1 Minetest Lua Modding API Reference 0.4.14
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 modmanager within mainmenu.
162 ### `description.txt`
163 A File containing description to be shown within mainmenu.
165 ### `settingtypes.txt`
166 A file in the same format as the one in builtin. It will be parsed by the
167 settings menu and the settings will be displayed in the "Mods" category.
170 The main Lua script. Running this script should register everything it
171 wants to register. Subsequent execution depends on minetest calling the
172 registered callbacks.
174 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
175 to read custom or existing settings at load time, if necessary.
178 Models for entities or meshnodes.
180 ### `textures`, `sounds`, `media`
181 Media files (textures, sounds, whatever) that will be transferred to the
182 client and will be available for use by the mod.
184 Naming convention for registered textual names
185 ----------------------------------------------
186 Registered names should generally be in this format:
188 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
190 This is to prevent conflicting names from corrupting maps and is
191 enforced by the mod loader.
194 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
195 So the name should be `experimental:tnt`.
197 Enforcement can be overridden by prefixing the name with `:`. This can
198 be used for overriding the registrations of some other mod.
200 Example: Any mod can redefine `experimental:tnt` by using the name
205 (also that mod is required to have `experimental` as a dependency)
207 The `:` prefix can also be used for maintaining backwards compatibility.
210 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
212 This will make Minetest to convert things called name to things called
215 This can be used for maintaining backwards compatibility.
217 This can be also used for setting quick access names for things, e.g. if
218 you have an item called `epiclylongmodname:stuff`, you could do
220 minetest.register_alias("stuff", "epiclylongmodname:stuff")
222 and be able to use `/giveme stuff`.
226 Mods should generally prefix their textures with `modname_`, e.g. given
227 the mod name `foomod`, a texture could be called:
231 Textures are referred to by their complete name, or alternatively by
232 stripping out the file extension:
234 * e.g. `foomod_foothing.png`
235 * e.g. `foomod_foothing`
239 There are various texture modifiers that can be used
240 to generate textures on-the-fly.
242 ### Texture overlaying
243 Textures can be overlaid by putting a `^` between them.
247 default_dirt.png^default_grass_side.png
249 `default_grass_side.png` is overlayed over `default_dirt.png`.
250 The texture with the lower resolution will be automatically upscaled to
251 the higher resolution texture.
254 Textures can be grouped together by enclosing them in `(` and `)`.
256 Example: `cobble.png^(thing1.png^thing2.png)`
258 A texture for `thing1.png^thing2.png` is created and the resulting
259 texture is overlaid over `cobble.png`.
261 ### Advanced texture modifiers
263 #### `[crack:<n>:<p>`
264 * `<n>` = animation frame count
265 * `<p>` = current animation frame
267 Draw a step of the crack animation on the texture.
271 default_cobble.png^[crack:10:1
273 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
278 * `<file>` = texture to combine
280 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
281 specified coordinates.
285 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
287 #### `[resize:<w>x<h>`
288 Resizes the texture to the given dimensions.
292 default_sandstone.png^[resize:16x16
295 Brightens the texture.
299 tnt_tnt_side.png^[brighten
302 Makes the texture completely opaque.
306 default_leaves.png^[noalpha
308 #### `[makealpha:<r>,<g>,<b>`
309 Convert one color to transparency.
313 default_cobble.png^[makealpha:128,128,128
316 * `<t>` = transformation(s) to apply
318 Rotates and/or flips the image.
320 `<t>` can be a number (between 0 and 7) or a transform name.
321 Rotations are counter-clockwise.
324 1 R90 rotate by 90 degrees
325 2 R180 rotate by 180 degrees
326 3 R270 rotate by 270 degrees
328 5 FXR90 flip X then rotate by 90 degrees
330 7 FYR90 flip Y then rotate by 90 degrees
334 default_stone.png^[transformFXR90
336 #### `[inventorycube{<top>{<left>{<right>`
337 `^` is replaced by `&` in texture names.
339 Create an inventory cube texture using the side textures.
343 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
345 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
346 `dirt.png^grass_side.png` textures
348 #### `[lowpart:<percent>:<file>`
349 Blit the lower `<percent>`% part of `<file>` on the texture.
353 base.png^[lowpart:25:overlay.png
355 #### `[verticalframe:<t>:<n>`
356 * `<t>` = animation frame count
357 * `<n>` = current animation frame
359 Crops the texture to a frame of a vertical animation.
363 default_torch_animated.png^[verticalframe:16:8
366 Apply a mask to the base image.
368 The mask is applied using binary AND.
370 #### `[colorize:<color>:<ratio>`
371 Colorize the textures with the given color.
372 `<color>` is specified as a `ColorString`.
373 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
374 it is an int, then it specifies how far to interpolate between the
375 colors where 0 is only the texture color and 255 is only `<color>`. If
376 omitted, the alpha of `<color>` will be used as the ratio. If it is
377 the word "`alpha`", then each texture pixel will contain the RGB of
378 `<color>` and the alpha of `<color>` multiplied by the alpha of the
383 Only Ogg Vorbis files are supported.
385 For positional playing of sounds, only single-channel (mono) files are
386 supported. Otherwise OpenAL will play them non-positionally.
388 Mods should generally prefix their sounds with `modname_`, e.g. given
389 the mod name "`foomod`", a sound could be called:
393 Sounds are referred to by their name with a dot, a single digit and the
394 file extension stripped out. When a sound is played, the actual sound file
395 is chosen randomly from the matching sounds.
397 When playing the sound `foomod_foosound`, the sound is chosen randomly
398 from the available ones of the following files:
400 * `foomod_foosound.ogg`
401 * `foomod_foosound.0.ogg`
402 * `foomod_foosound.1.ogg`
404 * `foomod_foosound.9.ogg`
406 Examples of sound parameter tables:
408 -- Play location-less on all clients
410 gain = 1.0, -- default
412 -- Play location-less to a player
415 gain = 1.0, -- default
417 -- Play in a location
420 gain = 1.0, -- default
421 max_hear_distance = 32, -- default, uses an euclidean metric
423 -- Play connected to an object, looped
425 object = <an ObjectRef>,
426 gain = 1.0, -- default
427 max_hear_distance = 32, -- default, uses an euclidean metric
428 loop = true, -- only sounds connected to objects can be looped
431 ### `SimpleSoundSpec`
433 * e.g. `"default_place_node"`
435 * e.g. `{name="default_place_node"}`
436 * e.g. `{name="default_place_node", gain=1.0}`
438 Registered definitions of stuff
439 -------------------------------
440 Anything added using certain `minetest.register_*` functions get added to
441 the global `minetest.registered_*` tables.
443 * `minetest.register_entity(name, prototype table)`
444 * added to `minetest.registered_entities[name]`
446 * `minetest.register_node(name, node definition)`
447 * added to `minetest.registered_items[name]`
448 * added to `minetest.registered_nodes[name]`
450 * `minetest.register_tool(name, item definition)`
451 * added to `minetest.registered_items[name]`
453 * `minetest.register_craftitem(name, item definition)`
454 * added to `minetest.registered_items[name]`
456 * `minetest.register_biome(biome definition)`
457 * returns an integer uniquely identifying the registered biome
458 * added to `minetest.registered_biome` with the key of `biome.name`
459 * if `biome.name` is nil, the key is the returned ID
461 * `minetest.register_ore(ore definition)`
462 * returns an integer uniquely identifying the registered ore
463 * added to `minetest.registered_ores` with the key of `ore.name`
464 * if `ore.name` is nil, the key is the returned ID
466 * `minetest.register_decoration(decoration definition)`
467 * returns an integer uniquely identifying the registered decoration
468 * added to `minetest.registered_decorations` with the key of `decoration.name`
469 * if `decoration.name` is nil, the key is the returned ID
471 * `minetest.register_schematic(schematic definition)`
472 * returns an integer uniquely identifying the registered schematic
473 * added to `minetest.registered_schematic` with the key of `schematic.name`
474 * if `schematic.name` is nil, the key is the returned ID
475 * if the schematic is loaded from a file, schematic.name is set to the filename
476 * if the function is called when loading the mod, and schematic.name is a relative
477 path, then the current mod path will be prepended to the schematic filename
479 * `minetest.clear_registered_biomes()`
480 * clears all biomes currently registered
482 * `minetest.clear_registered_ores()`
483 * clears all ores currently registered
485 * `minetest.clear_registered_decorations()`
486 * clears all decorations currently registered
488 * `minetest.clear_registered_schematics()`
489 * clears all schematics currently registered
491 Note that in some cases you will stumble upon things that are not contained
492 in these tables (e.g. when a mod has been removed). Always check for
493 existence before trying to access the fields.
495 Example: If you want to check the drawtype of a node, you could do:
497 local function get_nodedef_field(nodename, fieldname)
498 if not minetest.registered_nodes[nodename] then
501 return minetest.registered_nodes[nodename][fieldname]
503 local drawtype = get_nodedef_field(nodename, "drawtype")
505 Example: `minetest.get_item_group(name, group)` has been implemented as:
507 function minetest.get_item_group(name, group)
508 if not minetest.registered_items[name] or not
509 minetest.registered_items[name].groups[group] then
512 return minetest.registered_items[name].groups[group]
517 Nodes are the bulk data of the world: cubes and other things that take the
518 space of a cube. Huge amounts of them are handled efficiently, but they
521 The definition of a node is stored and can be accessed by name in
523 minetest.registered_nodes[node.name]
525 See "Registered definitions of stuff".
527 Nodes are passed by value between Lua and the engine.
528 They are represented by a table:
530 {name="name", param1=num, param2=num}
532 `param1` and `param2` are 8-bit integers. The engine uses them for certain
533 automated functions. If you don't use these functions, you can use them to
534 store arbitrary values.
536 The functions of `param1` and `param2` are determined by certain fields in the
539 `param1` is reserved for the engine when `paramtype != "none"`:
542 ^ The value stores light with and without sun in its upper and lower 4 bits
543 respectively. Allows light to propagate from or through the node with
544 light value falling by 1 per node. This is essential for a light source
545 node to spread its light.
547 `param2` is reserved for the engine when any of these are used:
549 liquidtype == "flowing"
550 ^ The level and some flags of the liquid is stored in param2
551 drawtype == "flowingliquid"
552 ^ The drawn liquid level is read from param2
553 drawtype == "torchlike"
554 drawtype == "signlike"
555 paramtype2 == "wallmounted"
556 ^ The rotation of the node is stored in param2. You can make this value
557 by using minetest.dir_to_wallmounted().
558 paramtype2 == "facedir"
559 ^ The rotation of the node is stored in param2. Furnaces and chests are
560 rotated this way. Can be made by using minetest.dir_to_facedir().
562 facedir / 4 = axis direction:
563 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
564 facedir modulo 4 = rotation around that axis
565 paramtype2 == "leveled"
566 paramtype2 == "degrotate"
567 ^ The rotation of this node is stored in param2. Plants are rotated this way.
568 Values range 0 - 179. The value stored in param2 is multiplied by two to
569 get the actual rotation of the node.
573 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
576 ^ defines list of collision boxes for the node. If empty, collision boxes
577 will be the same as nodeboxes, in case of any other nodes will be full cube
578 as in the example above.
580 Nodes can also contain extra data. See "Node Metadata".
584 There are a bunch of different looking node types.
586 Look for examples in `games/minimal` or `games/minetest_game`.
594 * `glasslike_framed_optional`
596 * `allfaces_optional`
603 * `nodebox` -- See below. (**Experimental!**)
604 * `mesh` -- use models for nodes
606 `*_optional` drawtypes need less rendering time if deactivated (always client side).
610 Node selection boxes are defined using "node boxes"
612 The `nodebox` node drawtype allows defining visual of nodes consisting of
613 arbitrary number of boxes. It allows defining stuff like stairs. Only the
614 `fixed` and `leveled` box type is supported for these.
616 Please note that this is still experimental, and may be incompatibly
617 changed in the future.
619 A nodebox is defined as any of:
622 -- A normal cube; the default in most things
626 -- A fixed box (facedir param2 is used, if applicable)
628 fixed = box OR {box1, box2, ...}
631 -- A box like the selection box for torches
632 -- (wallmounted param2 is used, if applicable)
633 type = "wallmounted",
639 -- A node that has optional boxes depending on neighbouring nodes'
640 -- presence and type. See also `connects_to`.
642 fixed = box OR {box1, box2, ...}
643 connect_top = box OR {box1, box2, ...}
644 connect_bottom = box OR {box1, box2, ...}
645 connect_front = box OR {box1, box2, ...}
646 connect_left = box OR {box1, box2, ...}
647 connect_back = box OR {box1, box2, ...}
648 connect_right = box OR {box1, box2, ...}
651 A `box` is defined as:
653 {x1, y1, z1, x2, y2, z2}
655 A box of a regular node would look like:
657 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
659 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
660 set to level from `param2`.
665 If drawtype `mesh` is used, tiles should hold model materials textures.
666 Only static meshes are implemented.
667 For supported model formats see Irrlicht engine documentation.
672 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
676 Offset that the noise is translated by (i.e. added) after calculation.
679 Factor that the noise is scaled by (i.e. multiplied) after calculation.
682 Vector containing values by which each coordinate is divided by before calculation.
683 Higher spread values result in larger noise features.
685 A value of `{x=250, y=250, z=250}` is common.
688 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
689 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
692 Number of times the noise gradient is accumulated into the noise.
694 Increase this number to increase the amount of detail in the resulting noise.
696 A value of `6` is common.
699 Factor by which the effect of the noise gradient function changes with each successive octave.
701 Values less than `1` make the details of successive octaves' noise diminish, while values
702 greater than `1` make successive octaves stronger.
704 A value of `0.6` is common.
707 Factor by which the noise feature sizes change with each successive octave.
709 A value of `2.0` is common.
712 Leave this field unset for no special handling.
714 Currently supported are `defaults`, `eased` and `absvalue`.
717 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
721 Maps noise gradient values onto a quintic S-curve before performing interpolation.
722 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
723 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
726 Accumulates the absolute value of each noise gradient result.
728 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
732 spread = {x=500, y=500, z=500},
737 flags = "defaults, absvalue"
739 ^ A single noise parameter table can be used to get 2D or 3D noise,
740 when getting 2D noise spread.z is ignored.
745 These tell in what manner the ore is generated.
747 All default ores are of the uniformly-distributed scatter type.
750 Randomly chooses a location and generates a cluster of ore.
752 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
753 that point is greater than the `noise_threshold`, giving the ability to create
754 a non-equal distribution of ore.
