1 Minetest Lua Modding API Reference 0.4.12
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
72 * `$path_share/games/gameid/mods/`
74 * `$path_user/games/gameid/mods/`
75 * `$path_user/mods/` (User-installed mods)
76 * `$worldpath/worldmods/`
78 In a run-in-place version (e.g. the distributed windows version):
80 * `minetest-0.4.x/games/gameid/mods/`
81 * `minetest-0.4.x/mods/` (User-installed mods)
82 * `minetest-0.4.x/worlds/worldname/worldmods/`
84 On an installed version on Linux:
86 * `/usr/share/minetest/games/gameid/mods/`
87 * `$HOME/.minetest/mods/` (User-installed mods)
88 * `$HOME/.minetest/worlds/worldname/worldmods`
90 Mod load path for world-specific games
91 --------------------------------------
92 It is possible to include a game in a world; in this case, no mods or
93 games are loaded or checked from anywhere else.
95 This is useful for e.g. adventure worlds.
97 This happens if the following directory exists:
101 Mods should be then be placed in:
107 Mods can be put in a subdirectory, if the parent directory, which otherwise
108 should be a mod, contains a file named `modpack.txt`. This file shall be
109 empty, except for lines starting with `#`, which are comments.
111 Mod directory structure
112 ------------------------
118 | |-- description.txt
122 | | |-- modname_stuff.png
123 | | `-- modname_something_else.png
131 The location of this directory can be fetched by using
132 `minetest.get_modpath(modname)`.
135 List of mods that have to be loaded before loading this mod.
137 A single line contains a single modname.
139 Optional dependencies can be defined by appending a question mark
140 to a single modname. Their meaning is that if the specified mod
141 is missing, that does not prevent this mod from being loaded.
144 A screenshot shown in modmanager within mainmenu.
146 ### `description.txt`
147 A File containing description to be shown within mainmenu.
150 The main Lua script. Running this script should register everything it
151 wants to register. Subsequent execution depends on minetest calling the
152 registered callbacks.
154 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
155 to read custom or existing settings at load time, if necessary.
158 Models for entities or meshnodes.
160 ### `textures`, `sounds`, `media`
161 Media files (textures, sounds, whatever) that will be transferred to the
162 client and will be available for use by the mod.
164 Naming convention for registered textual names
165 ----------------------------------------------
166 Registered names should generally be in this format:
168 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
170 This is to prevent conflicting names from corrupting maps and is
171 enforced by the mod loader.
174 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
175 So the name should be `experimental:tnt`.
177 Enforcement can be overridden by prefixing the name with `:`. This can
178 be used for overriding the registrations of some other mod.
180 Example: Any mod can redefine `experimental:tnt` by using the name
185 (also that mod is required to have `experimental` as a dependency)
187 The `:` prefix can also be used for maintaining backwards compatibility.
190 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
192 This will make Minetest to convert things called name to things called
195 This can be used for maintaining backwards compatibility.
197 This can be also used for setting quick access names for things, e.g. if
198 you have an item called `epiclylongmodname:stuff`, you could do
200 minetest.register_alias("stuff", "epiclylongmodname:stuff")
202 and be able to use `/giveme stuff`.
206 Mods should generally prefix their textures with `modname_`, e.g. given
207 the mod name `foomod`, a texture could be called:
211 Textures are referred to by their complete name, or alternatively by
212 stripping out the file extension:
214 * e.g. `foomod_foothing.png`
215 * e.g. `foomod_foothing`
219 There are various texture modifiers that can be used
220 to generate textures on-the-fly.
222 ### Texture overlaying
223 Textures can be overlaid by putting a `^` between them.
227 default_dirt.png^default_grass_side.png
229 `default_grass_side.png` is overlayed over `default_dirt.png`.
232 Textures can be grouped together by enclosing them in `(` and `)`.
234 Example: `cobble.png^(thing1.png^thing2.png)`
236 A texture for `thing1.png^thing2.png` is created and the resulting
237 texture is overlaid over `cobble.png`.
239 ### Advanced texture modifiers
241 #### `[crack:<n>:<p>`
242 * `<n>` = animation frame count
243 * `<p>` = current animation frame
245 Draw a step of the crack animation on the texture.
249 default_cobble.png^[crack:10:1
251 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>`
254 * `<x1>`/`<x2>` = x positions
255 * `<y1>`/`<y1>` = y positions
256 * `<file1>`/`<file2>` = textures to combine
258 Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
259 and blit `<file2>` to (`<x2>`,`<y2>`).
263 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
266 Brightens the texture.
270 tnt_tnt_side.png^[brighten
273 Makes the texture completely opaque.
277 default_leaves.png^[noalpha
279 #### `[makealpha:<r>,<g>,<b>`
280 Convert one color to transparency.
284 default_cobble.png^[makealpha:128,128,128
287 * `<t>` = transformation(s) to apply
289 Rotates and/or flips the image.
291 `<t>` can be a number (between 0 and 7) or a transform name.
292 Rotations are counter-clockwise.
295 1 R90 rotate by 90 degrees
296 2 R180 rotate by 180 degrees
297 3 R270 rotate by 270 degrees
299 5 FXR90 flip X then rotate by 90 degrees
301 7 FYR90 flip Y then rotate by 90 degrees
305 default_stone.png^[transformFXR90
307 #### `[inventorycube{<top>{<left>{<right>`
308 `^` is replaced by `&` in texture names.
310 Create an inventory cube texture using the side textures.
314 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
316 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
317 `dirt.png^grass_side.png` textures
319 #### `[lowpart:<percent>:<file>`
320 Blit the lower `<percent>`% part of `<file>` on the texture.
324 base.png^[lowpart:25:overlay.png
326 #### `[verticalframe:<t>:<n>`
327 * `<t>` = animation frame count
328 * `<n>` = current animation frame
330 Crops the texture to a frame of a vertical animation.
334 default_torch_animated.png^[verticalframe:16:8
337 Apply a mask to the base image.
339 The mask is applied using binary AND.
341 #### `[colorize:<color>:<ratio>`
342 Colorize the textures with the given color.
343 `<color>` is specified as a `ColorString`.
344 `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
345 color to apply. If ommitted, the alpha will be used.
349 Only Ogg Vorbis files are supported.
351 For positional playing of sounds, only single-channel (mono) files are
352 supported. Otherwise OpenAL will play them non-positionally.
354 Mods should generally prefix their sounds with `modname_`, e.g. given
355 the mod name "`foomod`", a sound could be called:
359 Sounds are referred to by their name with a dot, a single digit and the
360 file extension stripped out. When a sound is played, the actual sound file
361 is chosen randomly from the matching sounds.
363 When playing the sound `foomod_foosound`, the sound is chosen randomly
364 from the available ones of the following files:
366 * `foomod_foosound.ogg`
367 * `foomod_foosound.0.ogg`
368 * `foomod_foosound.1.ogg`
370 * `foomod_foosound.9.ogg`
372 Examples of sound parameter tables:
374 -- Play location-less on all clients
376 gain = 1.0, -- default
378 -- Play location-less to a player
381 gain = 1.0, -- default
383 -- Play in a location
386 gain = 1.0, -- default
387 max_hear_distance = 32, -- default
389 -- Play connected to an object, looped
391 object = <an ObjectRef>,
392 gain = 1.0, -- default
393 max_hear_distance = 32, -- default
394 loop = true, -- only sounds connected to objects can be looped
397 ### `SimpleSoundSpec`
399 * e.g. `"default_place_node"`
401 * e.g. `{name="default_place_node"}`
402 * e.g. `{name="default_place_node", gain=1.0}`
404 Registered definitions of stuff
405 -------------------------------
406 Anything added using certain `minetest.register_*` functions get added to
407 the global `minetest.registered_*` tables.
409 * `minetest.register_entity(name, prototype table)`
410 * added to `minetest.registered_entities[name]`
412 * `minetest.register_node(name, node definition)`
413 * added to `minetest.registered_items[name]`
414 * added to `minetest.registered_nodes[name]`
416 * `minetest.register_tool(name, item definition)`
417 * added to `minetest.registered_items[name]`
419 * `minetest.register_craftitem(name, item definition)`
420 * added to `minetest.registered_items[name]`
422 * `minetest.register_ore(ore definition)`
423 * returns an integer uniquely identifying the registered ore
424 * added to `minetest.registered_ores` with the key of `ore.name`
425 * if `ore.name` is nil, the key is the returned ID
427 * `minetest.register_decoration(decoration definition)`
428 * returns an integer uniquely identifying the registered decoration
429 * added to `minetest.registered_decorations` with the key of `decoration.name`
430 * if `decoration.name` is nil, the key is the returned ID
432 * `minetest.clear_registered_ores()`
433 * clears all ores currently registered
435 * `minetest.clear_registered_decorations()`
436 * clears all decorations currently registered
438 Note that in some cases you will stumble upon things that are not contained
439 in these tables (e.g. when a mod has been removed). Always check for
440 existence before trying to access the fields.
442 Example: If you want to check the drawtype of a node, you could do:
444 local function get_nodedef_field(nodename, fieldname)
445 if not minetest.registered_nodes[nodename] then
448 return minetest.registered_nodes[nodename][fieldname]
450 local drawtype = get_nodedef_field(nodename, "drawtype")
452 Example: `minetest.get_item_group(name, group)` has been implemented as:
454 function minetest.get_item_group(name, group)
455 if not minetest.registered_items[name] or not
456 minetest.registered_items[name].groups[group] then
459 return minetest.registered_items[name].groups[group]
464 Nodes are the bulk data of the world: cubes and other things that take the
465 space of a cube. Huge amounts of them are handled efficiently, but they
468 The definition of a node is stored and can be accessed by name in
470 minetest.registered_nodes[node.name]
472 See "Registered definitions of stuff".
474 Nodes are passed by value between Lua and the engine.
475 They are represented by a table:
477 {name="name", param1=num, param2=num}
479 `param1` and `param2` are 8-bit integers. The engine uses them for certain
480 automated functions. If you don't use these functions, you can use them to
481 store arbitrary values.
483 The functions of `param1` and `param2` are determined by certain fields in the
486 `param1` is reserved for the engine when `paramtype != "none"`:
489 ^ The value stores light with and without sun in its upper and lower 4 bits
490 respectively. Allows light to propagate from or through the node with
491 light value falling by 1 per node. This is essential for a light source
492 node to spread its light.
494 `param2` is reserved for the engine when any of these are used:
496 liquidtype == "flowing"
497 ^ The level and some flags of the liquid is stored in param2
498 drawtype == "flowingliquid"
499 ^ The drawn liquid level is read from param2
500 drawtype == "torchlike"
501 drawtype == "signlike"
502 paramtype2 == "wallmounted"
503 ^ The rotation of the node is stored in param2. You can make this value
504 by using minetest.dir_to_wallmounted().
505 paramtype2 == "facedir"
506 ^ The rotation of the node is stored in param2. Furnaces and chests are
507 rotated this way. Can be made by using minetest.dir_to_facedir().
509 facedir modulo 4 = axisdir
510 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
511 facedir's two less significant bits are rotation around the axis
512 paramtype2 == "leveled"
516 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
519 ^ defines list of collision boxes for the node. If empty, collision boxes
520 will be the same as nodeboxes, in case of any other nodes will be full cube
521 as in the example above.
523 Nodes can also contain extra data. See "Node Metadata".
527 There are a bunch of different looking node types.
529 Look for examples in `games/minimal` or `games/minetest_game`.
537 * `glasslike_framed_optional`
539 * `allfaces_optional`
546 * `nodebox` -- See below. (**Experimental!**)
547 * `mesh` -- use models for nodes
549 `*_optional` drawtypes need less rendering time if deactivated (always client side).
553 Node selection boxes are defined using "node boxes"
555 The `nodebox` node drawtype allows defining visual of nodes consisting of
556 arbitrary number of boxes. It allows defining stuff like stairs. Only the
557 `fixed` and `leveled` box type is supported for these.
559 Please note that this is still experimental, and may be incompatibly
560 changed in the future.
