inside node, this damage is caused
2963 node_box = {type="regular"}, -- See "Node boxes"
2965 selection_box = {type="regular"}, -- See "Node boxes" --[[
2966 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
2967 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2968 legacy_wallmounted = false, -- Support maps made in and before January 2012
2970 footstep = <SimpleSoundSpec>,
2971 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2972 dug = <SimpleSoundSpec>,
2973 place = <SimpleSoundSpec>,
2975 drop = "", -- Name of dropped node when dug. Default is the node itself.
2978 max_items = 1, -- Maximum number of items to drop.
2979 items = { -- Choose max_items randomly from this list.
2981 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
2982 rarity = 1, -- Probability of getting is 1 / rarity.
2987 on_construct = func(pos), --[[
2988 ^ Node constructor; always called after adding node
2989 ^ Can set up metadata and stuff like that
2991 on_destruct = func(pos), --[[
2992 ^ Node destructor; always called before removing node
2994 after_destruct = func(pos, oldnode), --[[
2995 ^ Node destructor; always called after removing node
2998 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
2999 ^ Called after constructing node when node was placed using
3000 minetest.item_place_node / minetest.place_node
3001 ^ If return true no item is taken from itemstack
3003 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3004 ^ oldmetadata is in table format
3005 ^ Called after destructing node when node was dug using
3006 minetest.node_dig / minetest.dig_node
3008 can_dig = function(pos,player) --[[
3009 ^ returns true if node can be dug, or false if not
3012 on_punch = func(pos, node, puncher, pointed_thing), --[[
3013 ^ default: minetest.node_punch
3014 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3015 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3017 ^ if defined, itemstack will hold clicker's wielded item
3018 ^ Shall return the leftover itemstack
3019 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3021 on_dig = func(pos, node, digger), --[[
3022 ^ default: minetest.node_dig
3023 ^ By default: checks privileges, wears out tool and removes node ]]
3025 on_timer = function(pos,elapsed), --[[
3027 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3028 ^ elapsed is the total time passed since the timer was started
3029 ^ return true to run the timer for another cycle with the same timeout value ]]
3031 on_receive_fields = func(pos, formname, fields, sender), --[[
3032 ^ fields = {name1 = value1, name2 = value2, ...}
3033 ^ Called when an UI form (e.g. sign text input) returns data
3036 allow_metadata_inventory_move = func(pos, from_list, from_index,
3037 to_list, to_index, count, player), --[[
3038 ^ Called when a player wants to move items inside the inventory
3039 ^ Return value: number of items allowed to move ]]
3041 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3042 ^ Called when a player wants to put something into the inventory
3043 ^ Return value: number of items allowed to put
3044 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3046 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3047 ^ Called when a player wants to take something out of the inventory
3048 ^ Return value: number of items allowed to take
3049 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3051 on_metadata_inventory_move = func(pos, from_list, from_index,
3052 to_list, to_index, count, player),
3053 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3054 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3055 ^ Called after the actual action has happened, according to what was allowed.
3056 ^ No return value ]]
3058 on_blast = func(pos, intensity), --[[
3059 ^ intensity: 1.0 = mid range of regular TNT
3060 ^ If defined, called when an explosion touches the node, instead of
3061 removing the node ]]
3064 ### Recipe for `register_craft` (shaped)
3067 output = 'default:pick_stone',
3069 {'default:cobble', 'default:cobble', 'default:cobble'},
3070 {'', 'default:stick', ''},
3071 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3073 replacements = --[[<optional list of item pairs,
3074 replace one input item with another item on crafting>]]
3077 ### Recipe for `register_craft` (shapeless)
3081 output = 'mushrooms:mushroom_stew',
3084 "mushrooms:mushroom_brown",
3085 "mushrooms:mushroom_red",
3087 replacements = --[[<optional list of item pairs,
3088 replace one input item with another item on crafting>]]
3091 ### Recipe for `register_craft` (tool repair)
3094 type = "toolrepair",
3095 additional_wear = -0.02,
3098 ### Recipe for `register_craft` (cooking)
3102 output = "default:glass",
3103 recipe = "default:sand",
3107 ### Recipe for `register_craft` (furnace fuel)
3111 recipe = "default:leaves",
3115 ### Ore definition (`register_ore`)
3118 ore_type = "scatter", -- See "Ore types"
3119 ore = "default:stone_with_coal",
3120 wherein = "default:stone",
3121 -- ^ a list of nodenames is supported too
3122 clust_scarcity = 8*8*8,
3123 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3124 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3126 -- ^ Number of ores in a cluster
3128 -- ^ Size of the bounding box of the cluster
3129 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3133 -- ^ Attributes for this ore generation
3134 noise_threshhold = 0.5,
3135 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3136 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3137 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3138 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3139 random_factor = 1.0,
3140 -- ^ Multiplier of the randomness contribution to the noise value at any
3141 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3142 -- ^ This parameter is only valid for ore_type == "vein".