757 Creates a sheet of ore in a blob shape according to the 2D perlin noise
758 described by `noise_params` and `noise_threshold`. This is essentially an
759 improved version of the so-called "stratus" ore seen in some unofficial mods.
761 This sheet consists of vertical columns of uniform randomly distributed height,
762 varying between the inclusive range `column_height_min` and `column_height_max`.
763 If `column_height_min` is not specified, this parameter defaults to 1.
764 If `column_height_max` is not specified, this parameter defaults to `clust_size`
765 for reverse compatibility. New code should prefer `column_height_max`.
767 The `column_midpoint_factor` parameter controls the position of the column at which
768 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
769 columns grow equally starting from each direction. `column_midpoint_factor` is a
770 decimal number ranging in value from 0 to 1. If this parameter is not specified,
773 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
776 Creates a sheet of ore in a cloud-like puff shape.
778 As with the `sheet` ore type, the size and shape of puffs are described by
779 `noise_params` and `noise_threshold` and are placed at random vertical positions
780 within the currently generated chunk.
782 The vertical top and bottom displacement of each puff are determined by the noise
783 parameters `np_puff_top` and `np_puff_bottom`, respectively.
787 Creates a deformed sphere of ore according to 3d perlin noise described by
788 `noise_params`. The maximum size of the blob is `clust_size`, and
789 `clust_scarcity` has the same meaning as with the `scatter` type.
792 Creates veins of ore varying in density by according to the intersection of two
793 instances of 3d perlin noise with diffferent seeds, both described by
794 `noise_params`. `random_factor` varies the influence random chance has on
795 placement of an ore inside the vein, which is `1` by default. Note that
796 modifying this parameter may require adjusting `noise_threshold`.
797 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
798 by this ore type. This ore type is difficult to control since it is sensitive
799 to small changes. The following is a decent set of parameters to work from:
804 spread = {x=200, y=200, z=200},
810 noise_threshold = 1.6
812 WARNING: Use this ore type *very* sparingly since it is ~200x more
813 computationally expensive than any other ore.
817 See section "Flag Specifier Format".
819 Currently supported flags: `absheight`
822 Also produce this same ore between the height range of `-y_max` and `-y_min`.
824 Useful for having ore in sky realms without having to duplicate ore entries.
827 If set, puff ore generation will not taper down large differences in displacement
828 when approaching the edge of a puff. This flag has no effect for ore types other
831 ### `puff_additive_composition`
832 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
833 negative displacement, the sub-column at that point is not generated. With this
834 attribute set, puff ore generation will instead generate the absolute difference in
835 noise displacement values. This flag has no effect for ore types other than `puff`.
839 The varying types of decorations that can be placed.
842 Creates a 1 times `H` times 1 column of a specified node (or a random node from
843 a list, if a decoration list is specified). Can specify a certain node it must
844 spawn next to, such as water or lava, for example. Can also generate a
845 decoration of random height between a specified lower and upper bound.
846 This type of decoration is intended for placement of grass, flowers, cacti,
847 papyri, waterlilies and so on.
850 Copies a box of `MapNodes` from a specified schematic file (or raw description).
851 Can specify a probability of a node randomly appearing when placed.
852 This decoration type is intended to be used for multi-node sized discrete
853 structures, such as trees, cave spikes, rocks, and so on.
858 A schematic specifier identifies a schematic by either a filename to a
859 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
860 in the form of a table. This table specifies the following fields:
862 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
863 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
864 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
865 * The `data` field is a flat table of MapNode tables making up the schematic,
866 in the order of `[z [y [x]]]`. (required)
867 Each MapNode table contains:
868 * `name`: the name of the map node to place (required)
869 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
870 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
871 * `force_place`: boolean representing if the node should forcibly overwrite any
872 previous contents (default: false)
874 About probability values:
875 * A probability value of `0` or `1` means that node will never appear (0% chance).
876 * A probability value of `254` or `255` means the node will always appear (100% chance).
877 * If the probability value `p` is greater than `1`, then there is a
878 `(p / 256 * 100)` percent chance that node will appear when the schematic is
884 See section "Flag Specifier Format".
886 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
889 * `place_center_x`: Placement of this decoration is centered along the X axis.
890 * `place_center_y`: Placement of this decoration is centered along the Y axis.
891 * `place_center_z`: Placement of this decoration is centered along the Z axis.
892 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
897 The position field is used for all element types.
899 To account for differing resolutions, the position coordinates are the percentage
900 of the screen, ranging in value from `0` to `1`.
902 The name field is not yet used, but should contain a description of what the
903 HUD element represents. The direction field is the direction in which something
906 `0` draws from left to right, `1` draws from right to left, `2` draws from
907 top to bottom, and `3` draws from bottom to top.
909 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
910 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
911 Fractional values can be used.
913 The `offset` field specifies a pixel offset from the position. Contrary to position,
914 the offset is not scaled to screen size. This allows for some precisely-positioned
917 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
919 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
921 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
922 in the experimental stages.
925 Displays an image on the HUD.
927 * `scale`: The scale of the image, with 1 being the original texture size.
928 Only the X coordinate scale is used (positive values).
929 Negative values represent that percentage of the screen it
930 should take; e.g. `x=-100` means 100% (width).
931 * `text`: The name of the texture that is displayed.
932 * `alignment`: The alignment of the image.
933 * `offset`: offset in pixels from position.
936 Displays text on the HUD.
938 * `scale`: Defines the bounding rectangle of the text.
939 A value such as `{x=100, y=100}` should work.
940 * `text`: The text to be displayed in the HUD element.
941 * `number`: An integer containing the RGB value of the color used to draw the text.
942 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
943 * `alignment`: The alignment of the text.
944 * `offset`: offset in pixels from position.
947 Displays a horizontal bar made up of half-images.
949 * `text`: The name of the texture that is used.
950 * `number`: The number of half-textures that are displayed.
951 If odd, will end with a vertically center-split texture.
953 * `offset`: offset in pixels from position.
954 * `size`: If used, will force full-image size to this value (override texture pack image size)
957 * `text`: The name of the inventory list to be displayed.
958 * `number`: Number of items in the inventory to be displayed.
959 * `item`: Position of item that is selected.
961 * `offset`: offset in pixels from position.
964 Displays distance to selected world position.
966 * `name`: The name of the waypoint.
967 * `text`: Distance suffix. Can be blank.
968 * `number:` An integer containing the RGB value of the color used to draw the text.
969 * `world_pos`: World position of the waypoint.
971 Representations of simple things
972 --------------------------------
976 {x=num, y=num, z=num}
978 For helper functions see "Vector helpers".
982 * `{type="node", under=pos, above=pos}`
983 * `{type="object", ref=ObjectRef}`
985 Flag Specifier Format
986 ---------------------
987 Flags using the standardized flag specifier format can be specified in either of
988 two ways, by string or table.
990 The string format is a comma-delimited set of flag names; whitespace and
991 unrecognized flag fields are ignored. Specifying a flag in the string sets the
992 flag, and specifying a flag prefixed by the string `"no"` explicitly
993 clears the flag from whatever the default may be.
995 In addition to the standard string flag format, the schematic flags field can
996 also be a table of flag names to boolean values representing whether or not the
997 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
998 is present, mapped to a boolean of any value, the specified flag is unset.
1000 E.g. A flag field of value
1002 {place_center_x = true, place_center_y=false, place_center_z=true}
1006 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1008 which is equivalent to
1010 "place_center_x, noplace_center_y, place_center_z"
1014 "place_center_x, place_center_z"
1016 since, by default, no schematic attributes are set.
1022 There are three kinds of items: nodes, tools and craftitems.
1024 * Node (`register_node`): A node from the world.
1025 * Tool (`register_tool`): A tool/weapon that can dig and damage
1026 things according to `tool_capabilities`.
1027 * Craftitem (`register_craftitem`): A miscellaneous item.
1030 Items and item stacks can exist in three formats: Serializes, table format
1034 This is called "stackstring" or "itemstring":
1036 * e.g. `'default:dirt 5'`
1037 * e.g. `'default:pick_wood 21323'`
1038 * e.g. `'default:apple'`
1045 {name="default:dirt", count=5, wear=0, metadata=""}
1047 A wooden pick about 1/3 worn out:
1049 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1053 {name="default:apple", count=1, wear=0, metadata=""}
1056 A native C++ format with many helper methods. Useful for converting
1057 between formats. See the Class reference section for details.
1059 When an item must be passed to a function, it can usually be in any of
1065 In a number of places, there is a group table. Groups define the
1066 properties of a thing (item, node, armor of entity, capabilities of
1067 tool) in such a way that the engine and other mods can can interact with
1068 the thing without actually knowing what the thing is.
1071 Groups are stored in a table, having the group names with keys and the
1072 group ratings as values. For example:
1074 groups = {crumbly=3, soil=1}
1077 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1078 -- ^ A more special dirt-kind of thing
1080 Groups always have a rating associated with them. If there is no
1081 useful meaning for a rating for an enabled group, it shall be `1`.
1083 When not defined, the rating of a group defaults to `0`. Thus when you
1084 read groups, you must interpret `nil` and `0` as the same value, `0`.
1086 You can read the rating of a group for an item or a node by using
1088 minetest.get_item_group(itemname, groupname)
1091 Groups of items can define what kind of an item it is (e.g. wool).
1094 In addition to the general item things, groups are used to define whether
1095 a node is destroyable and how long it takes to destroy by a tool.
1097 ### Groups of entities
1098 For entities, groups are, as of now, used only for calculating damage.
1099 The rating is the percentage of damage caused by tools with this damage group.
1100 See "Entity damage mechanism".
1102 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1103 object.set_armor_groups({fleshy=30, cracky=80})
1106 Groups in tools define which groups of nodes and entities they are
1109 ### Groups in crafting recipes
1110 An example: Make meat soup from any meat, any water and any bowl:
1113 output = 'food:meat_soup_raw',
1119 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1122 Another example: Make red wool from white wool and red dye:
1126 output = 'wool:red',
1127 recipe = {'wool:white', 'group:dye,basecolor_red'},
1131 * `immortal`: Disables the group damage system for an entity
1132 * `level`: Can be used to give an additional sense of progression in the game.
1133 * A larger level will cause e.g. a weapon of a lower level make much less
1134 damage, and get worn out much faster, or not be able to get drops
1135 from destroyed nodes.
1136 * `0` is something that is directly accessible at the start of gameplay
1137 * There is no upper limit
1138 * `dig_immediate`: (player can always pick up node without tool wear)
1139 * `2`: node is removed without tool wear after 0.5 seconds or so
1141 * `3`: node is removed without tool wear immediately (torch)
1142 * `disable_jump`: Player (and possibly other things) cannot jump from node
1143 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1144 * `bouncy`: value is bounce speed in percent
1145 * `falling_node`: if there is no walkable block under the node it will fall
1146 * `attached_node`: if the node under it is not a walkable block the node will be
1147 dropped as an item. If the node is wallmounted the wallmounted direction is
1149 * `soil`: saplings will grow on nodes in this group
1150 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1151 connect to each other
1153 ### Known damage and digging time defining groups
1154 * `crumbly`: dirt, sand
1155 * `cracky`: tough but crackable stuff like stone.
1156 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1157 plants, wire, sheets of metal
1158 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1159 * `fleshy`: Living things like animals and the player. This could imply
1160 some blood effects when hitting.
1161 * `explody`: Especially prone to explosions
1162 * `oddly_breakable_by_hand`:
1163 Can be added to nodes that shouldn't logically be breakable by the
1164 hand but are. Somewhat similar to `dig_immediate`, but times are more
1165 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1166 speed of a tool if the tool can dig at a faster speed than this
1167 suggests for the hand.
1169 ### Examples of custom groups
1170 Item groups are often used for defining, well, _groups of items_.
1171 * `meat`: any meat-kind of a thing (rating might define the size or healing
1172 ability or be irrelevant -- it is not defined as of yet)
1173 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1175 * `flammable`: can be set on fire. Rating might define the intensity of the
1176 fire, affecting e.g. the speed of the spreading of an open fire.
1177 * `wool`: any wool (any origin, any color)
1178 * `metal`: any metal
1179 * `weapon`: any weapon
1180 * `heavy`: anything considerably heavy
1182 ### Digging time calculation specifics
1183 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1184 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1185 faster digging time.
1187 The `level` group is used to limit the toughness of nodes a tool can dig
1188 and to scale the digging times / damage to a greater extent.
1190 **Please do understand this**, otherwise you cannot use the system to it's
1193 Tools define their properties by a list of parameters for groups. They
1194 cannot dig other groups; thus it is important to use a standard bunch of
1195 groups to enable interaction with tools.
1197 #### Tools definition
1200 * Full punch interval
1201 * Maximum drop level
1202 * For an arbitrary list of groups:
1203 * Uses (until the tool breaks)
1204 * Maximum level (usually `0`, `1`, `2` or `3`)
1208 #### Full punch interval
1209 When used as a weapon, the tool will do full damage if this time is spent
1210 between punches. If e.g. half the time is spent, the tool will do half
1213 #### Maximum drop level
1214 Suggests the maximum level of node, when dug with the tool, that will drop
1215 it's useful item. (e.g. iron ore to drop a lump of iron).
1217 This is not automated; it is the responsibility of the node definition
1221 Determines how many uses the tool has when it is used for digging a node,
1222 of this group, of the maximum level. For lower leveled nodes, the use count
1223 is multiplied by `3^leveldiff`.
1225 * `uses=10, leveldiff=0`: actual uses: 10
1226 * `uses=10, leveldiff=1`: actual uses: 30
1227 * `uses=10, leveldiff=2`: actual uses: 90
1230 Tells what is the maximum level of a node of this group that the tool will
1234 List of digging times for different ratings of the group, for nodes of the
1237 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1238 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1239 for this group, and unable to dig the rating `1`, which is the toughest.
1240 Unless there is a matching group that enables digging otherwise.
1243 List of damage for groups of entities. See "Entity damage mechanism".
1245 #### Example definition of the capabilities of a tool
1247 tool_capabilities = {
1248 full_punch_interval=1.5,
1251 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1253 damage_groups = {fleshy=2},
1256 This makes the tool be able to dig nodes that fulfil both of these:
1258 * Have the `crumbly` group
1259 * Have a `level` group less or equal to `2`
1261 Table of resulting digging times:
1263 crumbly 0 1 2 3 4 <- level
1265 1 0.80 1.60 1.60 - -
1266 2 0.60 1.20 1.20 - -
1267 3 0.40 0.80 0.80 - -
1269 level diff: 2 1 0 -1 -2
1271 Table of resulting tool uses:
1280 * At `crumbly==0`, the node is not diggable.
1281 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1282 easy nodes to be quickly breakable.