562 A nodebox is defined as any of:
565 -- A normal cube; the default in most things
569 -- A fixed box (facedir param2 is used, if applicable)
571 fixed = box OR {box1, box2, ...}
574 -- A box like the selection box for torches
575 -- (wallmounted param2 is used, if applicable)
576 type = "wallmounted",
582 A `box` is defined as:
584 {x1, y1, z1, x2, y2, z2}
586 A box of a regular node would look like:
588 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
590 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
591 set to level from `param2`.
596 If drawtype `mesh` is used, tiles should hold model materials textures.
597 Only static meshes are implemented.
598 For supported model formats see Irrlicht engine documentation.
603 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
607 Offset that the noise is translated by (i.e. added) after calculation.
610 Factor that the noise is scaled by (i.e. multiplied) after calculation.
613 Vector containing values by which each coordinate is divided by before calculation.
614 Higher spread values result in larger noise features.
616 A value of `{x=250, y=250, z=250}` is common.
619 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
620 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
623 Number of times the noise gradient is accumulated into the noise.
625 Increase this number to increase the amount of detail in the resulting noise.
627 A value of `6` is common.
630 Factor by which the effect of the noise gradient function changes with each successive octave.
632 Values less than `1` make the details of successive octaves' noise diminish, while values
633 greater than `1` make successive octaves stronger.
635 A value of `0.6` is common.
638 Factor by which the noise feature sizes change with each successive octave.
640 A value of `2.0` is common.
643 Leave this field unset for no special handling.
645 Currently supported are `defaults`, `eased` and `absvalue`.
648 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
652 Maps noise gradient values onto a quintic S-curve before performing interpolation.
653 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
654 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
657 Accumulates the absolute value of each noise gradient result.
659 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
663 spread = {x=500, y=500, z=500},
668 flags = "defaults, absvalue"
670 ^ A single noise parameter table can be used to get 2D or 3D noise,
671 when getting 2D noise spread.z is ignored.
676 These tell in what manner the ore is generated.
678 All default ores are of the uniformly-distributed scatter type.
681 Randomly chooses a location and generates a cluster of ore.
683 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
684 that point is greater than the `noise_threshold`, giving the ability to create
685 a non-equal distribution of ore.
688 Creates a sheet of ore in a blob shape according to the 2D perlin noise
689 described by `noise_params`. The relative height of the sheet can be
690 controlled by the same perlin noise as well, by specifying a non-zero
691 `scale` parameter in `noise_params`.
693 **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing
694 against the noise threshold, but scale is used to determine relative height.
695 The height of the blob is randomly scattered, with a maximum height of `clust_size`.
697 `clust_scarcity` and `clust_num_ores` are ignored.
699 This is essentially an improved version of the so-called "stratus" ore seen in
700 some unofficial mods.
703 Creates a deformed sphere of ore according to 3d perlin noise described by
704 `noise_params`. The maximum size of the blob is `clust_size`, and
705 `clust_scarcity` has the same meaning as with the `scatter` type.
707 Creates veins of ore varying in density by according to the intersection of two
708 instances of 3d perlin noise with diffferent seeds, both described by
709 `noise_params`. `random_factor` varies the influence random chance has on
710 placement of an ore inside the vein, which is `1` by default. Note that
711 modifying this parameter may require adjusting `noise_threshhold`.
712 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
713 by this ore type. This ore type is difficult to control since it is sensitive
714 to small changes. The following is a decent set of parameters to work from:
719 spread = {x=200, y=200, z=200},
725 noise_threshhold = 1.6
727 WARNING: Use this ore type *very* sparingly since it is ~200x more
728 computationally expensive than any other ore.
732 See section "Flag Specifier Format".
734 Currently supported flags: `absheight`
737 Also produce this same ore between the height range of `-y_max` and `-y_min`.
739 Useful for having ore in sky realms without having to duplicate ore entries.
743 The varying types of decorations that can be placed.
745 The default value is `simple`, and is currently the only type supported.
748 Creates a 1 times `H` times 1 column of a specified node (or a random node from
749 a list, if a decoration list is specified). Can specify a certain node it must
750 spawn next to, such as water or lava, for example. Can also generate a
751 decoration of random height between a specified lower and upper bound.
752 This type of decoration is intended for placement of grass, flowers, cacti,
756 Copies a box of `MapNodes` from a specified schematic file (or raw description).
757 Can specify a probability of a node randomly appearing when placed.
758 This decoration type is intended to be used for multi-node sized discrete
759 structures, such as trees, cave spikes, rocks, and so on.
764 A schematic specifier identifies a schematic by either a filename to a
765 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
766 in the form of a table. This table must specify two fields:
768 * The `size` field is a 3D vector containing the dimensions of the provided schematic.
769 * The `data` field is a flat table of MapNodes making up the schematic,
770 in the order of `[z [y [x]]]`.
772 **Important**: The default value for `param1` in MapNodes here is `255`,
773 which represents "always place".
775 In the bulk `MapNode` data, `param1`, instead of the typical light values,
776 instead represents the probability of that node appearing in the structure.
778 When passed to `minetest.create_schematic`, probability is an integer value
779 ranging from `0` to `255`:
781 * A probability value of `0` means that node will never appear (0% chance).
782 * A probability value of `255` means the node will always appear (100% chance).
783 * If the probability value `p` is greater than `0`, then there is a
784 `(p / 256 * 100)`% chance that node will appear when the schematic is
787 **Important note**: Node aliases cannot be used for a raw schematic provided
788 when registering as a decoration.
793 See section "Flag Specifier Format".
795 Currently supported flags: `place_center_x`, `place_center_y`,
796 `place_center_z`, `force_placement`.
798 * `place_center_x`: Placement of this decoration is centered along the X axis.
799 * `place_center_y`: Placement of this decoration is centered along the Y axis.
800 * `place_center_z`: Placement of this decoration is centered along the Z axis.
801 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
806 The position field is used for all element types.
808 To account for differing resolutions, the position coordinates are the percentage
809 of the screen, ranging in value from `0` to `1`.
811 The name field is not yet used, but should contain a description of what the
812 HUD element represents. The direction field is the direction in which something
815 `0` draws from left to right, `1` draws from right to left, `2` draws from
816 top to bottom, and `3` draws from bottom to top.
818 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
819 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
820 Fractional values can be used.
822 The `offset` field specifies a pixel offset from the position. Contrary to position,
823 the offset is not scaled to screen size. This allows for some precisely-positioned
826 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
828 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
830 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
831 in the experimental stages.
834 Displays an image on the HUD.
836 * `scale`: The scale of the image, with 1 being the original texture size.
837 Only the X coordinate scale is used (positive values).
838 Negative values represent that percentage of the screen it
839 should take; e.g. `x=-100` means 100% (width).
840 * `text`: The name of the texture that is displayed.
841 * `alignment`: The alignment of the image.
842 * `offset`: offset in pixels from position.
845 Displays text on the HUD.
847 * `scale`: Defines the bounding rectangle of the text.
848 A value such as `{x=100, y=100}` should work.
849 * `text`: The text to be displayed in the HUD element.
850 * `number`: An integer containing the RGB value of the color used to draw the text.
851 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
852 * `alignment`: The alignment of the text.
853 * `offset`: offset in pixels from position.
856 Displays a horizontal bar made up of half-images.
858 * `text`: The name of the texture that is used.
859 * `number`: The number of half-textures that are displayed.
860 If odd, will end with a vertically center-split texture.
862 * `offset`: offset in pixels from position.
863 * `size`: If used, will force full-image size to this value (override texture pack image size)
866 * `text`: The name of the inventory list to be displayed.
867 * `number`: Number of items in the inventory to be displayed.
868 * `item`: Position of item that is selected.
872 Displays distance to selected world position.
874 * `name`: The name of the waypoint.
875 * `text`: Distance suffix. Can be blank.
876 * `number:` An integer containing the RGB value of the color used to draw the text.
877 * `world_pos`: World position of the waypoint.
879 Representations of simple things
880 --------------------------------
884 {x=num, y=num, z=num}
886 For helper functions see "Vector helpers".
890 * `{type="node", under=pos, above=pos}`
891 * `{type="object", ref=ObjectRef}`
893 Flag Specifier Format
894 ---------------------
895 Flags using the standardized flag specifier format can be specified in either of
896 two ways, by string or table.
898 The string format is a comma-delimited set of flag names; whitespace and
899 unrecognized flag fields are ignored. Specifying a flag in the string sets the
900 flag, and specifying a flag prefixed by the string `"no"` explicitly
901 clears the flag from whatever the default may be.
903 In addition to the standard string flag format, the schematic flags field can
904 also be a table of flag names to boolean values representing whether or not the
905 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
906 is present, mapped to a boolean of any value, the specified flag is unset.
908 E.g. A flag field of value
910 {place_center_x = true, place_center_y=false, place_center_z=true}
914 {place_center_x = true, noplace_center_y=true, place_center_z=true}
916 which is equivalent to
918 "place_center_x, noplace_center_y, place_center_z"
922 "place_center_x, place_center_z"
924 since, by default, no schematic attributes are set.
930 There are three kinds of items: nodes, tools and craftitems.
932 * Node (`register_node`): A node from the world.
933 * Tool (`register_tool`): A tool/weapon that can dig and damage
934 things according to `tool_capabilities`.
935 * Craftitem (`register_craftitem`): A miscellaneous item.
938 Items and item stacks can exist in three formats: Serializes, table format
942 This is called "stackstring" or "itemstring":
944 * e.g. `'default:dirt 5'`
945 * e.g. `'default:pick_wood 21323'`
946 * e.g. `'default:apple'`
953 {name="default:dirt", count=5, wear=0, metadata=""}
955 A wooden pick about 1/3 worn out:
957 {name="default:pick_wood", count=1, wear=21323, metadata=""}
961 {name="default:apple", count=1, wear=0, metadata=""}
964 A native C++ format with many helper methods. Useful for converting
965 between formats. See the Class reference section for details.
967 When an item must be passed to a function, it can usually be in any of
973 In a number of places, there is a group table. Groups define the
974 properties of a thing (item, node, armor of entity, capabilities of
975 tool) in such a way that the engine and other mods can can interact with
976 the thing without actually knowing what the thing is.
979 Groups are stored in a table, having the group names with keys and the
980 group ratings as values. For example:
982 groups = {crumbly=3, soil=1}
985 groups = {crumbly=2, soil=1, level=2, outerspace=1}
986 -- ^ A more special dirt-kind of thing
988 Groups always have a rating associated with them. If there is no
989 useful meaning for a rating for an enabled group, it shall be `1`.
991 When not defined, the rating of a group defaults to `0`. Thus when you
992 read groups, you must interpret `nil` and `0` as the same value, `0`.
994 You can read the rating of a group for an item or a node by using
996 minetest.get_item_group(itemname, groupname)
999 Groups of items can define what kind of an item it is (e.g. wool).
1002 In addition to the general item things, groups are used to define whether
1003 a node is destroyable and how long it takes to destroy by a tool.
1005 ### Groups of entities
1006 For entities, groups are, as of now, used only for calculating damage.
1007 The rating is the percentage of damage caused by tools with this damage group.
1008 See "Entity damage mechanism".
1010 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1011 object.set_armor_groups({fleshy=30, cracky=80})
1014 Groups in tools define which groups of nodes and entities they are
1017 ### Groups in crafting recipes
1018 An example: Make meat soup from any meat, any water and any bowl:
1021 output = 'food:meat_soup_raw',
1027 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1030 Another example: Make red wool from white wool and red dye:
1034 output = 'wool:red',
1035 recipe = {'wool:white', 'group:dye,basecolor_red'},
1039 * `immortal`: Disables the group damage system for an entity
1040 * `level`: Can be used to give an additional sense of progression in the game.
1041 * A larger level will cause e.g. a weapon of a lower level make much less
1042 damage, and get worn out much faster, or not be able to get drops
1043 from destroyed nodes.
1044 * `0` is something that is directly accessible at the start of gameplay
1045 * There is no upper limit
1046 * `dig_immediate`: (player can always pick up node without tool wear)
1047 * `2`: node is removed without tool wear after 0.5 seconds or so
1049 * `3`: node is removed without tool wear immediately (torch)
1050 * `disable_jump`: Player (and possibly other things) cannot jump from node
1051 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1052 * `bouncy`: value is bounce speed in percent
1053 * `falling_node`: if there is no walkable block under the node it will fall
1054 * `attached_node`: if the node under it is not a walkable block the node will be
1055 dropped as an item. If the node is wallmounted the wallmounted direction is
1057 * `soil`: saplings will grow on nodes in this group
1058 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1059 connect to each other
1061 ### Known damage and digging time defining groups
1062 * `crumbly`: dirt, sand
1063 * `cracky`: tough but crackable stuff like stone.
