1 Minetest Lua Modding API Reference 0.4.15
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[sheet:<w>x<h>:<x>,<y>`
407 Retrieves a tile at position x,y from the base image
408 which it assumes to be a tilesheet with dimensions w,h.
411 #### `[colorize:<color>:<ratio>`
412 Colorize the textures with the given color.
413 `<color>` is specified as a `ColorString`.
414 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
415 it is an int, then it specifies how far to interpolate between the
416 colors where 0 is only the texture color and 255 is only `<color>`. If
417 omitted, the alpha of `<color>` will be used as the ratio. If it is
418 the word "`alpha`", then each texture pixel will contain the RGB of
419 `<color>` and the alpha of `<color>` multiplied by the alpha of the
424 Only Ogg Vorbis files are supported.
426 For positional playing of sounds, only single-channel (mono) files are
427 supported. Otherwise OpenAL will play them non-positionally.
429 Mods should generally prefix their sounds with `modname_`, e.g. given
430 the mod name "`foomod`", a sound could be called:
434 Sounds are referred to by their name with a dot, a single digit and the
435 file extension stripped out. When a sound is played, the actual sound file
436 is chosen randomly from the matching sounds.
438 When playing the sound `foomod_foosound`, the sound is chosen randomly
439 from the available ones of the following files:
441 * `foomod_foosound.ogg`
442 * `foomod_foosound.0.ogg`
443 * `foomod_foosound.1.ogg`
445 * `foomod_foosound.9.ogg`
447 Examples of sound parameter tables:
449 -- Play locationless on all clients
451 gain = 1.0, -- default
453 -- Play locationless to one player
456 gain = 1.0, -- default
458 -- Play locationless to one player, looped
461 gain = 1.0, -- default
464 -- Play in a location
466 pos = {x = 1, y = 2, z = 3},
467 gain = 1.0, -- default
468 max_hear_distance = 32, -- default, uses an euclidean metric
470 -- Play connected to an object, looped
472 object = <an ObjectRef>,
473 gain = 1.0, -- default
474 max_hear_distance = 32, -- default, uses an euclidean metric
478 Looped sounds must either be connected to an object or played locationless to
479 one player using `to_player = name,`
481 ### `SimpleSoundSpec`
483 * e.g. `"default_place_node"`
485 * e.g. `{name = "default_place_node"}`
486 * e.g. `{name = "default_place_node", gain = 1.0}`
488 Registered definitions of stuff
489 -------------------------------
490 Anything added using certain `minetest.register_*` functions get added to
491 the global `minetest.registered_*` tables.
493 * `minetest.register_entity(name, prototype table)`
494 * added to `minetest.registered_entities[name]`
496 * `minetest.register_node(name, node definition)`
497 * added to `minetest.registered_items[name]`
498 * added to `minetest.registered_nodes[name]`
500 * `minetest.register_tool(name, item definition)`
501 * added to `minetest.registered_items[name]`
503 * `minetest.register_craftitem(name, item definition)`
504 * added to `minetest.registered_items[name]`
506 * `minetest.unregister_item(name)`
507 * Unregisters the item name from engine, and deletes the entry with key
508 * `name` from `minetest.registered_items` and from the associated item
509 * table according to its nature: minetest.registered_nodes[] etc
511 * `minetest.register_biome(biome definition)`
512 * returns an integer uniquely identifying the registered biome
513 * added to `minetest.registered_biome` with the key of `biome.name`
514 * if `biome.name` is nil, the key is the returned ID
516 * `minetest.register_ore(ore definition)`
517 * returns an integer uniquely identifying the registered ore
518 * added to `minetest.registered_ores` with the key of `ore.name`
519 * if `ore.name` is nil, the key is the returned ID
521 * `minetest.register_decoration(decoration definition)`
522 * returns an integer uniquely identifying the registered decoration
523 * added to `minetest.registered_decorations` with the key of `decoration.name`
524 * if `decoration.name` is nil, the key is the returned ID
526 * `minetest.register_schematic(schematic definition)`
527 * returns an integer uniquely identifying the registered schematic
528 * added to `minetest.registered_schematic` with the key of `schematic.name`
529 * if `schematic.name` is nil, the key is the returned ID
530 * if the schematic is loaded from a file, schematic.name is set to the filename
531 * if the function is called when loading the mod, and schematic.name is a relative
532 path, then the current mod path will be prepended to the schematic filename
534 * `minetest.clear_registered_biomes()`
535 * clears all biomes currently registered
537 * `minetest.clear_registered_ores()`
538 * clears all ores currently registered
540 * `minetest.clear_registered_decorations()`
541 * clears all decorations currently registered
543 * `minetest.clear_registered_schematics()`
544 * clears all schematics currently registered
546 Note that in some cases you will stumble upon things that are not contained
547 in these tables (e.g. when a mod has been removed). Always check for
548 existence before trying to access the fields.