1283 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1285 Entity damage mechanism
1286 -----------------------
1290 foreach group in cap.damage_groups:
1291 damage += cap.damage_groups[group] * limit(actual_interval /
1292 cap.full_punch_interval, 0.0, 1.0)
1293 * (object.armor_groups[group] / 100.0)
1294 -- Where object.armor_groups[group] is 0 for inexistent values
1297 Client predicts damage based on damage groups. Because of this, it is able to
1298 give an immediate response when an entity is damaged or dies; the response is
1299 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1301 Currently a smoke puff will appear when an entity dies.
1303 The group `immortal` completely disables normal damage.
1305 Entities can define a special armor group, which is `punch_operable`. This
1306 group disables the regular damage mechanism for players punching it by hand or
1307 a non-tool item, so that it can do something else than take damage.
1309 On the Lua side, every punch calls:
1311 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1313 This should never be called directly, because damage is usually not handled by
1316 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1317 accessed unless absolutely required, to encourage interoperability.
1318 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1319 * `tool_capabilities` can be `nil`.
1320 * `direction` is a unit vector, pointing from the source of the punch to
1323 To punch an entity/object in Lua, call:
1325 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1327 * Return value is tool wear.
1328 * Parameters are equal to the above callback.
1329 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1330 `direction` will be automatically filled in based on the location of `puncher`.
1334 The instance of a node in the world normally only contains the three values
1335 mentioned in "Nodes". However, it is possible to insert extra data into a
1336 node. It is called "node metadata"; See "`NodeMetaRef`".
1338 Metadata contains two things:
1343 Some of the values in the key-value store are handled specially:
1345 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1346 * `infotext`: Text shown on the screen when the node is pointed at
1350 local meta = minetest.get_meta(pos)
1351 meta:set_string("formspec",
1353 "list[context;main;0,0;8,4;]"..
1354 "list[current_player;main;0,5;8,4;]")
1355 meta:set_string("infotext", "Chest");
1356 local inv = meta:get_inventory()
1357 inv:set_size("main", 8*4)
1358 print(dump(meta:to_table()))
1361 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1362 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1363 [10] = "", [11] = "", [12] = "", [13] = "",
1364 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1365 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1366 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1367 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1371 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1378 Formspec defines a menu. Currently not much else than inventories are
1379 supported. It is a string, with a somewhat strange format.
1381 Spaces and newlines can be inserted between the blocks, as is used in the
1389 list[context;main;0,0;8,4;]
1390 list[current_player;main;0,5;8,4;]
1395 list[context;fuel;2,3;1,1;]
1396 list[context;src;2,1;1,1;]
1397 list[context;dst;5,1;2,2;]
1398 list[current_player;main;0,5;8,4;]
1400 #### Minecraft-like player inventory
1403 image[1,0.6;1,2;player.png]
1404 list[current_player;main;0,3.5;8,4;]
1405 list[current_player;craft;3,0;3,3;]
1406 list[current_player;craftpreview;7,1;1,1;]
1410 #### `size[<W>,<H>,<fixed_size>]`
1411 * Define the size of the menu in inventory slots
1412 * `fixed_size`: `true`/`false` (optional)
1413 * deprecated: `invsize[<W>,<H>;]`
1415 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1416 * Show an inventory list
1418 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1419 * Show an inventory list
1421 #### `listring[<inventory location>;<list name>]`
1422 * Allows to create a ring of inventory lists
1423 * Shift-clicking on items in one element of the ring
1424 will send them to the next inventory list inside the ring
1425 * The first occurrence of an element inside the ring will
1426 determine the inventory where items will be sent to
1429 * Shorthand for doing `listring[<inventory location>;<list name>]`
1430 for the last two inventory lists added by list[...]
1432 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1433 * Sets background color of slots as `ColorString`
1434 * Sets background color of slots on mouse hovering
1436 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1437 * Sets background color of slots as `ColorString`
1438 * Sets background color of slots on mouse hovering
1439 * Sets color of slots border
1441 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1442 * Sets background color of slots as `ColorString`
1443 * Sets background color of slots on mouse hovering
1444 * Sets color of slots border
1445 * Sets default background color of tooltips
1446 * Sets default font color of tooltips
1448 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1449 * Adds tooltip for an element
1450 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1451 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1453 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1455 * Position and size units are inventory slots
1457 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1458 * Show an inventory image of registered item/node
1459 * Position and size units are inventory slots
1461 #### `bgcolor[<color>;<fullscreen>]`
1462 * Sets background color of formspec as `ColorString`
1463 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1465 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1466 * Use a background. Inventory rectangles are not drawn then.
1467 * Position and size units are inventory slots
1468 * Example for formspec 8x4 in 16x resolution: image shall be sized
1469 8 times 16px times 4 times 16px.
1471 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1472 * Use a background. Inventory rectangles are not drawn then.
1473 * Position and size units are inventory slots
1474 * Example for formspec 8x4 in 16x resolution:
1475 image shall be sized 8 times 16px times 4 times 16px
1476 * If `true` the background is clipped to formspec size
1477 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1479 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1480 * Textual password style field; will be sent to server when a button is clicked
1481 * `x` and `y` position the field relative to the top left of the menu
1482 * `w` and `h` are the size of the field
1483 * Fields are a set height, but will be vertically centred on `h`
1484 * Position and size units are inventory slots
1485 * `name` is the name of the field as returned in fields to `on_receive_fields`
1486 * `label`, if not blank, will be text printed on the top left above the field
1488 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1489 * Textual field; will be sent to server when a button is clicked
1490 * `x` and `y` position the field relative to the top left of the menu
1491 * `w` and `h` are the size of the field
1492 * Fields are a set height, but will be vertically centred on `h`
1493 * Position and size units are inventory slots
1494 * `name` is the name of the field as returned in fields to `on_receive_fields`
1495 * `label`, if not blank, will be text printed on the top left above the field
1496 * `default` is the default value of the field
1497 * `default` may contain variable references such as `${text}'` which
1498 will fill the value from the metadata value `text`
1499 * **Note**: no extra text or more than a single variable is supported ATM.
1501 #### `field[<name>;<label>;<default>]`
1502 * As above, but without position/size units
1503 * Special field for creating simple forms, such as sign text input
1504 * Must be used without a `size[]` element
1505 * A "Proceed" button will be added automatically
1507 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1508 * Same as fields above, but with multi-line input
1510 #### `label[<X>,<Y>;<label>]`
1511 * `x` and `y` work as per field
1512 * `label` is the text on the label
1513 * Position and size units are inventory slots
1515 #### `vertlabel[<X>,<Y>;<label>]`
1516 * Textual label drawn vertically
1517 * `x` and `y` work as per field
1518 * `label` is the text on the label
1519 * Position and size units are inventory slots
1521 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1522 * Clickable button. When clicked, fields will be sent.
1523 * `x`, `y` and `name` work as per field
1524 * `w` and `h` are the size of the button
1525 * `label` is the text on the button
1526 * Position and size units are inventory slots
1528 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1529 * `x`, `y`, `w`, `h`, and `name` work as per button
1530 * `texture name` is the filename of an image
1531 * Position and size units are inventory slots
1533 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1534 * `x`, `y`, `w`, `h`, and `name` work as per button
1535 * `texture name` is the filename of an image
1536 * Position and size units are inventory slots
1537 * `noclip=true` means the image button doesn't need to be within specified formsize
1538 * `drawborder`: draw button border or not
1539 * `pressed texture name` is the filename of an image on pressed state
1541 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1542 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1543 * `item name` is the registered name of an item/node,
1544 tooltip will be made out of its description
1545 to override it use tooltip element
1546 * Position and size units are inventory slots
1548 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1549 * When clicked, fields will be sent and the form will quit.
1551 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1552 * When clicked, fields will be sent and the form will quit.
1554 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1555 * Scrollable item list showing arbitrary text elements
1556 * `x` and `y` position the itemlist relative to the top left of the menu
1557 * `w` and `h` are the size of the itemlist
1558 * `name` fieldname sent to server on doubleclick value is current selected element
1559 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1560 * if you want a listelement to start with "#" write "##".
1562 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1563 * Scrollable itemlist showing arbitrary text elements
1564 * `x` and `y` position the item list relative to the top left of the menu
1565 * `w` and `h` are the size of the item list
1566 * `name` fieldname sent to server on doubleclick value is current selected element
1567 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1568 * if you want a listelement to start with "#" write "##"
1569 * Index to be selected within textlist
1570 * `true`/`false`: draw transparent background
1571 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1573 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1574 * Show a tab**header** at specific position (ignores formsize)
1575 * `x` and `y` position the itemlist relative to the top left of the menu
1576 * `name` fieldname data is transferred to Lua
1577 * `caption 1`...: name shown on top of tab
1578 * `current_tab`: index of selected tab 1...
1579 * `transparent` (optional): show transparent
1580 * `draw_border` (optional): draw border
1582 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1583 * Simple colored semitransparent box
1584 * `x` and `y` position the box relative to the top left of the menu
1585 * `w` and `h` are the size of box
1586 * `color` is color specified as a `ColorString`
1588 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1589 * Show a dropdown field
1590 * **Important note**: There are two different operation modes:
1591 1. handle directly on change (only changed dropdown is submitted)
1592 2. read the value on pressing a button (all dropdown values are available)
1593 * `x` and `y` position of dropdown
1595 * Fieldname data is transferred to Lua
1596 * Items to be shown in dropdown
1597 * Index of currently selected dropdown item
1599 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1601 * `x` and `y`: position of checkbox
1602 * `name` fieldname data is transferred to Lua
1603 * `label` to be shown left of checkbox
1604 * `selected` (optional): `true`/`false`
1605 * `tooltip` (optional)
1607 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1609 * There are two ways to use it:
1610 1. handle the changed event (only changed scrollbar is available)
1611 2. read the value on pressing a button (all scrollbars are available)
1612 * `x` and `y`: position of trackbar
1613 * `w` and `h`: width and height
1614 * `orientation`: `vertical`/`horizontal`
1615 * Fieldname data is transferred to Lua
1616 * Value this trackbar is set to (`0`-`1000`)
1617 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1619 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1620 * Show scrollable table using options defined by the previous `tableoptions[]`
1621 * Displays cells as defined by the previous `tablecolumns[]`
1622 * `x` and `y`: position the itemlist relative to the top left of the menu
1623 * `w` and `h` are the size of the itemlist
1624 * `name`: fieldname sent to server on row select or doubleclick
1625 * `cell 1`...`cell n`: cell contents given in row-major order
1626 * `selected idx`: index of row to be selected within table (first row = `1`)
1627 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1629 #### `tableoptions[<opt 1>;<opt 2>;...]`
1630 * Sets options for `table[]`
1632 * default text color (`ColorString`), defaults to `#FFFFFF`
1633 * `background=#RRGGBB`
1634 * table background color (`ColorString`), defaults to `#000000`
1635 * `border=<true/false>`
1636 * should the table be drawn with a border? (default: `true`)
1637 * `highlight=#RRGGBB`
1638 * highlight background color (`ColorString`), defaults to `#466432`
1639 * `highlight_text=#RRGGBB`
1640 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1641 * `opendepth=<value>`
1642 * all subtrees up to `depth < value` are open (default value = `0`)
1643 * only useful when there is a column of type "tree"
1645 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1646 * Sets columns for `table[]`
1647 * Types: `text`, `image`, `color`, `indent`, `tree`
1648 * `text`: show cell contents as text
1649 * `image`: cell contents are an image index, use column options to define images
1650 * `color`: cell contents are a ColorString and define color of following cell
1651 * `indent`: cell contents are a number and define indentation of following cell
1652 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1655 * for `text` and `image`: content alignment within cells.
1656 Available values: `left` (default), `center`, `right`, `inline`
1658 * for `text` and `image`: minimum width in em (default: `0`)
1659 * for `indent` and `tree`: indent width in em (default: `1.5`)
1660 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1661 Exception: defaults to 0 for indent columns
1662 * `tooltip=<value>`: tooltip text (default: empty)
1663 * `image` column options:
1664 * `0=<value>` sets image for image index 0
1665 * `1=<value>` sets image for image index 1
1666 * `2=<value>` sets image for image index 2
1667 * and so on; defined indices need not be contiguous empty or
1668 non-numeric cells are treated as `0`.
1669 * `color` column options:
1670 * `span=<value>`: number of following columns to affect (default: infinite)
1672 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1673 pass key press events to formspec!
1677 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1678 * `"current_player"`: Player to whom the menu is shown
1679 * `"player:<name>"`: Any player
1680 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1681 * `"detached:<name>"`: A detached inventory
1685 `#RGB` defines a color in hexadecimal format.
1687 `#RGBA` defines a color in hexadecimal format and alpha channel.
1689 `#RRGGBB` defines a color in hexadecimal format.
1691 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1693 Named colors are also supported and are equivalent to
1694 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1695 To specify the value of the alpha channel, append `#AA` to the end of the color name
1696 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1697 value must (always) be two hexadecimal digits.
1701 A ColorSpec specifies a 32-bit color. It can be written in either:
1702 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1703 `colorspec = {a=255, r=0, g=255, b=0}`
1704 numerical form, the raw integer value of an ARGB8 quad:
1705 `colorspec = 0xFF00FF00`
1706 or string form, a ColorString (defined above):
1707 `colorspec = "green"`
1711 Most text can contain escape sequences, that can for example color the text.
1712 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1713 The following functions provide escape sequences:
1714 * `core.get_color_escape_sequence(color)`:
1715 * `color` is a ColorString
1716 * The escape sequence sets the text color to `color`
1717 * `core.colorize(color, message)`:
1719 `core.get_color_escape_sequence(color) ..
1721 core.get_color_escape_sequence("#ffffff")`
1722 * `color.get_background_escape_sequence(color)`
1723 * `color` is a ColorString
1724 * The escape sequence sets the background of the whole text element to
1725 `color`. Only defined for item descriptions and tooltips.
1729 * `vector.new(a[, b, c])`: returns a vector:
1730 * A copy of `a` if `a` is a vector.
1731 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1732 * `vector.direction(p1, p2)`: returns a vector
1733 * `vector.distance(p1, p2)`: returns a number
1734 * `vector.length(v)`: returns a number
1735 * `vector.normalize(v)`: returns a vector
1736 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1737 * `vector.apply(v, func)`: returns a vector
1738 * `vector.equals(v1, v2)`: returns a boolean
1740 For the following functions `x` can be either a vector or a number:
1742 * `vector.add(v, x)`: returns a vector
1743 * `vector.subtract(v, x)`: returns a vector
1744 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1745 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1749 * `dump2(obj, name="_", dumped={})`
1750 * Return object serialized as a string, handles reference loops
1751 * `dump(obj, dumped={})`
1752 * Return object serialized as a string
1753 * `math.hypot(x, y)`
1754 * Get the hypotenuse of a triangle with legs x and y.