1064 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1065 plants, wire, sheets of metal
1066 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1067 * `fleshy`: Living things like animals and the player. This could imply
1068 some blood effects when hitting.
1069 * `explody`: Especially prone to explosions
1070 * `oddly_breakable_by_hand`:
1071 Can be added to nodes that shouldn't logically be breakable by the
1072 hand but are. Somewhat similar to `dig_immediate`, but times are more
1073 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1074 speed of a tool if the tool can dig at a faster speed than this
1075 suggests for the hand.
1077 ### Examples of custom groups
1078 Item groups are often used for defining, well, _groups of items_.
1079 * `meat`: any meat-kind of a thing (rating might define the size or healing
1080 ability or be irrelevant -- it is not defined as of yet)
1081 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1083 * `flammable`: can be set on fire. Rating might define the intensity of the
1084 fire, affecting e.g. the speed of the spreading of an open fire.
1085 * `wool`: any wool (any origin, any color)
1086 * `metal`: any metal
1087 * `weapon`: any weapon
1088 * `heavy`: anything considerably heavy
1090 ### Digging time calculation specifics
1091 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1092 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1093 faster digging time.
1095 The `level` group is used to limit the toughness of nodes a tool can dig
1096 and to scale the digging times / damage to a greater extent.
1098 **Please do understand this**, otherwise you cannot use the system to it's
1101 Tools define their properties by a list of parameters for groups. They
1102 cannot dig other groups; thus it is important to use a standard bunch of
1103 groups to enable interaction with tools.
1105 #### Tools definition
1108 * Full punch interval
1109 * Maximum drop level
1110 * For an arbitrary list of groups:
1111 * Uses (until the tool breaks)
1112 * Maximum level (usually `0`, `1`, `2` or `3`)
1116 #### Full punch interval
1117 When used as a weapon, the tool will do full damage if this time is spent
1118 between punches. If e.g. half the time is spent, the tool will do half
1121 #### Maximum drop level
1122 Suggests the maximum level of node, when dug with the tool, that will drop
1123 it's useful item. (e.g. iron ore to drop a lump of iron).
1125 This is not automated; it is the responsibility of the node definition
1129 Determines how many uses the tool has when it is used for digging a node,
1130 of this group, of the maximum level. For lower leveled nodes, the use count
1131 is multiplied by `3^leveldiff`.
1133 * `uses=10, leveldiff=0`: actual uses: 10
1134 * `uses=10, leveldiff=1`: actual uses: 30
1135 * `uses=10, leveldiff=2`: actual uses: 90
1138 Tells what is the maximum level of a node of this group that the tool will
1142 List of digging times for different ratings of the group, for nodes of the
1145 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1146 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1147 for this group, and unable to dig the rating `1`, which is the toughest.
1148 Unless there is a matching group that enables digging otherwise.
1151 List of damage for groups of entities. See "Entity damage mechanism".
1153 #### Example definition of the capabilities of a tool
1155 tool_capabilities = {
1156 full_punch_interval=1.5,
1159 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1161 damage_groups = {fleshy=2},
1164 This makes the tool be able to dig nodes that fulfil both of these:
1166 * Have the `crumbly` group
1167 * Have a `level` group less or equal to `2`
1169 Table of resulting digging times:
1171 crumbly 0 1 2 3 4 <- level
1173 1 0.80 1.60 1.60 - -
1174 2 0.60 1.20 1.20 - -
1175 3 0.40 0.80 0.80 - -
1177 level diff: 2 1 0 -1 -2
1179 Table of resulting tool uses:
1188 * At `crumbly==0`, the node is not diggable.
1189 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1190 easy nodes to be quickly breakable.
1191 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1193 Entity damage mechanism
1194 -----------------------
1198 foreach group in cap.damage_groups:
1199 damage += cap.damage_groups[group] * limit(actual_interval /
1200 cap.full_punch_interval, 0.0, 1.0)
1201 * (object.armor_groups[group] / 100.0)
1202 -- Where object.armor_groups[group] is 0 for inexistent values
1205 Client predicts damage based on damage groups. Because of this, it is able to
1206 give an immediate response when an entity is damaged or dies; the response is
1207 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1209 Currently a smoke puff will appear when an entity dies.
1211 The group `immortal` completely disables normal damage.
1213 Entities can define a special armor group, which is `punch_operable`. This
1214 group disables the regular damage mechanism for players punching it by hand or
1215 a non-tool item, so that it can do something else than take damage.
1217 On the Lua side, every punch calls:
1219 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1221 This should never be called directly, because damage is usually not handled by
1224 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1225 accessed unless absolutely required, to encourage interoperability.
1226 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1227 * `tool_capabilities` can be `nil`.
1228 * `direction` is a unit vector, pointing from the source of the punch to
1231 To punch an entity/object in Lua, call:
1233 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1235 * Return value is tool wear.
1236 * Parameters are equal to the above callback.
1237 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1238 `direction` will be automatically filled in based on the location of `puncher`.
1242 The instance of a node in the world normally only contains the three values
1243 mentioned in "Nodes". However, it is possible to insert extra data into a
1244 node. It is called "node metadata"; See "`NodeMetaRef`".
1246 Metadata contains two things:
1250 Some of the values in the key-value store are handled specially:
1251 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1252 * `infotext`: Text shown on the screen when the node is pointed at
1256 local meta = minetest.get_meta(pos)
1257 meta:set_string("formspec",
1259 "list[context;main;0,0;8,4;]"..
1260 "list[current_player;main;0,5;8,4;]")
1261 meta:set_string("infotext", "Chest");
1262 local inv = meta:get_inventory()
1263 inv:set_size("main", 8*4)
1264 print(dump(meta:to_table()))
1267 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1268 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1269 [10] = "", [11] = "", [12] = "", [13] = "",
1270 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1271 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1272 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1273 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1277 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1284 Formspec defines a menu. Currently not much else than inventories are
1285 supported. It is a string, with a somewhat strange format.
1287 Spaces and newlines can be inserted between the blocks, as is used in the
1295 list[context;main;0,0;8,4;]
1296 list[current_player;main;0,5;8,4;]
1301 list[context;fuel;2,3;1,1;]
1302 list[context;src;2,1;1,1;]
1303 list[context;dst;5,1;2,2;]
1304 list[current_player;main;0,5;8,4;]
1306 #### Minecraft-like player inventory
1309 image[1,0.6;1,2;player.png]
1310 list[current_player;main;0,3.5;8,4;]
1311 list[current_player;craft;3,0;3,3;]
1312 list[current_player;craftpreview;7,1;1,1;]
1316 #### `size[<W>,<H>,<fixed_size>]`
1317 * Define the size of the menu in inventory slots
1318 * `fixed_size`: `true`/`false` (optional)
1319 * deprecated: `invsize[<W>,<H>;]`
1321 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1322 * Show an inventory list
1324 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1325 * Show an inventory list
1327 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1328 * Sets background color of slots as `ColorString`
1329 * Sets background color of slots on mouse hovering
1331 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1332 * Sets background color of slots as `ColorString`
1333 * Sets background color of slots on mouse hovering
1334 * Sets color of slots border
1336 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1337 * Sets background color of slots as `ColorString`
1338 * Sets background color of slots on mouse hovering
1339 * Sets color of slots border
1340 * Sets default background color of tooltips
1341 * Sets default font color of tooltips
1343 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1344 * Adds tooltip for an element
1345 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1346 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1348 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1350 * Position and size units are inventory slots
1352 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1353 * Show an inventory image of registered item/node
1354 * Position and size units are inventory slots
1356 #### `bgcolor[<color>;<fullscreen>]`
1357 * Sets background color of formspec as `ColorString`
1358 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1360 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1361 * Use a background. Inventory rectangles are not drawn then.
1362 * Position and size units are inventory slots
1363 * Example for formspec 8x4 in 16x resolution: image shall be sized
1364 8 times 16px times 4 times 16px.
1366 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1367 * Use a background. Inventory rectangles are not drawn then.
1368 * Position and size units are inventory slots
1369 * Example for formspec 8x4 in 16x resolution:
1370 image shall be sized 8 times 16px times 4 times 16px
1371 * If `true` the background is clipped to formspec size
1372 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1374 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1375 * Textual password style field; will be sent to server when a button is clicked
1376 * `x` and `y` position the field relative to the top left of the menu
1377 * `w` and `h` are the size of the field
1378 * fields are a set height, but will be vertically centred on `h`
1379 * Position and size units are inventory slots
1380 * `name` is the name of the field as returned in fields to `on_receive_fields`
1381 * `label`, if not blank, will be text printed on the top left above the field
1383 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1384 * Textual field; will be sent to server when a button is clicked
1385 * `x` and `y` position the field relative to the top left of the menu
1386 * `w` and `h` are the size of the field
1387 * fields are a set height, but will be vertically centred on `h`
1388 * Position and size units are inventory slots
1389 * `name` is the name of the field as returned in fields to `on_receive_fields`
1390 * `label`, if not blank, will be text printed on the top left above the field
1391 * `default` is the default value of the field
1392 * `default` may contain variable references such as `${text}'` which
1393 will fill the value from the metadata value `text`
1394 * **Note**: no extra text or more than a single variable is supported ATM.
1396 #### `field[<name>;<label>;<default>]`
1397 * as above, but without position/size units
1398 * special field for creating simple forms, such as sign text input
1399 * must be used without a `size[]` element
1400 * a "Proceed" button will be added automatically
1402 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1403 * same as fields above, but with multi-line input
1405 #### `label[<X>,<Y>;<label>]`
1406 * `x` and `y` work as per field
1407 * `label` is the text on the label
1408 * Position and size units are inventory slots
1410 #### `vertlabel[<X>,<Y>;<label>]`
1411 * Textual label drawn vertically
1412 * `x` and `y` work as per field
1413 * `label` is the text on the label
1414 * Position and size units are inventory slots
1416 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1417 * Clickable button. When clicked, fields will be sent.
1418 * `x`, `y` and `name` work as per field
1419 * `w` and `h` are the size of the button
1420 * `label` is the text on the button
1421 * Position and size units are inventory slots
1423 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1424 * `x`, `y`, `w`, `h`, and `name` work as per button
1425 * `texture name` is the filename of an image
1426 * Position and size units are inventory slots
1428 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1429 * `x`, `y`, `w`, `h`, and `name` work as per button
1430 * `texture name` is the filename of an image
1431 * Position and size units are inventory slots
1432 * `noclip=true` means the image button doesn't need to be within specified formsize
1433 * `drawborder`: draw button border or not
1434 * `pressed texture name` is the filename of an image on pressed state
1436 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1437 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1438 * `item name` is the registered name of an item/node,
1439 tooltip will be made out of its description
1440 to override it use tooltip element
1441 * Position and size units are inventory slots
1443 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1444 * When clicked, fields will be sent and the form will quit.
1446 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1447 * When clicked, fields will be sent and the form will quit.
1449 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1450 * Scrollable item list showing arbitrary text elements
1451 * `x` and `y` position the itemlist relative to the top left of the menu
1452 * `w` and `h` are the size of the itemlist
1453 * `name` fieldname sent to server on doubleclick value is current selected element
1454 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1455 * if you want a listelement to start with "#" write "##".
1457 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1458 * Scrollable itemlist showing arbitrary text elements
1459 * `x` and `y` position the item list relative to the top left of the menu
1460 * `w` and `h` are the size of the item list
1461 * `name` fieldname sent to server on doubleclick value is current selected element
1462 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1463 * if you want a listelement to start with "#" write "##"
1464 * index to be selected within textlist
1465 * `true`/`false`: draw transparent background
1466 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1468 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1469 * show a tab**header** at specific position (ignores formsize)
1470 * `x` and `y` position the itemlist relative to the top left of the menu
1471 * `name` fieldname data is transferred to Lua
1472 * `caption 1`...: name shown on top of tab
1473 * `current_tab`: index of selected tab 1...