550 Example: If you want to check the drawtype of a node, you could do:
552 local function get_nodedef_field(nodename, fieldname)
553 if not minetest.registered_nodes[nodename] then
556 return minetest.registered_nodes[nodename][fieldname]
558 local drawtype = get_nodedef_field(nodename, "drawtype")
560 Example: `minetest.get_item_group(name, group)` has been implemented as:
562 function minetest.get_item_group(name, group)
563 if not minetest.registered_items[name] or not
564 minetest.registered_items[name].groups[group] then
567 return minetest.registered_items[name].groups[group]
572 Nodes are the bulk data of the world: cubes and other things that take the
573 space of a cube. Huge amounts of them are handled efficiently, but they
576 The definition of a node is stored and can be accessed by name in
578 minetest.registered_nodes[node.name]
580 See "Registered definitions of stuff".
582 Nodes are passed by value between Lua and the engine.
583 They are represented by a table:
585 {name="name", param1=num, param2=num}
587 `param1` and `param2` are 8-bit integers. The engine uses them for certain
588 automated functions. If you don't use these functions, you can use them to
589 store arbitrary values.
591 The functions of `param1` and `param2` are determined by certain fields in the
594 `param1` is reserved for the engine when `paramtype != "none"`:
597 ^ The value stores light with and without sun in its upper and lower 4 bits
598 respectively. Allows light to propagate from or through the node with
599 light value falling by 1 per node. This is essential for a light source
600 node to spread its light.
602 `param2` is reserved for the engine when any of these are used:
604 liquidtype == "flowing"
605 ^ The level and some flags of the liquid is stored in param2
606 drawtype == "flowingliquid"
607 ^ The drawn liquid level is read from param2
608 drawtype == "torchlike"
609 drawtype == "signlike"
610 paramtype2 == "wallmounted"
611 ^ The rotation of the node is stored in param2. You can make this value
612 by using minetest.dir_to_wallmounted().
613 paramtype2 == "facedir"
614 ^ The rotation of the node is stored in param2. Furnaces and chests are
615 rotated this way. Can be made by using minetest.dir_to_facedir().
617 facedir / 4 = axis direction:
618 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
619 facedir modulo 4 = rotation around that axis
620 paramtype2 == "leveled"
621 paramtype2 == "degrotate"
622 ^ The rotation of this node is stored in param2. Plants are rotated this way.
623 Values range 0 - 179. The value stored in param2 is multiplied by two to
624 get the actual rotation of the node.
625 paramtype2 == "meshoptions"
626 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
627 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
628 a mesh selector. Currently the following meshes are choosable:
629 0 = a "x" shaped plant (ordinary plant)
630 1 = a "+" shaped plant (just rotated 45 degrees)
631 2 = a "*" shaped plant with 3 faces instead of 2
632 3 = a "#" shaped plant with 4 faces instead of 2
633 4 = a "#" shaped plant with 4 faces that lean outwards
634 5-7 are unused and reserved for future meshes.
635 Bits 3 through 7 are optional flags that can be combined and give these
637 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
638 bit 4 (0x10) - Makes the plant mesh 1.4x larger
639 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
640 bits 6-7 are reserved for future use.
644 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
647 ^ defines list of collision boxes for the node. If empty, collision boxes
648 will be the same as nodeboxes, in case of any other nodes will be full cube
649 as in the example above.
651 Nodes can also contain extra data. See "Node Metadata".
655 There are a bunch of different looking node types.
657 Look for examples in `games/minimal` or `games/minetest_game`.
665 * `glasslike_framed_optional`
667 * `allfaces_optional`
674 * `nodebox` -- See below. (**Experimental!**)
675 * `mesh` -- use models for nodes
677 `*_optional` drawtypes need less rendering time if deactivated (always client side).
681 Node selection boxes are defined using "node boxes"
683 The `nodebox` node drawtype allows defining visual of nodes consisting of
684 arbitrary number of boxes. It allows defining stuff like stairs. Only the
685 `fixed` and `leveled` box type is supported for these.