1755 Useful for distance calculation.
1756 * `math.sign(x, tolerance)`
1757 * Get the sign of a number.
1758 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1759 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1760 * sep_is_pattern=false)`
1761 * If `max_splits` is negative, do not limit splits.
1762 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1763 * e.g. `string:split("a,b", ",") == {"a","b"}`
1765 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1766 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1767 * Convert position to a printable string
1768 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1769 * `minetest.string_to_pos(string)`: returns a position
1770 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1771 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1772 * Converts a string representing an area box into two positions
1773 * `minetest.formspec_escape(string)`: returns a string
1774 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1775 * `minetest.is_yes(arg)`
1776 * returns whether `arg` can be interpreted as yes
1777 * `minetest.get_us_time()`
1778 * returns time with microsecond precision. May not return wall time.
1779 * `table.copy(table)`: returns a table
1780 * returns a deep copy of `table`
1782 `minetest` namespace reference
1783 ------------------------------
1787 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1788 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1789 * Useful for loading additional `.lua` modules or static data from mod
1790 * `minetest.get_modnames()`: returns a list of installed mods
1791 * Return a list of installed mods, sorted alphabetically
1792 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1793 * Useful for storing custom data
1794 * `minetest.is_singleplayer()`
1795 * `minetest.features`
1796 * Table containing API feature flags: `{foo=true, bar=true}`
1797 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1798 * `arg`: string or table in format `{foo=true, bar=true}`
1799 * `missing_features`: `{foo=true, bar=true}`
1800 * `minetest.get_player_information(player_name)`: returns a table containing
1801 information about player. Example return value:
1803 address = "127.0.0.1", -- IP address of client
1804 ip_version = 4, -- IPv4 / IPv6
1805 min_rtt = 0.01, -- minimum round trip time
1806 max_rtt = 0.2, -- maximum round trip time
1807 avg_rtt = 0.02, -- average round trip time
1808 min_jitter = 0.01, -- minimum packet time jitter
1809 max_jitter = 0.5, -- maximum packet time jitter
1810 avg_jitter = 0.03, -- average packet time jitter
1811 connection_uptime = 200, -- seconds since client connected
1813 -- following information is available on debug build only!!!
1814 -- DO NOT USE IN MODS
1815 --ser_vers = 26, -- serialization version used by client
1816 --prot_vers = 23, -- protocol version used by client
1817 --major = 0, -- major version number
1818 --minor = 4, -- minor version number
1819 --patch = 10, -- patch version number
1820 --vers_string = "0.4.9-git", -- full version string
1821 --state = "Active" -- current client state
1823 * `minetest.mkdir(path)`: returns success.
1824 * Creates a directory specified by `path`, creating parent directories
1825 if they don't exist.
1826 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1828 * nil: return all entries,
1829 * true: return only subdirectory names, or
1830 * false: return only file names.
1833 * `minetest.debug(...)`
1834 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1835 * `minetest.log([level,] text)`
1836 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1837 `"info"`, or `"verbose"`. Default is `"none"`.
1839 ### Registration functions
1840 Call these functions only at load time!
1842 * `minetest.register_entity(name, prototype table)`
1843 * `minetest.register_abm(abm definition)`
1844 * `minetest.register_lbm(lbm definition)`
1845 * `minetest.register_node(name, node definition)`
1846 * `minetest.register_tool(name, item definition)`
1847 * `minetest.register_craftitem(name, item definition)`
1848 * `minetest.register_alias(name, convert_to)`
1849 * `minetest.register_craft(recipe)`
1850 * Check recipe table syntax for different types below.
1851 * `minetest.clear_craft(recipe)`
1852 * Will erase existing craft based either on output item or on input recipe.
1853 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1854 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1855 * If no erase candidate could be found, Lua exception will be thrown.
1856 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1857 contains output. Erasing is then done independently from the crafting method.
1858 * `minetest.register_ore(ore definition)`
1859 * `minetest.register_decoration(decoration definition)`
1860 * `minetest.override_item(name, redefinition)`
1861 * Overrides fields of an item registered with register_node/tool/craftitem.
1862 * Note: Item must already be defined, (opt)depend on the mod defining it.
1863 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1865 * `minetest.clear_registered_ores()`
1866 * `minetest.clear_registered_decorations()`
1868 ### Global callback registration functions
1869 Call these functions only at load time!
1871 * `minetest.register_globalstep(func(dtime))`
1872 * Called every server step, usually interval of 0.1s
1873 * `minetest.register_on_shutdown(func())`
1874 * Called before server shutdown
1875 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1876 callbacks **will likely not be run**. Data should be saved at
1877 semi-frequent intervals as well as on server shutdown.
1878 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1879 * Called when a node has been placed
1880 * If return `true` no item is taken from `itemstack`
1881 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1883 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1884 * Called when a node has been dug.
1885 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1887 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1888 * Called when a node is punched
1889 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1890 * Called after generating a piece of world. Modifying nodes inside the area
1891 is a bit faster than usually.
1892 * `minetest.register_on_newplayer(func(ObjectRef))`
1893 * Called after a new player has been created
1894 * `minetest.register_on_dieplayer(func(ObjectRef))`
1895 * Called when a player dies
1896 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1897 * Called when a player is punched
1898 * `player` - ObjectRef - Player that was punched
1899 * `hitter` - ObjectRef - Player that hit
1900 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1901 * `tool_capabilities`: capability table of used tool (can be nil)
1902 * `dir`: unit vector of direction of punch. Always defined. Points from
1903 the puncher to the punched.
1904 * `damage` - number that represents the damage calculated by the engine
1905 * should return `true` to prevent the default damage mechanism
1906 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1907 * Called when the player gets damaged or healed
1908 * `player`: ObjectRef of the player
1909 * `hp_change`: the amount of change. Negative when it is damage.
1910 * `modifier`: when true, the function should return the actual hp_change.
1911 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1912 modifiers can return true as a second argument to stop the execution of further functions.
1913 Non-modifiers receive the final hp change calculated by the modifiers.
1914 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1915 * Called when player is to be respawned
1916 * Called _before_ repositioning of player occurs
1917 * return true in func to disable regular player placement
1918 * `minetest.register_on_prejoinplayer(func(name, ip))`
1919 * Called before a player joins the game
1920 * If it returns a string, the player is disconnected with that string as reason
1921 * `minetest.register_on_joinplayer(func(ObjectRef))`
1922 * Called when a player joins the game
1923 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
1924 * Called when a player leaves the game
1925 * `timed_out`: True for timeout, false for other reasons.
1926 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1927 * Called when a player cheats
1928 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1929 * `"moved_too_fast"`
1930 * `"interacted_too_far"`
1931 * `"finished_unknown_dig"`
1934 * `minetest.register_on_chat_message(func(name, message))`
1935 * Called always when a player says something
1936 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1937 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1938 * Called when a button is pressed in player's inventory form
1939 * Newest functions are called first
1940 * If function returns `true`, remaining functions are not called
1941 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1942 * Called when `player` crafts something
1943 * `itemstack` is the output
1944 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1945 * `craft_inv` is the inventory with the crafting grid
1946 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1947 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1948 * The same as before, except that it is called before the player crafts, to make
1949 craft prediction, and it should not change anything.
1950 * `minetest.register_on_protection_violation(func(pos, name))`
1951 * Called by `builtin` and mods when a player violates protection at a position
1952 (eg, digs a node or punches a protected entity).
1953 * The registered functions can be called using `minetest.record_protection_violation`
1954 * The provided function should check that the position is protected by the mod
1955 calling this function before it prints a message, if it does, to allow for
1956 multiple protection mods.
1957 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1958 * Called when an item is eaten, by `minetest.item_eat`
1959 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1961 ### Other registration functions
1962 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1963 * `minetest.register_privilege(name, definition)`
1964 * `definition`: `"description text"`
1965 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
1966 the default of `give_to_singleplayer` is true
1967 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
1968 * `minetest.register_authentication_handler(handler)`
1969 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1972 * `minetest.setting_set(name, value)`
1973 * Setting names can't contain whitespace or any of `="{}#`.
1974 * Setting values can't contain the sequence `\n"""`.
1975 * Setting names starting with "secure." can't be set.
1976 * `minetest.setting_get(name)`: returns string or `nil`
1977 * `minetest.setting_setbool(name, value)`
1978 * See documentation on `setting_set` for restrictions.
1979 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1980 * `minetest.setting_get_pos(name)`: returns position or nil
1981 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1984 * `minetest.notify_authentication_modified(name)`
1985 * Should be called by the authentication handler if privileges changes.
1986 * To report everybody, set `name=nil`.
1987 * `minetest.check_password_entry(name, entry, password)`
1988 * Returns true if the "db entry" for a player with name matches given
1989 * password, false otherwise.
1990 * The "db entry" is the usually player-individual value that is derived
1991 * from the player's chosen password and stored on the server in order to allow
1992 * authentication whenever the player desires to log in.
1993 * Only use this function for making it possible to log in via the password from
1994 * via protocols like IRC, other uses for inside the game are frowned upon.
1995 * `minetest.get_password_hash(name, raw_password)`
1996 * Convert a name-password pair to a password hash that Minetest can use.
1997 * The returned value alone is not a good basis for password checks based
1998 * on comparing the password hash in the database with the password hash
1999 * from the function, with an externally provided password, as the hash
2000 * in the db might use the new SRP verifier format.
2001 * For this purpose, use minetest.check_password_entry instead.
2002 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2003 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2004 * Convert between two privilege representations
2005 * `minetest.set_player_password(name, password_hash)`
2006 * `minetest.set_player_privs(name, {priv1=true,...})`
2007 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2008 * `minetest.auth_reload()`
2009 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2010 * A quickhand for checking privileges.
2011 * `player_or_name`: Either a Player object or the name of a player.
2012 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2013 a table, e.g. `{ priva = true, privb = true }`.
2014 * `minetest.get_player_ip(name)`: returns an IP address string
2016 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2017 and `minetest.auth_reload` call the authetification handler.
2020 * `minetest.chat_send_all(text)`
2021 * `minetest.chat_send_player(name, text)`
2023 ### Environment access
2024 * `minetest.set_node(pos, node)`
2025 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2026 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2027 * `minetest.swap_node(pos, node`
2028 * Set node at position, but don't remove metadata
2029 * `minetest.remove_node(pos)`
2030 * Equivalent to `set_node(pos, "air")`
2031 * `minetest.get_node(pos)`
2032 * Returns the node at the given position as table in the format
2033 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2035 * `minetest.get_node_or_nil(pos)`
2036 * Same as `get_node` but returns `nil` for unloaded areas.
2037 * `minetest.get_node_light(pos, timeofday)`
2038 * Gets the light value at the given position. Note that the light value
2039 "inside" the node at the given position is returned, so you usually want
2040 to get the light value of a neighbor.
2041 * `pos`: The position where to measure the light.
2042 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2043 * Returns a number between `0` and `15` or `nil`
2044 * `minetest.place_node(pos, node)`
2045 * Place node with the same effects that a player would cause
2046 * `minetest.dig_node(pos)`
2047 * Dig node with the same effects that a player would cause
2048 * Returns `true` if successful, `false` on failure (e.g. protected location)
2049 * `minetest.punch_node(pos)`
2050 * Punch node with the same effects that a player would cause
2052 * `minetest.find_nodes_with_meta(pos1, pos2)`
2053 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2054 * `minetest.get_meta(pos)`
2055 * Get a `NodeMetaRef` at that position
2056 * `minetest.get_node_timer(pos)`
2057 * Get `NodeTimerRef`
2059 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2060 * Returns `ObjectRef`, or `nil` if failed
2061 * `minetest.add_item(pos, item)`: Spawn item
2062 * Returns `ObjectRef`, or `nil` if failed
2063 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2064 * `minetest.get_objects_inside_radius(pos, radius)`
2065 * `radius`: using an euclidean metric
2066 * `minetest.set_timeofday(val)`
2067 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2068 * `minetest.get_timeofday()`
2069 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2070 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2071 * accounting for time changes.
2072 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2073 * `radius`: using a maximum metric
2074 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2075 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2076 * returns as second value a table with the count of the individual nodes found
2077 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2078 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2079 * returned positions are nodes with a node air above
2080 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2081 * `minetest.get_perlin(noiseparams)`
2082 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2083 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2084 * `minetest.get_voxel_manip([pos1, pos2])`
2085 * Return voxel manipulator object.
2086 * Loads the manipulator from the map if positions are passed.
2087 * `minetest.set_gen_notify(flags, {deco_ids})`
2088 * Set the types of on-generate notifications that should be collected
2089 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2090 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2091 * The second parameter is a list of IDS of decorations which notification is requested for
2092 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2093 * `minetest.get_mapgen_object(objectname)`
2094 * Return requested mapgen object if available (see "Mapgen objects")
2095 * `minetest.get_biome_id(biome_name)`
2096 * Returns the biome id, as used in the biomemap Mapgen object, for a
2097 given biome_name string.
2098 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2099 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2100 * Deprecated: use minetest.get_mapgen_setting(name) instead
2101 * `minetest.set_mapgen_params(MapgenParams)`
2102 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2103 * Set map generation parameters
2104 * Function cannot be called after the registration period; only initialization
2105 and `on_mapgen_init`
2106 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2108 * Leave field unset to leave that parameter unchanged
2109 * `flags` contains a comma-delimited string of flags to set,
2110 or if the prefix `"no"` is attached, clears instead.
2111 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2112 * `minetest.get_mapgen_setting(name)`
2113 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2114 order of precedence:
2115 1) Settings loaded from map_meta.txt or overrides set during mod execution
2116 2) Settings set by mods without a metafile override
2117 3) Settings explicitly set in the user config file, minetest.conf
2118 4) Settings set as the user config default
2119 * `minetest.get_mapgen_setting_noiseparams(name)`
2120 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2121 and is a valid NoiseParams
2122 * `minetest.set_mapgen_setting(name, value, [override_meta=false])`
2123 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2124 is not already present in map_meta.txt. If the optional boolean override_meta is set to true,
2125 this setting will become the active setting regardless of the map metafile contents.
2126 * Note: to set the seed, use "seed", not "fixed_map_seed"
2127 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta=false])`
2128 * Same as above, except value is a NoiseParams table
2129 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2130 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2131 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2132 should be applied to the default config or current active config
2133 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2134 * `minetest.generate_ores(vm, pos1, pos2)`
2135 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2136 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2137 * `minetest.generate_decorations(vm, pos1, pos2)`
2138 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2139 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2140 * `minetest.clear_objects([options])`
2141 * Clear all objects in the environment
2142 * Takes an optional table as an argument with the field `mode`.