1474 * `transparent` (optional): show transparent
1475 * `draw_border` (optional): draw border
1477 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1478 * simple colored semitransparent box
1479 * `x` and `y` position the box relative to the top left of the menu
1480 * `w` and `h` are the size of box
1481 * `color` is color specified as a `ColorString`
1483 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1484 * show a dropdown field
1485 * **Important note**: There are two different operation modes:
1486 1. handle directly on change (only changed dropdown is submitted)
1487 2. read the value on pressing a button (all dropdown values are available)
1488 * `x` and `y` position of dropdown
1490 * fieldname data is transferred to Lua
1491 * items to be shown in dropdown
1492 * index of currently selected dropdown item
1494 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1496 * `x` and `y`: position of checkbox
1497 * `name` fieldname data is transferred to Lua
1498 * `label` to be shown left of checkbox
1499 * `selected` (optional): `true`/`false`
1500 * `tooltip` (optional)
1502 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1504 * there are two ways to use it:
1505 1. handle the changed event (only changed scrollbar is available)
1506 2. read the value on pressing a button (all scrollbars are available)
1507 * `x` and `y`: position of trackbar
1508 * `w` and `h`: width and height
1509 * `orientation`: `vertical`/`horizontal`
1510 * fieldname data is transferred to Lua
1511 * value this trackbar is set to (`0`-`1000`)
1512 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1514 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1515 * show scrollable table using options defined by the previous `tableoptions[]`
1516 * displays cells as defined by the previous `tablecolumns[]`
1517 * `x` and `y`: position the itemlist relative to the top left of the menu
1518 * `w` and `h` are the size of the itemlist
1519 * `name`: fieldname sent to server on row select or doubleclick
1520 * `cell 1`...`cell n`: cell contents given in row-major order
1521 * `selected idx`: index of row to be selected within table (first row = `1`)
1522 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1524 #### `tableoptions[<opt 1>;<opt 2>;...]`
1525 * sets options for `table[]`
1527 * default text color (`ColorString`), defaults to `#FFFFFF`
1528 * `background=#RRGGBB`
1529 * table background color (`ColorString`), defaults to `#000000`
1530 * `border=<true/false>`
1531 * should the table be drawn with a border? (default: `true`)
1532 * `highlight=#RRGGBB`
1533 * highlight background color (`ColorString`), defaults to `#466432`
1534 * `highlight_text=#RRGGBB`
1535 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1536 * `opendepth=<value>`
1537 * all subtrees up to `depth < value` are open (default value = `0`)
1538 * only useful when there is a column of type "tree"
1540 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1541 * sets columns for `table[]`
1542 * types: `text`, `image`, `color`, `indent`, `tree`
1543 * `text`: show cell contents as text
1544 * `image`: cell contents are an image index, use column options to define images
1545 * `colo`: cell contents are a ColorString and define color of following cell
1546 * `indent`: cell contents are a number and define indentation of following cell
1547 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1550 * for `text` and `image`: content alignment within cells.
1551 Available values: `left` (default), `center`, `right`, `inline`
1553 * for `text` and `image`: minimum width in em (default: `0`)
1554 * for `indent` and `tree`: indent width in em (default: `1.5`)
1555 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1556 Exception: defaults to 0 for indent columns
1557 * `tooltip=<value>`: tooltip text (default: empty)
1558 * `image` column options:
1559 * `0=<value>` sets image for image index 0
1560 * `1=<value>` sets image for image index 1
1561 * `2=<value>` sets image for image index 2
1562 * and so on; defined indices need not be contiguous empty or
1563 non-numeric cells are treated as `0`.
1564 * `color` column options:
1565 * `span=<value>`: number of following columns to affect (default: infinite)
1567 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1568 pass key press events to formspec!
1572 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1573 * `"current_player"`: Player to whom the menu is shown
1574 * `"player:<name>"`: Any player
1575 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1576 * `"detached:<name>"`: A detached inventory
1580 `#RGB` defines a color in hexadecimal format.
1582 `#RGBA` defines a color in hexadecimal format and alpha channel.
1584 `#RRGGBB` defines a color in hexadecimal format.
1586 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1588 Named colors are also supported and are equivalent to
1589 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1590 To specify the value of the alpha channel, append `#AA` to the end of the color name
1591 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1592 value must (always) be two hexadecimal digits.
1597 * `vector.new([x[, y, z]])`: returns a vector.
1598 * `x` is a table or the `x` position.
1600 * `vector.direction(p1, p2)`: returns a vector
1601 * `vector.distance(p1, p2)`: returns a number
1602 * `vector.length(v)`: returns a number
1603 * `vector.normalize(v)`: returns a vector
1604 * `vector.round(v)`: returns a vector
1605 * `vector.apply(v, func)`: returns a vector
1606 * `vector.equals(v1, v2)`: returns a boolean
1608 For the following functions `x` can be either a vector or a number:
1610 * `vector.add(v, x)`: returns a vector
1611 * `vector.subtract(v, x)`: returns a vector
1612 * `vector.multiply(v, x)`: returns a vector
1613 * `vector.divide(v, x)`: returns a vector
1617 * `dump2(obj, name="_", dumped={})`
1618 * Return object serialized as a string, handles reference loops
1619 * `dump(obj, dumped={})`
1620 * Return object serialized as a string
1621 * `math.hypot(x, y)`
1622 * Get the hypotenuse of a triangle with legs x and y.
1623 Useful for distance calculation.
1624 * `math.sign(x, tolerance)`
1625 * Get the sign of a number.
1626 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1627 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1628 * sep_is_pattern=false)`
1629 * If `max_splits` is negative, do not limit splits.
1630 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1631 * e.g. `string:split("a,b", ",") == {"a","b"}`
1633 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1634 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1635 * Convert position to a printable string
1636 * `minetest.string_to_pos(string)`: returns a position
1637 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1638 * `minetest.formspec_escape(string)`: returns a string
1639 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1640 * `minetest.is_yes(arg)`
1641 * returns whether `arg` can be interpreted as yes
1642 * `minetest.get_us_time()`
1643 * returns time with microsecond precision
1644 * `table.copy(table)`: returns a table
1645 * returns a deep copy of `table`
1647 `minetest` namespace reference
1648 ------------------------------
1652 * `minetest.get_current_modname()`: returns a string
1653 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1654 * Useful for loading additional `.lua` modules or static data from mod
1655 * `minetest.get_modnames()`: returns a list of installed mods
1656 * Return a list of installed mods, sorted alphabetically
1657 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1658 * Useful for storing custom data
1659 * `minetest.is_singleplayer()`
1660 * `minetest.features`
1661 * table containing API feature flags: `{foo=true, bar=true}`
1662 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1663 * `arg`: string or table in format `{foo=true, bar=true}`
1664 * `missing_features`: `{foo=true, bar=true}`
1665 * `minetest.get_player_information(playername)`
1666 * table containing information about player peer.
1668 Example of `minetest.get_player_information` return value:
1671 address = "127.0.0.1", -- IP address of client
1672 ip_version = 4, -- IPv4 / IPv6
1673 min_rtt = 0.01, -- minimum round trip time
1674 max_rtt = 0.2, -- maximum round trip time
1675 avg_rtt = 0.02, -- average round trip time
1676 min_jitter = 0.01, -- minimum packet time jitter
1677 max_jitter = 0.5, -- maximum packet time jitter
1678 avg_jitter = 0.03, -- average packet time jitter
1679 connection_uptime = 200, -- seconds since client connected
1681 -- following information is available on debug build only!!!
1682 -- DO NOT USE IN MODS
1683 --ser_vers = 26, -- serialization version used by client
1684 --prot_vers = 23, -- protocol version used by client
1685 --major = 0, -- major version number
1686 --minor = 4, -- minor version number
1687 --patch = 10, -- patch version number
1688 --vers_string = "0.4.9-git", -- full version string
1689 --state = "Active" -- current client state
1693 * `minetest.debug(line)`
1694 * Always printed to `stderr` and logfile (`print()` is redirected here)
1695 * `minetest.log(line)`
1696 * `minetest.log(loglevel, line)`
1697 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1699 ### Registration functions
1700 Call these functions only at load time!
1702 * `minetest.register_entity(name, prototype table)`
1703 * `minetest.register_abm(abm definition)`
1704 * `minetest.register_node(name, node definition)`
1705 * `minetest.register_tool(name, item definition)`
1706 * `minetest.register_craftitem(name, item definition)`
1707 * `minetest.register_alias(name, convert_to)`
1708 * `minetest.register_craft(recipe)`
1709 * `minetest.register_ore(ore definition)`
1710 * `minetest.register_decoration(decoration definition)`
1711 * `minetest.override_item(name, redefinition)`
1712 * Overrides fields of an item registered with register_node/tool/craftitem.
1713 * Note: Item must already be defined, (opt)depend on the mod defining it.
1714 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1716 * `minetest.clear_registered_ores()`
1717 * `minetest.clear_registered_decorations()`
1719 ### Global callback registration functions
1720 Call these functions only at load time!
1722 * `minetest.register_globalstep(func(dtime))`
1723 * Called every server step, usually interval of 0.1s
1724 * `minetest.register_on_shutdown(func())`
1725 * Called before server shutdown
1726 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1727 callbacks **will likely not be run**. Data should be saved at
1728 semi-frequent intervals as well as on server shutdown.
1729 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1730 * Called when a node has been placed
1731 * If return `true` no item is taken from `itemstack`
1732 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1734 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1735 * Called when a node has been dug.
1736 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1738 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1739 * Called when a node is punched
1740 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1741 * Called after generating a piece of world. Modifying nodes inside the area
1742 is a bit faster than usually.
1743 * `minetest.register_on_newplayer(func(ObjectRef))`
1744 * Called after a new player has been created
1745 * `minetest.register_on_dieplayer(func(ObjectRef))`
1746 * Called when a player dies
1747 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1748 * Called when player is to be respawned
1749 * Called _before_ repositioning of player occurs
1750 * return true in func to disable regular player placement
1751 * `minetest.register_on_prejoinplayer(func(name, ip))`
1752 * Called before a player joins the game
1753 * If it returns a string, the player is disconnected with that string as reason
1754 * `minetest.register_on_joinplayer(func(ObjectRef))`
1755 * Called when a player joins the game
1756 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1757 * Called when a player leaves the game
1758 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1759 * Called when a player cheats
1760 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1761 * `"moved_too_fast"`
1762 * `"interacted_too_far"`
1763 * `"finished_unknown_dig"`
1766 * `minetest.register_on_chat_message(func(name, message))`
1767 * Called always when a player says something
1768 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1769 * Called when a button is pressed in player's inventory form
1770 * Newest functions are called first
1771 * If function returns `true`, remaining functions are not called
1772 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1773 * Called when `player` crafts something
1774 * `itemstack` is the output
1775 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1776 * `craft_inv` is the inventory with the crafting grid
1777 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1778 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1779 * The same as before, except that it is called before the player crafts, to make
1780 craft prediction, and it should not change anything.
1781 * `minetest.register_on_protection_violation(func(pos, name))`
1782 * Called by `builtin` and mods when a player violates protection at a position
1783 (eg, digs a node or punches a protected entity).
1784 * The registered functions can be called using `minetest.record_protection_violation`
1785 * The provided function should check that the position is protected by the mod
1786 calling this function before it prints a message, if it does, to allow for
1787 multiple protection mods.
1788 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1789 * Called when an item is eaten, by `minetest.item_eat`
1790 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1792 ### Other registration functions
1793 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1794 * `minetest.register_privilege(name, definition)`
1795 * `definition`: `"description text"`
1796 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1797 * `minetest.register_authentication_handler(handler)`
1798 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1801 * `minetest.setting_set(name, value)`
1802 * `minetest.setting_get(name)`: returns string or `nil`
1803 * `minetest.setting_setbool(name, value)`
1804 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1805 * `minetest.setting_get_pos(name)`: returns position or nil
1806 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1809 * `minetest.notify_authentication_modified(name)`
1810 * Should be called by the authentication handler if privileges changes.
1811 * To report everybody, set `name=nil`.
