1 Minetest Lua Modding API Reference 0.4.15
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 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[sheet:<w>x<h>:<x>,<y>`
407 Retrieves a tile at position x,y from the base image
408 which it assumes to be a tilesheet with dimensions w,h.
411 #### `[colorize:<color>:<ratio>`
412 Colorize the textures with the given color.
413 `<color>` is specified as a `ColorString`.
414 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
415 it is an int, then it specifies how far to interpolate between the
416 colors where 0 is only the texture color and 255 is only `<color>`. If
417 omitted, the alpha of `<color>` will be used as the ratio. If it is
418 the word "`alpha`", then each texture pixel will contain the RGB of
419 `<color>` and the alpha of `<color>` multiplied by the alpha of the
422 #### `[multiply:<color>`
423 Multiplies texture colors with the given color.
424 `<color>` is specified as a `ColorString`.
425 Result is more like what you'd expect if you put a color on top of another
426 color. Meaning white surfaces get a lot of your new color while black parts don't
431 Only Ogg Vorbis files are supported.
433 For positional playing of sounds, only single-channel (mono) files are
434 supported. Otherwise OpenAL will play them non-positionally.
436 Mods should generally prefix their sounds with `modname_`, e.g. given
437 the mod name "`foomod`", a sound could be called:
441 Sounds are referred to by their name with a dot, a single digit and the
442 file extension stripped out. When a sound is played, the actual sound file
443 is chosen randomly from the matching sounds.
445 When playing the sound `foomod_foosound`, the sound is chosen randomly
446 from the available ones of the following files:
448 * `foomod_foosound.ogg`
449 * `foomod_foosound.0.ogg`
450 * `foomod_foosound.1.ogg`
452 * `foomod_foosound.9.ogg`
454 Examples of sound parameter tables:
456 -- Play locationless on all clients
458 gain = 1.0, -- default
459 fade = 0.0, -- default, change to a value > 0 to fade the sound in
461 -- Play locationless to one player
464 gain = 1.0, -- default
465 fade = 0.0, -- default, change to a value > 0 to fade the sound in
467 -- Play locationless to one player, looped
470 gain = 1.0, -- default
473 -- Play in a location
475 pos = {x = 1, y = 2, z = 3},
476 gain = 1.0, -- default
477 max_hear_distance = 32, -- default, uses an euclidean metric
479 -- Play connected to an object, looped
481 object = <an ObjectRef>,
482 gain = 1.0, -- default
483 max_hear_distance = 32, -- default, uses an euclidean metric
487 Looped sounds must either be connected to an object or played locationless to
488 one player using `to_player = name,`
490 ### `SimpleSoundSpec`
492 * e.g. `"default_place_node"`
494 * e.g. `{name = "default_place_node"}`
495 * e.g. `{name = "default_place_node", gain = 1.0}`
497 Registered definitions of stuff
498 -------------------------------
499 Anything added using certain `minetest.register_*` functions get added to
500 the global `minetest.registered_*` tables.
502 * `minetest.register_entity(name, prototype table)`
503 * added to `minetest.registered_entities[name]`
505 * `minetest.register_node(name, node definition)`
506 * added to `minetest.registered_items[name]`
507 * added to `minetest.registered_nodes[name]`
509 * `minetest.register_tool(name, item definition)`
510 * added to `minetest.registered_items[name]`
512 * `minetest.register_craftitem(name, item definition)`
513 * added to `minetest.registered_items[name]`
515 * `minetest.unregister_item(name)`
516 * Unregisters the item name from engine, and deletes the entry with key
517 * `name` from `minetest.registered_items` and from the associated item
518 * table according to its nature: minetest.registered_nodes[] etc
520 * `minetest.register_biome(biome definition)`
521 * returns an integer uniquely identifying the registered biome
522 * added to `minetest.registered_biome` with the key of `biome.name`
523 * if `biome.name` is nil, the key is the returned ID
525 * `minetest.register_ore(ore definition)`
526 * returns an integer uniquely identifying the registered ore
527 * added to `minetest.registered_ores` with the key of `ore.name`
528 * if `ore.name` is nil, the key is the returned ID
530 * `minetest.register_decoration(decoration definition)`
531 * returns an integer uniquely identifying the registered decoration
532 * added to `minetest.registered_decorations` with the key of `decoration.name`
533 * if `decoration.name` is nil, the key is the returned ID
535 * `minetest.register_schematic(schematic definition)`
536 * returns an integer uniquely identifying the registered schematic
537 * added to `minetest.registered_schematic` with the key of `schematic.name`
538 * if `schematic.name` is nil, the key is the returned ID
539 * if the schematic is loaded from a file, schematic.name is set to the filename
540 * if the function is called when loading the mod, and schematic.name is a relative
541 path, then the current mod path will be prepended to the schematic filename
543 * `minetest.clear_registered_biomes()`
544 * clears all biomes currently registered
546 * `minetest.clear_registered_ores()`
547 * clears all ores currently registered
549 * `minetest.clear_registered_decorations()`
550 * clears all decorations currently registered
552 * `minetest.clear_registered_schematics()`
553 * clears all schematics currently registered
555 Note that in some cases you will stumble upon things that are not contained
556 in these tables (e.g. when a mod has been removed). Always check for
557 existence before trying to access the fields.
559 Example: If you want to check the drawtype of a node, you could do:
561 local function get_nodedef_field(nodename, fieldname)
562 if not minetest.registered_nodes[nodename] then
565 return minetest.registered_nodes[nodename][fieldname]
567 local drawtype = get_nodedef_field(nodename, "drawtype")
569 Example: `minetest.get_item_group(name, group)` has been implemented as:
571 function minetest.get_item_group(name, group)
572 if not minetest.registered_items[name] or not
573 minetest.registered_items[name].groups[group] then
576 return minetest.registered_items[name].groups[group]
581 Nodes are the bulk data of the world: cubes and other things that take the
582 space of a cube. Huge amounts of them are handled efficiently, but they
585 The definition of a node is stored and can be accessed by name in
587 minetest.registered_nodes[node.name]
589 See "Registered definitions of stuff".
591 Nodes are passed by value between Lua and the engine.
592 They are represented by a table:
594 {name="name", param1=num, param2=num}
596 `param1` and `param2` are 8-bit integers. The engine uses them for certain
597 automated functions. If you don't use these functions, you can use them to
598 store arbitrary values.
600 The functions of `param1` and `param2` are determined by certain fields in the
603 `param1` is reserved for the engine when `paramtype != "none"`:
606 ^ The value stores light with and without sun in its upper and lower 4 bits
607 respectively. Allows light to propagate from or through the node with
608 light value falling by 1 per node. This is essential for a light source
609 node to spread its light.
611 `param2` is reserved for the engine when any of these are used:
613 liquidtype == "flowing"
614 ^ The level and some flags of the liquid is stored in param2
615 drawtype == "flowingliquid"
616 ^ The drawn liquid level is read from param2
617 drawtype == "torchlike"
618 drawtype == "signlike"
619 paramtype2 == "wallmounted"
620 ^ The rotation of the node is stored in param2. You can make this value
621 by using minetest.dir_to_wallmounted().
622 paramtype2 == "facedir"
623 ^ The rotation of the node is stored in param2. Furnaces and chests are
624 rotated this way. Can be made by using minetest.dir_to_facedir().
626 facedir / 4 = axis direction:
627 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
628 facedir modulo 4 = rotation around that axis
629 paramtype2 == "leveled"
630 paramtype2 == "degrotate"
631 ^ The rotation of this node is stored in param2. Plants are rotated this way.
632 Values range 0 - 179. The value stored in param2 is multiplied by two to
633 get the actual rotation of the node.
634 paramtype2 == "meshoptions"
635 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
636 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
637 a mesh selector. Currently the following meshes are choosable:
638 0 = a "x" shaped plant (ordinary plant)
639 1 = a "+" shaped plant (just rotated 45 degrees)
640 2 = a "*" shaped plant with 3 faces instead of 2
641 3 = a "#" shaped plant with 4 faces instead of 2
642 4 = a "#" shaped plant with 4 faces that lean outwards
643 5-7 are unused and reserved for future meshes.
644 Bits 3 through 7 are optional flags that can be combined and give these
646 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
647 bit 4 (0x10) - Makes the plant mesh 1.4x larger
648 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
649 bits 6-7 are reserved for future use.
650 paramtype2 == "color"
651 ^ `param2` tells which color is picked from the palette.
652 The palette should have 256 pixels.
653 paramtype2 == "colorfacedir"
654 ^ Same as `facedir`, but with colors.
655 The first three bits of `param2` tells which color
656 is picked from the palette.
657 The palette should have 8 pixels.
658 paramtype2 == "colorwallmounted"
659 ^ Same as `wallmounted`, but with colors.
660 The first five bits of `param2` tells which color
661 is picked from the palette.
662 The palette should have 32 pixels.
663 paramtype2 == "glasslikeliquidlevel"
664 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
665 param2 defines 64 levels of internal liquid.
666 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
670 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
673 ^ defines list of collision boxes for the node. If empty, collision boxes
674 will be the same as nodeboxes, in case of any other nodes will be full cube
675 as in the example above.
677 Nodes can also contain extra data. See "Node Metadata".
681 There are a bunch of different looking node types.
683 Look for examples in `games/minimal` or `games/minetest_game`.
691 * `glasslike_framed_optional`
693 * `allfaces_optional`
700 * `nodebox` -- See below. (**Experimental!**)
701 * `mesh` -- use models for nodes
703 `*_optional` drawtypes need less rendering time if deactivated (always client side).
707 Node selection boxes are defined using "node boxes"
709 The `nodebox` node drawtype allows defining visual of nodes consisting of
710 arbitrary number of boxes. It allows defining stuff like stairs. Only the
711 `fixed` and `leveled` box type is supported for these.
713 Please note that this is still experimental, and may be incompatibly
714 changed in the future.
716 A nodebox is defined as any of:
719 -- A normal cube; the default in most things
723 -- A fixed box (facedir param2 is used, if applicable)
725 fixed = box OR {box1, box2, ...}
728 -- A box like the selection box for torches
729 -- (wallmounted param2 is used, if applicable)
730 type = "wallmounted",
736 -- A node that has optional boxes depending on neighbouring nodes'
737 -- presence and type. See also `connects_to`.
739 fixed = box OR {box1, box2, ...}
740 connect_top = box OR {box1, box2, ...}
741 connect_bottom = box OR {box1, box2, ...}
742 connect_front = box OR {box1, box2, ...}
743 connect_left = box OR {box1, box2, ...}
744 connect_back = box OR {box1, box2, ...}
745 connect_right = box OR {box1, box2, ...}
748 A `box` is defined as:
750 {x1, y1, z1, x2, y2, z2}
752 A box of a regular node would look like:
754 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
756 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
757 set to level from `param2`.
762 If drawtype `mesh` is used, tiles should hold model materials textures.
763 Only static meshes are implemented.
764 For supported model formats see Irrlicht engine documentation.
769 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
773 Offset that the noise is translated by (i.e. added) after calculation.
776 Factor that the noise is scaled by (i.e. multiplied) after calculation.
779 Vector containing values by which each coordinate is divided by before calculation.
780 Higher spread values result in larger noise features.
782 A value of `{x=250, y=250, z=250}` is common.
785 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
786 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
789 Number of times the noise gradient is accumulated into the noise.
791 Increase this number to increase the amount of detail in the resulting noise.
793 A value of `6` is common.
796 Factor by which the effect of the noise gradient function changes with each successive octave.
798 Values less than `1` make the details of successive octaves' noise diminish, while values
799 greater than `1` make successive octaves stronger.
801 A value of `0.6` is common.
804 Factor by which the noise feature sizes change with each successive octave.
806 A value of `2.0` is common.
809 Leave this field unset for no special handling.
811 Currently supported are `defaults`, `eased` and `absvalue`.
814 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
818 Maps noise gradient values onto a quintic S-curve before performing interpolation.
819 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
820 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
823 Accumulates the absolute value of each noise gradient result.
825 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
829 spread = {x=500, y=500, z=500},
834 flags = "defaults, absvalue"
836 ^ A single noise parameter table can be used to get 2D or 3D noise,
837 when getting 2D noise spread.z is ignored.
842 These tell in what manner the ore is generated.
844 All default ores are of the uniformly-distributed scatter type.
847 Randomly chooses a location and generates a cluster of ore.
849 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
850 that point is greater than the `noise_threshold`, giving the ability to create
851 a non-equal distribution of ore.
854 Creates a sheet of ore in a blob shape according to the 2D perlin noise
855 described by `noise_params` and `noise_threshold`. This is essentially an
856 improved version of the so-called "stratus" ore seen in some unofficial mods.
858 This sheet consists of vertical columns of uniform randomly distributed height,
859 varying between the inclusive range `column_height_min` and `column_height_max`.
860 If `column_height_min` is not specified, this parameter defaults to 1.
861 If `column_height_max` is not specified, this parameter defaults to `clust_size`
862 for reverse compatibility. New code should prefer `column_height_max`.
864 The `column_midpoint_factor` parameter controls the position of the column at which
865 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
866 columns grow equally starting from each direction. `column_midpoint_factor` is a
867 decimal number ranging in value from 0 to 1. If this parameter is not specified,
870 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
873 Creates a sheet of ore in a cloud-like puff shape.
875 As with the `sheet` ore type, the size and shape of puffs are described by
876 `noise_params` and `noise_threshold` and are placed at random vertical positions
877 within the currently generated chunk.
879 The vertical top and bottom displacement of each puff are determined by the noise
880 parameters `np_puff_top` and `np_puff_bottom`, respectively.
884 Creates a deformed sphere of ore according to 3d perlin noise described by
885 `noise_params`. The maximum size of the blob is `clust_size`, and
886 `clust_scarcity` has the same meaning as with the `scatter` type.
889 Creates veins of ore varying in density by according to the intersection of two
890 instances of 3d perlin noise with diffferent seeds, both described by
891 `noise_params`. `random_factor` varies the influence random chance has on
892 placement of an ore inside the vein, which is `1` by default. Note that
893 modifying this parameter may require adjusting `noise_threshold`.
894 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
895 by this ore type. This ore type is difficult to control since it is sensitive
896 to small changes. The following is a decent set of parameters to work from:
901 spread = {x=200, y=200, z=200},
907 noise_threshold = 1.6
909 WARNING: Use this ore type *very* sparingly since it is ~200x more
910 computationally expensive than any other ore.
914 See section "Flag Specifier Format".
916 Currently supported flags: `absheight`
919 Also produce this same ore between the height range of `-y_max` and `-y_min`.
921 Useful for having ore in sky realms without having to duplicate ore entries.
924 If set, puff ore generation will not taper down large differences in displacement
925 when approaching the edge of a puff. This flag has no effect for ore types other
928 ### `puff_additive_composition`
929 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
930 negative displacement, the sub-column at that point is not generated. With this
931 attribute set, puff ore generation will instead generate the absolute difference in
932 noise displacement values. This flag has no effect for ore types other than `puff`.
936 The varying types of decorations that can be placed.
939 Creates a 1 times `H` times 1 column of a specified node (or a random node from
940 a list, if a decoration list is specified). Can specify a certain node it must
941 spawn next to, such as water or lava, for example. Can also generate a
942 decoration of random height between a specified lower and upper bound.
943 This type of decoration is intended for placement of grass, flowers, cacti,
944 papyri, waterlilies and so on.
947 Copies a box of `MapNodes` from a specified schematic file (or raw description).
948 Can specify a probability of a node randomly appearing when placed.
949 This decoration type is intended to be used for multi-node sized discrete
950 structures, such as trees, cave spikes, rocks, and so on.
955 A schematic specifier identifies a schematic by either a filename to a
956 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
957 in the form of a table. This table specifies the following fields:
959 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
960 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
961 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
962 * The `data` field is a flat table of MapNode tables making up the schematic,
963 in the order of `[z [y [x]]]`. (required)
964 Each MapNode table contains:
965 * `name`: the name of the map node to place (required)
966 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
967 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
968 * `force_place`: boolean representing if the node should forcibly overwrite any
969 previous contents (default: false)
971 About probability values:
972 * A probability value of `0` or `1` means that node will never appear (0% chance).