2143 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2144 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2145 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2146 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2147 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2148 * fetched from memory, loaded from disk, or if inexistent, generates them.
2149 * If `callback` is a valid Lua function, this will be called for each block emerged.
2150 * The function signature of callback is:
2151 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2152 * - `blockpos` is the *block* coordinates of the block that had been emerged
2153 * - `action` could be one of the following constant values:
2154 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2155 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2156 * - `calls_remaining` is the number of callbacks to be expected after this one
2157 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2158 * parameter was absent)
2159 * `minetest.delete_area(pos1, pos2)`
2160 * delete all mapblocks in the area from pos1 to pos2, inclusive
2161 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2162 * Check if there is a direct line of sight between `pos1` and `pos2`
2163 * Returns the position of the blocking node when `false`
2164 * `pos1`: First position
2165 * `pos2`: Second position
2166 * `stepsize`: smaller gives more accurate results but requires more computing
2167 time. Default is `1`.
2168 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2169 * returns table containing path
2170 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2171 * `pos1`: start position
2172 * `pos2`: end position
2173 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2174 * `max_jump`: maximum height difference to consider walkable
2175 * `max_drop`: maximum height difference to consider droppable
2176 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2177 * `minetest.spawn_tree (pos, {treedef})`
2178 * spawns L-system tree at given `pos` with definition in `treedef` table
2179 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2180 Often these bugs appear as subtle shadows in water.
2181 * `minetest.transforming_liquid_add(pos)`
2182 * add node to liquid update queue
2183 * `minetest.get_node_max_level(pos)`
2184 * get max available level for leveled node
2185 * `minetest.get_node_level(pos)`
2186 * get level of leveled node (water, snow)
2187 * `minetest.set_node_level(pos, level)`
2188 * set level of leveled node, default `level` equals `1`
2189 * if `totallevel > maxlevel`, returns rest (`total-max`).
2190 * `minetest.add_node_level(pos, level)`
2191 * increase level of leveled node by level, default `level` equals `1`
2192 * if `totallevel > maxlevel`, returns rest (`total-max`)
2193 * can be negative for decreasing
2196 `minetest.get_inventory(location)`: returns an `InvRef`
2199 * `{type="player", name="celeron55"}`
2200 * `{type="node", pos={x=, y=, z=}}`
2201 * `{type="detached", name="creative"}`
2202 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2203 * callbacks: See "Detached inventory callbacks"
2204 * Creates a detached inventory. If it already exists, it is cleared.
2205 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2206 returns left over ItemStack
2207 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2210 * `minetest.show_formspec(playername, formname, formspec)`
2211 * `playername`: name of player to show formspec
2212 * `formname`: name passed to `on_player_receive_fields` callbacks.
2213 It should follow the `"modname:<whatever>"` naming convention
2214 * `formspec`: formspec to display
2215 * `minetest.formspec_escape(string)`: returns a string
2216 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2217 * `minetest.explode_table_event(string)`: returns a table
2218 * returns e.g. `{type="CHG", row=1, column=2}`
2220 * `"INV"`: no row selected)
2221 * `"CHG"`: selected)
2222 * `"DCL"`: double-click
2223 * `minetest.explode_textlist_event(string)`: returns a table
2224 * returns e.g. `{type="CHG", index=1}`
2226 * `"INV"`: no row selected)
2227 * `"CHG"`: selected)
2228 * `"DCL"`: double-click
2229 * `minetest.explode_scrollbar_event(string)`: returns a table
2230 * returns e.g. `{type="CHG", value=500}`
2232 * `"INV"`: something failed
2233 * `"CHG"`: has been changed
2234 * `"VAL"`: not changed
2237 * `minetest.inventorycube(img1, img2, img3)`
2238 * Returns a string for making an image of a cube (useful as an item image)
2239 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2240 * Get position of a `pointed_thing` (that you can get from somewhere)
2241 * `minetest.dir_to_facedir(dir, is6d)`
2242 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2243 * passing something non-`nil`/`false` for the optional second parameter causes it to
2244 take the y component into account
2245 * `minetest.facedir_to_dir(facedir)`
2246 * Convert a facedir back into a vector aimed directly out the "back" of a node
2247 * `minetest.dir_to_wallmounted(dir)`
2248 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2249 * `minetest.wallmounted_to_dir(wallmounted)`
2250 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2251 * `minetest.get_node_drops(nodename, toolname)`
2252 * Returns list of item names.
2253 * **Note**: This will be removed or modified in a future version.
2254 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2255 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2256 * `input.width` = for example `3`
2257 * `input.items` = for example
2258 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2259 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2260 * `output.time` = a number, if unsuccessful: `0`
2261 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2262 `decremented_input.items`
2263 * `decremented_input` = like `input`
2264 * `minetest.get_craft_recipe(output)`: returns input
2265 * returns last registered recipe for output item (node)
2266 * `output` is a node or item type such as `"default:torch"`
2267 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2268 * `input.width` = for example `3`
2269 * `input.items` = for example
2270 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2271 * `input.items` = `nil` if no recipe found
2272 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2273 * returns indexed table with all registered recipes for query item (node)
2274 or `nil` if no recipe was found
2275 * recipe entry table:
2277 method = 'normal' or 'cooking' or 'fuel'
2278 width = 0-3, 0 means shapeless recipe
2279 items = indexed [1-9] table with recipe items
2280 output = string with item name and quantity
2282 * Example query for `"default:gold_ingot"` will return table:
2284 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2285 items = {1 = "default:gold_lump"}},
2286 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2287 items = {1 = "default:goldblock"}}
2289 * `minetest.handle_node_drops(pos, drops, digger)`
2290 * `drops`: list of itemstrings
2291 * Handles drops from nodes after digging: Default action is to put them into
2293 * Can be overridden to get different functionality (e.g. dropping items on
2297 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2298 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2299 * Find who has done something to a node, or near a node
2300 * `actor`: `"player:<name>"`, also `"liquid"`.
2301 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2302 * Revert latest actions of someone
2303 * `actor`: `"player:<name>"`, also `"liquid"`.
2305 ### Defaults for the `on_*` item definition functions
2306 These functions return the leftover itemstack.
2308 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2309 * Place item as a node
2310 * `param2` overrides `facedir` and wallmounted `param2`
2311 * returns `itemstack, success`
2312 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2314 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2315 * Use one of the above based on what the item is.
2316 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2317 * **Note**: is not called when wielded item overrides `on_place`
2318 * `param2` overrides `facedir` and wallmounted `param2`
2319 * returns `itemstack, success`
2320 * `minetest.item_drop(itemstack, dropper, pos)`
2322 * `minetest.item_eat(hp_change, replace_with_item)`
2324 * `replace_with_item` is the itemstring which is added to the inventory.
2325 If the player is eating a stack, then replace_with_item goes to a
2326 different spot. Can be `nil`
2327 * See `minetest.do_item_eat`
2329 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2330 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2331 * Calls functions registered by `minetest.register_on_punchnode()`
2332 * `minetest.node_dig(pos, node, digger)`
2333 * Checks if node can be dug, puts item into inventory, removes node
2334 * Calls functions registered by `minetest.registered_on_dignodes()`
2337 * `minetest.sound_play(spec, parameters)`: returns a handle
2338 * `spec` is a `SimpleSoundSpec`
2339 * `parameters` is a sound parameter table
2340 * `minetest.sound_stop(handle)`
2343 * `minetest.after(time, func, ...)`
2344 * Call the function `func` after `time` seconds, may be fractional
2345 * Optional: Variable number of arguments that are passed to `func`
2348 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2349 and `reconnect` == true displays a reconnect button.
2350 * `minetest.get_server_status()`: returns server status string
2353 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2354 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2355 * `minetest.ban_player(name)`: ban a player
2356 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2357 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2360 * `minetest.add_particle(particle definition)`
2361 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2362 size, collisiondetection, texture, playername)`
2364 * `minetest.add_particlespawner(particlespawner definition)`
2365 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2366 * Returns an `id`, and -1 if adding didn't succeed
2367 * `Deprecated: minetest.add_particlespawner(amount, time,
2371 minexptime, maxexptime,
2373 collisiondetection, texture, playername)`
2375 * `minetest.delete_particlespawner(id, player)``
2376 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2377 * If playername is specified, only deletes on the player's client,
2378 * otherwise on all clients
2381 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2382 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2383 * Apply the specified probability values to the specified nodes in `probability_list`.
2384 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2385 * `pos` is the 3D vector specifying the absolute coordinates of the
2386 node being modified,
2387 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2388 * If there are two or more entries with the same pos value, the
2390 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2391 * If `probability_list` equals `nil`, no probabilities are applied.
2392 * Slice probability works in the same manner, except takes a field
2393 called `ypos` instead which
2394 indicates the y position of the slice with a probability applied.
2395 * If slice probability list equals `nil`, no slice probabilities are applied.
2396 * Saves schematic in the Minetest Schematic format to filename.
2398 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2399 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2400 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2401 * If the `rotation` parameter is omitted, the schematic is not rotated.
2402 * `replacements` = `{["old_name"] = "convert_to", ...}`
2403 * `force_placement` is a boolean indicating whether nodes other than `air` and
2404 `ignore` are replaced by the schematic
2405 * Returns nil if the schematic could not be loaded.
2407 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2408 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2409 specified VoxelManip object `vmanip` instead of the whole map.
2410 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2411 containing the full area required, and true if the whole schematic was able to fit.
2412 * Returns nil if the schematic could not be loaded.
2413 * After execution, any external copies of the VoxelManip contents are invalidated.
2415 * `minetest.serialize_schematic(schematic, format, options)`
2416 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2417 * in the `format` of either "mts" or "lua".
2418 * "mts" - a string containing the binary MTS data used in the MTS file format
2419 * "lua" - a string containing Lua code representing the schematic in table format
2420 * `options` is a table containing the following optional parameters:
2421 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2422 * position comments for every X row generated in the schematic data for easier reading.
2423 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2424 * will use that number of spaces as indentation instead of a tab character.
2427 * `minetest.request_http_api()`:
2428 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2429 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2430 otherwise returns `nil`.
2431 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2433 * Only works at init time and must be called from the mod's main scope (not from a function).
2434 * Function only exists if minetest server was built with cURL support.
2435 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2437 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2438 * Performs given request asynchronously and calls callback upon completion
2439 * callback: `function(HTTPRequestResult res)`
2440 * Use this HTTP function if you are unsure, the others are for advanced use.
2441 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2442 * Performs given request asynchronously and returns handle for `minetest.http_fetch_async_get`
2443 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2444 * Return response data for given asynchronous HTTP request
2447 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2448 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2449 * Gives a unique hash number for a node position (16+16+16=48bit)
2450 * `minetest.get_position_from_hash(hash)`: returns a position
2451 * Inverse transform of `minetest.hash_node_position`
2452 * `minetest.get_item_group(name, group)`: returns a rating
2453 * Get rating of a group of an item. (`0` means: not in group)
2454 * `minetest.get_node_group(name, group)`: returns a rating
2455 * Deprecated: An alias for the former.
2456 * `minetest.raillike_group(name)`: returns a rating
2457 * Returns rating of the connect_to_raillike group corresponding to name
2458 * If name is not yet the name of a connect_to_raillike group, a new group id
2459 * is created, with that name
2460 * `minetest.get_content_id(name)`: returns an integer
2461 * Gets the internal content ID of `name`
2462 * `minetest.get_name_from_content_id(content_id)`: returns a string
2463 * Gets the name of the content with that content ID
2464 * `minetest.parse_json(string[, nullvalue])`: returns something
2465 * Convert a string containing JSON data into the Lua equivalent
2466 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2467 * On success returns a table, a string, a number, a boolean or `nullvalue`
2468 * On failure outputs an error message and returns `nil`
2469 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2470 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2471 * Convert a Lua table into a JSON string
2472 * styled: Outputs in a human-readable format if this is set, defaults to false
2473 * Unserializable things like functions and userdata are saved as null.
2474 * **Warning**: JSON is more strict than the Lua table format.
2475 1. You can only use strings and positive integers of at least one as keys.
2476 2. You can not mix string and integer keys.
2477 This is due to the fact that JSON has two distinct array and object values.
2478 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2479 * `minetest.serialize(table)`: returns a string
2480 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2481 into string form readable by `minetest.deserialize`
2482 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2483 * `minetest.deserialize(string)`: returns a table
2484 * Convert a string returned by `minetest.deserialize` into a table
2485 * `string` is loaded in an empty sandbox environment.
2486 * Will load functions, but they cannot access the global environment.
2487 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2488 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2489 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2490 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2491 * Compress a string of data.
2492 * `method` is a string identifying the compression method to be used.
2493 * Supported compression methods:
2494 * Deflate (zlib): `"deflate"`
2495 * `...` indicates method-specific arguments. Currently defined arguments are:
2496 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2497 * `minetest.decompress(compressed_data, method, ...)`: returns data
2498 * Decompress a string of data (using ZLib).
2499 * See documentation on `minetest.compress()` for supported compression methods.
2500 * currently supported.
2501 * `...` indicates method-specific arguments. Currently, no methods use this.
2502 * `minetest.encode_base64(string)`: returns string encoded in base64
2503 * Encodes a string in base64.
2504 * `minetest.decode_base64(string)`: returns string
2505 * Decodes a string encoded in base64.
2506 * `minetest.is_protected(pos, name)`: returns boolean
2507 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2508 actions, defineable by mods, due to some mod-defined ownership-like concept.
2509 Returns false or nil, if the player is allowed to do such actions.
2510 * This function should be overridden by protection mods and should be used to
2511 check if a player can interact at a position.
2512 * This function should call the old version of itself if the position is not
2513 protected by the mod.
2516 local old_is_protected = minetest.is_protected
2517 function minetest.is_protected(pos, name)
2518 if mymod:position_protected_from(pos, name) then
2521 return old_is_protected(pos, name)
2523 * `minetest.record_protection_violation(pos, name)`
2524 * This function calls functions registered with
2525 `minetest.register_on_protection_violation`.
2526 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2527 * Attempt to predict the desired orientation of the facedir-capable node
2528 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2529 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2530 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2531 is an optional table containing extra tweaks to the placement code:
2532 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2533 orientation on the wall.
2534 * `force_wall` : if `true`, always place the node in wall orientation.
2535 * `force_ceiling`: if `true`, always place on the ceiling.
2536 * `force_floor`: if `true`, always place the node on the floor.