1812 * `minetest.get_password_hash(name, raw_password)`
1813 * Convert a name-password pair to a password hash that Minetest can use
1814 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1815 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1816 * Convert between two privilege representations
1817 * `minetest.set_player_password(name, password_hash)`
1818 * `minetest.set_player_privs(name, {priv1=true,...})`
1819 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1820 * `minetest.auth_reload()`
1821 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1822 * A quickhand for checking privileges
1823 * `minetest.get_player_ip(name)`: returns an IP address string
1825 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1826 and `minetest.auth_reload` call the authetification handler.
1829 * `minetest.chat_send_all(text)`
1830 * `minetest.chat_send_player(name, text)`
1832 ### Environment access
1833 * `minetest.set_node(pos, node)`
1834 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1835 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1836 * `minetest.swap_node(pos, node`
1837 * Set node at position, but don't remove metadata
1838 * `minetest.remove_node(pos)`
1839 * Equivalent to `set_node(pos, "air")`
1840 * `minetest.get_node(pos)`
1841 * Returns `{name="ignore", ...}` for unloaded area
1842 * `minetest.get_node_or_nil(pos)`
1843 * Returns `nil` for unloaded area
1844 * `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
1845 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1847 * `minetest.place_node(pos, node)`
1848 * Place node with the same effects that a player would cause
1849 * `minetest.dig_node(pos)`
1850 * Dig node with the same effects that a player would cause
1851 * Returns `true` if successful, `false` on failure (e.g. protected location)
1852 * `minetest.punch_node(pos)`
1853 * Punch node with the same effects that a player would cause
1855 * `minetest.get_meta(pos)`
1856 * Get a `NodeMetaRef` at that position
1857 * `minetest.get_node_timer(pos)`
1858 * Get `NodeTimerRef`
1860 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1861 * Returns `ObjectRef`, or `nil` if failed
1862 * `minetest.add_item(pos, item)`: Spawn item
1863 * Returns `ObjectRef`, or `nil` if failed
1864 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1865 * `minetest.get_objects_inside_radius(pos, radius)`
1866 * `minetest.set_timeofday(val)`
1867 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1868 * `minetest.get_timeofday()`
1869 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1870 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1871 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1872 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1873 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1874 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
1875 * returned positions are nodes with a node air above
1876 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1877 * `minetest.get_perlin(noiseparams)`
1878 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1879 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1880 * `minetest.get_voxel_manip([pos1, pos2])`
1881 * Return voxel manipulator object.
1882 * Loads the manipulator from the map if positions are passed.
1883 * `minetest.set_gen_notify(flags, {deco_ids})`
1884 * Set the types of on-generate notifications that should be collected
1885 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1886 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1887 * The second parameter is a list of IDS of decorations which notification is requested for
1888 * `minetest.get_mapgen_object(objectname)`
1889 * Return requested mapgen object if available (see "Mapgen objects")
1890 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
1891 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
1892 * `minetest.set_mapgen_params(MapgenParams)`
1893 * Set map generation parameters
1894 * Function cannot be called after the registration period; only initialization
1895 and `on_mapgen_init`
1896 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
1898 * Leave field unset to leave that parameter unchanged
1899 * `flags` contains a comma-delimited string of flags to set,
1900 or if the prefix `"no"` is attached, clears instead.
1901 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
1902 * `minetest.set_noiseparams(name, noiseparams, set_default)`
1903 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
1904 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
1905 should be applied to the default config or current active config
1906 * `minetest.generate_ores(vm, pos1, pos2)`
1907 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
1908 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
1909 * `minetest.generate_decorations(vm, pos1, pos2)`
1910 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
1911 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
1912 * `minetest.clear_objects()`
1913 * clear all objects in the environments
1914 * `minetest.delete_area(pos1, pos2)`
1915 * delete all mapblocks in the area from pos1 to pos2, inclusive
1916 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
1917 * Check if there is a direct line of sight between `pos1` and `pos2`
1918 * Returns the position of the blocking node when `false`
1919 * `pos1`: First position
1920 * `pos2`: Second position
1921 * `stepsize`: smaller gives more accurate results but requires more computing
1922 time. Default is `1`.
1923 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
1924 * returns table containing path
1925 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
1926 * `pos1`: start position
1927 * `pos2`: end position
1928 * `searchdistance`: number of blocks to search in each direction
1929 * `max_jump`: maximum height difference to consider walkable
1930 * `max_drop`: maximum height difference to consider droppable
1931 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
1932 * `minetest.spawn_tree (pos, {treedef})`
1933 * spawns L-System tree at given `pos` with definition in `treedef` table
1934 * `minetest.transforming_liquid_add(pos)`
1935 * add node to liquid update queue
1936 * `minetest.get_node_max_level(pos)`
1937 * get max available level for leveled node
1938 * `minetest.get_node_level(pos)`
1939 * get level of leveled node (water, snow)
1940 * `minetest.set_node_level(pos, level)`
1941 * set level of leveled node, default `level` equals `1`
1942 * if `totallevel > maxlevel`, returns rest (`total-max`).
1943 * `minetest.add_node_level(pos, level)`
1944 * increase level of leveled node by level, default `level` equals `1`
1945 * if `totallevel > maxlevel`, returns rest (`total-max`)
1946 * can be negative for decreasing
1949 `minetest.get_inventory(location)`: returns an `InvRef`
1952 * `{type="player", name="celeron55"}`
1953 * `{type="node", pos={x=, y=, z=}}`
1954 * `{type="detached", name="creative"}`
1955 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
1956 * callbacks: See "Detached inventory callbacks"
1957 * Creates a detached inventory. If it already exists, it is cleared.
1958 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
1959 returns left over ItemStack
1960 * See `minetest.item_eat` and `minetest.register_on_item_eat`
1963 * `minetest.show_formspec(playername, formname, formspec)`
1964 * `playername`: name of player to show formspec
1965 * `formname`: name passed to `on_player_receive_fields` callbacks.
1966 It should follow the `"modname:<whatever>"` naming convention
1967 * `formspec`: formspec to display
1968 * `minetest.formspec_escape(string)`: returns a string
1969 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1970 * `minetest.explode_table_event(string)`: returns a table
1971 * returns e.g. `{type="CHG", row=1, column=2}`
1973 * `"INV"`: no row selected)
1974 * `"CHG"`: selected)
1975 * `"DCL"`: double-click
1976 * `minetest.explode_textlist_event(string)`: returns a table
1977 * returns e.g. `{type="CHG", index=1}`
1979 * `"INV"`: no row selected)
1980 * `"CHG"`: selected)
1981 * `"DCL"`: double-click
1982 * `minetest.explode_scrollbar_event(string)`: returns a table
1983 * returns e.g. `{type="CHG", value=500}`
1985 * `"INV"`: something failed
1986 * `"CHG"`: has been changed
1987 * `"VAL"`: not changed
1990 * `minetest.inventorycube(img1, img2, img3)`
1991 * Returns a string for making an image of a cube (useful as an item image)
1992 * `minetest.get_pointed_thing_position(pointed_thing, above)`
1993 * Get position of a `pointed_thing` (that you can get from somewhere)
1994 * `minetest.dir_to_facedir(dir, is6d)`
1995 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
1996 * passing something non-`nil`/`false` for the optional second parameter causes it to
1997 take the y component into account
1998 * `minetest.facedir_to_dir(facedir)`
1999 * Convert a facedir back into a vector aimed directly out the "back" of a node
2000 * `minetest.dir_to_wallmounted(dir)`
2001 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2002 * `minetest.get_node_drops(nodename, toolname)`
2003 * Returns list of item names.
2004 * **Note**: This will be removed or modified in a future version.
2005 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2006 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2007 * `input.width` = for example `3`
2008 * `input.items` = for example
2009 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2010 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2011 * `output.time` = a number, if unsuccessful: `0`
2012 * `decremented_input` = like `input`
2013 * `minetest.get_craft_recipe(output)`: returns input
2014 * returns last registered recipe for output item (node)
2015 * `output` is a node or item type such as `"default:torch"`
2016 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2017 * `input.width` = for example `3`
2018 * `input.items` = for example
2019 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2020 * `input.items` = `nil` if no recipe found
2021 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2022 * returns indexed table with all registered recipes for query item (node)
2023 or `nil` if no recipe was found
2024 * recipe entry table:
2026 method = 'normal' or 'cooking' or 'fuel'
2027 width = 0-3, 0 means shapeless recipe
2028 items = indexed [1-9] table with recipe items
2029 output = string with item name and quantity
2031 * Example query for `"default:gold_ingot"` will return table:
2033 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2034 items = {1 = "default:gold_lump"}},
2035 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2036 items = {1 = "default:goldblock"}}
2038 * `minetest.handle_node_drops(pos, drops, digger)`
2039 * `drops`: list of itemstrings
2040 * Handles drops from nodes after digging: Default action is to put them into
2042 * Can be overridden to get different functionality (e.g. dropping items on
2046 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2047 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2048 * Find who has done something to a node, or near a node
2049 * `actor`: `"player:<name>"`, also `"liquid"`.
2050 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2051 * Revert latest actions of someone
2052 * `actor`: `"player:<name>"`, also `"liquid"`.
2054 ### Defaults for the `on_*` item definition functions
2055 These functions return the leftover itemstack.
2057 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2058 * Place item as a node
2059 * `param2` overrides `facedir` and wallmounted `param2`
2060 * returns `itemstack, success`
2061 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2063 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2064 * Use one of the above based on what the item is.
2065 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2066 * **Note**: is not called when wielded item overrides `on_place`
2067 * `param2` overrides `facedir` and wallmounted `param2`
2068 * returns `itemstack, success`
2069 * `minetest.item_drop(itemstack, dropper, pos)`
2071 * `minetest.item_eat(hp_change, replace_with_item)`
2073 * `replace_with_item` is the itemstring which is added to the inventory.
2074 If the player is eating a stack, then replace_with_item goes to a
2075 different spot. Can be `nil`
2076 * See `minetest.do_item_eat`
2078 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2079 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2080 * Calls functions registered by `minetest.register_on_punchnode()`
2081 * `minetest.node_dig(pos, node, digger)`
2082 * Checks if node can be dug, puts item into inventory, removes node
2083 * Calls functions registered by `minetest.registered_on_dignodes()`
2086 * `minetest.sound_play(spec, parameters)`: returns a handle
2087 * `spec` is a `SimpleSoundSpec`
2088 * `parameters` is a sound parameter table
2089 * `minetest.sound_stop(handle)`
2092 * `minetest.after(time, func, ...)`
2093 * Call the function `func` after `time` seconds
2094 * Optional: Variable number of arguments that are passed to `func`
2097 * `minetest.request_shutdown()`: request for server shutdown
2098 * `minetest.get_server_status()`: returns server status string
2101 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2102 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2103 * `minetest.ban_player(name)`: ban a player
2104 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2105 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2108 * `minetest.add_particle(particle definition)`
2109 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2110 size, collisiondetection, texture, playername)`
2112 * `minetest.add_particlespawner(particlespawner definition)`
2113 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2115 * `Deprecated: minetest.add_particlespawner(amount, time,
2119 minexptime, maxexptime,
2121 collisiondetection, texture, playername)`
2123 * `minetest.delete_particlespawner(id, player)``
2124 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2125 * If playername is specified, only deletes on the player's client,
2126 * otherwise on all clients
2129 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2130 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2131 * Apply the specified probability values to the specified nodes in `probability_list`.
2132 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2133 * `pos` is the 3D vector specifying the absolute coordinates of the
2134 node being modified,
2135 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2136 * If there are two or more entries with the same pos value, the
2138 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2139 * If `probability_list` equals `nil`, no probabilities are applied.
2140 * Slice probability works in the same manner, except takes a field
2141 called `ypos` instead which
2142 indicates the y position of the slice with a probability applied.
2143 * If slice probability list equals `nil`, no slice probabilities are applied.
2144 * Saves schematic in the Minetest Schematic format to filename.
2146 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2147 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2148 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2149 * If the `rotation` parameter is omitted, the schematic is not rotated.