973 * A probability value of `254` or `255` means the node will always appear (100% chance).
974 * If the probability value `p` is greater than `1`, then there is a
975 `(p / 256 * 100)` percent chance that node will appear when the schematic is
981 See section "Flag Specifier Format".
983 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
986 * `place_center_x`: Placement of this decoration is centered along the X axis.
987 * `place_center_y`: Placement of this decoration is centered along the Y axis.
988 * `place_center_z`: Placement of this decoration is centered along the Z axis.
989 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
994 The position field is used for all element types.
996 To account for differing resolutions, the position coordinates are the percentage
997 of the screen, ranging in value from `0` to `1`.
999 The name field is not yet used, but should contain a description of what the
1000 HUD element represents. The direction field is the direction in which something
1003 `0` draws from left to right, `1` draws from right to left, `2` draws from
1004 top to bottom, and `3` draws from bottom to top.
1006 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1007 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1008 Fractional values can be used.
1010 The `offset` field specifies a pixel offset from the position. Contrary to position,
1011 the offset is not scaled to screen size. This allows for some precisely-positioned
1014 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1016 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1018 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1019 in the experimental stages.
1022 Displays an image on the HUD.
1024 * `scale`: The scale of the image, with 1 being the original texture size.
1025 Only the X coordinate scale is used (positive values).
1026 Negative values represent that percentage of the screen it
1027 should take; e.g. `x=-100` means 100% (width).
1028 * `text`: The name of the texture that is displayed.
1029 * `alignment`: The alignment of the image.
1030 * `offset`: offset in pixels from position.
1033 Displays text on the HUD.
1035 * `scale`: Defines the bounding rectangle of the text.
1036 A value such as `{x=100, y=100}` should work.
1037 * `text`: The text to be displayed in the HUD element.
1038 * `number`: An integer containing the RGB value of the color used to draw the text.
1039 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1040 * `alignment`: The alignment of the text.
1041 * `offset`: offset in pixels from position.
1044 Displays a horizontal bar made up of half-images.
1046 * `text`: The name of the texture that is used.
1047 * `number`: The number of half-textures that are displayed.
1048 If odd, will end with a vertically center-split texture.
1050 * `offset`: offset in pixels from position.
1051 * `size`: If used, will force full-image size to this value (override texture pack image size)
1054 * `text`: The name of the inventory list to be displayed.
1055 * `number`: Number of items in the inventory to be displayed.
1056 * `item`: Position of item that is selected.
1058 * `offset`: offset in pixels from position.
1061 Displays distance to selected world position.
1063 * `name`: The name of the waypoint.
1064 * `text`: Distance suffix. Can be blank.
1065 * `number:` An integer containing the RGB value of the color used to draw the text.
1066 * `world_pos`: World position of the waypoint.
1068 Representations of simple things
1069 --------------------------------
1073 {x=num, y=num, z=num}
1075 For helper functions see "Vector helpers".
1078 * `{type="nothing"}`
1079 * `{type="node", under=pos, above=pos}`
1080 * `{type="object", ref=ObjectRef}`
1082 Flag Specifier Format
1083 ---------------------
1084 Flags using the standardized flag specifier format can be specified in either of
1085 two ways, by string or table.
1087 The string format is a comma-delimited set of flag names; whitespace and
1088 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1089 flag, and specifying a flag prefixed by the string `"no"` explicitly
1090 clears the flag from whatever the default may be.
1092 In addition to the standard string flag format, the schematic flags field can
1093 also be a table of flag names to boolean values representing whether or not the
1094 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1095 is present, mapped to a boolean of any value, the specified flag is unset.
1097 E.g. A flag field of value
1099 {place_center_x = true, place_center_y=false, place_center_z=true}
1103 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1105 which is equivalent to
1107 "place_center_x, noplace_center_y, place_center_z"
1111 "place_center_x, place_center_z"
1113 since, by default, no schematic attributes are set.
1119 There are three kinds of items: nodes, tools and craftitems.
1121 * Node (`register_node`): A node from the world.
1122 * Tool (`register_tool`): A tool/weapon that can dig and damage
1123 things according to `tool_capabilities`.
1124 * Craftitem (`register_craftitem`): A miscellaneous item.
1127 Items and item stacks can exist in three formats: Serializes, table format
1131 This is called "stackstring" or "itemstring":
1133 * e.g. `'default:dirt 5'`
1134 * e.g. `'default:pick_wood 21323'`
1135 * e.g. `'default:apple'`
1142 {name="default:dirt", count=5, wear=0, metadata=""}
1144 A wooden pick about 1/3 worn out:
1146 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1150 {name="default:apple", count=1, wear=0, metadata=""}
1153 A native C++ format with many helper methods. Useful for converting
1154 between formats. See the Class reference section for details.
1156 When an item must be passed to a function, it can usually be in any of
1162 In a number of places, there is a group table. Groups define the
1163 properties of a thing (item, node, armor of entity, capabilities of
1164 tool) in such a way that the engine and other mods can can interact with
1165 the thing without actually knowing what the thing is.
1168 Groups are stored in a table, having the group names with keys and the
1169 group ratings as values. For example:
1171 groups = {crumbly=3, soil=1}
1174 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1175 -- ^ A more special dirt-kind of thing
1177 Groups always have a rating associated with them. If there is no
1178 useful meaning for a rating for an enabled group, it shall be `1`.
1180 When not defined, the rating of a group defaults to `0`. Thus when you
1181 read groups, you must interpret `nil` and `0` as the same value, `0`.
1183 You can read the rating of a group for an item or a node by using
1185 minetest.get_item_group(itemname, groupname)
1188 Groups of items can define what kind of an item it is (e.g. wool).
1191 In addition to the general item things, groups are used to define whether
1192 a node is destroyable and how long it takes to destroy by a tool.
1194 ### Groups of entities
1195 For entities, groups are, as of now, used only for calculating damage.
1196 The rating is the percentage of damage caused by tools with this damage group.
1197 See "Entity damage mechanism".
1199 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1200 object.set_armor_groups({fleshy=30, cracky=80})
1203 Groups in tools define which groups of nodes and entities they are
1206 ### Groups in crafting recipes
1207 An example: Make meat soup from any meat, any water and any bowl:
1210 output = 'food:meat_soup_raw',
1216 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1219 Another example: Make red wool from white wool and red dye:
1223 output = 'wool:red',
1224 recipe = {'wool:white', 'group:dye,basecolor_red'},
1228 * `immortal`: Disables the group damage system for an entity
1229 * `level`: Can be used to give an additional sense of progression in the game.
1230 * A larger level will cause e.g. a weapon of a lower level make much less
1231 damage, and get worn out much faster, or not be able to get drops
1232 from destroyed nodes.
1233 * `0` is something that is directly accessible at the start of gameplay
1234 * There is no upper limit
1235 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1236 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1237 * `3`: the node always gets the digging time 0 seconds (torch)
1238 * `disable_jump`: Player (and possibly other things) cannot jump from node
1239 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1240 * `bouncy`: value is bounce speed in percent
1241 * `falling_node`: if there is no walkable block under the node it will fall
1242 * `attached_node`: if the node under it is not a walkable block the node will be
1243 dropped as an item. If the node is wallmounted the wallmounted direction is
1245 * `soil`: saplings will grow on nodes in this group
1246 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1247 connect to each other
1249 ### Known damage and digging time defining groups
1250 * `crumbly`: dirt, sand
1251 * `cracky`: tough but crackable stuff like stone.
1252 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1253 plants, wire, sheets of metal
1254 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1255 * `fleshy`: Living things like animals and the player. This could imply
1256 some blood effects when hitting.
1257 * `explody`: Especially prone to explosions
1258 * `oddly_breakable_by_hand`:
1259 Can be added to nodes that shouldn't logically be breakable by the
1260 hand but are. Somewhat similar to `dig_immediate`, but times are more
1261 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1262 speed of a tool if the tool can dig at a faster speed than this
1263 suggests for the hand.
1265 ### Examples of custom groups
1266 Item groups are often used for defining, well, _groups of items_.
1267 * `meat`: any meat-kind of a thing (rating might define the size or healing
1268 ability or be irrelevant -- it is not defined as of yet)
1269 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1271 * `flammable`: can be set on fire. Rating might define the intensity of the
1272 fire, affecting e.g. the speed of the spreading of an open fire.
1273 * `wool`: any wool (any origin, any color)
1274 * `metal`: any metal
1275 * `weapon`: any weapon
1276 * `heavy`: anything considerably heavy
1278 ### Digging time calculation specifics
1279 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1280 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1281 faster digging time.
1283 The `level` group is used to limit the toughness of nodes a tool can dig
1284 and to scale the digging times / damage to a greater extent.
1286 **Please do understand this**, otherwise you cannot use the system to it's
1289 Tools define their properties by a list of parameters for groups. They
1290 cannot dig other groups; thus it is important to use a standard bunch of
1291 groups to enable interaction with tools.
1293 #### Tools definition
1296 * Full punch interval
1297 * Maximum drop level
1298 * For an arbitrary list of groups:
1299 * Uses (until the tool breaks)
1300 * Maximum level (usually `0`, `1`, `2` or `3`)
1304 #### Full punch interval
1305 When used as a weapon, the tool will do full damage if this time is spent
1306 between punches. If e.g. half the time is spent, the tool will do half
1309 #### Maximum drop level
1310 Suggests the maximum level of node, when dug with the tool, that will drop
1311 it's useful item. (e.g. iron ore to drop a lump of iron).
1313 This is not automated; it is the responsibility of the node definition
1317 Determines how many uses the tool has when it is used for digging a node,
1318 of this group, of the maximum level. For lower leveled nodes, the use count
1319 is multiplied by `3^leveldiff`.
1321 * `uses=10, leveldiff=0`: actual uses: 10
1322 * `uses=10, leveldiff=1`: actual uses: 30
1323 * `uses=10, leveldiff=2`: actual uses: 90
1326 Tells what is the maximum level of a node of this group that the tool will
1330 List of digging times for different ratings of the group, for nodes of the
1333 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1334 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1335 for this group, and unable to dig the rating `1`, which is the toughest.
1336 Unless there is a matching group that enables digging otherwise.
1338 If the result digging time is 0, a delay of 0.15 seconds is added between
1339 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1340 i.e. players can more quickly click the nodes away instead of holding LMB.
1343 List of damage for groups of entities. See "Entity damage mechanism".
1345 #### Example definition of the capabilities of a tool
1347 tool_capabilities = {
1348 full_punch_interval=1.5,
1351 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1353 damage_groups = {fleshy=2},
1356 This makes the tool be able to dig nodes that fulfil both of these:
1358 * Have the `crumbly` group
1359 * Have a `level` group less or equal to `2`
1361 Table of resulting digging times:
1363 crumbly 0 1 2 3 4 <- level
1365 1 0.80 1.60 1.60 - -
1366 2 0.60 1.20 1.20 - -
1367 3 0.40 0.80 0.80 - -
1369 level diff: 2 1 0 -1 -2
1371 Table of resulting tool uses:
1380 * At `crumbly==0`, the node is not diggable.
1381 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1382 easy nodes to be quickly breakable.
1383 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1385 Entity damage mechanism
1386 -----------------------
1390 foreach group in cap.damage_groups:
1391 damage += cap.damage_groups[group] * limit(actual_interval /
1392 cap.full_punch_interval, 0.0, 1.0)
1393 * (object.armor_groups[group] / 100.0)
1394 -- Where object.armor_groups[group] is 0 for inexistent values
1397 Client predicts damage based on damage groups. Because of this, it is able to
1398 give an immediate response when an entity is damaged or dies; the response is
1399 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1401 Currently a smoke puff will appear when an entity dies.
1403 The group `immortal` completely disables normal damage.
1405 Entities can define a special armor group, which is `punch_operable`. This
1406 group disables the regular damage mechanism for players punching it by hand or
1407 a non-tool item, so that it can do something else than take damage.
1409 On the Lua side, every punch calls:
1411 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1413 This should never be called directly, because damage is usually not handled by
1416 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1417 accessed unless absolutely required, to encourage interoperability.
1418 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1419 * `tool_capabilities` can be `nil`.
1420 * `direction` is a unit vector, pointing from the source of the punch to
1422 * `damage` damage that will be done to entity
1423 Return value of this function will determin if damage is done by this function
1424 (retval true) or shall be done by engine (retval false)
1426 To punch an entity/object in Lua, call:
1428 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1430 * Return value is tool wear.
1431 * Parameters are equal to the above callback.
1432 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1433 `direction` will be automatically filled in based on the location of `puncher`.
1437 The instance of a node in the world normally only contains the three values
1438 mentioned in "Nodes". However, it is possible to insert extra data into a
1439 node. It is called "node metadata"; See `NodeMetaRef`.
1441 Node metadata contains two things:
1446 Some of the values in the key-value store are handled specially:
1448 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1449 * `infotext`: Text shown on the screen when the node is pointed at
1453 local meta = minetest.get_meta(pos)
1454 meta:set_string("formspec",
1456 "list[context;main;0,0;8,4;]"..
1457 "list[current_player;main;0,5;8,4;]")
1458 meta:set_string("infotext", "Chest");
1459 local inv = meta:get_inventory()
1460 inv:set_size("main", 8*4)
1461 print(dump(meta:to_table()))
1464 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1465 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1466 [10] = "", [11] = "", [12] = "", [13] = "",
1467 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1468 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1469 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1470 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1474 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1481 Item stacks can store metadata too. See `ItemStackMetaRef`.
1483 Item metadata only contains a key-value store.
1485 Some of the values in the key-value store are handled specially:
1487 * `description`: Set the itemstack's description. Defaults to idef.description
1488 * `color`: A `ColorString`, which sets the stack's color.
1489 * `palette_index`: If the item has a palette, this is used to get the
1490 current color from the palette.
1494 local meta = stack:get_meta()
1495 meta:set_string("key", "value")
1496 print(dump(meta:to_table()))
1500 Formspec defines a menu. Currently not much else than inventories are
1501 supported. It is a string, with a somewhat strange format.
1503 Spaces and newlines can be inserted between the blocks, as is used in the
1511 list[context;main;0,0;8,4;]
1512 list[current_player;main;0,5;8,4;]
1517 list[context;fuel;2,3;1,1;]
1518 list[context;src;2,1;1,1;]
1519 list[context;dst;5,1;2,2;]
1520 list[current_player;main;0,5;8,4;]
1522 #### Minecraft-like player inventory
1525 image[1,0.6;1,2;player.png]
1526 list[current_player;main;0,3.5;8,4;]
1527 list[current_player;craft;3,0;3,3;]
1528 list[current_player;craftpreview;7,1;1,1;]
1532 #### `size[<W>,<H>,<fixed_size>]`
1533 * Define the size of the menu in inventory slots
1534 * `fixed_size`: `true`/`false` (optional)
1535 * deprecated: `invsize[<W>,<H>;]`
1537 #### `position[<X>,<Y>]`
1538 * Define the position of the formspec
1539 * A value between 0.0 and 1.0 represents a position inside the screen
1540 * The default value is the center of the screen (0.5, 0.5)
1542 #### `anchor[<X>,<Y>]`
1543 * Define the anchor of the formspec
1544 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1545 * The default value is the center of the formspec (0.5, 0.5)
1547 #### `container[<X>,<Y>]`
1548 * Start of a container block, moves all physical elements in the container by (X, Y)
1549 * Must have matching container_end
1550 * Containers can be nested, in which case the offsets are added
1551 (child containers are relative to parent containers)
1553 #### `container_end[]`
1554 * End of a container, following elements are no longer relative to this container
1556 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1557 * Show an inventory list
1559 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1560 * Show an inventory list
1562 #### `listring[<inventory location>;<list name>]`
1563 * Allows to create a ring of inventory lists
1564 * Shift-clicking on items in one element of the ring
1565 will send them to the next inventory list inside the ring
1566 * The first occurrence of an element inside the ring will
1567 determine the inventory where items will be sent to
1570 * Shorthand for doing `listring[<inventory location>;<list name>]`
1571 for the last two inventory lists added by list[...]