2537 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2538 the floor or ceiling
2539 * The first four options are mutually-exclusive; the last in the list takes
2540 precedence over the first.
2541 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2542 * calls `rotate_and_place()` with infinitestacks set according to the state of
2543 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2546 * `minetest.forceload_block(pos)`
2547 * forceloads the position `pos`.
2548 * returns `true` if area could be forceloaded
2549 * Please note that forceloaded areas are saved when the server restarts.
2551 * `minetest.forceload_free_block(pos)`
2552 * stops forceloading the position `pos`
2554 * `minetest.request_insecure_environment()`: returns an environment containing
2555 insecure functions if the calling mod has been listed as trusted in the
2556 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2557 * Only works at init time and must be called from the mod's main scope (not from a function).
2558 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2561 * `minetest.global_exists(name)`
2562 * Checks if a global variable has been set, without triggering a warning.
2565 * `minetest.env`: `EnvRef` of the server environment and world.
2566 * Any function in the minetest namespace can be called using the syntax
2567 `minetest.env:somefunction(somearguments)`
2568 instead of `minetest.somefunction(somearguments)`
2569 * Deprecated, but support is not to be dropped soon
2572 * `minetest.registered_items`
2573 * Map of registered items, indexed by name
2574 * `minetest.registered_nodes`
2575 * Map of registered node definitions, indexed by name
2576 * `minetest.registered_craftitems`
2577 * Map of registered craft item definitions, indexed by name
2578 * `minetest.registered_tools`
2579 * Map of registered tool definitions, indexed by name
2580 * `minetest.registered_entities`
2581 * Map of registered entity prototypes, indexed by name
2582 * `minetest.object_refs`
2583 * Map of object references, indexed by active object id
2584 * `minetest.luaentities`
2585 * Map of Lua entities, indexed by active object id
2586 * `minetest.registered_ores`
2587 * List of registered ore definitions.
2588 * `minetest.registered_biomes`
2589 * List of registered biome definitions.
2590 * `minetest.registered_decorations`
2591 * List of registered decoration definitions.
2597 Node metadata: reference extra data and functionality stored in a node.
2598 Can be gotten via `minetest.get_meta(pos)`.
2601 * `set_string(name, value)`
2602 * `get_string(name)`
2603 * `set_int(name, value)`
2605 * `set_float(name, value)`
2607 * `get_inventory()`: returns `InvRef`
2608 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2609 * `from_table(nil or {})`
2610 * See "Node Metadata"
2613 Node Timers: a high resolution persistent per-node timer.
2614 Can be gotten via `minetest.get_node_timer(pos)`.
2617 * `set(timeout,elapsed)`
2618 * set a timer's state
2619 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2620 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2621 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2624 * equivalent to `set(timeout,0)`
2627 * `get_timeout()`: returns current timeout in seconds
2628 * if `timeout` equals `0`, timer is inactive
2629 * `get_elapsed()`: returns current elapsed time in seconds
2630 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2631 * `is_started()`: returns boolean state of timer
2632 * returns `true` if timer is started, otherwise `false`
2635 Moving things in the game are generally these.
2637 This is basically a reference to a C++ `ServerActiveObject`
2640 * `remove()`: remove object (after returning from Lua)
2641 * Note: Doesn't work on players, use minetest.kick_player instead
2642 * `getpos()`: returns `{x=num, y=num, z=num}`
2643 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2644 * `moveto(pos, continuous=false)`: interpolated move
2645 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2646 * `puncher` = another `ObjectRef`,
2647 * `time_from_last_punch` = time since last punch action of the puncher
2648 * `direction`: can be `nil`
2649 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2650 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2651 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2652 * `get_inventory()`: returns an `InvRef`
2653 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2654 * `get_wield_index()`: returns the index of the wielded item
2655 * `get_wielded_item()`: returns an `ItemStack`
2656 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2657 * `set_armor_groups({group1=rating, group2=rating, ...})`
2658 * `get_armor_groups()`: returns a table with the armor group ratings
2659 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2660 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2661 * `set_attach(parent, bone, position, rotation)`
2663 * `position`: `{x=num, y=num, z=num}` (relative)
2664 * `rotation`: `{x=num, y=num, z=num}`
2665 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2667 * `set_bone_position(bone, position, rotation)`
2669 * `position`: `{x=num, y=num, z=num}` (relative)
2670 * `rotation`: `{x=num, y=num, z=num}`
2671 * `get_bone_position(bone)`: returns position and rotation of the bone
2672 * `set_properties(object property table)`
2673 * `get_properties()`: returns object property table
2674 * `is_player()`: returns true for players, false otherwise
2675 * `get_nametag_attributes()`
2676 * returns a table with the attributes of the nametag of an object
2678 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2681 * `set_nametag_attributes(attributes)`
2682 * sets the attributes of the nametag of an object
2686 text = "My Nametag",
2689 ##### LuaEntitySAO-only (no-op for other objects)
2690 * `setvelocity({x=num, y=num, z=num})`
2691 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2692 * `setacceleration({x=num, y=num, z=num})`
2693 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2695 * `getyaw()`: returns number in radians
2696 * `settexturemod(mod)`
2697 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2698 select_horiz_by_yawpitch=false)`
2699 * Select sprite from spritesheet with optional animation and DM-style
2700 texture selection based on yaw relative to camera
2701 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2704 ##### Player-only (no-op for other objects)
2705 * `get_player_name()`: returns `""` if is not a player
2706 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2707 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2708 * `get_look_dir()`: get camera direction as a unit vector
2709 * `get_look_vertical()`: pitch in radians
2710 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2711 * `get_look_horizontal()`: yaw in radians
2712 * Angle is counter-clockwise from the +z direction.
2713 * `set_look_vertical(radians)`: sets look pitch
2714 * radians - Angle from looking forward, where positive is downwards.
2715 * `set_look_horizontal(radians)`: sets look yaw
2716 * radians - Angle from the +z direction, where positive is counter-clockwise.
2717 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2718 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2719 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2720 * Angle is counter-clockwise from the +x direction.
2721 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2722 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2723 * `get_breath()`: returns players breath
2724 * `set_breath(value)`: sets players breath
2726 * `0`: player is drowning,
2727 * `1`-`10`: remaining number of bubbles
2728 * `11`: bubbles bar is not shown
2729 * `set_inventory_formspec(formspec)`
2730 * Redefine player's inventory form
2731 * Should usually be called in on_joinplayer
2732 * `get_inventory_formspec()`: returns a formspec string
2733 * `get_player_control()`: returns table with player pressed keys
2734 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2735 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2736 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2737 * `set_physics_override(override_table)`
2738 * `override_table` is a table with the following fields:
2739 * `speed`: multiplier to default walking speed value (default: `1`)
2740 * `jump`: multiplier to default jump value (default: `1`)
2741 * `gravity`: multiplier to default gravity value (default: `1`)
2742 * `sneak`: whether player can sneak (default: `true`)
2743 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2744 * `get_physics_override()`: returns the table given to set_physics_override
2745 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2747 * `hud_remove(id)`: remove the HUD element of the specified id
2748 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2749 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2750 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2751 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2752 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2753 * pass a table containing a `true`/`false` value of each flag to be set or unset
2754 * if a flag equals `nil`, the flag is not modified
2755 * note that setting `minimap` modifies the client's permission to view the minimap -
2756 * the client may locally elect to not view the minimap
2757 * `hud_get_flags()`: returns a table containing status of hud flags
2758 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2759 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2760 * `count`: number of items, must be between `1` and `23`
2761 * `hud_get_hotbar_itemcount`: returns number of visible items
2762 * `hud_set_hotbar_image(texturename)`
2763 * sets background image for hotbar
2764 * `hud_get_hotbar_image`: returns texturename
2765 * `hud_set_hotbar_selected_image(texturename)`
2766 * sets image for selected item of hotbar
2767 * `hud_get_hotbar_selected_image`: returns texturename
2768 * `hud_replace_builtin(name, hud_definition)`
2769 * replace definition of a builtin hud element
2770 * `name`: `"breath"` or `"health"`
2771 * `hud_definition`: definition to replace builtin definition
2772 * `set_sky(bgcolor, type, {texture names})`
2773 * `bgcolor`: ColorSpec, defaults to white
2775 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2776 * `"skybox"`: Uses 6 textures, `bgcolor` used
2777 * `"plain"`: Uses 0 textures, `bgcolor` used
2778 * `get_sky()`: returns bgcolor, type and a table with the textures
2779 * `override_day_night_ratio(ratio or nil)`
2780 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2781 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2782 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2783 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2785 set animation for player model in third person view
2787 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2788 {x=168, y=187}, -- < walk animation key frames
2789 {x=189, y=198}, -- < dig animation key frames
2790 {x=200, y=219}, -- < walk+dig animation key frames
2791 frame_speed=30): -- < animation frame speed
2792 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2793 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2794 * in first person view
2795 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2796 * `get_eye_offset()`: returns offset_first and offset_third
2799 An `InvRef` is a reference to an inventory.
2802 * `is_empty(listname)`: return `true` if list is empty
2803 * `get_size(listname)`: get size of a list
2804 * `set_size(listname, size)`: set size of a list
2805 * returns `false` on error (e.g. invalid `listname` or `size`)
2806 * `get_width(listname)`: get width of a list
2807 * `set_width(listname, width)`: set width of list; currently used for crafting
2808 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2809 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2810 * `get_list(listname)`: return full list
2811 * `set_list(listname, list)`: set full list (size will not change)
2812 * `get_lists()`: returns list of inventory lists
2813 * `set_lists(lists)`: sets inventory lists (size will not change)
2814 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2815 * `room_for_item(listname, stack):` returns `true` if the stack of items
2816 can be fully added to the list
2817 * `contains_item(listname, stack)`: returns `true` if the stack of items
2818 can be fully taken from the list
2819 * `remove_item(listname, stack)`: take as many items as specified from the list,
2820 returns the items that were actually removed (as an `ItemStack`) -- note that
2821 any item metadata is ignored, so attempting to remove a specific unique
2822 item this way will likely remove the wrong one -- to do that use `set_stack`
2823 with an empty `ItemStack`
2824 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2825 * returns `{type="undefined"}` in case location is not known
2828 A fast access data structure to store areas, and find areas near a given position or area.
2829 Every area has a `data` string attribute to store additional information.
2830 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2831 If you chose the parameter-less constructor, a fast implementation will be automatically
2835 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2836 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2837 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2838 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2840 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2841 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2842 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2843 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2844 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2845 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2846 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2847 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2848 or insertions are likely to fail due to conflicts.
2849 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2850 Only needed for efficiency, and only some implementations profit.
2851 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2852 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2853 Calling invalidates the cache, so that its elements have to be newly generated.
2856 enabled = boolean, -- whether to enable, default true
2857 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2858 prefiltered lists for, minimum 16, default 64
2859 limit = number, -- the cache's size, minimum 20, default 1000
2861 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2862 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2863 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
2864 Returns success and, optionally, an error message.
2865 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2868 An `ItemStack` is a stack of items.
2870 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2871 an itemstring, a table or `nil`.
2874 * `is_empty()`: Returns `true` if stack is empty.
2875 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2876 * `set_name(item_name)`: Returns boolean success.
2877 Clears item on failure.
2878 * `get_count()`: Returns number of items on the stack.
2879 * `set_count(count)`
2880 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2881 * `set_wear(wear)`: Returns boolean success.
2882 Clears item on failure.
2883 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2884 * `set_metadata(metadata)`: Returns true.
2885 * `clear()`: removes all items from the stack, making it empty.
2886 * `replace(item)`: replace the contents of this stack.
2887 * `item` can also be an itemstring or table.
2888 * `to_string()`: Returns the stack in itemstring form.
2889 * `to_table()`: Returns the stack in Lua table form.
2890 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2891 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2892 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2893 * `get_definition()`: Returns the item definition table.
2894 * `get_tool_capabilities()`: Returns the digging properties of the item,
2895 or those of the hand if none are defined for this item type
2896 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2897 * `add_item(item)`: Put some item or stack onto this stack.
2898 Returns leftover `ItemStack`.
2899 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2901 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2902 Returns taken `ItemStack`.
2903 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2904 Returns taken `ItemStack`.
2907 A 16-bit pseudorandom number generator.
2908 Uses a well-known LCG algorithm introduced by K&R.
2910 It can be created via `PseudoRandom(seed)`.
2913 * `next()`: return next integer random number [`0`...`32767`]
2914 * `next(min, max)`: return next integer random number [`min`...`max`]
2915 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2916 due to the simple implementation making bad distribution otherwise.
2919 A 32-bit pseudorandom number generator.
2920 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2922 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2925 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2926 * `next(min, max)`: return next integer random number [`min`...`max`]
2927 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2928 * This is only a rough approximation of a normal distribution with:
2929 * mean = (max - min) / 2, and
2930 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
2931 * Increasing num_trials improves accuracy of the approximation
2934 Interface for the operating system's crypto-secure PRNG.
2936 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2937 be found on the system.
2940 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2943 A perlin noise generator.
2944 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2945 or `PerlinNoise(noiseparams)`.
2946 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2947 or `minetest.get_perlin(noiseparams)`.
2950 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2951 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2953 ### `PerlinNoiseMap`
2954 A fast, bulk perlin noise generator.
2956 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2957 `minetest.get_perlin_map(noiseparams, size)`.
2959 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2960 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2963 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2964 nil, this table will be used to store the result instead of creating a new table.
2968 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2969 with values starting at `pos={x=,y=}`
2970 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2971 of 3D noise with values starting at `pos={x=,y=,z=}`
2972 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2973 with values starting at `pos={x=,y=}`
2974 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2975 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2976 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2977 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2978 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2979 takes a chunk of `slice_size`.
2980 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2981 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2982 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2983 the starting position of the most recently calculated noise.
2984 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2985 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2986 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2990 #### About VoxelManip
2991 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
2992 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
2993 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
2994 to with other methods of setting nodes. For example, nodes will not have their construction and
2995 destruction callbacks run, and no rollback information is logged.
2997 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
2998 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
2999 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3001 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3002 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3003 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3004 using both methods of map manipulation to determine which is most appropriate for your usage.
3006 #### Using VoxelManip
3007 A VoxelManip object can be created any time using either:
3008 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3010 If the optional position parameters are present for either of these routines, the specified region
3011 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3012 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3014 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3015 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3016 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3017 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3019 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3020 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3021 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3023 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3024 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3025 `VoxelManip:get_light_data()` for node light levels, and
3026 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3028 See section 'Flat array format' for more details.
3030 It is very important to understand that the tables returned by any of the above three functions
3031 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3032 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3033 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3034 otherwise explicitly stated.