2150 * `replacements` = `{["old_name"] = "convert_to", ...}`
2151 * `force_placement` is a boolean indicating whether nodes other than `air` and
2152 `ignore` are replaced by the schematic
2155 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2156 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2157 * Gives a unique hash number for a node position (16+16+16=48bit)
2158 * `minetest.get_position_from_hash(hash)`: returns a position
2159 * Inverse transform of `minetest.hash_node_position`
2160 * `minetest.get_item_group(name, group)`: returns a rating
2161 * Get rating of a group of an item. (`0` means: not in group)
2162 * `minetest.get_node_group(name, group)`: returns a rating
2163 * Deprecated: An alias for the former.
2164 * `minetest.get_content_id(name)`: returns an integer
2165 * Gets the internal content ID of `name`
2166 * `minetest.get_name_from_content_id(content_id)`: returns a string
2167 * Gets the name of the content with that content ID
2168 * `minetest.parse_json(string[, nullvalue])`: returns something
2169 * Convert a string containing JSON data into the Lua equivalent
2170 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2171 * On success returns a table, a string, a number, a boolean or `nullvalue`
2172 * On failure outputs an error message and returns `nil`
2173 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2174 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2175 * Convert a Lua table into a JSON string
2176 * styled: Outputs in a human-readable format if this is set, defaults to false
2177 * Unserializable things like functions and userdata are saved as null.
2178 * **Warning**: JSON is more strict than the Lua table format.
2179 1. You can only use strings and positive integers of at least one as keys.
2180 2. You can not mix string and integer keys.
2181 This is due to the fact that JSON has two distinct array and object values.
2182 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2183 * `minetest.serialize(table)`: returns a string
2184 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2185 into string form readable by `minetest.deserialize`
2186 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2187 * `minetest.deserialize(string)`: returns a table
2188 * Convert a string returned by `minetest.deserialize` into a table
2189 * `string` is loaded in an empty sandbox environment.
2190 * Will load functions, but they cannot access the global environment.
2191 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2192 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2193 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2194 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2195 * Compress a string of data.
2196 * `method` is a string identifying the compression method to be used.
2197 * Supported compression methods:
2198 * Deflate (zlib): `"deflate"`
2199 * `...` indicates method-specific arguments. Currently defined arguments are:
2200 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2201 * `minetest.decompress(compressed_data, method, ...)`: returns data
2202 * Decompress a string of data (using ZLib).
2203 * See documentation on `minetest.compress()` for supported compression methods.
2204 * currently supported.
2205 * `...` indicates method-specific arguments. Currently, no methods use this.
2206 * `minetest.is_protected(pos, name)`: returns boolean
2207 * This function should be overridden by protection mods and should be used to
2208 check if a player can interact at a position.
2209 * This function should call the old version of itself if the position is not
2210 protected by the mod.
2213 local old_is_protected = minetest.is_protected
2214 function minetest.is_protected(pos, name)
2215 if mymod:position_protected_from(pos, name) then
2218 return old_is_protected(pos, name)
2220 * `minetest.record_protection_violation(pos, name)`
2221 * This function calls functions registered with
2222 `minetest.register_on_protection_violation`.
2223 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2224 * Attempt to predict the desired orientation of the facedir-capable node
2225 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2226 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2227 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2228 is an optional table containing extra tweaks to the placement code:
2229 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2230 orientation on the wall.
2231 * `force_wall` : if `true`, always place the node in wall orientation.
2232 * `force_ceiling`: if `true`, always place on the ceiling.
2233 * `force_floor`: if `true`, always place the node on the floor.
2234 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2235 the floor or ceiling
2236 * The first four options are mutually-exclusive; the last in the list takes
2237 precedence over the first.
2241 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2242 * calls `rotate_and_place()` with infinitestacks set according to the state of
2243 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2246 * `minetest.forceload_block(pos)`
2247 * forceloads the position `pos`.
2248 * returns `true` if area could be forceloaded
2250 * `minetest.forceload_free_block(pos)`
2251 * stops forceloading the position `pos`
2253 Please note that forceloaded areas are saved when the server restarts.
2256 * `minetest.env`: `EnvRef` of the server environment and world.
2257 * Any function in the minetest namespace can be called using the syntax
2258 `minetest.env:somefunction(somearguments)`
2259 instead of `minetest.somefunction(somearguments)`
2260 * Deprecated, but support is not to be dropped soon
2263 * `minetest.registered_items`
2264 * Map of registered items, indexed by name
2265 * `minetest.registered_nodes`
2266 * Map of registered node definitions, indexed by name
2267 * `minetest.registered_craftitems`
2268 * Map of registered craft item definitions, indexed by name
2269 * `minetest.registered_tools`
2270 * Map of registered tool definitions, indexed by name
2271 * `minetest.registered_entities`
2272 * Map of registered entity prototypes, indexed by name
2273 * `minetest.object_refs`
2274 * Map of object references, indexed by active object id
2275 * `minetest.luaentities`
2276 * Map of Lua entities, indexed by active object id
2277 * `minetest.registered_ores`
2278 * List of registered ore definitions.
2279 * `minetest.registered_decorations`
2280 * List of registered decoration definitions.
2286 Node metadata: reference extra data and functionality stored in a node.
2287 Can be gotten via `minetest.get_meta(pos)`.
2290 * `set_string(name, value)`
2291 * `get_string(name)`
2292 * `set_int(name, value)`
2294 * `set_float(name, value)`
2296 * `get_inventory()`: returns `InvRef`
2297 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2298 * `from_table(nil or {})`
2299 * See "Node Metadata"
2302 Node Timers: a high resolution persistent per-node timer.
2303 Can be gotten via `minetest.get_node_timer(pos)`.
2306 * `set(timeout,elapsed)`
2307 * set a timer's state
2308 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2309 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2310 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2313 * equivalent to `set(timeout,0)`
2316 * `get_timeout()`: returns current timeout in seconds
2317 * if `timeout` equals `0`, timer is inactive
2318 * `get_elapsed()`: returns current elapsed time in seconds
2319 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2320 * `is_started()`: returns boolean state of timer
2321 * returns `true` if timer is started, otherwise `false`
2324 Moving things in the game are generally these.
2326 This is basically a reference to a C++ `ServerActiveObject`
2329 * `remove()`: remove object (after returning from Lua)
2330 * Note: Doesn't work on players, use minetest.kick_player instead
2331 * `getpos()`: returns `{x=num, y=num, z=num}`
2332 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2333 * `moveto(pos, continuous=false)`: interpolated move
2334 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2335 * `puncher` = another `ObjectRef`,
2336 * `time_from_last_punch` = time since last punch action of the puncher
2337 * `direction`: can be `nil`
2338 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2339 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2340 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2341 * `get_inventory()`: returns an `InvRef`
2342 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2343 * `get_wield_index()`: returns the index of the wielded item
2344 * `get_wielded_item()`: returns an `ItemStack`
2345 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2346 * `set_armor_groups({group1=rating, group2=rating, ...})`
2347 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
2348 * `set_attach(parent, bone, position, rotation)`
2350 * `position`: `{x=num, y=num, z=num}` (relative)
2351 * `rotation`: `{x=num, y=num, z=num}`
2353 * `set_bone_position(bone, position, rotation)`
2355 * `position`: `{x=num, y=num, z=num}` (relative)
2356 * `rotation`: `{x=num, y=num, z=num}`
2357 * `set_properties(object property table)`
2359 ##### LuaEntitySAO-only (no-op for other objects)
2360 * `setvelocity({x=num, y=num, z=num})`
2361 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2362 * `setacceleration({x=num, y=num, z=num})`
2363 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2365 * `getyaw()`: returns number in radians
2366 * `settexturemod(mod)`
2367 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2368 select_horiz_by_yawpitch=false)`
2369 * Select sprite from spritesheet with optional animation and DM-style
2370 texture selection based on yaw relative to camera
2371 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2374 ##### Player-only (no-op for other objects)
2375 * `is_player()`: true for players, false for others
2376 * `get_player_name()`: returns `""` if is not a player
2377 * `get_look_dir()`: get camera direction as a unit vector
2378 * `get_look_pitch()`: pitch in radians
2379 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2380 * `set_look_pitch(radians)`: sets look pitch
2381 * `set_look_yaw(radians)`: sets look yaw
2382 * `get_breath()`: returns players breath
2383 * `set_breath(value)`: sets players breath
2385 * `0`: player is drowning,
2386 * `1`-`10`: remaining number of bubbles
2387 * `11`: bubbles bar is not shown
2388 * `set_inventory_formspec(formspec)`
2389 * Redefine player's inventory form
2390 * Should usually be called in on_joinplayer
2391 * `get_inventory_formspec()`: returns a formspec string
2392 * `get_player_control()`: returns table with player pressed keys
2393 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2394 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2395 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2396 * `set_physics_override(override_table)`
2397 * `override_table` is a table with the following fields:
2398 * `speed`: multiplier to default walking speed value (default: `1`)
2399 * `jump`: multiplier to default jump value (default: `1`)
2400 * `gravity`: multiplier to default gravity value (default: `1`)
2401 * `sneak`: whether player can sneak (default: `true`)
2402 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2403 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2405 * `hud_remove(id)`: remove the HUD element of the specified id
2406 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2407 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2408 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2409 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2410 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`
2411 * pass a table containing a `true`/`false` value of each flag to be set or unset
2412 * if a flag equals `nil`, the flag is not modified
2413 * `hud_get_flags()`: returns a table containing status of hud flags
2414 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
2415 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2416 * `count`: number of items, must be between `1` and `23`
2417 * `hud_set_hotbar_image(texturename)`
2418 * sets background image for hotbar
2419 * `hud_set_hotbar_selected_image(texturename)`
2420 * sets image for selected item of hotbar
2421 * `hud_replace_builtin(name, hud_definition)`
2422 * replace definition of a builtin hud element
2423 * `name`: `"breath"` or `"health"`
2424 * `hud_definition`: definition to replace builtin definition
2425 * `set_sky(bgcolor, type, {texture names})`
2426 * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
2428 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2429 * `"skybox"`: Uses 6 textures, `bgcolor` used
2430 * `"plain"`: Uses 0 textures, `bgcolor` used
2431 * **Note**: currently does not work directly in `on_joinplayer`; use
2432 `minetest.after(0)` in there.
2433 * `override_day_night_ratio(ratio or nil)`
2434 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2435 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2436 * `set_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)`
2438 set animation for player model in third person view
2440 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2441 {x=168, y=187}, -- < walk animation key frames
2442 {x=189, y=198}, -- < dig animation key frames
2443 {x=200, y=219}, -- < walk+dig animation key frames
2444 frame_speed=30): -- < animation frame speed
2446 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2447 * in first person view
2448 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2451 An `InvRef` is a reference to an inventory.
2454 * `is_empty(listname)`: return `true` if list is empty
2455 * `get_size(listname)`: get size of a list
2456 * `set_size(listname, size)`: set size of a list
2457 * returns `false` on error (e.g. invalid `listname` or `size`)
2458 * `get_width(listname)`: get width of a list
2459 * `set_width(listname, width)`: set width of list; currently used for crafting
2460 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2461 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2462 * `get_list(listname)`: return full list
2463 * `set_list(listname, list)`: set full list (size will not change)
2464 * `get_lists()`: returns list of inventory lists
2465 * `set_lists(lists)`: sets inventory lists (size will not change)
2466 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2467 * `room_for_item(listname, stack):` returns `true` if the stack of items
2468 can be fully added to the list
2469 * `contains_item(listname, stack)`: returns `true` if the stack of items
2470 can be fully taken from the list
2471 * `remove_item(listname, stack)`: take as many items as specified from the list,
2472 returns the items that were actually removed (as an `ItemStack`) -- note that
2473 any item metadata is ignored, so attempting to remove a specific unique
2474 item this way will likely remove the wrong one -- to do that use `set_stack`
2475 with an empty `ItemStack`
2476 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2477 * returns `{type="undefined"}` in case location is not known
2480 An `ItemStack` is a stack of items.
2482 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2483 an itemstring, a table or `nil`.
2486 * `is_empty()`: Returns `true` if stack is empty.
2487 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2488 * `set_name(item_name)`: Returns boolean success.
2489 Clears item on failure.
2490 * `get_count()`: Returns number of items on the stack.
2491 * `set_count(count)`
2492 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2493 * `set_wear(wear)`: Returns boolean success.
2494 Clears item on failure.
2495 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2496 * `set_metadata(metadata)`: Returns true.
2497 * `clear()`: removes all items from the stack, making it empty.