1573 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1574 * Sets background color of slots as `ColorString`
1575 * Sets background color of slots on mouse hovering
1577 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1578 * Sets background color of slots as `ColorString`
1579 * Sets background color of slots on mouse hovering
1580 * Sets color of slots border
1582 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1583 * Sets background color of slots as `ColorString`
1584 * Sets background color of slots on mouse hovering
1585 * Sets color of slots border
1586 * Sets default background color of tooltips
1587 * Sets default font color of tooltips
1589 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1590 * Adds tooltip for an element
1591 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1592 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1594 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1596 * Position and size units are inventory slots
1598 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1599 * Show an inventory image of registered item/node
1600 * Position and size units are inventory slots
1602 #### `bgcolor[<color>;<fullscreen>]`
1603 * Sets background color of formspec as `ColorString`
1604 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1606 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1607 * Use a background. Inventory rectangles are not drawn then.
1608 * Position and size units are inventory slots
1609 * Example for formspec 8x4 in 16x resolution: image shall be sized
1610 8 times 16px times 4 times 16px.
1612 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1613 * Use a background. Inventory rectangles are not drawn then.
1614 * Position and size units are inventory slots
1615 * Example for formspec 8x4 in 16x resolution:
1616 image shall be sized 8 times 16px times 4 times 16px
1617 * If `true` the background is clipped to formspec size
1618 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1620 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1621 * Textual password style field; will be sent to server when a button is clicked
1622 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1624 * `x` and `y` position the field relative to the top left of the menu
1625 * `w` and `h` are the size of the field
1626 * Fields are a set height, but will be vertically centred on `h`
1627 * Position and size units are inventory slots
1628 * `name` is the name of the field as returned in fields to `on_receive_fields`
1629 * `label`, if not blank, will be text printed on the top left above the field
1630 * See field_close_on_enter to stop enter closing the formspec
1632 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1633 * Textual field; will be sent to server when a button is clicked
1634 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1636 * `x` and `y` position the field relative to the top left of the menu
1637 * `w` and `h` are the size of the field
1638 * Fields are a set height, but will be vertically centred on `h`
1639 * Position and size units are inventory slots
1640 * `name` is the name of the field as returned in fields to `on_receive_fields`
1641 * `label`, if not blank, will be text printed on the top left above the field
1642 * `default` is the default value of the field
1643 * `default` may contain variable references such as `${text}'` which
1644 will fill the value from the metadata value `text`
1645 * **Note**: no extra text or more than a single variable is supported ATM.
1646 * See field_close_on_enter to stop enter closing the formspec
1648 #### `field[<name>;<label>;<default>]`
1649 * As above, but without position/size units
1650 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1652 * Special field for creating simple forms, such as sign text input
1653 * Must be used without a `size[]` element
1654 * A "Proceed" button will be added automatically
1655 * See field_close_on_enter to stop enter closing the formspec
1657 #### `field_close_on_enter[<name>;<close_on_enter>]`
1658 * <name> is the name of the field
1659 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1660 * defaults to true when not specified (ie: no tag for a field)
1662 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1663 * Same as fields above, but with multi-line input
1665 #### `label[<X>,<Y>;<label>]`
1666 * `x` and `y` work as per field
1667 * `label` is the text on the label
1668 * Position and size units are inventory slots
1670 #### `vertlabel[<X>,<Y>;<label>]`
1671 * Textual label drawn vertically
1672 * `x` and `y` work as per field
1673 * `label` is the text on the label
1674 * Position and size units are inventory slots
1676 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1677 * Clickable button. When clicked, fields will be sent.
1678 * `x`, `y` and `name` work as per field
1679 * `w` and `h` are the size of the button
1680 * `label` is the text on the button
1681 * Position and size units are inventory slots
1683 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1684 * `x`, `y`, `w`, `h`, and `name` work as per button
1685 * `texture name` is the filename of an image
1686 * Position and size units are inventory slots
1688 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1689 * `x`, `y`, `w`, `h`, and `name` work as per button
1690 * `texture name` is the filename of an image
1691 * Position and size units are inventory slots
1692 * `noclip=true` means the image button doesn't need to be within specified formsize
1693 * `drawborder`: draw button border or not
1694 * `pressed texture name` is the filename of an image on pressed state
1696 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1697 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1698 * `item name` is the registered name of an item/node,
1699 tooltip will be made out of its description
1700 to override it use tooltip element
1701 * Position and size units are inventory slots
1703 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1704 * When clicked, fields will be sent and the form will quit.
1706 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1707 * When clicked, fields will be sent and the form will quit.
1709 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1710 * Scrollable item list showing arbitrary text elements
1711 * `x` and `y` position the itemlist relative to the top left of the menu
1712 * `w` and `h` are the size of the itemlist
1713 * `name` fieldname sent to server on doubleclick value is current selected element
1714 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1715 * if you want a listelement to start with "#" write "##".
1717 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1718 * Scrollable itemlist showing arbitrary text elements
1719 * `x` and `y` position the item list relative to the top left of the menu
1720 * `w` and `h` are the size of the item list
1721 * `name` fieldname sent to server on doubleclick value is current selected element
1722 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1723 * if you want a listelement to start with "#" write "##"
1724 * Index to be selected within textlist
1725 * `true`/`false`: draw transparent background
1726 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1728 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1729 * Show a tab**header** at specific position (ignores formsize)
1730 * `x` and `y` position the itemlist relative to the top left of the menu
1731 * `name` fieldname data is transferred to Lua
1732 * `caption 1`...: name shown on top of tab
1733 * `current_tab`: index of selected tab 1...
1734 * `transparent` (optional): show transparent
1735 * `draw_border` (optional): draw border
1737 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1738 * Simple colored semitransparent box
1739 * `x` and `y` position the box relative to the top left of the menu
1740 * `w` and `h` are the size of box
1741 * `color` is color specified as a `ColorString`
1743 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1744 * Show a dropdown field
1745 * **Important note**: There are two different operation modes:
1746 1. handle directly on change (only changed dropdown is submitted)
1747 2. read the value on pressing a button (all dropdown values are available)
1748 * `x` and `y` position of dropdown
1750 * Fieldname data is transferred to Lua
1751 * Items to be shown in dropdown
1752 * Index of currently selected dropdown item
1754 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1756 * `x` and `y`: position of checkbox
1757 * `name` fieldname data is transferred to Lua
1758 * `label` to be shown left of checkbox
1759 * `selected` (optional): `true`/`false`
1761 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1763 * There are two ways to use it:
1764 1. handle the changed event (only changed scrollbar is available)
1765 2. read the value on pressing a button (all scrollbars are available)
1766 * `x` and `y`: position of trackbar
1767 * `w` and `h`: width and height
1768 * `orientation`: `vertical`/`horizontal`
1769 * Fieldname data is transferred to Lua
1770 * Value this trackbar is set to (`0`-`1000`)
1771 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1773 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1774 * Show scrollable table using options defined by the previous `tableoptions[]`
1775 * Displays cells as defined by the previous `tablecolumns[]`
1776 * `x` and `y`: position the itemlist relative to the top left of the menu
1777 * `w` and `h` are the size of the itemlist
1778 * `name`: fieldname sent to server on row select or doubleclick
1779 * `cell 1`...`cell n`: cell contents given in row-major order
1780 * `selected idx`: index of row to be selected within table (first row = `1`)
1781 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1783 #### `tableoptions[<opt 1>;<opt 2>;...]`
1784 * Sets options for `table[]`
1786 * default text color (`ColorString`), defaults to `#FFFFFF`
1787 * `background=#RRGGBB`
1788 * table background color (`ColorString`), defaults to `#000000`
1789 * `border=<true/false>`
1790 * should the table be drawn with a border? (default: `true`)
1791 * `highlight=#RRGGBB`
1792 * highlight background color (`ColorString`), defaults to `#466432`
1793 * `highlight_text=#RRGGBB`
1794 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1795 * `opendepth=<value>`
1796 * all subtrees up to `depth < value` are open (default value = `0`)
1797 * only useful when there is a column of type "tree"
1799 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1800 * Sets columns for `table[]`
1801 * Types: `text`, `image`, `color`, `indent`, `tree`
1802 * `text`: show cell contents as text
1803 * `image`: cell contents are an image index, use column options to define images
1804 * `color`: cell contents are a ColorString and define color of following cell
1805 * `indent`: cell contents are a number and define indentation of following cell
1806 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1809 * for `text` and `image`: content alignment within cells.
1810 Available values: `left` (default), `center`, `right`, `inline`
1812 * for `text` and `image`: minimum width in em (default: `0`)
1813 * for `indent` and `tree`: indent width in em (default: `1.5`)
1814 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1815 Exception: defaults to 0 for indent columns
1816 * `tooltip=<value>`: tooltip text (default: empty)
1817 * `image` column options:
1818 * `0=<value>` sets image for image index 0
1819 * `1=<value>` sets image for image index 1
1820 * `2=<value>` sets image for image index 2
1821 * and so on; defined indices need not be contiguous empty or
1822 non-numeric cells are treated as `0`.
1823 * `color` column options:
1824 * `span=<value>`: number of following columns to affect (default: infinite)
1826 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1827 pass key press events to formspec!
1831 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1832 * `"current_player"`: Player to whom the menu is shown
1833 * `"player:<name>"`: Any player
1834 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1835 * `"detached:<name>"`: A detached inventory
1837 Player Inventory lists
1838 ----------------------
1839 * `main`: list containing the default inventory
1840 * `craft`: list containing the craft input
1841 * `craftpreview`: list containing the craft output
1842 * `hand`: list containing an override for the empty hand
1846 `#RGB` defines a color in hexadecimal format.
1848 `#RGBA` defines a color in hexadecimal format and alpha channel.
1850 `#RRGGBB` defines a color in hexadecimal format.
1852 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1854 Named colors are also supported and are equivalent to
1855 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1856 To specify the value of the alpha channel, append `#AA` to the end of the color name
1857 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1858 value must (always) be two hexadecimal digits.
1862 A ColorSpec specifies a 32-bit color. It can be written in either:
1863 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1864 `colorspec = {a=255, r=0, g=255, b=0}`
1865 numerical form, the raw integer value of an ARGB8 quad:
1866 `colorspec = 0xFF00FF00`
1867 or string form, a ColorString (defined above):
1868 `colorspec = "green"`
1872 Most text can contain escape sequences, that can for example color the text.
1873 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1874 The following functions provide escape sequences:
1875 * `core.get_color_escape_sequence(color)`:
1876 * `color` is a ColorString
1877 * The escape sequence sets the text color to `color`
1878 * `core.colorize(color, message)`:
1880 `core.get_color_escape_sequence(color) ..
1882 core.get_color_escape_sequence("#ffffff")`
1883 * `color.get_background_escape_sequence(color)`
1884 * `color` is a ColorString
1885 * The escape sequence sets the background of the whole text element to
1886 `color`. Only defined for item descriptions and tooltips.
1887 * `color.strip_foreground_colors(str)`
1888 * Removes foreground colors added by `get_color_escape_sequence`.
1889 * `color.strip_background_colors(str)`
1890 * Removes background colors added by `get_background_escape_sequence`.
1891 * `color.strip_colors(str)`
1892 * Removes all color escape sequences.
1896 * `vector.new(a[, b, c])`: returns a vector:
1897 * A copy of `a` if `a` is a vector.
1898 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1899 * `vector.direction(p1, p2)`: returns a vector
1900 * `vector.distance(p1, p2)`: returns a number
1901 * `vector.length(v)`: returns a number
1902 * `vector.normalize(v)`: returns a vector
1903 * `vector.floor(v)`: returns a vector, each dimension rounded down
1904 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
1905 * `vector.apply(v, func)`: returns a vector
1906 * `vector.equals(v1, v2)`: returns a boolean
1907 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
1909 For the following functions `x` can be either a vector or a number:
1911 * `vector.add(v, x)`: returns a vector
1912 * `vector.subtract(v, x)`: returns a vector
1913 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1914 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1918 * `dump2(obj, name="_", dumped={})`
1919 * Return object serialized as a string, handles reference loops
1920 * `dump(obj, dumped={})`
1921 * Return object serialized as a string
1922 * `math.hypot(x, y)`
1923 * Get the hypotenuse of a triangle with legs x and y.
1924 Useful for distance calculation.
1925 * `math.sign(x, tolerance)`
1926 * Get the sign of a number.
1927 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1928 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
1929 * If `max_splits` is negative, do not limit splits.
1930 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1931 * e.g. `string:split("a,b", ",") == {"a","b"}`
1933 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1934 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1935 * Convert position to a printable string
1936 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1937 * `minetest.string_to_pos(string)`: returns a position
1938 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1939 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1940 * Converts a string representing an area box into two positions
1941 * `minetest.formspec_escape(string)`: returns a string
1942 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1943 * `minetest.is_yes(arg)`
1944 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
1945 * `minetest.get_us_time()`
1946 * returns time with microsecond precision. May not return wall time.
1947 * `table.copy(table)`: returns a table
1948 * returns a deep copy of `table`
1949 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
1950 * returns the exact position on the surface of a pointed node
1952 `minetest` namespace reference
1953 ------------------------------
1957 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1958 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1959 * Useful for loading additional `.lua` modules or static data from mod
1960 * `minetest.get_modnames()`: returns a list of installed mods
1961 * Return a list of installed mods, sorted alphabetically
1962 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1963 * Useful for storing custom data
1964 * `minetest.is_singleplayer()`
1965 * `minetest.features`: Table containing API feature flags
1967 glasslike_framed = true,
1968 nodebox_as_selectionbox = true,
1969 chat_send_player_param3 = true,
1970 get_all_craft_recipes_works = true,
1971 use_texture_alpha = true,
1972 -- ^ The transparency channel of textures can be used optionally
1973 no_legacy_abms = true,
1974 -- ^ Tree and grass ABMs are no longer done from C++
1975 texture_names_parens = true,
1976 -- ^ Texture grouping is possible using parentheses
1977 area_store_custom_ids = true,
1978 -- ^ Unique Area ID for AreaStore:insert_area
1979 add_entity_with_staticdata = true,
1980 -- ^ add_entity supports passing initial staticdata to on_activate
1981 no_chat_message_prediction = true,
1982 -- ^ Chat messages are no longer predicted
1984 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1985 * `arg`: string or table in format `{foo=true, bar=true}`
1986 * `missing_features`: `{foo=true, bar=true}`
1987 * `minetest.get_player_information(player_name)`:
1988 * Returns a table containing information about a player
1989 Example return value:
1991 address = "127.0.0.1", -- IP address of client
1992 ip_version = 4, -- IPv4 / IPv6
1993 min_rtt = 0.01, -- minimum round trip time
1994 max_rtt = 0.2, -- maximum round trip time
1995 avg_rtt = 0.02, -- average round trip time
1996 min_jitter = 0.01, -- minimum packet time jitter
1997 max_jitter = 0.5, -- maximum packet time jitter
1998 avg_jitter = 0.03, -- average packet time jitter
1999 connection_uptime = 200, -- seconds since client connected
2000 prot_vers = 31, -- protocol version used by client
2002 -- following information is available on debug build only!!!
2003 -- DO NOT USE IN MODS
2004 --ser_vers = 26, -- serialization version used by client
2005 --major = 0, -- major version number
2006 --minor = 4, -- minor version number
2007 --patch = 10, -- patch version number
2008 --vers_string = "0.4.9-git", -- full version string
2009 --state = "Active" -- current client state
2011 * `minetest.mkdir(path)`: returns success.
2012 * Creates a directory specified by `path`, creating parent directories
2013 if they don't exist.