3036 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3037 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3038 `VoxelManip:set_light_data()` for node light levels, and
3039 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3041 The parameter to each of the above three functions can use any table at all in the same flat array
3042 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3044 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3045 to the map by calling `VoxelManip:write_to_map()`.
3047 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3048 as being modified so that connected clients are sent the updated parts of map.
3051 ##### Flat array format
3053 `Nx = p2.X - p1.X + 1`,
3054 `Ny = p2.Y - p1.Y + 1`, and
3055 `Nz = p2.Z - p1.Z + 1`.
3057 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3058 the expression `Nx * Ny * Nz`.
3060 Positions offset from p1 are present in the array with the format of:
3063 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3064 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3066 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3067 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3069 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3071 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3075 and the array index for a position p contained completely in p1..p2 is:
3077 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3079 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3080 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3081 for a single point in a flat VoxelManip array.
3084 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3085 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3086 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3087 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3088 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3089 Note that the node being queried needs to have already been been registered.
3091 The following builtin node types have their Content IDs defined as constants:
3093 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3094 core.CONTENT_AIR (ID for "air" nodes)
3095 core.CONTENT_IGNORE (ID for "ignore" nodes)
3098 ##### Mapgen VoxelManip objects
3099 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3100 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3101 but with a few differences:
3103 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3104 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3105 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3106 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3107 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3108 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3109 consistency with the current map state. For this reason, calling any of the following functions:
3110 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3111 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3112 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3113 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3114 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3115 automatically after all on_generated callbacks have been run for that generated block.
3117 ##### Other API functions operating on a VoxelManip
3118 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3119 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3120 written all buffered data back to the VoxelManip object, save for special situations where the modder
3121 desires to only have certain liquid nodes begin flowing.
3123 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3124 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3126 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3127 except instead of placing the specified schematic directly on the map at the specified position, it
3128 will place the schematic inside of the VoxelManip.
3131 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3132 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3133 `VoxelManip:get_node_at()`.
3134 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3135 filled with "ignore" nodes.
3136 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3137 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3138 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3139 object in the same callback it had been created.
3140 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3141 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3142 buffer the function can use to write map data to instead of returning a new table each call. This
3143 greatly enhances performance by avoiding unnecessary memory allocations.
3146 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3147 the region formed by `p1` and `p2`.
3148 * returns actual emerged `pmin`, actual emerged `pmax`
3149 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3150 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3151 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3152 the `VoxelManip` at that position
3153 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3154 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3155 * returns raw node data in the form of an array of node content IDs
3156 * if the param `buffer` is present, this table will be used to store the result instead
3157 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3158 * `update_map()`: Update map after writing chunk back to map.
3159 * To be used only by `VoxelManip` objects created by the mod itself;
3160 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3161 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3162 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3163 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3164 * (`p1`, `p2`) is the area in which lighting is set;
3165 defaults to the whole area if left out
3166 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3167 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3168 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3169 * `light = day + (night * 16)`
3170 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3172 * expects lighting data in the same format that `get_light_data()` returns
3173 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3174 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3175 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3176 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3177 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3179 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3180 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3181 * `update_liquids()`: Update liquid flow
3182 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3183 had been modified since the last read from map, due to a call to
3184 `minetest.set_data()` on the loaded area elsewhere
3185 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3188 A helper class for voxel areas.
3189 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3190 The coordinates are *inclusive*, like most other things in Minetest.
3193 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3194 `MinEdge` and `MaxEdge`
3195 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3196 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3197 * useful for things like `VoxelManip`, raw Schematic specifiers,
3198 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3199 * `indexp(p)`: same as above, except takes a vector
3200 * `position(i)`: returns the absolute position vector corresponding to index `i`
3201 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3202 * `containsp(p)`: same as above, except takes a vector
3203 * `containsi(i)`: same as above, except takes an index `i`
3204 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3205 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3206 * `iterp(minp, maxp)`: same as above, except takes a vector
3209 An interface to read config files in the format of `minetest.conf`.
3211 It can be created via `Settings(filename)`.
3214 * `get(key)`: returns a value
3215 * `get_bool(key)`: returns a boolean
3217 * `remove(key)`: returns a boolean (`true` for success)
3218 * `get_names()`: returns `{key1,...}`
3219 * `write()`: returns a boolean (`true` for success)
3220 * write changes to file
3221 * `to_table()`: returns `{[key1]=value1,...}`
3225 A mapgen object is a construct used in map generation. Mapgen objects can be used
3226 by an `on_generate` callback to speed up operations by avoiding unnecessary
3227 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3228 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3229 was called outside of an `on_generate()` callback, `nil` is returned.
3231 The following Mapgen objects are currently available:
3234 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3235 emerged position, in that order. All mapgens support this object.
3238 Returns an array containing the y coordinates of the ground levels of nodes in
3239 the most recently generated chunk by the current mapgen.
3242 Returns an array containing the biome IDs of nodes in the most recently
3243 generated chunk by the current mapgen.
3246 Returns an array containing the temperature values of nodes in the most
3247 recently generated chunk by the current mapgen.
3250 Returns an array containing the humidity values of nodes in the most recently
3251 generated chunk by the current mapgen.
3254 Returns a table mapping requested generation notification types to arrays of
3255 positions at which the corresponding generated structures are located at within
3256 the current chunk. To set the capture of positions of interest to be recorded
3257 on generate, use `minetest.set_gen_notify()`.
3259 Possible fields of the table returned are:
3265 * `large_cave_begin`
3269 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3270 numeric unique decoration ID.
3274 * Functions receive a "luaentity" as `self`:
3275 * It has the member `.name`, which is the registered name `("mod:thing")`
3276 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3277 * The original prototype stuff is visible directly via a metatable
3279 * `on_activate(self, staticdata)`
3280 * Called when the object is instantiated.
3281 * `on_step(self, dtime)`
3282 * Called on every server tick, after movement and collision processing.
3283 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3285 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3286 * Called when somebody punches the object.
3287 * Note that you probably want to handle most punches using the
3288 automatic armor group system.
3289 * `puncher`: an `ObjectRef` (can be `nil`)
3290 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3291 * `tool_capabilities`: capability table of used tool (can be `nil`)
3292 * `dir`: unit vector of direction of punch. Always defined. Points from
3293 the puncher to the punched.
3294 * `on_rightclick(self, clicker)`
3295 * `get_staticdata(self)`
3296 * Should return a string that will be passed to `on_activate` when
3297 the object is instantiated the next time.
3302 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3303 Often these bugs appear as subtle shadows in water.
3308 axiom, --string initial tree axiom
3309 rules_a, --string rules set A
3310 rules_b, --string rules set B
3311 rules_c, --string rules set C
3312 rules_d, --string rules set D
3313 trunk, --string trunk node name
3314 leaves, --string leaves node name
3315 leaves2, --string secondary leaves node name
3316 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3317 angle, --num angle in deg
3318 iterations, --num max # of iterations, usually 2 -5
3319 random_level, --num factor to lower nr of iterations, usually 0 - 3
3320 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3321 -- 2x2 nodes or 3x3 in cross shape
3322 thin_branches, --boolean true -> use thin (1 node) branches
3323 fruit, --string fruit node name
3324 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3325 seed, --num random seed; if no seed is provided, the engine will create one
3328 ### Key for Special L-System Symbols used in Axioms
3330 * `G`: move forward one unit with the pen up
3331 * `F`: move forward one unit with the pen down drawing trunks and branches
3332 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3333 * `T`: move forward one unit with the pen down drawing trunks only
3334 * `R`: move forward one unit with the pen down placing fruit
3335 * `A`: replace with rules set A
3336 * `B`: replace with rules set B
3337 * `C`: replace with rules set C
3338 * `D`: replace with rules set D
3339 * `a`: replace with rules set A, chance 90%
3340 * `b`: replace with rules set B, chance 80%
3341 * `c`: replace with rules set C, chance 70%
3342 * `d`: replace with rules set D, chance 60%
3343 * `+`: yaw the turtle right by `angle` parameter
3344 * `-`: yaw the turtle left by `angle` parameter
3345 * `&`: pitch the turtle down by `angle` parameter
3346 * `^`: pitch the turtle up by `angle` parameter
3347 * `/`: roll the turtle to the right by `angle` parameter
3348 * `*`: roll the turtle to the left by `angle` parameter
3349 * `[`: save in stack current state info
3350 * `]`: recover from stack state info
3353 Spawn a small apple tree:
3355 pos = {x=230,y=20,z=4}
3358 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3359 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3360 trunk="default:tree",
3361 leaves="default:leaves",
3365 trunk_type="single",
3368 fruit="default:apple"
3370 minetest.spawn_tree(pos,apple_tree)
3375 ### Object Properties
3380 collide_with_objects = true, -- collide with other objects if physical=true
3382 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3383 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3384 visual_size = {x=1, y=1},
3386 textures = {}, -- number of required textures depends on visual
3387 colors = {}, -- number of required colors depends on visual
3388 spritediv = {x=1, y=1},
3389 initial_sprite_basepos = {x=0, y=0},
3391 makes_footstep_sound = false,
3392 automatic_rotate = false,
3394 automatic_face_movement_dir = 0.0,
3395 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3396 automatic_face_movement_max_rotation_per_sec = -1,
3397 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3398 backface_culling = true, -- false to disable backface_culling for model
3399 nametag = "", -- by default empty, for players their name is shown if empty
3400 nametag_color = <color>, -- sets color of nametag as ColorSpec
3401 infotext = "", -- by default empty, text to be shown when pointed at object
3404 ### Entity definition (`register_entity`)
3407 -- Deprecated: Everything in object properties is read directly from here
3409 initial_properties = --[[<initial object properties>]],
3411 on_activate = function(self, staticdata, dtime_s),
3412 on_step = function(self, dtime),
3413 on_punch = function(self, hitter),
3414 on_rightclick = function(self, clicker),
3415 get_staticdata = function(self),
3416 -- ^ Called sometimes; the string returned is passed to on_activate when
3417 -- the entity is re-activated from static state
3419 -- Also you can define arbitrary member variables here
3420 myvariable = whatever,
3423 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3426 -- In the following two fields, also group:groupname will work.
3427 nodenames = {"default:lava_source"},
3428 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3429 ^ If left out or empty, any neighbor will do ]]
3430 interval = 1.0, -- Operation interval in seconds
3431 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3432 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3433 ^ The chance value is temporarily reduced when returning to
3434 an area to simulate time lost by the area being unattended.
3435 ^ Note chance value can often be reduced to 1 ]]
3436 action = func(pos, node, active_object_count, active_object_count_wider),
3439 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3442 name = "modname:replace_legacy_door",
3443 nodenames = {"default:lava_source"},
3444 -- ^ List of node names to trigger the LBM on.
3445 -- Also non-registered nodes will work.
3446 -- Groups (as of group:groupname) will work as well.
3447 run_at_every_load = false,
3448 -- ^ Whether to run the LBM's action every time a block gets loaded,
3449 -- and not just for blocks that were saved last time before LBMs were
3450 -- introduced to the world.
3451 action = func(pos, node),
3454 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3457 description = "Steel Axe",
3458 groups = {}, -- key=name, value=rating; rating=1..3.
3459 if rating not applicable, use 1.
3460 e.g. {wool=1, fluffy=3}
3461 {soil=2, outerspace=1, crumbly=1}
3462 {bendy=2, snappy=1},
3463 {hard=1, metal=1, spikes=1}
3464 inventory_image = "default_tool_steelaxe.png",
3466 wield_scale = {x=1,y=1,z=1},
3469 liquids_pointable = false,
3470 tool_capabilities = {
3471 full_punch_interval = 1.0,
3475 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3476 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3478 damage_groups = {groupname=damage},
3480 node_placement_prediction = nil,
3482 ^ If nil and item is node, prediction is made automatically
3483 ^ If nil and item is not a node, no prediction is made
3484 ^ If "" and item is anything, no prediction is made
3485 ^ Otherwise should be name of node which the client immediately places
3486 on ground when the player places the item. Server will always update
3487 actual result to client in a short moment.
3490 place = --[[<SimpleSoundSpec>]],
3493 on_place = func(itemstack, placer, pointed_thing),
3495 ^ Shall place item and return the leftover itemstack
3496 ^ default: minetest.item_place ]]
3497 on_secondary_use = func(itemstack, user, pointed_thing),
3499 ^ Same as on_place but called when pointing at nothing.
3500 ^ pointed_thing : always { type = "nothing" }
3502 on_drop = func(itemstack, dropper, pos),
3504 ^ Shall drop item and return the leftover itemstack
3505 ^ default: minetest.item_drop ]]
3506 on_use = func(itemstack, user, pointed_thing),
3509 ^ Function must return either nil if no item shall be removed from
3510 inventory, or an itemstack to replace the original itemstack.
3511 e.g. itemstack:take_item(); return itemstack
3512 ^ Otherwise, the function is free to do what it wants.
3513 ^ The default functions handle regular use cases.
3515 after_use = func(itemstack, user, node, digparams),
3518 ^ If defined, should return an itemstack and will be called instead of
3519 wearing out the tool. If returns nil, does nothing.
3520 If after_use doesn't exist, it is the same as:
3521 function(itemstack, user, node, digparams)
3522 itemstack:add_wear(digparams.wear)
3530 * `{name="image.png", animation={Tile Animation definition}}`
3531 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3532 tileable_horizontal=bool}`
3533 * backface culling enabled by default for most nodes
3534 * tileable flags are info for shaders, how they should treat texture
3535 when displacement mapping is used
3536 Directions are from the point of view of the tile texture,
3537 not the node it's on
3538 * deprecated, yet still supported field names:
3541 ### Tile animation definition
3542 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3544 ### Node definition (`register_node`)
3547 -- <all fields allowed in item definitions>,
3549 drawtype = "normal", -- See "Node drawtypes"
3550 visual_scale = 1.0, --[[
3551 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3552 ^ For plantlike, the image will start at the bottom of the node; for the
3553 ^ other drawtypes, the image will be centered on the node.