2498 * `replace(item)`: replace the contents of this stack.
2499 * `item` can also be an itemstring or table.
2500 * `to_string()`: Returns the stack in itemstring form.
2501 * `to_table()`: Returns the stack in Lua table form.
2502 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2503 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2504 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2505 * `get_definition()`: Returns the item definition table.
2506 * `get_tool_capabilities()`: Returns the digging properties of the item,
2507 or those of the hand if none are defined for this item type
2508 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2509 * `add_item(item)`: Put some item or stack onto this stack.
2510 Returns leftover `ItemStack`.
2511 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2513 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2514 Returns taken `ItemStack`.
2515 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2516 Returns taken `ItemStack`.
2519 A 16-bit pseudorandom number generator.
2520 Uses a well-known LCG algorithm introduced by K&R.
2522 It can be created via `PseudoRandom(seed)`.
2525 * `next()`: return next integer random number [`0`...`32767`]
2526 * `next(min, max)`: return next integer random number [`min`...`max`]
2527 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2528 due to the simple implementation making bad distribution otherwise.
2531 A 32-bit pseudorandom number generator.
2532 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2534 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2537 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2538 * `next(min, max)`: return next integer random number [`min`...`max`]
2539 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2540 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2541 * Increasing num_trials improves accuracy of the approximation
2544 A perlin noise generator.
2545 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2546 or `PerlinNoise(noiseparams)`.
2547 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2548 or `minetest.get_perlin(noiseparams)`.
2551 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2552 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2554 ### `PerlinNoiseMap`
2555 A fast, bulk perlin noise generator.
2557 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2558 `minetest.get_perlin_map(noiseparams, size)`.
2560 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2561 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2565 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2566 with values starting at `pos={x=,y=}`
2567 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2568 of 3D noise with values starting at `pos={x=,y=,z=}`
2569 * `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
2570 with values starting at `pos={x=,y=}`
2571 * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
2574 An interface to the `MapVoxelManipulator` for Lua.
2576 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2577 The map will be pre-loaded if two positions are passed to either.
2580 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
2581 region formed by `p1` and `p2`.
2582 * returns actual emerged `pmin`, actual emerged `pmax`
2583 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2584 * **important**: data must be set using `VoxelManip:set_data` before calling this
2585 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2586 the `VoxelManip` at that position
2587 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2589 * `get_data()`: Gets the data read into the `VoxelManip` object
2590 * returns raw node data is in the form of an array of node content IDs
2591 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2592 * `update_map()`: Update map after writing chunk back to map.
2593 * To be used only by `VoxelManip` objects created by the mod itself;
2594 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
2595 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2596 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2597 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2598 * (`p1`, `p2`) is the area in which lighting is set;
2599 defaults to the whole area if left out
2600 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2601 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2602 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2603 * `light = day + (night * 16)`
2604 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
2606 * expects lighting data in the same format that `get_light_data()` returns
2607 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2608 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2609 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2610 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2611 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
2613 * `update_liquids()`: Update liquid flow
2614 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
2615 had been modified since the last read from map, due to a call to
2616 `minetest.set_data()` on the loaded area elsewhere
2617 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2620 A helper class for voxel areas.
2621 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2622 The coordinates are *inclusive*, like most other things in Minetest.
2625 * `getExtent()`: returns a 3D vector containing the size of the area formed by
2626 `MinEdge` and `MaxEdge`
2627 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2628 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2629 * useful for things like `VoxelManip`, raw Schematic specifiers,
2630 `PerlinNoiseMap:get2d`/`3dMap`, and so on
2631 * `indexp(p)`: same as above, except takes a vector
2632 * `position(i)`: returns the absolute position vector corresponding to index `i`
2633 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2634 * `containsp(p)`: same as above, except takes a vector
2635 * `containsi(i)`: same as above, except takes an index `i`
2636 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2637 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2638 * `iterp(minp, maxp)`: same as above, except takes a vector
2641 An interface to read config files in the format of `minetest.conf`.
2643 It can be created via `Settings(filename)`.
2646 * `get(key)`: returns a value
2647 * `get_bool(key)`: returns a boolean
2649 * `remove(key)`: returns a boolean (`true` for success)
2650 * `get_names()`: returns `{key1,...}`
2651 * `write()`: returns a boolean (`true` for success)
2652 * write changes to file
2653 * `to_table()`: returns `{[key1]=value1,...}`
2657 A mapgen object is a construct used in map generation. Mapgen objects can be used
2658 by an `on_generate` callback to speed up operations by avoiding unnecessary
2659 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
2660 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
2661 was called outside of an `on_generate()` callback, `nil` is returned.
2663 The following Mapgen objects are currently available:
2666 This returns three values; the `VoxelManip` object to be used, minimum and maximum
2667 emerged position, in that order. All mapgens support this object.
2670 Returns an array containing the y coordinates of the ground levels of nodes in
2671 the most recently generated chunk by the current mapgen.
2674 Returns an array containing the biome IDs of nodes in the most recently
2675 generated chunk by the current mapgen.
2678 Returns an array containing the temperature values of nodes in the most
2679 recently generated chunk by the current mapgen.
2682 Returns an array containing the humidity values of nodes in the most recently
2683 generated chunk by the current mapgen.
2686 Returns a table mapping requested generation notification types to arrays of
2687 positions at which the corresponding generated structures are located at within
2688 the current chunk. To set the capture of positions of interest to be recorded
2689 on generate, use `minetest.set_gen_notify()`.
2691 Possible fields of the table returned are:
2697 * `large_cave_begin`
2701 Decorations have a key in the format of `"decoration#id"`, where `id` is the
2702 numeric unique decoration ID.
2706 * Functions receive a "luaentity" as `self`:
2707 * It has the member `.name`, which is the registered name `("mod:thing")`
2708 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2709 * The original prototype stuff is visible directly via a metatable
2711 * `on_activate(self, staticdata)`
2712 * Called when the object is instantiated.
2713 * `on_step(self, dtime)`
2714 * Called on every server tick, after movement and collision processing.
2715 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2717 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2718 * Called when somebody punches the object.
2719 * Note that you probably want to handle most punches using the
2720 automatic armor group system.
2721 * `puncher`: an `ObjectRef` (can be `nil`)
2722 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2723 * `tool_capabilities`: capability table of used tool (can be `nil`)
2724 * `dir`: unit vector of direction of punch. Always defined. Points from
2725 the puncher to the punched.
2726 * `on_rightclick(self, clicker)`
2727 * `get_staticdata(self)`
2728 * Should return a string that will be passed to `on_activate` when
2729 the object is instantiated the next time.
2737 axiom, --string initial tree axiom
2738 rules_a, --string rules set A
2739 rules_b, --string rules set B
2740 rules_c, --string rules set C
2741 rules_d, --string rules set D
2742 trunk, --string trunk node name
2743 leaves, --string leaves node name
2744 leaves2, --string secondary leaves node name
2745 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2746 angle, --num angle in deg
2747 iterations, --num max # of iterations, usually 2 -5
2748 random_level, --num factor to lower nr of iterations, usually 0 - 3
2749 trunk_type, --string single/double/crossed) type of trunk: 1 node,
2750 -- 2x2 nodes or 3x3 in cross shape
2751 thin_branches, --boolean true -> use thin (1 node) branches
2752 fruit, --string fruit node name
2753 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2754 seed, --num random seed; if no seed is provided, the engine will create one
2757 ### Key for Special L-System Symbols used in Axioms
2759 * `G`: move forward one unit with the pen up
2760 * `F`: move forward one unit with the pen down drawing trunks and branches
2761 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2762 * `T`: move forward one unit with the pen down drawing trunks only
2763 * `R`: move forward one unit with the pen down placing fruit
2764 * `A`: replace with rules set A
2765 * `B`: replace with rules set B
2766 * `C`: replace with rules set C
2767 * `D`: replace with rules set D
2768 * `a`: replace with rules set A, chance 90%
2769 * `b`: replace with rules set B, chance 80%
2770 * `c`: replace with rules set C, chance 70%
2771 * `d`: replace with rules set D, chance 60%
2772 * `+`: yaw the turtle right by `angle` parameter
2773 * `-`: yaw the turtle left by `angle` parameter
2774 * `&`: pitch the turtle down by `angle` parameter
2775 * `^`: pitch the turtle up by `angle` parameter
2776 * `/`: roll the turtle to the right by `angle` parameter
2777 * `*`: roll the turtle to the left by `angle` parameter
2778 * `[`: save in stack current state info
2779 * `]`: recover from stack state info
2782 Spawn a small apple tree:
2784 pos = {x=230,y=20,z=4}
2787 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2788 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2789 trunk="default:tree",
2790 leaves="default:leaves",
2794 trunk_type="single",
2797 fruit="default:apple"
2799 minetest.spawn_tree(pos,apple_tree)
2804 ### Object Properties
2809 collide_with_objects = true, -- collide with other objects if physical=true
2811 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2812 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2813 visual_size = {x=1, y=1},
2815 textures = {}, -- number of required textures depends on visual
2816 colors = {}, -- number of required colors depends on visual
2817 spritediv = {x=1, y=1},
2818 initial_sprite_basepos = {x=0, y=0},
2820 makes_footstep_sound = false,
2821 automatic_rotate = false,
2823 automatic_face_movement_dir = 0.0,
2824 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
2827 ### Entity definition (`register_entity`)
2830 -- Deprecated: Everything in object properties is read directly from here
2832 initial_properties = --[[<initial object properties>]],
2834 on_activate = function(self, staticdata, dtime_s),
2835 on_step = function(self, dtime),
2836 on_punch = function(self, hitter),
2837 on_rightclick = function(self, clicker),
2838 get_staticdata = function(self),
2839 -- ^ Called sometimes; the string returned is passed to on_activate when
2840 -- the entity is re-activated from static state
2842 -- Also you can define arbitrary member variables here
2843 myvariable = whatever,
2846 ### ABM (ActiveBlockModifier) definition (`register_abm`)
2849 -- In the following two fields, also group:groupname will work.
2850 nodenames = {"default:lava_source"},
2851 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2852 -- ^ If left out or empty, any neighbor will do
2853 interval = 1.0, -- (operation interval)
2854 chance = 1, -- (chance of trigger is 1.0/this)
2855 action = func(pos, node, active_object_count, active_object_count_wider),
2858 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
2861 description = "Steel Axe",
2862 groups = {}, -- key=name, value=rating; rating=1..3.
2863 if rating not applicable, use 1.
2864 e.g. {wool=1, fluffy=3}
2865 {soil=2, outerspace=1, crumbly=1}
2866 {bendy=2, snappy=1},
2867 {hard=1, metal=1, spikes=1}
2868 inventory_image = "default_tool_steelaxe.png",
2870 wield_scale = {x=1,y=1,z=1},
2873 liquids_pointable = false,
2874 tool_capabilities = {
2875 full_punch_interval = 1.0,
2879 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2880 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2882 damage_groups = {groupname=damage},
2884 node_placement_prediction = nil,
2886 ^ If nil and item is node, prediction is made automatically
2887 ^ If nil and item is not a node, no prediction is made
2888 ^ If "" and item is anything, no prediction is made
2889 ^ Otherwise should be name of node which the client immediately places
2890 on ground when the player places the item. Server will always update
2891 actual result to client in a short moment.
2894 place = --[[<SimpleSoundSpec>]],
2897 on_place = func(itemstack, placer, pointed_thing),
2899 ^ Shall place item and return the leftover itemstack
2900 ^ default: minetest.item_place ]]
2901 on_drop = func(itemstack, dropper, pos),
2903 ^ Shall drop item and return the leftover itemstack
2904 ^ default: minetest.item_drop ]]
2905 on_use = func(itemstack, user, pointed_thing),
2908 ^ Function must return either nil if no item shall be removed from
2909 inventory, or an itemstack to replace the original itemstack.
2910 e.g. itemstack:take_item(); return itemstack
2911 ^ Otherwise, the function is free to do what it wants.
2912 ^ The default functions handle regular use cases.
2914 after_use = func(itemstack, user, node, digparams),
2917 ^ If defined, should return an itemstack and will be called instead of
2918 wearing out the tool. If returns nil, does nothing.