2014 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2016 * nil: return all entries,
2017 * true: return only subdirectory names, or
2018 * false: return only file names.
2019 * `minetest.get_version()`: returns a table containing components of the
2020 engine version. Components:
2021 * `project`: Name of the project, eg, "Minetest"
2022 * `string`: Simple version, eg, "1.2.3-dev"
2023 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2024 Use this for informational purposes only. The information in the returned
2025 table does not represent the capabilities of the engine, nor is it
2026 reliable or verifyable. Compatible forks will have a different name and
2027 version entirely. To check for the presence of engine features, test
2028 whether the functions exported by the wanted features exist. For example:
2029 `if core.nodeupdate then ... end`.
2032 * `minetest.debug(...)`
2033 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2034 * `minetest.log([level,] text)`
2035 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2036 `"info"`, or `"verbose"`. Default is `"none"`.
2038 ### Registration functions
2039 Call these functions only at load time!
2041 * `minetest.register_entity(name, prototype table)`
2042 * `minetest.register_abm(abm definition)`
2043 * `minetest.register_lbm(lbm definition)`
2044 * `minetest.register_node(name, node definition)`
2045 * `minetest.register_tool(name, item definition)`
2046 * `minetest.register_craftitem(name, item definition)`
2047 * `minetest.unregister_item(name)`
2048 * `minetest.register_alias(name, convert_to)`
2049 * `minetest.register_alias_force(name, convert_to)`
2050 * `minetest.register_craft(recipe)`
2051 * Check recipe table syntax for different types below.
2052 * `minetest.clear_craft(recipe)`
2053 * Will erase existing craft based either on output item or on input recipe.
2054 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2055 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2056 * If no erase candidate could be found, Lua exception will be thrown.
2057 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2058 contains output. Erasing is then done independently from the crafting method.
2059 * `minetest.register_ore(ore definition)`
2060 * `minetest.register_biome(biome definition)`
2061 * `minetest.register_decoration(decoration definition)`
2062 * `minetest.override_item(name, redefinition)`
2063 * Overrides fields of an item registered with register_node/tool/craftitem.
2064 * Note: Item must already be defined, (opt)depend on the mod defining it.
2065 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2066 * `minetest.clear_registered_ores()`
2067 * `minetest.clear_registered_biomes()`
2068 * `minetest.clear_registered_decorations()`
2070 ### Global callback registration functions
2071 Call these functions only at load time!
2073 * `minetest.register_globalstep(func(dtime))`
2074 * Called every server step, usually interval of 0.1s
2075 * `minetest.register_on_shutdown(func())`
2076 * Called before server shutdown
2077 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2078 callbacks **will likely not be run**. Data should be saved at
2079 semi-frequent intervals as well as on server shutdown.
2080 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2081 * Called when a node has been placed
2082 * If return `true` no item is taken from `itemstack`
2083 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2085 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2086 * Called when a node has been dug.
2087 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2089 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2090 * Called when a node is punched
2091 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2092 * Called after generating a piece of world. Modifying nodes inside the area
2093 is a bit faster than usually.
2094 * `minetest.register_on_newplayer(func(ObjectRef))`
2095 * Called after a new player has been created
2096 * `minetest.register_on_dieplayer(func(ObjectRef))`
2097 * Called when a player dies
2098 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2099 * Called when a player is punched
2100 * `player` - ObjectRef - Player that was punched
2101 * `hitter` - ObjectRef - Player that hit
2102 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2103 * `tool_capabilities`: capability table of used tool (can be nil)
2104 * `dir`: unit vector of direction of punch. Always defined. Points from
2105 the puncher to the punched.
2106 * `damage` - number that represents the damage calculated by the engine
2107 * should return `true` to prevent the default damage mechanism
2108 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2109 * Called when the player gets damaged or healed
2110 * `player`: ObjectRef of the player
2111 * `hp_change`: the amount of change. Negative when it is damage.
2112 * `modifier`: when true, the function should return the actual hp_change.
2113 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2114 modifiers can return true as a second argument to stop the execution of further functions.
2115 Non-modifiers receive the final hp change calculated by the modifiers.
2116 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2117 * Called when player is to be respawned
2118 * Called _before_ repositioning of player occurs
2119 * return true in func to disable regular player placement
2120 * `minetest.register_on_prejoinplayer(func(name, ip))`
2121 * Called before a player joins the game
2122 * If it returns a string, the player is disconnected with that string as reason
2123 * `minetest.register_on_joinplayer(func(ObjectRef))`
2124 * Called when a player joins the game
2125 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2126 * Called when a player leaves the game
2127 * `timed_out`: True for timeout, false for other reasons.
2128 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2129 * Called when a player cheats
2130 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2132 * `interacted_too_far`
2133 * `interacted_while_dead`
2134 * `finished_unknown_dig`
2137 * `minetest.register_on_chat_message(func(name, message))`
2138 * Called always when a player says something
2139 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2140 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2141 * Called when a button is pressed in player's inventory form
2142 * Newest functions are called first
2143 * If function returns `true`, remaining functions are not called
2144 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2145 * Called when `player` crafts something
2146 * `itemstack` is the output
2147 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2148 * `craft_inv` is the inventory with the crafting grid
2149 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2150 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2151 * The same as before, except that it is called before the player crafts, to make
2152 craft prediction, and it should not change anything.
2153 * `minetest.register_on_protection_violation(func(pos, name))`
2154 * Called by `builtin` and mods when a player violates protection at a position
2155 (eg, digs a node or punches a protected entity).
2156 * The registered functions can be called using `minetest.record_protection_violation`
2157 * The provided function should check that the position is protected by the mod
2158 calling this function before it prints a message, if it does, to allow for
2159 multiple protection mods.
2160 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2161 * Called when an item is eaten, by `minetest.item_eat`
2162 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2164 ### Other registration functions
2165 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2166 * Adds definition to minetest.registered_chatcommands
2167 * `minetest.override_chatcommand(name, redefinition)`
2168 * Overrides fields of a chatcommand registered with register_chatcommand.
2169 * `minetest.unregister_chatcommand(name)`
2170 * Unregisters a chatcommands registered with register_chatcommand.
2171 * `minetest.register_privilege(name, definition)`
2172 * `definition`: `"description text"`
2173 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2174 the default of `give_to_singleplayer` is true
2175 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2176 * `minetest.register_authentication_handler(handler)`
2177 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2180 * `minetest.settings`: Settings object containing all of the settings from the
2181 main config file (`minetest.conf`).
2182 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2183 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2186 * `minetest.notify_authentication_modified(name)`
2187 * Should be called by the authentication handler if privileges changes.
2188 * To report everybody, set `name=nil`.
2189 * `minetest.check_password_entry(name, entry, password)`
2190 * Returns true if the "db entry" for a player with name matches given
2191 * password, false otherwise.
2192 * The "db entry" is the usually player-individual value that is derived
2193 * from the player's chosen password and stored on the server in order to allow
2194 * authentication whenever the player desires to log in.
2195 * Only use this function for making it possible to log in via the password from
2196 * via protocols like IRC, other uses for inside the game are frowned upon.
2197 * `minetest.get_password_hash(name, raw_password)`
2198 * Convert a name-password pair to a password hash that Minetest can use.
2199 * The returned value alone is not a good basis for password checks based
2200 * on comparing the password hash in the database with the password hash
2201 * from the function, with an externally provided password, as the hash
2202 * in the db might use the new SRP verifier format.
2203 * For this purpose, use minetest.check_password_entry instead.
2204 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2205 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2206 * Convert between two privilege representations
2207 * `minetest.set_player_password(name, password_hash)`
2208 * `minetest.set_player_privs(name, {priv1=true,...})`
2209 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2210 * `minetest.auth_reload()`
2211 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2212 * A quickhand for checking privileges.
2213 * `player_or_name`: Either a Player object or the name of a player.
2214 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2215 a table, e.g. `{ priva = true, privb = true }`.
2216 * `minetest.get_player_ip(name)`: returns an IP address string
2218 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2219 and `minetest.auth_reload` call the authetification handler.
2222 * `minetest.chat_send_all(text)`
2223 * `minetest.chat_send_player(name, text)`
2225 ### Environment access
2226 * `minetest.set_node(pos, node)`
2227 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2228 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2229 * `minetest.swap_node(pos, node)`
2230 * Set node at position, but don't remove metadata
2231 * `minetest.remove_node(pos)`
2232 * Equivalent to `set_node(pos, "air")`
2233 * `minetest.get_node(pos)`
2234 * Returns the node at the given position as table in the format
2235 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2237 * `minetest.get_node_or_nil(pos)`
2238 * Same as `get_node` but returns `nil` for unloaded areas.
2239 * `minetest.get_node_light(pos, timeofday)`
2240 * Gets the light value at the given position. Note that the light value
2241 "inside" the node at the given position is returned, so you usually want
2242 to get the light value of a neighbor.
2243 * `pos`: The position where to measure the light.
2244 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2245 * Returns a number between `0` and `15` or `nil`
2246 * `minetest.place_node(pos, node)`
2247 * Place node with the same effects that a player would cause
2248 * `minetest.dig_node(pos)`
2249 * Dig node with the same effects that a player would cause
2250 * Returns `true` if successful, `false` on failure (e.g. protected location)
2251 * `minetest.punch_node(pos)`
2252 * Punch node with the same effects that a player would cause
2253 * `minetest.spawn_falling_node(pos)`
2254 * Change node into falling node
2255 * Returns `true` if successful, `false` on failure
2257 * `minetest.find_nodes_with_meta(pos1, pos2)`
2258 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2259 * `minetest.get_meta(pos)`
2260 * Get a `NodeMetaRef` at that position
2261 * `minetest.get_node_timer(pos)`
2262 * Get `NodeTimerRef`
2264 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2265 * Returns `ObjectRef`, or `nil` if failed
2266 * `minetest.add_item(pos, item)`: Spawn item
2267 * Returns `ObjectRef`, or `nil` if failed
2268 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2269 * `minetest.get_objects_inside_radius(pos, radius)`
2270 * `radius`: using an euclidean metric
2271 * `minetest.set_timeofday(val)`
2272 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2273 * `minetest.get_timeofday()`
2274 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2275 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2276 * accounting for time changes.
2277 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2278 * `radius`: using a maximum metric
2279 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2280 * `search_center` is an optional boolean (default: `false`)
2281 If true `pos` is also checked for the nodes
2282 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2283 * returns as second value a table with the count of the individual nodes found
2284 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2285 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2286 * returned positions are nodes with a node air above
2287 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2288 * `minetest.get_perlin(noiseparams)`
2289 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2290 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2291 * `minetest.get_voxel_manip([pos1, pos2])`
2292 * Return voxel manipulator object.
2293 * Loads the manipulator from the map if positions are passed.
2294 * `minetest.set_gen_notify(flags, {deco_ids})`
2295 * Set the types of on-generate notifications that should be collected
2296 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2297 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2298 * The second parameter is a list of IDS of decorations which notification is requested for
2299 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2300 * `minetest.get_mapgen_object(objectname)`
2301 * Return requested mapgen object if available (see "Mapgen objects")
2302 * `minetest.get_biome_id(biome_name)`
2303 * Returns the biome id, as used in the biomemap Mapgen object, for a
2304 given biome_name string.
2305 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2306 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2307 * Deprecated: use minetest.get_mapgen_setting(name) instead
2308 * `minetest.set_mapgen_params(MapgenParams)`
2309 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2310 * Set map generation parameters
2311 * Function cannot be called after the registration period; only initialization
2312 and `on_mapgen_init`
2313 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2315 * Leave field unset to leave that parameter unchanged
2316 * `flags` contains a comma-delimited string of flags to set,
2317 or if the prefix `"no"` is attached, clears instead.
2318 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2319 * `minetest.get_mapgen_setting(name)`
2320 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2321 order of precedence:
2322 1) Settings loaded from map_meta.txt or overrides set during mod execution
2323 2) Settings set by mods without a metafile override
2324 3) Settings explicitly set in the user config file, minetest.conf
2325 4) Settings set as the user config default
2326 * `minetest.get_mapgen_setting_noiseparams(name)`
2327 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2328 and is a valid NoiseParams
2329 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2330 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2331 is not already present in map_meta.txt.
2332 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2333 the setting will become the active setting regardless of the map metafile contents.
2334 * Note: to set the seed, use "seed", not "fixed_map_seed"
2335 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2336 * Same as above, except value is a NoiseParams table.
2337 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2338 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2339 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2340 should be applied to the default config or current active config
2341 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2342 * `minetest.generate_ores(vm, pos1, pos2)`
2343 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2344 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2345 * `minetest.generate_decorations(vm, pos1, pos2)`
2346 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2347 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2348 * `minetest.clear_objects([options])`
2349 * Clear all objects in the environment
2350 * Takes an optional table as an argument with the field `mode`.
2351 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2352 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2353 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2354 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2355 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2356 * fetched from memory, loaded from disk, or if inexistent, generates them.
2357 * If `callback` is a valid Lua function, this will be called for each block emerged.
2358 * The function signature of callback is:
2359 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2360 * - `blockpos` is the *block* coordinates of the block that had been emerged
2361 * - `action` could be one of the following constant values:
2362 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2363 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2364 * - `calls_remaining` is the number of callbacks to be expected after this one
2365 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2366 * parameter was absent)
2367 * `minetest.delete_area(pos1, pos2)`
2368 * delete all mapblocks in the area from pos1 to pos2, inclusive
2369 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2370 * Check if there is a direct line of sight between `pos1` and `pos2`
2371 * Returns the position of the blocking node when `false`
2372 * `pos1`: First position
2373 * `pos2`: Second position
2374 * `stepsize`: smaller gives more accurate results but requires more computing
2375 time. Default is `1`.
2376 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2377 * returns table containing path
2378 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2379 * `pos1`: start position
2380 * `pos2`: end position
2381 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2382 * `max_jump`: maximum height difference to consider walkable
2383 * `max_drop`: maximum height difference to consider droppable
2384 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2385 * `minetest.spawn_tree (pos, {treedef})`
2386 * spawns L-system tree at given `pos` with definition in `treedef` table
2387 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2388 Often these bugs appear as subtle shadows in water.
2389 * `minetest.transforming_liquid_add(pos)`
2390 * add node to liquid update queue
2391 * `minetest.get_node_max_level(pos)`
2392 * get max available level for leveled node
2393 * `minetest.get_node_level(pos)`
2394 * get level of leveled node (water, snow)
2395 * `minetest.set_node_level(pos, level)`
2396 * set level of leveled node, default `level` equals `1`
2397 * if `totallevel > maxlevel`, returns rest (`total-max`).
2398 * `minetest.add_node_level(pos, level)`
2399 * increase level of leveled node by level, default `level` equals `1`
2400 * if `totallevel > maxlevel`, returns rest (`total-max`)
2401 * can be negative for decreasing
2402 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2403 * resets the light in a cuboid-shaped part of
2404 the map and removes lighting bugs.
2405 * Loads the area if it is not loaded.
2406 * `pos1` is the corner of the cuboid with the least coordinates
2407 (in node coordinates), inclusive.
2408 * `pos2` is the opposite corner of the cuboid, inclusive.
2409 * The actual updated cuboid might be larger than the specified one,
2410 because only whole map blocks can be updated.
2411 The actual updated area consists of those map blocks that intersect
2412 with the given cuboid.
2413 * However, the neighborhood of the updated area might change
2414 as well, as light can spread out of the cuboid, also light
2416 * returns `false` if the area is not fully generated,
2418 * `core.check_single_for_falling(pos)`
2419 * causes an unsupported `group:falling_node` node to fall and causes an
2420 unattached `group:attached_node` node to fall.
2421 * does not spread these updates to neighbours.
2422 * `core.check_for_falling(pos)`
2423 * causes an unsupported `group:falling_node` node to fall and causes an
2424 unattached `group:attached_node` node to fall.