687 Please note that this is still experimental, and may be incompatibly
688 changed in the future.
690 A nodebox is defined as any of:
693 -- A normal cube; the default in most things
697 -- A fixed box (facedir param2 is used, if applicable)
699 fixed = box OR {box1, box2, ...}
702 -- A box like the selection box for torches
703 -- (wallmounted param2 is used, if applicable)
704 type = "wallmounted",
710 -- A node that has optional boxes depending on neighbouring nodes'
711 -- presence and type. See also `connects_to`.
713 fixed = box OR {box1, box2, ...}
714 connect_top = box OR {box1, box2, ...}
715 connect_bottom = box OR {box1, box2, ...}
716 connect_front = box OR {box1, box2, ...}
717 connect_left = box OR {box1, box2, ...}
718 connect_back = box OR {box1, box2, ...}
719 connect_right = box OR {box1, box2, ...}
722 A `box` is defined as:
724 {x1, y1, z1, x2, y2, z2}
726 A box of a regular node would look like:
728 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
730 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
731 set to level from `param2`.
736 If drawtype `mesh` is used, tiles should hold model materials textures.
737 Only static meshes are implemented.
738 For supported model formats see Irrlicht engine documentation.
743 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
747 Offset that the noise is translated by (i.e. added) after calculation.
750 Factor that the noise is scaled by (i.e. multiplied) after calculation.
753 Vector containing values by which each coordinate is divided by before calculation.
754 Higher spread values result in larger noise features.
756 A value of `{x=250, y=250, z=250}` is common.
759 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
760 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
763 Number of times the noise gradient is accumulated into the noise.
765 Increase this number to increase the amount of detail in the resulting noise.
767 A value of `6` is common.
770 Factor by which the effect of the noise gradient function changes with each successive octave.
772 Values less than `1` make the details of successive octaves' noise diminish, while values
773 greater than `1` make successive octaves stronger.
775 A value of `0.6` is common.
778 Factor by which the noise feature sizes change with each successive octave.
780 A value of `2.0` is common.
783 Leave this field unset for no special handling.
785 Currently supported are `defaults`, `eased` and `absvalue`.
788 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
792 Maps noise gradient values onto a quintic S-curve before performing interpolation.
793 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
794 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
797 Accumulates the absolute value of each noise gradient result.
799 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
803 spread = {x=500, y=500, z=500},
808 flags = "defaults, absvalue"
810 ^ A single noise parameter table can be used to get 2D or 3D noise,
811 when getting 2D noise spread.z is ignored.
816 These tell in what manner the ore is generated.
818 All default ores are of the uniformly-distributed scatter type.
821 Randomly chooses a location and generates a cluster of ore.
823 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
824 that point is greater than the `noise_threshold`, giving the ability to create
825 a non-equal distribution of ore.
828 Creates a sheet of ore in a blob shape according to the 2D perlin noise
829 described by `noise_params` and `noise_threshold`. This is essentially an
830 improved version of the so-called "stratus" ore seen in some unofficial mods.
832 This sheet consists of vertical columns of uniform randomly distributed height,
833 varying between the inclusive range `column_height_min` and `column_height_max`.
834 If `column_height_min` is not specified, this parameter defaults to 1.
835 If `column_height_max` is not specified, this parameter defaults to `clust_size`
836 for reverse compatibility. New code should prefer `column_height_max`.
838 The `column_midpoint_factor` parameter controls the position of the column at which
839 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
840 columns grow equally starting from each direction. `column_midpoint_factor` is a
841 decimal number ranging in value from 0 to 1. If this parameter is not specified,
844 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
847 Creates a sheet of ore in a cloud-like puff shape.
849 As with the `sheet` ore type, the size and shape of puffs are described by
850 `noise_params` and `noise_threshold` and are placed at random vertical positions
851 within the currently generated chunk.
853 The vertical top and bottom displacement of each puff are determined by the noise
854 parameters `np_puff_top` and `np_puff_bottom`, respectively.
858 Creates a deformed sphere of ore according to 3d perlin noise described by
859 `noise_params`. The maximum size of the blob is `clust_size`, and
860 `clust_scarcity` has the same meaning as with the `scatter` type.
863 Creates veins of ore varying in density by according to the intersection of two
864 instances of 3d perlin noise with diffferent seeds, both described by
865 `noise_params`. `random_factor` varies the influence random chance has on
866 placement of an ore inside the vein, which is `1` by default. Note that
867 modifying this parameter may require adjusting `noise_threshold`.