2919 If after_use doesn't exist, it is the same as:
2920 function(itemstack, user, node, digparams)
2921 itemstack:add_wear(digparams.wear)
2929 * `{name="image.png", animation={Tile Animation definition}}`
2930 * `{name="image.png", backface_culling=bool}`
2931 * backface culling only supported in special tiles
2932 * deprecated, yet still supported field names:
2935 ### Tile animation definition
2936 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
2938 ### Node definition (`register_node`)
2941 -- <all fields allowed in item definitions>,
2943 drawtype = "normal", -- See "Node drawtypes"
2944 visual_scale = 1.0, --[[
2945 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2946 ^ For plantlike, the image will start at the bottom of the node; for the
2947 ^ other drawtypes, the image will be centered on the node.
2948 ^ Note that positioning for "torchlike" may still change. ]]
2949 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
2950 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2951 ^ List can be shortened to needed length ]]
2952 special_tiles = {tile definition 1, Tile definition 2}, --[[
2953 ^ Special textures of node; used rarely (old field name: special_materials)
2954 ^ List can be shortened to needed length ]]
2956 use_texture_alpha = false, -- Use texture's alpha channel
2957 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2958 paramtype = "none", -- See "Nodes" --[[
2959 ^ paramtype = "light" allows light to propagate from or through the node with light value
2960 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
2961 paramtype2 = "none", -- See "Nodes"
2962 is_ground_content = true, -- If false, the cave generator will not carve through this
2963 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2964 walkable = true, -- If true, objects collide with node
2965 pointable = true, -- If true, can be pointed at
2966 diggable = true, -- If false, can never be dug
2967 climbable = false, -- If true, can be climbed on (ladder)
2968 buildable_to = false, -- If true, placed nodes can replace this node
2969 liquidtype = "none", -- "none"/"source"/"flowing"
2970 liquid_alternative_flowing = "", -- Flowing version of source liquid
2971 liquid_alternative_source = "", -- Source version of flowing liquid
2972 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2973 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2975 ^ Block contains level in param2. Value is default level, used for snow.
2976 ^ Don't forget to use "leveled" type nodebox. ]]
2977 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2978 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2979 light_source = 0, -- Amount of light emitted by node
2980 damage_per_second = 0, -- If player is inside node, this damage is caused
2981 node_box = {type="regular"}, -- See "Node boxes"
2983 selection_box = {type="regular"}, -- See "Node boxes" --[[
2984 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
2985 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2986 legacy_wallmounted = false, -- Support maps made in and before January 2012
2988 footstep = <SimpleSoundSpec>,
2989 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2990 dug = <SimpleSoundSpec>,
2991 place = <SimpleSoundSpec>,
2993 drop = "", -- Name of dropped node when dug. Default is the node itself.
2996 max_items = 1, -- Maximum number of items to drop.
2997 items = { -- Choose max_items randomly from this list.
2999 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3000 rarity = 1, -- Probability of getting is 1 / rarity.
3005 on_construct = func(pos), --[[
3006 ^ Node constructor; always called after adding node
3007 ^ Can set up metadata and stuff like that
3009 on_destruct = func(pos), --[[
3010 ^ Node destructor; always called before removing node
3012 after_destruct = func(pos, oldnode), --[[
3013 ^ Node destructor; always called after removing node
3016 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3017 ^ Called after constructing node when node was placed using
3018 minetest.item_place_node / minetest.place_node
3019 ^ If return true no item is taken from itemstack
3021 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3022 ^ oldmetadata is in table format
3023 ^ Called after destructing node when node was dug using
3024 minetest.node_dig / minetest.dig_node
3026 can_dig = function(pos, [player]) --[[
3027 ^ returns true if node can be dug, or false if not
3030 on_punch = func(pos, node, puncher, pointed_thing), --[[
3031 ^ default: minetest.node_punch
3032 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3033 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3035 ^ if defined, itemstack will hold clicker's wielded item
3036 ^ Shall return the leftover itemstack
3037 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3039 on_dig = func(pos, node, digger), --[[
3040 ^ default: minetest.node_dig
3041 ^ By default: checks privileges, wears out tool and removes node ]]
3043 on_timer = function(pos,elapsed), --[[
3045 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3046 ^ elapsed is the total time passed since the timer was started
3047 ^ return true to run the timer for another cycle with the same timeout value ]]
3049 on_receive_fields = func(pos, formname, fields, sender), --[[
3050 ^ fields = {name1 = value1, name2 = value2, ...}
3051 ^ Called when an UI form (e.g. sign text input) returns data
3054 allow_metadata_inventory_move = func(pos, from_list, from_index,
3055 to_list, to_index, count, player), --[[
3056 ^ Called when a player wants to move items inside the inventory
3057 ^ Return value: number of items allowed to move ]]
3059 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3060 ^ Called when a player wants to put something into the inventory
3061 ^ Return value: number of items allowed to put
3062 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3064 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3065 ^ Called when a player wants to take something out of the inventory
3066 ^ Return value: number of items allowed to take
3067 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3069 on_metadata_inventory_move = func(pos, from_list, from_index,
3070 to_list, to_index, count, player),
3071 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3072 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3073 ^ Called after the actual action has happened, according to what was allowed.
3074 ^ No return value ]]
3076 on_blast = func(pos, intensity), --[[
3077 ^ intensity: 1.0 = mid range of regular TNT
3078 ^ If defined, called when an explosion touches the node, instead of
3079 removing the node ]]
3082 ### Recipe for `register_craft` (shaped)
3085 output = 'default:pick_stone',
3087 {'default:cobble', 'default:cobble', 'default:cobble'},
3088 {'', 'default:stick', ''},
3089 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3091 replacements = --[[<optional list of item pairs,
3092 replace one input item with another item on crafting>]]
3095 ### Recipe for `register_craft` (shapeless)
3099 output = 'mushrooms:mushroom_stew',
3102 "mushrooms:mushroom_brown",
3103 "mushrooms:mushroom_red",
3105 replacements = --[[<optional list of item pairs,
3106 replace one input item with another item on crafting>]]
3109 ### Recipe for `register_craft` (tool repair)
3112 type = "toolrepair",
3113 additional_wear = -0.02,
3116 ### Recipe for `register_craft` (cooking)
3120 output = "default:glass",
3121 recipe = "default:sand",
3125 ### Recipe for `register_craft` (furnace fuel)
3129 recipe = "default:leaves",
3133 ### Ore definition (`register_ore`)
3136 ore_type = "scatter", -- See "Ore types"
3137 ore = "default:stone_with_coal",
3138 wherein = "default:stone",
3139 -- ^ a list of nodenames is supported too
3140 clust_scarcity = 8*8*8,
3141 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3142 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3144 -- ^ Number of ores in a cluster
3146 -- ^ Size of the bounding box of the cluster
3147 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3151 -- ^ Attributes for this ore generation
3152 noise_threshhold = 0.5,
3153 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3154 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3155 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3156 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3157 random_factor = 1.0,
3158 -- ^ Multiplier of the randomness contribution to the noise value at any
3159 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3160 -- ^ This parameter is only valid for ore_type == "vein".
3163 ### Decoration definition (`register_decoration`)
3166 deco_type = "simple", -- See "Decoration types"
3167 place_on = "default:dirt_with_grass",
3168 -- ^ Node that decoration can be placed on
3170 -- ^ Size of divisions made in the chunk being generated.
3171 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3173 -- ^ Ratio of the area to be uniformly filled by the decoration.
3174 -- ^ Used only if noise_params is not specified.
3175 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3176 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3177 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3178 biomes = {"Oceanside", "Hills", "Plains"},
3179 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3180 -- ^ and ignored if the Mapgen being used does not support biomes.
3183 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3184 -- ^ This parameter refers to the `y` position of the decoration base, so
3185 -- the actual maximum height would be `height_max + size.Y`.
3187 ----- Simple-type parameters
3188 decoration = "default:grass",
3189 -- ^ The node name used as the decoration.
3190 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3192 -- ^ Number of nodes high the decoration is made.
3193 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3195 -- ^ Number of nodes the decoration can be at maximum.
3196 -- ^ If absent, the parameter 'height' is used as a constant.
3197 spawn_by = "default:water",
3198 -- ^ Node that the decoration only spawns next to, in a 1-node square radius.
3200 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3201 -- ^ If absent or -1, decorations occur next to any nodes.
3203 ----- Schematic-type parameters
3204 schematic = "foobar.mts",
3205 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3206 -- ^ specified Minetest schematic file.
3207 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3208 -- ^ and an optional table yslice_prob:
3210 size = {x=4, y=6, z=4},
3212 {name="default:cobble", param1=255, param2=0},
3213 {name="default:dirt_with_grass", param1=255, param2=0},
3214 {name="ignore", param1=255, param2=0},
3215 {name="air", param1=255, param2=0},
3224 -- ^ See 'Schematic specifier' for details.
3225 replacements = {["oldname"] = "convert_to", ...},
3226 flags = "place_center_x, place_center_y, place_center_z, force_placement",
3227 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3228 rotation = "90" -- rotate schematic 90 degrees on placement
3229 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3232 ### Chat command definition (`register_chatcommand`)
3235 params = "<name> <privilege>", -- Short parameter description
3236 description = "Remove privilege from player", -- Full description
3237 privs = {privs=true}, -- Require the "privs" privilege to run
3238 func = function(name, param), -- Called when command is run.
3239 -- Returns boolean success and text output.
3242 ### Detached inventory callbacks
3245 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3246 -- ^ Called when a player wants to move items inside the inventory
3247 -- ^ Return value: number of items allowed to move
3249 allow_put = func(inv, listname, index, stack, player),
3250 -- ^ Called when a player wants to put something into the inventory
3251 -- ^ Return value: number of items allowed to put
3252 -- ^ Return value: -1: Allow and don't modify item count in inventory
3254 allow_take = func(inv, listname, index, stack, player),
3255 -- ^ Called when a player wants to take something out of the inventory
3256 -- ^ Return value: number of items allowed to take
3257 -- ^ Return value: -1: Allow and don't modify item count in inventory
3259 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3260 on_put = func(inv, listname, index, stack, player),
3261 on_take = func(inv, listname, index, stack, player),
3262 -- ^ Called after the actual action has happened, according to what was allowed.
3263 -- ^ No return value
3266 ### HUD Definition (`hud_add`, `hud_get`)
3269 hud_elem_type = "image", -- see HUD element types
3270 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3271 position = {x=0.5, y=0.5},
3272 -- ^ Left corner position of element
3278 -- ^ Selected item in inventory. 0 for no item selected.
3280 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3281 alignment = {x=0, y=0},
3282 -- ^ See "HUD Element Types"
3283 offset = {x=0, y=0},
3284 -- ^ See "HUD Element Types"
3285 size = { x=100, y=100 },
3286 -- ^ Size of element in pixels
3289 ### Particle definition (`add_particle`)
3292 pos = {x=0, y=0, z=0},
3293 velocity = {x=0, y=0, z=0},
3294 acceleration = {x=0, y=0, z=0},
3295 -- ^ Spawn particle at pos with velocity and acceleration
3297 -- ^ Disappears after expirationtime seconds
3299 collisiondetection = false,
3300 -- ^ collisiondetection: if true collides with physical objects
3302 -- ^ vertical: if true faces player using y axis only
3303 texture = "image.png",
3304 -- ^ Uses texture (string)
3305 playername = "singleplayer"
3306 -- ^ optional, if specified spawns particle only on the player's client
3309 ### `ParticleSpawner` definition (`add_particlespawner`)
3314 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3315 minpos = {x=0, y=0, z=0},
3316 maxpos = {x=0, y=0, z=0},
3317 minvel = {x=0, y=0, z=0},
3318 maxvel = {x=0, y=0, z=0},
3319 minacc = {x=0, y=0, z=0},
3320 maxacc = {x=0, y=0, z=0},
3325 -- ^ The particle's properties are random values in between the bounds:
3326 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3327 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3328 collisiondetection = false,
3329 -- ^ collisiondetection: if true uses collision detection
3331 -- ^ vertical: if true faces player using y axis only
3332 texture = "image.png",
3333 -- ^ Uses texture (string)
3334 playername = "singleplayer"
3335 -- ^ Playername is optional, if specified spawns particle only on the player's client