2425 * spread these updates to neighbours and can cause a cascade
2429 `minetest.get_inventory(location)`: returns an `InvRef`
2432 * `{type="player", name="celeron55"}`
2433 * `{type="node", pos={x=, y=, z=}}`
2434 * `{type="detached", name="creative"}`
2435 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2436 * callbacks: See "Detached inventory callbacks"
2437 * player_name: Make detached inventory available to one player exclusively,
2438 by default they will be sent to every player (even if not used).
2439 Note that this parameter is mostly just a workaround and will be removed in future releases.
2440 * Creates a detached inventory. If it already exists, it is cleared.
2441 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2442 returns left over ItemStack
2443 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2446 * `minetest.show_formspec(playername, formname, formspec)`
2447 * `playername`: name of player to show formspec
2448 * `formname`: name passed to `on_player_receive_fields` callbacks.
2449 It should follow the `"modname:<whatever>"` naming convention
2450 * `formspec`: formspec to display
2451 * `minetest.close_formspec(playername, formname)`
2452 * `playername`: name of player to close formspec
2453 * `formname`: has to exactly match the one given in show_formspec, or the formspec will
2455 * calling show_formspec(playername, formname, "") is equal to this expression
2456 * to close a formspec regardless of the formname, call
2457 minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
2458 * `minetest.formspec_escape(string)`: returns a string
2459 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2460 * `minetest.explode_table_event(string)`: returns a table
2461 * returns e.g. `{type="CHG", row=1, column=2}`
2463 * `"INV"`: no row selected)
2464 * `"CHG"`: selected)
2465 * `"DCL"`: double-click
2466 * `minetest.explode_textlist_event(string)`: returns a table
2467 * returns e.g. `{type="CHG", index=1}`
2469 * `"INV"`: no row selected)
2470 * `"CHG"`: selected)
2471 * `"DCL"`: double-click
2472 * `minetest.explode_scrollbar_event(string)`: returns a table
2473 * returns e.g. `{type="CHG", value=500}`
2475 * `"INV"`: something failed
2476 * `"CHG"`: has been changed
2477 * `"VAL"`: not changed
2480 * `minetest.inventorycube(img1, img2, img3)`
2481 * Returns a string for making an image of a cube (useful as an item image)
2482 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2483 * Get position of a `pointed_thing` (that you can get from somewhere)
2484 * `minetest.dir_to_facedir(dir, is6d)`
2485 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2486 * passing something non-`nil`/`false` for the optional second parameter causes it to
2487 take the y component into account
2488 * `minetest.facedir_to_dir(facedir)`
2489 * Convert a facedir back into a vector aimed directly out the "back" of a node
2490 * `minetest.dir_to_wallmounted(dir)`
2491 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2492 * `minetest.wallmounted_to_dir(wallmounted)`
2493 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2494 * `minetest.dir_to_yaw(dir)`
2495 * Convert a vector into a yaw (angle)
2496 * `minetest.yaw_to_dir(yaw)`
2497 * Convert yaw (angle) to a vector
2498 * `minetest.get_node_drops(nodename, toolname)`
2499 * Returns list of item names.
2500 * **Note**: This will be removed or modified in a future version.
2501 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2502 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2503 * `input.width` = for example `3`
2504 * `input.items` = for example
2505 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2506 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2507 * `output.time` = a number, if unsuccessful: `0`
2508 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2509 `decremented_input.items`
2510 * `decremented_input` = like `input`
2511 * `minetest.get_craft_recipe(output)`: returns input
2512 * returns last registered recipe for output item (node)
2513 * `output` is a node or item type such as `"default:torch"`
2514 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2515 * `input.width` = for example `3`
2516 * `input.items` = for example
2517 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2518 * `input.items` = `nil` if no recipe found
2519 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2520 * returns indexed table with all registered recipes for query item (node)
2521 or `nil` if no recipe was found
2522 * recipe entry table:
2524 method = 'normal' or 'cooking' or 'fuel'
2525 width = 0-3, 0 means shapeless recipe
2526 items = indexed [1-9] table with recipe items
2527 output = string with item name and quantity
2529 * Example query for `"default:gold_ingot"` will return table:
2531 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2532 items = {1 = "default:gold_lump"}},
2533 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2534 items = {1 = "default:goldblock"}}
2536 * `minetest.handle_node_drops(pos, drops, digger)`
2537 * `drops`: list of itemstrings
2538 * Handles drops from nodes after digging: Default action is to put them into
2540 * Can be overridden to get different functionality (e.g. dropping items on
2544 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2545 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2546 * Find who has done something to a node, or near a node
2547 * `actor`: `"player:<name>"`, also `"liquid"`.
2548 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2549 * Revert latest actions of someone
2550 * `actor`: `"player:<name>"`, also `"liquid"`.
2552 ### Defaults for the `on_*` item definition functions
2553 These functions return the leftover itemstack.
2555 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2556 * Place item as a node
2557 * `param2` overrides `facedir` and wallmounted `param2`
2558 * returns `itemstack, success`
2559 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2561 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2562 * Use one of the above based on what the item is.
2563 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2564 * **Note**: is not called when wielded item overrides `on_place`
2565 * `param2` overrides `facedir` and wallmounted `param2`
2566 * returns `itemstack, success`
2567 * `minetest.item_drop(itemstack, dropper, pos)`
2569 * `minetest.item_eat(hp_change, replace_with_item)`
2571 * `replace_with_item` is the itemstring which is added to the inventory.
2572 If the player is eating a stack, then replace_with_item goes to a
2573 different spot. Can be `nil`
2574 * See `minetest.do_item_eat`
2576 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2577 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2578 * Calls functions registered by `minetest.register_on_punchnode()`
2579 * `minetest.node_dig(pos, node, digger)`
2580 * Checks if node can be dug, puts item into inventory, removes node
2581 * Calls functions registered by `minetest.registered_on_dignodes()`
2584 * `minetest.sound_play(spec, parameters)`: returns a handle
2585 * `spec` is a `SimpleSoundSpec`
2586 * `parameters` is a sound parameter table
2587 * `minetest.sound_stop(handle)`
2588 * `minetest.sound_fade(handle, step, gain)`
2589 * `handle` is a handle returned by minetest.sound_play
2590 * `step` determines how fast a sound will fade.
2591 Negative step will lower the sound volume, positive step will increase the sound volume
2592 * `gain` the target gain for the fade.
2595 * `minetest.after(time, func, ...)`
2596 * Call the function `func` after `time` seconds, may be fractional
2597 * Optional: Variable number of arguments that are passed to `func`
2600 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2601 `reconnect` == true displays a reconnect button,
2602 `delay` adds an optional delay (in seconds) before shutdown
2603 negative delay cancels the current active shutdown
2604 zero delay triggers an immediate shutdown.
2605 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2606 * `minetest.get_server_status()`: returns server status string
2607 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2608 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2609 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2612 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2613 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2614 * `minetest.ban_player(name)`: ban a player
2615 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2616 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2619 * `minetest.add_particle(particle definition)`
2620 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2621 size, collisiondetection, texture, playername)`
2623 * `minetest.add_particlespawner(particlespawner definition)`
2624 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2625 * Returns an `id`, and -1 if adding didn't succeed
2626 * `Deprecated: minetest.add_particlespawner(amount, time,
2630 minexptime, maxexptime,
2632 collisiondetection, texture, playername)`
2634 * `minetest.delete_particlespawner(id, player)``
2635 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2636 * If playername is specified, only deletes on the player's client,
2637 * otherwise on all clients
2640 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2641 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2642 * Apply the specified probability values to the specified nodes in `probability_list`.
2643 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2644 * `pos` is the 3D vector specifying the absolute coordinates of the
2645 node being modified,
2646 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2647 * If there are two or more entries with the same pos value, the
2649 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2650 * If `probability_list` equals `nil`, no probabilities are applied.
2651 * Slice probability works in the same manner, except takes a field
2652 called `ypos` instead which
2653 indicates the y position of the slice with a probability applied.
2654 * If slice probability list equals `nil`, no slice probabilities are applied.
2655 * Saves schematic in the Minetest Schematic format to filename.
2657 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2658 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2659 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2660 * If the `rotation` parameter is omitted, the schematic is not rotated.
2661 * `replacements` = `{["old_name"] = "convert_to", ...}`
2662 * `force_placement` is a boolean indicating whether nodes other than `air` and
2663 `ignore` are replaced by the schematic
2664 * Returns nil if the schematic could not be loaded.
2666 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2667 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2668 specified VoxelManip object `vmanip` instead of the whole map.
2669 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2670 containing the full area required, and true if the whole schematic was able to fit.
2671 * Returns nil if the schematic could not be loaded.
2672 * After execution, any external copies of the VoxelManip contents are invalidated.
2674 * `minetest.serialize_schematic(schematic, format, options)`
2675 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2676 * in the `format` of either "mts" or "lua".
2677 * "mts" - a string containing the binary MTS data used in the MTS file format
2678 * "lua" - a string containing Lua code representing the schematic in table format
2679 * `options` is a table containing the following optional parameters:
2680 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2681 * position comments for every X row generated in the schematic data for easier reading.
2682 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2683 * will use that number of spaces as indentation instead of a tab character.
2686 * `minetest.request_http_api()`:
2687 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2688 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2689 otherwise returns `nil`.
2690 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2692 * Only works at init time and must be called from the mod's main scope (not from a function).
2693 * Function only exists if minetest server was built with cURL support.
2694 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2696 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2697 * Performs given request asynchronously and calls callback upon completion
2698 * callback: `function(HTTPRequestResult res)`
2699 * Use this HTTP function if you are unsure, the others are for advanced use.
2700 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2701 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2702 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2703 * Return response data for given asynchronous HTTP request
2706 * `minetest.get_mod_storage()`:
2707 * returns reference to mod private `StorageRef`
2708 * must be called during mod load time
2711 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2712 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2713 * `minetest.hud_replace_builtin(name, hud_definition)`
2714 * Replaces definition of a builtin hud element
2715 * `name`: `"breath"` or `"health"`
2716 * `hud_definition`: definition to replace builtin definition
2717 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2718 * Gives a unique hash number for a node position (16+16+16=48bit)
2719 * `minetest.get_position_from_hash(hash)`: returns a position
2720 * Inverse transform of `minetest.hash_node_position`
2721 * `minetest.get_item_group(name, group)`: returns a rating
2722 * Get rating of a group of an item. (`0` means: not in group)
2723 * `minetest.get_node_group(name, group)`: returns a rating
2724 * Deprecated: An alias for the former.
2725 * `minetest.raillike_group(name)`: returns a rating
2726 * Returns rating of the connect_to_raillike group corresponding to name
2727 * If name is not yet the name of a connect_to_raillike group, a new group id
2728 * is created, with that name
2729 * `minetest.get_content_id(name)`: returns an integer
2730 * Gets the internal content ID of `name`
2731 * `minetest.get_name_from_content_id(content_id)`: returns a string
2732 * Gets the name of the content with that content ID
2733 * `minetest.parse_json(string[, nullvalue])`: returns something
2734 * Convert a string containing JSON data into the Lua equivalent
2735 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2736 * On success returns a table, a string, a number, a boolean or `nullvalue`
2737 * On failure outputs an error message and returns `nil`
2738 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2739 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2740 * Convert a Lua table into a JSON string
2741 * styled: Outputs in a human-readable format if this is set, defaults to false
2742 * Unserializable things like functions and userdata will cause an error.
2743 * **Warning**: JSON is more strict than the Lua table format.
2744 1. You can only use strings and positive integers of at least one as keys.
2745 2. You can not mix string and integer keys.
2746 This is due to the fact that JSON has two distinct array and object values.
2747 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2748 * `minetest.serialize(table)`: returns a string
2749 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2750 into string form readable by `minetest.deserialize`
2751 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2752 * `minetest.deserialize(string)`: returns a table
2753 * Convert a string returned by `minetest.deserialize` into a table
2754 * `string` is loaded in an empty sandbox environment.
2755 * Will load functions, but they cannot access the global environment.
2756 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2757 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2758 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2759 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2760 * Compress a string of data.
2761 * `method` is a string identifying the compression method to be used.
2762 * Supported compression methods:
2763 * Deflate (zlib): `"deflate"`
2764 * `...` indicates method-specific arguments. Currently defined arguments are:
2765 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2766 * `minetest.decompress(compressed_data, method, ...)`: returns data
2767 * Decompress a string of data (using ZLib).
2768 * See documentation on `minetest.compress()` for supported compression methods.
2769 * currently supported.
2770 * `...` indicates method-specific arguments. Currently, no methods use this.
2771 * `minetest.encode_base64(string)`: returns string encoded in base64
2772 * Encodes a string in base64.
2773 * `minetest.decode_base64(string)`: returns string
2774 * Decodes a string encoded in base64.
2775 * `minetest.is_protected(pos, name)`: returns boolean
2776 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2777 actions, defineable by mods, due to some mod-defined ownership-like concept.
2778 Returns false or nil, if the player is allowed to do such actions.
2779 * This function should be overridden by protection mods and should be used to
2780 check if a player can interact at a position.
2781 * This function should call the old version of itself if the position is not
2782 protected by the mod.
2785 local old_is_protected = minetest.is_protected
2786 function minetest.is_protected(pos, name)
2787 if mymod:position_protected_from(pos, name) then
2790 return old_is_protected(pos, name)
2792 * `minetest.record_protection_violation(pos, name)`
2793 * This function calls functions registered with
2794 `minetest.register_on_protection_violation`.
2795 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2796 * Attempt to predict the desired orientation of the facedir-capable node
2797 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2798 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2799 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2800 is an optional table containing extra tweaks to the placement code:
2801 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2802 orientation on the wall.
2803 * `force_wall` : if `true`, always place the node in wall orientation.
2804 * `force_ceiling`: if `true`, always place on the ceiling.
2805 * `force_floor`: if `true`, always place the node on the floor.
2806 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2807 the floor or ceiling
2808 * The first four options are mutually-exclusive; the last in the list takes
2809 precedence over the first.
2810 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2811 * calls `rotate_and_place()` with infinitestacks set according to the state of
2812 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2815 * `minetest.forceload_block(pos[, transient])`
2816 * forceloads the position `pos`.
2817 * returns `true` if area could be forceloaded
2818 * If `transient` is `false` or absent, the forceload will be persistent
2819 (saved between server runs). If `true`, the forceload will be transient
2820 (not saved between server runs).
2822 * `minetest.forceload_free_block(pos[, transient])`
2823 * stops forceloading the position `pos`
2824 * If `transient` is `false` or absent, frees a persistent forceload.
2825 If `true`, frees a transient forceload.
2827 * `minetest.request_insecure_environment()`: returns an environment containing
2828 insecure functions if the calling mod has been listed as trusted in the
2829 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2830 * Only works at init time and must be called from the mod's main scope (not from a function).
2831 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2834 * `minetest.global_exists(name)`
2835 * Checks if a global variable has been set, without triggering a warning.
2838 * `minetest.env`: `EnvRef` of the server environment and world.
2839 * Any function in the minetest namespace can be called using the syntax
2840 `minetest.env:somefunction(somearguments)`
2841 instead of `minetest.somefunction(somearguments)`
2842 * Deprecated, but support is not to be dropped soon
2845 * `minetest.registered_items`
2846 * Map of registered items, indexed by name
2847 * `minetest.registered_nodes`
2848 * Map of registered node definitions, indexed by name
2849 * `minetest.registered_craftitems`
2850 * Map of registered craft item definitions, indexed by name
2851 * `minetest.registered_tools`
2852 * Map of registered tool definitions, indexed by name
2853 * `minetest.registered_entities`
2854 * Map of registered entity prototypes, indexed by name
2855 * `minetest.object_refs`
2856 * Map of object references, indexed by active object id
2857 * `minetest.luaentities`
2858 * Map of Lua entities, indexed by active object id
2859 * `minetest.registered_chatcommands`
2860 * Map of registered chat command definitions, indexed by name
2861 * `minetest.registered_ores`
2862 * List of registered ore definitions.