868 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
869 by this ore type. This ore type is difficult to control since it is sensitive
870 to small changes. The following is a decent set of parameters to work from:
875 spread = {x=200, y=200, z=200},
881 noise_threshold = 1.6
883 WARNING: Use this ore type *very* sparingly since it is ~200x more
884 computationally expensive than any other ore.
888 See section "Flag Specifier Format".
890 Currently supported flags: `absheight`
893 Also produce this same ore between the height range of `-y_max` and `-y_min`.
895 Useful for having ore in sky realms without having to duplicate ore entries.
898 If set, puff ore generation will not taper down large differences in displacement
899 when approaching the edge of a puff. This flag has no effect for ore types other
902 ### `puff_additive_composition`
903 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
904 negative displacement, the sub-column at that point is not generated. With this
905 attribute set, puff ore generation will instead generate the absolute difference in
906 noise displacement values. This flag has no effect for ore types other than `puff`.
910 The varying types of decorations that can be placed.
913 Creates a 1 times `H` times 1 column of a specified node (or a random node from
914 a list, if a decoration list is specified). Can specify a certain node it must
915 spawn next to, such as water or lava, for example. Can also generate a
916 decoration of random height between a specified lower and upper bound.
917 This type of decoration is intended for placement of grass, flowers, cacti,
918 papyri, waterlilies and so on.
921 Copies a box of `MapNodes` from a specified schematic file (or raw description).
922 Can specify a probability of a node randomly appearing when placed.
923 This decoration type is intended to be used for multi-node sized discrete
924 structures, such as trees, cave spikes, rocks, and so on.
929 A schematic specifier identifies a schematic by either a filename to a
930 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
931 in the form of a table. This table specifies the following fields:
933 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
934 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
935 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
936 * The `data` field is a flat table of MapNode tables making up the schematic,
937 in the order of `[z [y [x]]]`. (required)
938 Each MapNode table contains:
939 * `name`: the name of the map node to place (required)
940 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
941 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
942 * `force_place`: boolean representing if the node should forcibly overwrite any
943 previous contents (default: false)
945 About probability values:
946 * A probability value of `0` or `1` means that node will never appear (0% chance).
947 * A probability value of `254` or `255` means the node will always appear (100% chance).
948 * If the probability value `p` is greater than `1`, then there is a
949 `(p / 256 * 100)` percent chance that node will appear when the schematic is
955 See section "Flag Specifier Format".
957 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
960 * `place_center_x`: Placement of this decoration is centered along the X axis.
961 * `place_center_y`: Placement of this decoration is centered along the Y axis.
962 * `place_center_z`: Placement of this decoration is centered along the Z axis.
963 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
968 The position field is used for all element types.
970 To account for differing resolutions, the position coordinates are the percentage
971 of the screen, ranging in value from `0` to `1`.
973 The name field is not yet used, but should contain a description of what the
974 HUD element represents. The direction field is the direction in which something
977 `0` draws from left to right, `1` draws from right to left, `2` draws from
978 top to bottom, and `3` draws from bottom to top.
980 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
981 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
982 Fractional values can be used.
984 The `offset` field specifies a pixel offset from the position. Contrary to position,
985 the offset is not scaled to screen size. This allows for some precisely-positioned
988 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
990 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
992 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
993 in the experimental stages.
996 Displays an image on the HUD.
998 * `scale`: The scale of the image, with 1 being the original texture size.
999 Only the X coordinate scale is used (positive values).
1000 Negative values represent that percentage of the screen it
1001 should take; e.g. `x=-100` means 100% (width).
1002 * `text`: The name of the texture that is displayed.
1003 * `alignment`: The alignment of the image.
1004 * `offset`: offset in pixels from position.
1007 Displays text on the HUD.
1009 * `scale`: Defines the bounding rectangle of the text.
1010 A value such as `{x=100, y=100}` should work.
1011 * `text`: The text to be displayed in the HUD element.
1012 * `number`: An integer containing the RGB value of the color used to draw the text.
1013 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1014 * `alignment`: The alignment of the text.
1015 * `offset`: offset in pixels from position.
1018 Displays a horizontal bar made up of half-images.
1020 * `text`: The name of the texture that is used.
1021 * `number`: The number of half-textures that are displayed.
1022 If odd, will end with a vertically center-split texture.
1024 * `offset`: offset in pixels from position.