3554 ^ Note that positioning for "torchlike" may still change. ]]
3555 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3556 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3557 ^ List can be shortened to needed length ]]
3558 special_tiles = {tile definition 1, Tile definition 2}, --[[
3559 ^ Special textures of node; used rarely (old field name: special_materials)
3560 ^ List can be shortened to needed length ]]
3562 use_texture_alpha = false, -- Use texture's alpha channel
3563 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3564 paramtype = "none", -- See "Nodes" --[[
3565 ^ paramtype = "light" allows light to propagate from or through the node with light value
3566 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3567 paramtype2 = "none", -- See "Nodes"
3568 place_param2 = nil, -- Force value for param2 when player places node
3569 is_ground_content = true, -- If false, the cave generator will not carve through this
3570 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3571 walkable = true, -- If true, objects collide with node
3572 pointable = true, -- If true, can be pointed at
3573 diggable = true, -- If false, can never be dug
3574 climbable = false, -- If true, can be climbed on (ladder)
3575 buildable_to = false, -- If true, placed nodes can replace this node
3576 floodable = false, -- If true, liquids flow into and replace this node
3577 liquidtype = "none", -- "none"/"source"/"flowing"
3578 liquid_alternative_flowing = "", -- Flowing version of source liquid
3579 liquid_alternative_source = "", -- Source version of flowing liquid
3580 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3581 liquid_renewable = true, --[[
3582 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3584 ^ Block contains level in param2. Value is default level, used for snow.
3585 ^ Don't forget to use "leveled" type nodebox. ]]
3586 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3587 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3588 light_source = 0, -- Amount of light emitted by node
3589 damage_per_second = 0, -- If player is inside node, this damage is caused
3590 node_box = {type="regular"}, -- See "Node boxes"
3591 connects_to = nodenames, --[[
3592 * Used for nodebox nodes with the type == "connected"
3593 * Specifies to what neighboring nodes connections will be drawn
3594 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3595 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3596 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3598 selection_box = {type="regular"}, -- See "Node boxes" --[[
3599 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3600 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3601 legacy_wallmounted = false, -- Support maps made in and before January 2012
3603 footstep = <SimpleSoundSpec>,
3604 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3605 dug = <SimpleSoundSpec>,
3606 place = <SimpleSoundSpec>,
3607 place_failed = <SimpleSoundSpec>,
3609 drop = "", -- Name of dropped node when dug. Default is the node itself.
3612 max_items = 1, -- Maximum number of items to drop.
3613 items = { -- Choose max_items randomly from this list.
3615 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3616 rarity = 1, -- Probability of dropping is 1 / rarity.
3621 on_construct = func(pos), --[[
3622 ^ Node constructor; called after adding node
3623 ^ Can set up metadata and stuff like that
3624 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3626 on_destruct = func(pos), --[[
3627 ^ Node destructor; called before removing node
3628 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3630 after_destruct = func(pos, oldnode), --[[
3631 ^ Node destructor; called after removing node
3632 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3635 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3636 ^ Called after constructing node when node was placed using
3637 minetest.item_place_node / minetest.place_node
3638 ^ If return true no item is taken from itemstack
3640 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3641 ^ oldmetadata is in table format
3642 ^ Called after destructing node when node was dug using
3643 minetest.node_dig / minetest.dig_node
3645 can_dig = function(pos, [player]) --[[
3646 ^ returns true if node can be dug, or false if not
3649 on_punch = func(pos, node, puncher, pointed_thing), --[[
3650 ^ default: minetest.node_punch
3651 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3652 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3654 ^ if defined, itemstack will hold clicker's wielded item
3655 ^ Shall return the leftover itemstack
3656 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3658 on_dig = func(pos, node, digger), --[[
3659 ^ default: minetest.node_dig
3660 ^ By default: checks privileges, wears out tool and removes node ]]
3662 on_timer = function(pos,elapsed), --[[
3664 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3665 ^ elapsed is the total time passed since the timer was started
3666 ^ return true to run the timer for another cycle with the same timeout value ]]
3668 on_receive_fields = func(pos, formname, fields, sender), --[[
3669 ^ fields = {name1 = value1, name2 = value2, ...}
3670 ^ Called when an UI form (e.g. sign text input) returns data
3673 allow_metadata_inventory_move = func(pos, from_list, from_index,
3674 to_list, to_index, count, player), --[[
3675 ^ Called when a player wants to move items inside the inventory
3676 ^ Return value: number of items allowed to move ]]
3678 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3679 ^ Called when a player wants to put something into the inventory
3680 ^ Return value: number of items allowed to put
3681 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3683 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3684 ^ Called when a player wants to take something out of the inventory
3685 ^ Return value: number of items allowed to take
3686 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3688 on_metadata_inventory_move = func(pos, from_list, from_index,
3689 to_list, to_index, count, player),
3690 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3691 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3692 ^ Called after the actual action has happened, according to what was allowed.
3693 ^ No return value ]]
3695 on_blast = func(pos, intensity), --[[
3696 ^ intensity: 1.0 = mid range of regular TNT
3697 ^ If defined, called when an explosion touches the node, instead of
3698 removing the node ]]
3701 ### Recipe for `register_craft` (shaped)
3704 output = 'default:pick_stone',
3706 {'default:cobble', 'default:cobble', 'default:cobble'},
3707 {'', 'default:stick', ''},
3708 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3710 replacements = --[[<optional list of item pairs,
3711 replace one input item with another item on crafting>]]
3714 ### Recipe for `register_craft` (shapeless)
3718 output = 'mushrooms:mushroom_stew',
3721 "mushrooms:mushroom_brown",
3722 "mushrooms:mushroom_red",
3724 replacements = --[[<optional list of item pairs,
3725 replace one input item with another item on crafting>]]
3728 ### Recipe for `register_craft` (tool repair)
3731 type = "toolrepair",
3732 additional_wear = -0.02,
3735 ### Recipe for `register_craft` (cooking)
3739 output = "default:glass",
3740 recipe = "default:sand",
3744 ### Recipe for `register_craft` (furnace fuel)
3748 recipe = "default:leaves",
3752 ### Ore definition (`register_ore`)
3755 ore_type = "scatter", -- See "Ore types"
3756 ore = "default:stone_with_coal",
3757 wherein = "default:stone",
3758 -- ^ a list of nodenames is supported too
3759 clust_scarcity = 8*8*8,
3760 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3761 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3763 -- ^ Number of ores in a cluster
3765 -- ^ Size of the bounding box of the cluster
3766 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3770 -- ^ Attributes for this ore generation
3771 noise_threshold = 0.5,
3772 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3773 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3774 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3775 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3776 random_factor = 1.0,
3777 -- ^ Multiplier of the randomness contribution to the noise value at any
3778 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3779 -- ^ This parameter is only valid for ore_type == "vein".
3780 biomes = {"desert", "rainforest"}
3781 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3782 -- ^ and ignored if the Mapgen being used does not support biomes.
3783 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3786 ### Biome definition (`register_biome`)
3789 The Biome API is still in an experimental phase and subject to change.
3793 node_dust = "default:snow",
3794 -- ^ Node dropped onto upper surface after all else is generated.
3795 node_top = "default:dirt_with_snow",
3797 -- ^ Node forming surface layer of biome and thickness of this layer.
3798 node_filler = "default:permafrost",
3800 -- ^ Node forming lower layer of biome and thickness of this layer.
3801 node_stone = "default:bluestone",
3802 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3803 node_water_top = "default:ice",
3804 depth_water_top = 10,
3805 -- ^ Node forming a surface layer in seawater with the defined thickness.
3807 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3808 node_river_water = "default:ice",
3809 -- ^ Node that replaces river water in mapgens that use default:river_water.
3810 node_riverbed = "default:gravel",
3812 -- ^ Node placed under river water and thickness of this layer.
3815 -- ^ Lower and upper limits for biome.
3816 -- ^ Because biome is not recalculated for every node in a node column
3817 -- ^ some biome materials can exceed their limits, especially stone.
3818 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3819 -- ^ top and at each of these surfaces:
3820 -- ^ Ground below air, water below air, ground below water.
3821 -- ^ The selected biome then stays in effect for all nodes below until
3822 -- ^ column base or the next biome recalculation.
3824 humidity_point = 50,
3825 -- ^ Characteristic average temperature and humidity for the biome.
3826 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3827 -- ^ and humidity as axes. The resulting voronoi cells determine which
3828 -- ^ heat/humidity points belong to which biome, and therefore determine
3829 -- ^ the area and location of each biome in the world.
3830 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3831 -- ^ diagram to result in roughly equal size biomes.
3832 -- ^ Heat and humidity have average values of 50, vary mostly between
3833 -- ^ 0 and 100 but also often exceed these values.
3834 -- ^ Heat is not in degrees celcius, both values are abstract.
3837 ### Decoration definition (`register_decoration`)
3840 deco_type = "simple", -- See "Decoration types"
3841 place_on = "default:dirt_with_grass",
3842 -- ^ Node that decoration can be placed on
3844 -- ^ Size of divisions made in the chunk being generated.
3845 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3847 -- ^ Ratio of the area to be uniformly filled by the decoration.
3848 -- ^ Used only if noise_params is not specified.
3849 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3850 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3851 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3852 biomes = {"Oceanside", "Hills", "Plains"},
3853 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3854 -- ^ and ignored if the Mapgen being used does not support biomes.
3855 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3858 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3859 -- ^ This parameter refers to the `y` position of the decoration base, so
3860 -- the actual maximum height would be `height_max + size.Y`.
3861 flags = "liquid_surface, force_placement",
3862 -- ^ Flags for all decoration types.
3863 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3864 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3865 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3866 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3868 ----- Simple-type parameters
3869 decoration = "default:grass",
3870 -- ^ The node name used as the decoration.
3871 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3873 -- ^ Number of nodes high the decoration is made.
3874 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3876 -- ^ Number of nodes the decoration can be at maximum.
3877 -- ^ If absent, the parameter 'height' is used as a constant.
3878 spawn_by = "default:water",
3879 -- ^ Node that the decoration only spawns next to.
3880 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3881 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3883 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3884 -- ^ If absent or -1, decorations occur next to any nodes.
3886 ----- Schematic-type parameters
3887 schematic = "foobar.mts",
3888 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3889 -- ^ specified Minetest schematic file.
3890 -- ^ - OR -, could be the ID of a previously registered schematic
3891 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3892 -- ^ and an optional table yslice_prob:
3894 size = {x=4, y=6, z=4},
3896 {name="default:cobble", param1=255, param2=0},
3897 {name="default:dirt_with_grass", param1=255, param2=0},
3898 {name="ignore", param1=255, param2=0},
3899 {name="air", param1=255, param2=0},
3908 -- ^ See 'Schematic specifier' for details.
3909 replacements = {["oldname"] = "convert_to", ...},
3910 flags = "place_center_x, place_center_y, place_center_z",
3911 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3912 rotation = "90" -- rotate schematic 90 degrees on placement
3913 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3916 ### Chat command definition (`register_chatcommand`)
3919 params = "<name> <privilege>", -- Short parameter description
3920 description = "Remove privilege from player", -- Full description
3921 privs = {privs=true}, -- Require the "privs" privilege to run
3922 func = function(name, param), -- Called when command is run.
3923 -- Returns boolean success and text output.
3926 ### Detached inventory callbacks
3929 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3930 -- ^ Called when a player wants to move items inside the inventory
3931 -- ^ Return value: number of items allowed to move
3933 allow_put = func(inv, listname, index, stack, player),
3934 -- ^ Called when a player wants to put something into the inventory
3935 -- ^ Return value: number of items allowed to put
3936 -- ^ Return value: -1: Allow and don't modify item count in inventory
3938 allow_take = func(inv, listname, index, stack, player),
3939 -- ^ Called when a player wants to take something out of the inventory
3940 -- ^ Return value: number of items allowed to take
3941 -- ^ Return value: -1: Allow and don't modify item count in inventory
3943 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3944 on_put = func(inv, listname, index, stack, player),
3945 on_take = func(inv, listname, index, stack, player),
3946 -- ^ Called after the actual action has happened, according to what was allowed.
3947 -- ^ No return value
3950 ### HUD Definition (`hud_add`, `hud_get`)
3953 hud_elem_type = "image", -- see HUD element types
3954 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3955 position = {x=0.5, y=0.5},
3956 -- ^ Left corner position of element
3962 -- ^ Selected item in inventory. 0 for no item selected.
3964 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3965 alignment = {x=0, y=0},
3966 -- ^ See "HUD Element Types"
3967 offset = {x=0, y=0},
3968 -- ^ See "HUD Element Types"
3969 size = { x=100, y=100 },
3970 -- ^ Size of element in pixels
3973 ### Particle definition (`add_particle`)
3976 pos = {x=0, y=0, z=0},
3977 velocity = {x=0, y=0, z=0},
3978 acceleration = {x=0, y=0, z=0},
3979 -- ^ Spawn particle at pos with velocity and acceleration
3981 -- ^ Disappears after expirationtime seconds
3983 collisiondetection = false,
3984 -- ^ collisiondetection: if true collides with physical objects
3985 collision_removal = false,
3986 -- ^ collision_removal: if true then particle is removed when it collides,
3987 -- ^ requires collisiondetection = true to have any effect
3989 -- ^ vertical: if true faces player using y axis only
3990 texture = "image.png",
3991 -- ^ Uses texture (string)
3992 playername = "singleplayer"
3993 -- ^ optional, if specified spawns particle only on the player's client
3996 ### `ParticleSpawner` definition (`add_particlespawner`)
4001 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4002 minpos = {x=0, y=0, z=0},
4003 maxpos = {x=0, y=0, z=0},
4004 minvel = {x=0, y=0, z=0},
4005 maxvel = {x=0, y=0, z=0},
4006 minacc = {x=0, y=0, z=0},
4007 maxacc = {x=0, y=0, z=0},
4012 -- ^ The particle's properties are random values in between the bounds:
4013 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4014 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4015 collisiondetection = false,
4016 -- ^ collisiondetection: if true uses collision detection
4017 collision_removal = false,
4018 -- ^ collision_removal: if true then particle is removed when it collides,
4019 -- ^ requires collisiondetection = true to have any effect
4021 -- ^ vertical: if true faces player using y axis only
4022 texture = "image.png",
4023 -- ^ Uses texture (string)
4024 playername = "singleplayer"
4025 -- ^ Playername is optional, if specified spawns particle only on the player's client
4028 ### `HTTPRequest` definition (`http_fetch`, `http_fetch_async`)
4031 url = "http://example.org",
4033 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4034 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4035 -- ^ Optional, if specified a POST request with post_data is performed.
4036 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4037 -- ^ as x-www-form-urlencoded key-value pairs.
4038 -- ^ If post_data ist not specified, a GET request is performed instead.
4039 user_agent = "ExampleUserAgent",
4040 -- ^ Optional, if specified replaces the default minetest user agent with given string
4041 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4042 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4043 -- ^ that the header strings follow HTTP specification ("Key: Value").
4045 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4048 ### `HTTPRequestResult` definition (`http_fetch` callback, `http_fetch_async_get`)
4052 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4054 -- ^ If true, the request was succesful
4056 -- ^ If true, the request timed out
4058 -- ^ HTTP status code