2863 * `minetest.registered_biomes`
2864 * List of registered biome definitions.
2865 * `minetest.registered_decorations`
2866 * List of registered decoration definitions.
2872 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
2875 * `set_string(name, value)`
2876 * `get_string(name)`
2877 * `set_int(name, value)`
2879 * `set_float(name, value)`
2881 * `to_table()`: returns `nil` or a table with keys:
2882 * `fields`: key-value storage
2883 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
2884 * `from_table(nil or {})`
2885 * Any non-table value will clear the metadata
2886 * See "Node Metadata" for an example
2887 * returns `true` on success
2889 * returns `true` if this metadata has the same key-value pairs as `other`
2892 Node metadata: reference extra data and functionality stored in a node.
2893 Can be obtained via `minetest.get_meta(pos)`.
2896 * All methods in MetaDataRef
2897 * `get_inventory()`: returns `InvRef`
2899 ### `ItemStackMetaRef`
2900 ItemStack metadata: reference extra data and functionality stored in a stack.
2901 Can be obtained via `item:get_meta()`.
2904 * All methods in MetaDataRef
2907 Mod metadata: per mod metadata, saved automatically.
2908 Can be obtained via `minetest.get_mod_storage()` during load time.
2911 * All methods in MetaDataRef
2914 Node Timers: a high resolution persistent per-node timer.
2915 Can be gotten via `minetest.get_node_timer(pos)`.
2918 * `set(timeout,elapsed)`
2919 * set a timer's state
2920 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2921 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2922 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2925 * equivalent to `set(timeout,0)`
2928 * `get_timeout()`: returns current timeout in seconds
2929 * if `timeout` equals `0`, timer is inactive
2930 * `get_elapsed()`: returns current elapsed time in seconds
2931 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2932 * `is_started()`: returns boolean state of timer
2933 * returns `true` if timer is started, otherwise `false`
2936 Moving things in the game are generally these.
2938 This is basically a reference to a C++ `ServerActiveObject`
2941 * `remove()`: remove object (after returning from Lua)
2942 * Note: Doesn't work on players, use minetest.kick_player instead
2943 * `get_pos()`: returns `{x=num, y=num, z=num}`
2944 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
2945 * `move_to(pos, continuous=false)`: interpolated move
2946 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2947 * `puncher` = another `ObjectRef`,
2948 * `time_from_last_punch` = time since last punch action of the puncher
2949 * `direction`: can be `nil`
2950 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2951 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2952 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2953 * `get_inventory()`: returns an `InvRef`
2954 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2955 * `get_wield_index()`: returns the index of the wielded item
2956 * `get_wielded_item()`: returns an `ItemStack`
2957 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2958 * `set_armor_groups({group1=rating, group2=rating, ...})`
2959 * `get_armor_groups()`: returns a table with the armor group ratings
2960 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2961 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2962 * `set_attach(parent, bone, position, rotation)`
2964 * `position`: `{x=num, y=num, z=num}` (relative)
2965 * `rotation`: `{x=num, y=num, z=num}`
2966 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2968 * `set_bone_position(bone, position, rotation)`
2970 * `position`: `{x=num, y=num, z=num}` (relative)
2971 * `rotation`: `{x=num, y=num, z=num}`
2972 * `get_bone_position(bone)`: returns position and rotation of the bone
2973 * `set_properties(object property table)`
2974 * `get_properties()`: returns object property table
2975 * `is_player()`: returns true for players, false otherwise
2976 * `get_nametag_attributes()`
2977 * returns a table with the attributes of the nametag of an object
2979 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2982 * `set_nametag_attributes(attributes)`
2983 * sets the attributes of the nametag of an object
2987 text = "My Nametag",
2990 ##### LuaEntitySAO-only (no-op for other objects)
2991 * `set_velocity({x=num, y=num, z=num})`
2992 * `get_velocity()`: returns `{x=num, y=num, z=num}`
2993 * `set_acceleration({x=num, y=num, z=num})`
2994 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
2995 * `set_yaw(radians)`
2996 * `get_yaw()`: returns number in radians
2997 * `set_texture_mod(mod)`
2998 * `get_texture_mod()` returns current texture modifier
2999 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3000 select_horiz_by_yawpitch=false)`
3001 * Select sprite from spritesheet with optional animation and DM-style
3002 texture selection based on yaw relative to camera
3003 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3006 ##### Player-only (no-op for other objects)
3007 * `get_player_name()`: returns `""` if is not a player
3008 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3009 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3010 * `get_look_dir()`: get camera direction as a unit vector
3011 * `get_look_vertical()`: pitch in radians
3012 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3013 * `get_look_horizontal()`: yaw in radians
3014 * Angle is counter-clockwise from the +z direction.
3015 * `set_look_vertical(radians)`: sets look pitch
3016 * radians - Angle from looking forward, where positive is downwards.
3017 * `set_look_horizontal(radians)`: sets look yaw
3018 * radians - Angle from the +z direction, where positive is counter-clockwise.
3019 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
3020 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3021 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
3022 * Angle is counter-clockwise from the +x direction.
3023 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
3024 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
3025 * `get_breath()`: returns players breath
3026 * `set_breath(value)`: sets players breath
3028 * `0`: player is drowning,
3029 * `1`-`10`: remaining number of bubbles
3030 * `11`: bubbles bar is not shown
3031 * `set_attribute(attribute, value)`:
3032 * Sets an extra attribute with value on player.
3033 * If value is nil, remove attribute from player.
3034 * `get_attribute(attribute)`: returns value for extra attribute. Returns nil if no attribute found.
3035 * `set_inventory_formspec(formspec)`
3036 * Redefine player's inventory form
3037 * Should usually be called in on_joinplayer
3038 * `get_inventory_formspec()`: returns a formspec string
3039 * `get_player_control()`: returns table with player pressed keys
3040 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3041 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3042 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3043 * `set_physics_override(override_table)`
3044 * `override_table` is a table with the following fields:
3045 * `speed`: multiplier to default walking speed value (default: `1`)
3046 * `jump`: multiplier to default jump value (default: `1`)
3047 * `gravity`: multiplier to default gravity value (default: `1`)
3048 * `sneak`: whether player can sneak (default: `true`)
3049 * `sneak_glitch`: whether player can use the new move code replications
3050 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3052 * `new_move`: use new move/sneak code. When `false` the exact old code
3053 is used for the specific old sneak behaviour (default: `true`)
3054 * `get_physics_override()`: returns the table given to set_physics_override
3055 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3057 * `hud_remove(id)`: remove the HUD element of the specified id
3058 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3059 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3060 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3061 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3062 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
3063 * pass a table containing a `true`/`false` value of each flag to be set or unset
3064 * if a flag equals `nil`, the flag is not modified
3065 * note that setting `minimap` modifies the client's permission to view the minimap -
3066 * the client may locally elect to not view the minimap
3067 * `hud_get_flags()`: returns a table containing status of hud flags
3068 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
3069 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3070 * `count`: number of items, must be between `1` and `23`
3071 * `hud_get_hotbar_itemcount`: returns number of visible items
3072 * `hud_set_hotbar_image(texturename)`
3073 * sets background image for hotbar
3074 * `hud_get_hotbar_image`: returns texturename
3075 * `hud_set_hotbar_selected_image(texturename)`
3076 * sets image for selected item of hotbar
3077 * `hud_get_hotbar_selected_image`: returns texturename
3078 * `set_sky(bgcolor, type, {texture names}, clouds)`
3079 * `bgcolor`: ColorSpec, defaults to white
3080 * `type`: Available types:
3081 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3082 * `"skybox"`: Uses 6 textures, `bgcolor` used
3083 * `"plain"`: Uses 0 textures, `bgcolor` used
3084 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3085 `"plain"` custom skyboxes (default: `true`)
3086 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3087 * `set_clouds(parameters)`: set cloud parameters
3088 * `parameters` is a table with the following optional fields:
3089 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3090 * `color`: basic cloud color, with alpha channel (default `#fff0f0e5`)
3091 * `ambient`: cloud color lower bound, use for a "glow at night" effect (default `#000000`)
3092 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3093 * `thickness`: cloud thickness in nodes (default `16`)
3094 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, y=-2}`)
3095 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3096 * `override_day_night_ratio(ratio or nil)`
3097 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3098 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3099 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3100 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3102 set animation for player model in third person view
3104 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3105 {x=168, y=187}, -- < walk animation key frames
3106 {x=189, y=198}, -- < dig animation key frames
3107 {x=200, y=219}, -- < walk+dig animation key frames
3108 frame_speed=30): -- < animation frame speed
3109 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
3110 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3111 * in first person view
3112 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3113 * `get_eye_offset()`: returns offset_first and offset_third
3116 An `InvRef` is a reference to an inventory.
3119 * `is_empty(listname)`: return `true` if list is empty
3120 * `get_size(listname)`: get size of a list
3121 * `set_size(listname, size)`: set size of a list
3122 * returns `false` on error (e.g. invalid `listname` or `size`)
3123 * `get_width(listname)`: get width of a list
3124 * `set_width(listname, width)`: set width of list; currently used for crafting
3125 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3126 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3127 * `get_list(listname)`: return full list
3128 * `set_list(listname, list)`: set full list (size will not change)
3129 * `get_lists()`: returns list of inventory lists
3130 * `set_lists(lists)`: sets inventory lists (size will not change)
3131 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3132 * `room_for_item(listname, stack):` returns `true` if the stack of items
3133 can be fully added to the list
3134 * `contains_item(listname, stack)`: returns `true` if the stack of items
3135 can be fully taken from the list
3136 * `remove_item(listname, stack)`: take as many items as specified from the list,
3137 returns the items that were actually removed (as an `ItemStack`) -- note that
3138 any item metadata is ignored, so attempting to remove a specific unique
3139 item this way will likely remove the wrong one -- to do that use `set_stack`
3140 with an empty `ItemStack`
3141 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3142 * returns `{type="undefined"}` in case location is not known
3145 A fast access data structure to store areas, and find areas near a given position or area.
3146 Every area has a `data` string attribute to store additional information.
3147 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3148 If you chose the parameter-less constructor, a fast implementation will be automatically
3152 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3153 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3154 Returns nil if specified area id does not exist.
3155 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3156 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3158 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3159 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3160 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3161 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3162 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3163 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3164 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3165 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3166 or insertions are likely to fail due to conflicts.
3167 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3168 Only needed for efficiency, and only some implementations profit.
3169 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3170 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3171 Calling invalidates the cache, so that its elements have to be newly generated.
3174 enabled = boolean, -- whether to enable, default true
3175 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3176 prefiltered lists for, minimum 16, default 64
3177 limit = number, -- the cache's size, minimum 20, default 1000
3179 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3180 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3181 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3182 Returns success and, optionally, an error message.
3183 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3186 An `ItemStack` is a stack of items.
3188 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3189 an itemstring, a table or `nil`.
3192 * `is_empty()`: Returns `true` if stack is empty.
3193 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3194 * `set_name(item_name)`: Returns boolean whether item was cleared
3195 * `get_count()`: Returns number of items on the stack.
3196 * `set_count(count)`: Returns boolean whether item was cleared
3197 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3198 * `set_wear(wear)`: Returns boolean whether item was cleared
3199 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3200 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3201 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3202 * `clear()`: removes all items from the stack, making it empty.
3203 * `replace(item)`: replace the contents of this stack.
3204 * `item` can also be an itemstring or table.
3205 * `to_string()`: Returns the stack in itemstring form.
3206 * `to_table()`: Returns the stack in Lua table form.
3207 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3208 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3209 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3210 * `get_definition()`: Returns the item definition table.
3211 * `get_tool_capabilities()`: Returns the digging properties of the item,
3212 or those of the hand if none are defined for this item type
3213 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3214 * `add_item(item)`: Put some item or stack onto this stack.
3215 Returns leftover `ItemStack`.
3216 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3218 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3219 Returns taken `ItemStack`.
3220 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3221 Returns taken `ItemStack`.
3224 A 16-bit pseudorandom number generator.
3225 Uses a well-known LCG algorithm introduced by K&R.
3227 It can be created via `PseudoRandom(seed)`.
3230 * `next()`: return next integer random number [`0`...`32767`]
3231 * `next(min, max)`: return next integer random number [`min`...`max`]
3232 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3233 due to the simple implementation making bad distribution otherwise.
3236 A 32-bit pseudorandom number generator.
3237 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3239 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3242 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3243 * `next(min, max)`: return next integer random number [`min`...`max`]
3244 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3245 * This is only a rough approximation of a normal distribution with:
3246 * mean = (max - min) / 2, and
3247 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3248 * Increasing num_trials improves accuracy of the approximation
3251 Interface for the operating system's crypto-secure PRNG.
3253 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3254 be found on the system.
3257 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3260 A perlin noise generator.
3261 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3262 or `PerlinNoise(noiseparams)`.
3263 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3264 or `minetest.get_perlin(noiseparams)`.
3267 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3268 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3270 ### `PerlinNoiseMap`
3271 A fast, bulk perlin noise generator.
3273 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3274 `minetest.get_perlin_map(noiseparams, size)`.
3276 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3277 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3280 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3281 nil, this table will be used to store the result instead of creating a new table.
3285 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3286 with values starting at `pos={x=,y=}`
3287 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3288 of 3D noise with values starting at `pos={x=,y=,z=}`
3289 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3290 with values starting at `pos={x=,y=}`
3291 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3292 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3293 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3294 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3295 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3296 takes a chunk of `slice_size`.
3297 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3298 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3299 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3300 the starting position of the most recently calculated noise.
3301 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3302 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3303 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3307 #### About VoxelManip
3308 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3309 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3310 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3311 to with other methods of setting nodes. For example, nodes will not have their construction and
3312 destruction callbacks run, and no rollback information is logged.
3314 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3315 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3316 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3318 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3319 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3320 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3321 using both methods of map manipulation to determine which is most appropriate for your usage.
3323 #### Using VoxelManip
3324 A VoxelManip object can be created any time using either:
3325 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3327 If the optional position parameters are present for either of these routines, the specified region
3328 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3329 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3331 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3332 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3333 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3334 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3336 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3337 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3338 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3340 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3341 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3342 `VoxelManip:get_light_data()` for node light levels, and
3343 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3345 See section 'Flat array format' for more details.
3347 It is very important to understand that the tables returned by any of the above three functions
3348 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3349 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3350 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3351 otherwise explicitly stated.
3353 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3354 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3355 `VoxelManip:set_light_data()` for node light levels, and
3356 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3358 The parameter to each of the above three functions can use any table at all in the same flat array
3359 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3361 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3362 to the map by calling `VoxelManip:write_to_map()`.
3365 ##### Flat array format
3367 `Nx = p2.X - p1.X + 1`,
3368 `Ny = p2.Y - p1.Y + 1`, and
3369 `Nz = p2.Z - p1.Z + 1`.
3371 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3372 the expression `Nx * Ny * Nz`.
3374 Positions offset from p1 are present in the array with the format of:
3377 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3378 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3380 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3381 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3383 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3385 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3389 and the array index for a position p contained completely in p1..p2 is:
3391 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3393 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3394 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3395 for a single point in a flat VoxelManip array.
3398 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3399 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3400 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3401 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3402 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3403 Note that the node being queried needs to have already been been registered.
3405 The following builtin node types have their Content IDs defined as constants:
3407 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3408 core.CONTENT_AIR (ID for "air" nodes)
3409 core.CONTENT_IGNORE (ID for "ignore" nodes)
3412 ##### Mapgen VoxelManip objects
3413 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3414 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3415 but with a few differences:
3417 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3418 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3419 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3420 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3421 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3422 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3423 consistency with the current map state. For this reason, calling any of the following functions:
3424 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3425 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3426 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3427 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3429 ##### Other API functions operating on a VoxelManip
3430 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3431 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3432 written all buffered data back to the VoxelManip object, save for special situations where the modder
3433 desires to only have certain liquid nodes begin flowing.