3145 ### Decoration definition (`register_decoration`)
3148 deco_type = "simple", -- See "Decoration types"
3149 place_on = "default:dirt_with_grass",
3150 -- ^ Node that decoration can be placed on
3152 -- ^ Size of divisions made in the chunk being generated.
3153 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3155 -- ^ Ratio of the area to be uniformly filled by the decoration.
3156 -- ^ Used only if noise_params is not specified.
3157 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3158 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3159 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3160 biomes = {"Oceanside", "Hills", "Plains"},
3161 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3162 -- ^ and ignored if the Mapgen being used does not support biomes.
3165 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3166 -- ^ This parameter refers to the `y` position of the decoration base, so
3167 -- the actual maximum height would be `height_max + size.Y`.
3169 ----- Simple-type parameters
3170 decoration = "default:grass",
3171 -- ^ The node name used as the decoration.
3172 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3174 -- ^ Number of nodes high the decoration is made.
3175 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3177 -- ^ Number of nodes the decoration can be at maximum.
3178 -- ^ If absent, the parameter 'height' is used as a constant.
3179 spawn_by = "default:water",
3180 -- ^ Node that the decoration only spawns next to, in a 1-node square radius.
3182 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3183 -- ^ If absent or -1, decorations occur next to any nodes.
3185 ----- Schematic-type parameters
3186 schematic = "foobar.mts",
3187 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3188 -- ^ specified Minetest schematic file.
3189 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3190 -- ^ and an optional table yslice_prob:
3192 size = {x=4, y=6, z=4},
3194 {name="cobble", param1=255, param2=0},
3195 {name="dirt_with_grass", param1=255, param2=0},
3204 -- ^ See 'Schematic specifier' for details.
3205 replacements = {["oldname"] = "convert_to", ...},
3206 flags = "place_center_x, place_center_z",
3207 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3208 rotation = "90" -- rotate schematic 90 degrees on placement
3209 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3212 ### Chat command definition (`register_chatcommand`)
3215 params = "<name> <privilege>", -- Short parameter description
3216 description = "Remove privilege from player", -- Full description
3217 privs = {privs=true}, -- Require the "privs" privilege to run
3218 func = function(name, param), -- Called when command is run.
3219 -- Returns boolean success and text output.
3222 ### Detached inventory callbacks
3225 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3226 -- ^ Called when a player wants to move items inside the inventory
3227 -- ^ Return value: number of items allowed to move
3229 allow_put = func(inv, listname, index, stack, player),
3230 -- ^ Called when a player wants to put something into the inventory
3231 -- ^ Return value: number of items allowed to put
3232 -- ^ Return value: -1: Allow and don't modify item count in inventory
3234 allow_take = func(inv, listname, index, stack, player),
3235 -- ^ Called when a player wants to take something out of the inventory
3236 -- ^ Return value: number of items allowed to take
3237 -- ^ Return value: -1: Allow and don't modify item count in inventory
3239 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3240 on_put = func(inv, listname, index, stack, player),
3241 on_take = func(inv, listname, index, stack, player),
3242 -- ^ Called after the actual action has happened, according to what was allowed.
3243 -- ^ No return value
3246 ### HUD Definition (`hud_add`, `hud_get`)
3249 hud_elem_type = "image", -- see HUD element types
3250 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3251 position = {x=0.5, y=0.5},
3252 -- ^ Left corner position of element
3258 -- ^ Selected item in inventory. 0 for no item selected.
3260 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3261 alignment = {x=0, y=0},
3262 -- ^ See "HUD Element Types"
3263 offset = {x=0, y=0},
3264 -- ^ See "HUD Element Types"
3265 size = { x=100, y=100 },
3266 -- ^ Size of element in pixels
3269 ### Particle definition (`add_particle`)
3272 pos = {x=0, y=0, z=0},
3273 velocity = {x=0, y=0, z=0},
3274 acceleration = {x=0, y=0, z=0},
3275 -- ^ Spawn particle at pos with velocity and acceleration
3277 -- ^ Disappears after expirationtime seconds
3279 collisiondetection = false,
3280 -- ^ collisiondetection: if true collides with physical objects
3282 -- ^ vertical: if true faces player using y axis only
3283 texture = "image.png",
3284 -- ^ Uses texture (string)
3285 playername = "singleplayer"
3286 -- ^ optional, if specified spawns particle only on the player's client
3289 ### `ParticleSpawner` definition (`add_particlespawner`)
3294 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3295 minpos = {x=0, y=0, z=0},
3296 maxpos = {x=0, y=0, z=0},
3297 minvel = {x=0, y=0, z=0},
3298 maxvel = {x=0, y=0, z=0},
3299 minacc = {x=0, y=0, z=0},
3300 maxacc = {x=0, y=0, z=0},
3305 -- ^ The particle's properties are random values in between the bounds:
3306 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3307 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3308 collisiondetection = false,
3309 -- ^ collisiondetection: if true uses collision detection
3311 -- ^ vertical: if true faces player using y axis only
3312 texture = "image.png",
3313 -- ^ Uses texture (string)
3314 playername = "singleplayer"
3315 -- ^ Playername is optional, if specified spawns particle only on the player's client