3435 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3436 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3438 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3439 except instead of placing the specified schematic directly on the map at the specified position, it
3440 will place the schematic inside of the VoxelManip.
3443 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3444 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3445 `VoxelManip:get_node_at()`.
3446 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3447 filled with "ignore" nodes.
3448 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3449 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3450 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3451 object in the same callback it had been created.
3452 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3453 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3454 buffer the function can use to write map data to instead of returning a new table each call. This
3455 greatly enhances performance by avoiding unnecessary memory allocations.
3458 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3459 the region formed by `p1` and `p2`.
3460 * returns actual emerged `pmin`, actual emerged `pmax`
3461 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3462 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3463 * if `light` is true, then lighting is automatically recalculated.
3464 The default value is true.
3465 If `light` is false, no light calculations happen, and you should correct
3466 all modified blocks with `minetest.fix_light()` as soon as possible.
3467 Keep in mind that modifying the map where light is incorrect can cause
3469 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3470 the `VoxelManip` at that position
3471 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3472 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3473 * returns raw node data in the form of an array of node content IDs
3474 * if the param `buffer` is present, this table will be used to store the result instead
3475 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3476 * `update_map()`: Does nothing, kept for compatibility.
3477 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3478 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3479 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3480 * (`p1`, `p2`) is the area in which lighting is set;
3481 defaults to the whole area if left out
3482 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3483 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3484 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3485 * `light = day + (night * 16)`
3486 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3488 * expects lighting data in the same format that `get_light_data()` returns
3489 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3490 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3491 * If the param `buffer` is present, this table will be used to store the result instead
3492 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3493 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3494 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3495 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3497 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3498 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3499 * `update_liquids()`: Update liquid flow
3500 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3501 had been modified since the last read from map, due to a call to
3502 `minetest.set_data()` on the loaded area elsewhere
3503 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3506 A helper class for voxel areas.
3507 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3508 The coordinates are *inclusive*, like most other things in Minetest.
3511 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3512 `MinEdge` and `MaxEdge`
3513 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3514 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3515 * useful for things like `VoxelManip`, raw Schematic specifiers,
3516 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3517 * `indexp(p)`: same as above, except takes a vector
3518 * `position(i)`: returns the absolute position vector corresponding to index `i`
3519 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3520 * `containsp(p)`: same as above, except takes a vector
3521 * `containsi(i)`: same as above, except takes an index `i`
3522 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3523 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3524 * `iterp(minp, maxp)`: same as above, except takes a vector
3527 An interface to read config files in the format of `minetest.conf`.
3529 It can be created via `Settings(filename)`.
3532 * `get(key)`: returns a value
3533 * `get_bool(key)`: returns a boolean
3535 * Setting names can't contain whitespace or any of `="{}#`.
3536 * Setting values can't contain the sequence `\n"""`.
3537 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3538 * `set_bool(key, value)`
3539 * See documentation for set() above.
3540 * `remove(key)`: returns a boolean (`true` for success)
3541 * `get_names()`: returns `{key1,...}`
3542 * `write()`: returns a boolean (`true` for success)
3543 * Writes changes to file.
3544 * `to_table()`: returns `{[key1]=value1,...}`
3548 A mapgen object is a construct used in map generation. Mapgen objects can be used
3549 by an `on_generate` callback to speed up operations by avoiding unnecessary
3550 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3551 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3552 was called outside of an `on_generate()` callback, `nil` is returned.
3554 The following Mapgen objects are currently available:
3557 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3558 emerged position, in that order. All mapgens support this object.
3561 Returns an array containing the y coordinates of the ground levels of nodes in
3562 the most recently generated chunk by the current mapgen.
3565 Returns an array containing the biome IDs of nodes in the most recently
3566 generated chunk by the current mapgen.
3569 Returns an array containing the temperature values of nodes in the most
3570 recently generated chunk by the current mapgen.
3573 Returns an array containing the humidity values of nodes in the most recently
3574 generated chunk by the current mapgen.
3577 Returns a table mapping requested generation notification types to arrays of
3578 positions at which the corresponding generated structures are located at within
3579 the current chunk. To set the capture of positions of interest to be recorded
3580 on generate, use `minetest.set_gen_notify()`.
3582 Possible fields of the table returned are:
3588 * `large_cave_begin`
3592 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3593 numeric unique decoration ID.
3597 * Functions receive a "luaentity" as `self`:
3598 * It has the member `.name`, which is the registered name `("mod:thing")`
3599 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3600 * The original prototype stuff is visible directly via a metatable
3602 * `on_activate(self, staticdata, dtime_s)`
3603 * Called when the object is instantiated.
3604 * `dtime_s` is the time passed since the object was unloaded, which can
3605 be used for updating the entity state.
3606 * `on_step(self, dtime)`
3607 * Called on every server tick, after movement and collision processing.
3608 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3610 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3611 * Called when somebody punches the object.
3612 * Note that you probably want to handle most punches using the
3613 automatic armor group system.
3614 * `puncher`: an `ObjectRef` (can be `nil`)
3615 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3616 * `tool_capabilities`: capability table of used tool (can be `nil`)
3617 * `dir`: unit vector of direction of punch. Always defined. Points from
3618 the puncher to the punched.
3619 * `on_rightclick(self, clicker)`
3620 * `get_staticdata(self)`
3621 * Should return a string that will be passed to `on_activate` when
3622 the object is instantiated the next time.
3627 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3628 Often these bugs appear as subtle shadows in water.
3633 axiom, --string initial tree axiom
3634 rules_a, --string rules set A
3635 rules_b, --string rules set B
3636 rules_c, --string rules set C
3637 rules_d, --string rules set D
3638 trunk, --string trunk node name
3639 leaves, --string leaves node name
3640 leaves2, --string secondary leaves node name
3641 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3642 angle, --num angle in deg
3643 iterations, --num max # of iterations, usually 2 -5
3644 random_level, --num factor to lower nr of iterations, usually 0 - 3
3645 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3646 -- 2x2 nodes or 3x3 in cross shape
3647 thin_branches, --boolean true -> use thin (1 node) branches
3648 fruit, --string fruit node name
3649 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3650 seed, --num random seed; if no seed is provided, the engine will create one
3653 ### Key for Special L-System Symbols used in Axioms
3655 * `G`: move forward one unit with the pen up
3656 * `F`: move forward one unit with the pen down drawing trunks and branches
3657 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3658 * `T`: move forward one unit with the pen down drawing trunks only
3659 * `R`: move forward one unit with the pen down placing fruit
3660 * `A`: replace with rules set A
3661 * `B`: replace with rules set B
3662 * `C`: replace with rules set C
3663 * `D`: replace with rules set D
3664 * `a`: replace with rules set A, chance 90%
3665 * `b`: replace with rules set B, chance 80%
3666 * `c`: replace with rules set C, chance 70%
3667 * `d`: replace with rules set D, chance 60%
3668 * `+`: yaw the turtle right by `angle` parameter
3669 * `-`: yaw the turtle left by `angle` parameter
3670 * `&`: pitch the turtle down by `angle` parameter
3671 * `^`: pitch the turtle up by `angle` parameter
3672 * `/`: roll the turtle to the right by `angle` parameter
3673 * `*`: roll the turtle to the left by `angle` parameter
3674 * `[`: save in stack current state info
3675 * `]`: recover from stack state info
3678 Spawn a small apple tree:
3680 pos = {x=230,y=20,z=4}
3683 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3684 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3685 trunk="default:tree",
3686 leaves="default:leaves",
3690 trunk_type="single",
3693 fruit="default:apple"
3695 minetest.spawn_tree(pos,apple_tree)
3700 ### Object Properties
3705 collide_with_objects = true, -- collide with other objects if physical = true
3707 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
3708 -- ^ For players (0, -1, 0) is at object base level,
3709 -- for all other objects (0, 0, 0) is at object base level.
3710 -- For example, Minetest Game player box is (-0.3, -1.0, -0.3, 0.3, 0.75, 0.3).
3711 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
3712 visual_size = {x = 1, y = 1},
3714 textures = {}, -- number of required textures depends on visual
3715 colors = {}, -- number of required colors depends on visual
3716 spritediv = {x = 1, y = 1},
3717 initial_sprite_basepos = {x = 0, y = 0},
3719 makes_footstep_sound = false,
3720 automatic_rotate = false,
3722 automatic_face_movement_dir = 0.0,
3723 -- ^ Automatically set yaw to movement direction, offset in degrees,
3724 -- 'false' to disable.
3725 automatic_face_movement_max_rotation_per_sec = -1,
3726 -- ^ Limit automatic rotation to this value in degrees per second,
3727 -- value < 0 no limit.
3728 backface_culling = true, -- false to disable backface_culling for model
3729 nametag = "", -- by default empty, for players their name is shown if empty
3730 nametag_color = <color>, -- sets color of nametag as ColorSpec
3731 infotext = "", -- by default empty, text to be shown when pointed at object
3734 ### Entity definition (`register_entity`)
3737 -- Deprecated: Everything in object properties is read directly from here
3739 initial_properties = --[[<initial object properties>]],
3741 on_activate = function(self, staticdata, dtime_s),
3742 on_step = function(self, dtime),
3743 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3744 on_rightclick = function(self, clicker),
3745 get_staticdata = function(self),
3746 -- ^ Called sometimes; the string returned is passed to on_activate when
3747 -- the entity is re-activated from static state
3749 -- Also you can define arbitrary member variables here (see item definition for
3751 _custom_field = whatever,
3754 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3757 label = "Lava cooling",
3758 -- ^ Descriptive label for profiling purposes (optional).
3759 -- Definitions with identical labels will be listed as one.
3760 -- In the following two fields, also group:groupname will work.
3761 nodenames = {"default:lava_source"},
3762 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3763 ^ If left out or empty, any neighbor will do ]]
3764 interval = 1.0, -- Operation interval in seconds
3765 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3766 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3767 ^ The chance value is temporarily reduced when returning to
3768 an area to simulate time lost by the area being unattended.
3769 ^ Note chance value can often be reduced to 1 ]]
3770 action = func(pos, node, active_object_count, active_object_count_wider),
3773 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3776 label = "Upgrade legacy doors",
3777 -- ^ Descriptive label for profiling purposes (optional).
3778 -- Definitions with identical labels will be listed as one.
3779 name = "modname:replace_legacy_door",
3780 nodenames = {"default:lava_source"},
3781 -- ^ List of node names to trigger the LBM on.
3782 -- Also non-registered nodes will work.
3783 -- Groups (as of group:groupname) will work as well.
3784 run_at_every_load = false,
3785 -- ^ Whether to run the LBM's action every time a block gets loaded,
3786 -- and not just for blocks that were saved last time before LBMs were
3787 -- introduced to the world.
3788 action = func(pos, node),
3791 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3794 description = "Steel Axe",
3795 groups = {}, -- key = name, value = rating; rating = 1..3.
3796 if rating not applicable, use 1.
3797 e.g. {wool = 1, fluffy = 3}
3798 {soil = 2, outerspace = 1, crumbly = 1}
3799 {bendy = 2, snappy = 1},
3800 {hard = 1, metal = 1, spikes = 1}
3801 inventory_image = "default_tool_steelaxe.png",
3805 ^ An image file containing the palette of a node.
3806 ^ You can set the currently used color as the
3807 ^ "palette_index" field of the item stack metadata.
3808 ^ The palette is always stretched to fit indices
3809 ^ between 0 and 255, to ensure compatibility with
3810 ^ "colorfacedir" and "colorwallmounted" nodes.
3812 color = "0xFFFFFFFF",
3814 ^ The color of the item. The palette overrides this.
3816 wield_scale = {x = 1, y = 1, z = 1},
3819 liquids_pointable = false,
3820 tool_capabilities = {
3821 full_punch_interval = 1.0,
3825 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3827 damage_groups = {groupname = damage},
3829 node_placement_prediction = nil,
3831 ^ If nil and item is node, prediction is made automatically
3832 ^ If nil and item is not a node, no prediction is made
3833 ^ If "" and item is anything, no prediction is made
3834 ^ Otherwise should be name of node which the client immediately places
3835 on ground when the player places the item. Server will always update
3836 actual result to client in a short moment.
3839 breaks = "default_tool_break", -- tools only
3840 place = --[[<SimpleSoundSpec>]],
3843 on_place = func(itemstack, placer, pointed_thing),
3845 ^ Shall place item and return the leftover itemstack
3846 ^ The placer may be any ObjectRef or nil.
3847 ^ default: minetest.item_place ]]
3848 on_secondary_use = func(itemstack, user, pointed_thing),
3850 ^ Same as on_place but called when pointing at nothing.
3851 ^ The user may be any ObjectRef or nil.
3852 ^ pointed_thing : always { type = "nothing" }
3854 on_drop = func(itemstack, dropper, pos),
3856 ^ Shall drop item and return the leftover itemstack
3857 ^ The dropper may be any ObjectRef or nil.
3858 ^ default: minetest.item_drop ]]
3859 on_use = func(itemstack, user, pointed_thing),
3862 ^ Function must return either nil if no item shall be removed from
3863 inventory, or an itemstack to replace the original itemstack.
3864 e.g. itemstack:take_item(); return itemstack
3865 ^ Otherwise, the function is free to do what it wants.
3866 ^ The user may be any ObjectRef or nil.
3867 ^ The default functions handle regular use cases.
3869 after_use = func(itemstack, user, node, digparams),
3872 ^ If defined, should return an itemstack and will be called instead of
3873 wearing out the tool. If returns nil, does nothing.
3874 If after_use doesn't exist, it is the same as:
3875 function(itemstack, user, node, digparams)
3876 itemstack:add_wear(digparams.wear)
3879 ^ The user may be any ObjectRef or nil.
3881 _custom_field = whatever,
3883 ^ Add your own custom fields. By convention, all custom field names
3884 should start with `_` to avoid naming collisions with future engine
3891 * `{name="image.png", animation={Tile Animation definition}}`
3892 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3893 tileable_horizontal=bool}`
3894 * backface culling enabled by default for most nodes
3895 * tileable flags are info for shaders, how they should treat texture
3896 when displacement mapping is used
3897 Directions are from the point of view of the tile texture,
3898 not the node it's on
3899 * `{name="image.png", color=ColorSpec}`
3900 * the texture's color will be multiplied with this color.
3901 * the tile's color overrides the owning node's color in all cases.
3902 * deprecated, yet still supported field names:
3905 ### Tile animation definition
3908 type = "vertical_frames",
3910 -- ^ specify width of a frame in pixels
3912 -- ^ specify height of a frame in pixels
3914 -- ^ specify full loop length
3920 -- ^ specify width in number of frames
3922 -- ^ specify height in number of frames
3924 -- ^ specify length of a single frame
3927 ### Node definition (`register_node`)
3930 -- <all fields allowed in item definitions>,
3932 drawtype = "normal", -- See "Node drawtypes"
3933 visual_scale = 1.0, --[[
3934 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
3935 ^ "firelike", "mesh".
3936 ^ For plantlike and firelike, the image will start at the bottom of the
3937 ^ node, for the other drawtypes the image will be centered on the node.
3938 ^ Note that positioning for "torchlike" may still change. ]]
3939 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3940 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3941 ^ List can be shortened to needed length ]]
3942 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3943 ^ Same as `tiles`, but these textures are drawn on top of the
3944 ^ base tiles. You can use this to colorize only specific parts of
3945 ^ your texture. If the texture name is an empty string, that
3946 ^ overlay is not drawn. Since such tiles are drawn twice, it
3947 ^ is not recommended to use overlays on very common nodes.
3948 special_tiles = {tile definition 1, Tile definition 2}, --[[
3949 ^ Special textures of node; used rarely (old field name: special_materials)
3950 ^ List can be shortened to needed length ]]
3951 color = ColorSpec, --[[
3952 ^ The node's original color will be multiplied with this color.
3953 ^ If the node has a palette, then this setting only has an effect
3954 ^ in the inventory and on the wield item. ]]
3955 use_texture_alpha = false, -- Use texture's alpha channel
3956 palette = "palette.png", --[[
3957 ^ The node's `param2` is used to select a pixel from the image
3958 ^ (pixels are arranged from left to right and from top to bottom).
3959 ^ The node's color will be multiplied with the selected pixel's
3960 ^ color. Tiles can override this behavior.
3961 ^ Only when `paramtype2` supports palettes. ]]
3962 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3963 paramtype = "none", -- See "Nodes" --[[
3964 ^ paramtype = "light" allows light to propagate from or through the node with light value
3965 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3966 paramtype2 = "none", -- See "Nodes"
3967 place_param2 = nil, -- Force value for param2 when player places node
3968 is_ground_content = true, -- If false, the cave generator will not carve through this
3969 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3970 walkable = true, -- If true, objects collide with node
3971 pointable = true, -- If true, can be pointed at
3972 diggable = true, -- If false, can never be dug
3973 climbable = false, -- If true, can be climbed on (ladder)
3974 buildable_to = false, -- If true, placed nodes can replace this node
3975 floodable = false, --[[
3976 ^ If true, liquids flow into and replace this node.
3977 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
3978 liquidtype = "none", -- "none"/"source"/"flowing"
3979 liquid_alternative_flowing = "", -- Flowing version of source liquid
3980 liquid_alternative_source = "", -- Source version of flowing liquid
3981 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3982 liquid_renewable = true, --[[
3983 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3985 ^ Block contains level in param2. Value is default level, used for snow.
3986 ^ Don't forget to use "leveled" type nodebox. ]]
3987 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3988 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3989 light_source = 0, --[[
3990 ^ Amount of light emitted by node.
3991 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3992 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3993 damage_per_second = 0, -- If player is inside node, this damage is caused
3994 node_box = {type="regular"}, -- See "Node boxes"
3995 connects_to = nodenames, --[[
3996 * Used for nodebox nodes with the type == "connected"
3997 * Specifies to what neighboring nodes connections will be drawn
3998 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3999 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4000 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4002 selection_box = {type="regular"}, -- See "Node boxes" --[[
4003 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4004 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4005 legacy_wallmounted = false, -- Support maps made in and before January 2012
4006 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4007 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4008 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4009 ^ caveats: not all models will properly wave
4010 ^ plantlike drawtype nodes can only wave like plants
4011 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4013 footstep = <SimpleSoundSpec>,
4014 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4015 dug = <SimpleSoundSpec>,
4016 place = <SimpleSoundSpec>,
4017 place_failed = <SimpleSoundSpec>,
4019 drop = "", -- Name of dropped node when dug. Default is the node itself.
4022 max_items = 1, -- Maximum number of items to drop.
4023 items = { -- Choose max_items randomly from this list.
4025 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4026 rarity = 1, -- Probability of dropping is 1 / rarity.
4031 on_construct = func(pos), --[[
4032 ^ Node constructor; called after adding node
4033 ^ Can set up metadata and stuff like that
4034 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4036 on_destruct = func(pos), --[[
4037 ^ Node destructor; called before removing node
4038 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4040 after_destruct = func(pos, oldnode), --[[
4041 ^ Node destructor; called after removing node
4042 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4044 on_flood = func(pos, oldnode, newnode), --[[
4045 ^ Called when a liquid (newnode) is about to flood oldnode, if
4046 ^ it has `floodable = true` in the nodedef. Not called for bulk
4047 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4048 ^ return true the node is not flooded, but on_flood callback will
4049 ^ most likely be called over and over again every liquid update
4050 ^ interval. Default: nil.
4051 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4053 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4054 ^ Called after constructing node when node was placed using
4055 minetest.item_place_node / minetest.place_node
4056 ^ If return true no item is taken from itemstack
4058 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4059 ^ oldmetadata is in table format
4060 ^ Called after destructing node when node was dug using
4061 minetest.node_dig / minetest.dig_node
4063 can_dig = function(pos, [player]) --[[
4064 ^ returns true if node can be dug, or false if not
4067 on_punch = func(pos, node, puncher, pointed_thing), --[[
4068 ^ default: minetest.node_punch
4069 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4070 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4072 ^ if defined, itemstack will hold clicker's wielded item
4073 ^ Shall return the leftover itemstack
4074 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
4076 on_dig = func(pos, node, digger), --[[
4077 ^ default: minetest.node_dig
4078 ^ By default: checks privileges, wears out tool and removes node ]]
4080 on_timer = function(pos,elapsed), --[[
4082 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4083 ^ elapsed is the total time passed since the timer was started
4084 ^ return true to run the timer for another cycle with the same timeout value ]]
4086 on_receive_fields = func(pos, formname, fields, sender), --[[
4087 ^ fields = {name1 = value1, name2 = value2, ...}
4088 ^ Called when an UI form (e.g. sign text input) returns data
4091 allow_metadata_inventory_move = func(pos, from_list, from_index,
4092 to_list, to_index, count, player), --[[
4093 ^ Called when a player wants to move items inside the inventory
4094 ^ Return value: number of items allowed to move ]]
4096 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4097 ^ Called when a player wants to put something into the inventory
4098 ^ Return value: number of items allowed to put
4099 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4101 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4102 ^ Called when a player wants to take something out of the inventory
4103 ^ Return value: number of items allowed to take
4104 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4106 on_metadata_inventory_move = func(pos, from_list, from_index,
4107 to_list, to_index, count, player),
4108 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4109 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4110 ^ Called after the actual action has happened, according to what was allowed.
4111 ^ No return value ]]
4113 on_blast = func(pos, intensity), --[[
4114 ^ intensity: 1.0 = mid range of regular TNT
4115 ^ If defined, called when an explosion touches the node, instead of
4116 removing the node ]]
4119 ### Recipe for `register_craft` (shaped)
4122 output = 'default:pick_stone',
4124 {'default:cobble', 'default:cobble', 'default:cobble'},
4125 {'', 'default:stick', ''},
4126 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4128 replacements = --[[<optional list of item pairs,
4129 replace one input item with another item on crafting>]]
4132 ### Recipe for `register_craft` (shapeless)
4136 output = 'mushrooms:mushroom_stew',
4139 "mushrooms:mushroom_brown",
4140 "mushrooms:mushroom_red",
4142 replacements = --[[<optional list of item pairs,
4143 replace one input item with another item on crafting>]]
4146 ### Recipe for `register_craft` (tool repair)
4149 type = "toolrepair",
4150 additional_wear = -0.02,
4153 ### Recipe for `register_craft` (cooking)
4157 output = "default:glass",
4158 recipe = "default:sand",
4162 ### Recipe for `register_craft` (furnace fuel)
4166 recipe = "default:leaves",
4170 ### Ore definition (`register_ore`)
4173 ore_type = "scatter", -- See "Ore types"
4174 ore = "default:stone_with_coal",
4175 wherein = "default:stone",
4176 -- ^ a list of nodenames is supported too
4177 clust_scarcity = 8*8*8,
4178 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4179 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4181 -- ^ Number of ores in a cluster
4183 -- ^ Size of the bounding box of the cluster
4184 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4188 -- ^ Attributes for this ore generation
4189 noise_threshold = 0.5,
4190 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4191 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4192 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4193 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4194 random_factor = 1.0,
4195 -- ^ Multiplier of the randomness contribution to the noise value at any
4196 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4197 -- ^ This parameter is only valid for ore_type == "vein".
4198 biomes = {"desert", "rainforest"}
4199 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4200 -- ^ and ignored if the Mapgen being used does not support biomes.
4201 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4204 ### Biome definition (`register_biome`)
4207 The Biome API is still in an experimental phase and subject to change.
4211 node_dust = "default:snow",
4212 -- ^ Node dropped onto upper surface after all else is generated.
4213 node_top = "default:dirt_with_snow",
4215 -- ^ Node forming surface layer of biome and thickness of this layer.
4216 node_filler = "default:permafrost",
4218 -- ^ Node forming lower layer of biome and thickness of this layer.
4219 node_stone = "default:bluestone",
4220 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4221 node_water_top = "default:ice",
4222 depth_water_top = 10,
4223 -- ^ Node forming a surface layer in seawater with the defined thickness.
4225 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4226 node_river_water = "default:ice",
4227 -- ^ Node that replaces river water in mapgens that use default:river_water.
4228 node_riverbed = "default:gravel",
4230 -- ^ Node placed under river water and thickness of this layer.
4233 -- ^ Lower and upper limits for biome.
4234 -- ^ Because biome is not recalculated for every node in a node column
4235 -- ^ some biome materials can exceed their limits, especially stone.
4236 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4237 -- ^ top and at each of these surfaces:
4238 -- ^ Ground below air, water below air, ground below water.
4239 -- ^ The selected biome then stays in effect for all nodes below until
4240 -- ^ column base or the next biome recalculation.
4242 humidity_point = 50,
4243 -- ^ Characteristic average temperature and humidity for the biome.
4244 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4245 -- ^ and humidity as axes. The resulting voronoi cells determine which
4246 -- ^ heat/humidity points belong to which biome, and therefore determine
4247 -- ^ the area and location of each biome in the world.
4248 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4249 -- ^ diagram to result in roughly equal size biomes.
4250 -- ^ Heat and humidity have average values of 50, vary mostly between
4251 -- ^ 0 and 100 but also often exceed these values.
4252 -- ^ Heat is not in degrees celcius, both values are abstract.
4255 ### Decoration definition (`register_decoration`)
4258 deco_type = "simple", -- See "Decoration types"
4259 place_on = "default:dirt_with_grass",
4260 -- ^ Node (or list of nodes) that the decoration can be placed on
4262 -- ^ Size of divisions made in the chunk being generated.
4263 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4265 -- ^ Ratio of the area to be uniformly filled by the decoration.
4266 -- ^ Used only if noise_params is not specified.
4267 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4268 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4269 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4270 biomes = {"Oceanside", "Hills", "Plains"},
4271 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4272 -- ^ and ignored if the Mapgen being used does not support biomes.
4273 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4276 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4277 -- ^ This parameter refers to the `y` position of the decoration base, so
4278 -- the actual maximum height would be `height_max + size.Y`.
4279 spawn_by = "default:water",
4280 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4281 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4282 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4284 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4285 -- ^ If absent or -1, decorations occur next to any nodes.
4286 flags = "liquid_surface, force_placement",
4287 -- ^ Flags for all decoration types.
4288 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4289 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4290 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4291 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4293 ----- Simple-type parameters
4294 decoration = "default:grass",
4295 -- ^ The node name used as the decoration.
4296 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4298 -- ^ Number of nodes high the decoration is made.
4299 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4301 -- ^ Number of nodes the decoration can be at maximum.
4302 -- ^ If absent, the parameter 'height' is used as a constant.
4304 -- ^ Param2 value of placed decoration node.
4306 ----- Schematic-type parameters
4307 schematic = "foobar.mts",
4308 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4309 -- ^ specified Minetest schematic file.
4310 -- ^ - OR -, could be the ID of a previously registered schematic
4311 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4312 -- ^ and an optional table yslice_prob:
4314 size = {x=4, y=6, z=4},
4316 {name="default:cobble", param1=255, param2=0},
4317 {name="default:dirt_with_grass", param1=255, param2=0},
4318 {name="ignore", param1=255, param2=0},
4319 {name="air", param1=255, param2=0},
4328 -- ^ See 'Schematic specifier' for details.
4329 replacements = {["oldname"] = "convert_to", ...},
4330 flags = "place_center_x, place_center_y, place_center_z",
4331 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4332 rotation = "90" -- rotate schematic 90 degrees on placement
4333 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4336 ### Chat command definition (`register_chatcommand`)
4339 params = "<name> <privilege>", -- Short parameter description
4340 description = "Remove privilege from player", -- Full description
4341 privs = {privs=true}, -- Require the "privs" privilege to run
4342 func = function(name, param), -- Called when command is run.
4343 -- Returns boolean success and text output.
4346 ### Detached inventory callbacks
4349 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4350 -- ^ Called when a player wants to move items inside the inventory
4351 -- ^ Return value: number of items allowed to move
4353 allow_put = func(inv, listname, index, stack, player),
4354 -- ^ Called when a player wants to put something into the inventory
4355 -- ^ Return value: number of items allowed to put
4356 -- ^ Return value: -1: Allow and don't modify item count in inventory
4358 allow_take = func(inv, listname, index, stack, player),
4359 -- ^ Called when a player wants to take something out of the inventory
4360 -- ^ Return value: number of items allowed to take
4361 -- ^ Return value: -1: Allow and don't modify item count in inventory
4363 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4364 on_put = func(inv, listname, index, stack, player),
4365 on_take = func(inv, listname, index, stack, player),
4366 -- ^ Called after the actual action has happened, according to what was allowed.
4367 -- ^ No return value
4370 ### HUD Definition (`hud_add`, `hud_get`)
4373 hud_elem_type = "image", -- see HUD element types
4374 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4375 position = {x=0.5, y=0.5},
4376 -- ^ Left corner position of element
4382 -- ^ Selected item in inventory. 0 for no item selected.
4384 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4385 alignment = {x=0, y=0},
4386 -- ^ See "HUD Element Types"
4387 offset = {x=0, y=0},
4388 -- ^ See "HUD Element Types"
4389 size = { x=100, y=100 },
4390 -- ^ Size of element in pixels
4393 ### Particle definition (`add_particle`)
4396 pos = {x=0, y=0, z=0},
4397 velocity = {x=0, y=0, z=0},
4398 acceleration = {x=0, y=0, z=0},
4399 -- ^ Spawn particle at pos with velocity and acceleration
4401 -- ^ Disappears after expirationtime seconds
4403 collisiondetection = false,
4404 -- ^ collisiondetection: if true collides with physical objects
4405 collision_removal = false,
4406 -- ^ collision_removal: if true then particle is removed when it collides,
4407 -- ^ requires collisiondetection = true to have any effect
4409 -- ^ vertical: if true faces player using y axis only
4410 texture = "image.png",
4411 -- ^ Uses texture (string)
4412 playername = "singleplayer",
4413 -- ^ optional, if specified spawns particle only on the player's client
4414 animation = {Tile Animation definition},
4415 -- ^ optional, specifies how to animate the particle texture
4417 -- ^ optional, specify particle self-luminescence in darkness
4421 ### `ParticleSpawner` definition (`add_particlespawner`)
4426 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4427 minpos = {x=0, y=0, z=0},
4428 maxpos = {x=0, y=0, z=0},
4429 minvel = {x=0, y=0, z=0},
4430 maxvel = {x=0, y=0, z=0},
4431 minacc = {x=0, y=0, z=0},
4432 maxacc = {x=0, y=0, z=0},
4437 -- ^ The particle's properties are random values in between the bounds:
4438 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4439 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4440 collisiondetection = false,
4441 -- ^ collisiondetection: if true uses collision detection
4442 collision_removal = false,
4443 -- ^ collision_removal: if true then particle is removed when it collides,
4444 -- ^ requires collisiondetection = true to have any effect
4445 attached = ObjectRef,
4446 -- ^ attached: if defined, particle positions, velocities and accelerations
4447 -- ^ are relative to this object's position and yaw.
4449 -- ^ vertical: if true faces player using y axis only
4450 texture = "image.png",
4451 -- ^ Uses texture (string)
4452 playername = "singleplayer"
4453 -- ^ Playername is optional, if specified spawns particle only on the player's client
4456 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4459 url = "http://example.org",
4461 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4462 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4463 -- ^ Optional, if specified a POST request with post_data is performed.
4464 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4465 -- ^ as x-www-form-urlencoded key-value pairs.
4466 -- ^ If post_data ist not specified, a GET request is performed instead.
4467 user_agent = "ExampleUserAgent",
4468 -- ^ Optional, if specified replaces the default minetest user agent with given string
4469 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4470 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4471 -- ^ that the header strings follow HTTP specification ("Key: Value").
4473 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4476 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4480 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4482 -- ^ If true, the request was succesful
4484 -- ^ If true, the request timed out
4486 -- ^ HTTP status code