1025 * `size`: If used, will force full-image size to this value (override texture pack image size)
1028 * `text`: The name of the inventory list to be displayed.
1029 * `number`: Number of items in the inventory to be displayed.
1030 * `item`: Position of item that is selected.
1032 * `offset`: offset in pixels from position.
1035 Displays distance to selected world position.
1037 * `name`: The name of the waypoint.
1038 * `text`: Distance suffix. Can be blank.
1039 * `number:` An integer containing the RGB value of the color used to draw the text.
1040 * `world_pos`: World position of the waypoint.
1042 Representations of simple things
1043 --------------------------------
1047 {x=num, y=num, z=num}
1049 For helper functions see "Vector helpers".
1052 * `{type="nothing"}`
1053 * `{type="node", under=pos, above=pos}`
1054 * `{type="object", ref=ObjectRef}`
1056 Flag Specifier Format
1057 ---------------------
1058 Flags using the standardized flag specifier format can be specified in either of
1059 two ways, by string or table.
1061 The string format is a comma-delimited set of flag names; whitespace and
1062 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1063 flag, and specifying a flag prefixed by the string `"no"` explicitly
1064 clears the flag from whatever the default may be.
1066 In addition to the standard string flag format, the schematic flags field can
1067 also be a table of flag names to boolean values representing whether or not the
1068 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1069 is present, mapped to a boolean of any value, the specified flag is unset.
1071 E.g. A flag field of value
1073 {place_center_x = true, place_center_y=false, place_center_z=true}
1077 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1079 which is equivalent to
1081 "place_center_x, noplace_center_y, place_center_z"
1085 "place_center_x, place_center_z"
1087 since, by default, no schematic attributes are set.
1093 There are three kinds of items: nodes, tools and craftitems.
1095 * Node (`register_node`): A node from the world.
1096 * Tool (`register_tool`): A tool/weapon that can dig and damage
1097 things according to `tool_capabilities`.
1098 * Craftitem (`register_craftitem`): A miscellaneous item.
1101 Items and item stacks can exist in three formats: Serializes, table format
1105 This is called "stackstring" or "itemstring":
1107 * e.g. `'default:dirt 5'`
1108 * e.g. `'default:pick_wood 21323'`
1109 * e.g. `'default:apple'`
1116 {name="default:dirt", count=5, wear=0, metadata=""}
1118 A wooden pick about 1/3 worn out:
1120 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1124 {name="default:apple", count=1, wear=0, metadata=""}
1127 A native C++ format with many helper methods. Useful for converting
1128 between formats. See the Class reference section for details.
1130 When an item must be passed to a function, it can usually be in any of
1136 In a number of places, there is a group table. Groups define the
1137 properties of a thing (item, node, armor of entity, capabilities of
1138 tool) in such a way that the engine and other mods can can interact with
1139 the thing without actually knowing what the thing is.
1142 Groups are stored in a table, having the group names with keys and the
1143 group ratings as values. For example:
1145 groups = {crumbly=3, soil=1}
1148 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1149 -- ^ A more special dirt-kind of thing
1151 Groups always have a rating associated with them. If there is no
1152 useful meaning for a rating for an enabled group, it shall be `1`.
1154 When not defined, the rating of a group defaults to `0`. Thus when you
1155 read groups, you must interpret `nil` and `0` as the same value, `0`.
1157 You can read the rating of a group for an item or a node by using
1159 minetest.get_item_group(itemname, groupname)
1162 Groups of items can define what kind of an item it is (e.g. wool).
1165 In addition to the general item things, groups are used to define whether
1166 a node is destroyable and how long it takes to destroy by a tool.
1168 ### Groups of entities
1169 For entities, groups are, as of now, used only for calculating damage.
1170 The rating is the percentage of damage caused by tools with this damage group.
1171 See "Entity damage mechanism".
1173 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1174 object.set_armor_groups({fleshy=30, cracky=80})
1177 Groups in tools define which groups of nodes and entities they are
1180 ### Groups in crafting recipes
1181 An example: Make meat soup from any meat, any water and any bowl:
1184 output = 'food:meat_soup_raw',
1190 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1193 Another example: Make red wool from white wool and red dye:
1197 output = 'wool:red',
1198 recipe = {'wool:white', 'group:dye,basecolor_red'},
1202 * `immortal`: Disables the group damage system for an entity
1203 * `level`: Can be used to give an additional sense of progression in the game.
1204 * A larger level will cause e.g. a weapon of a lower level make much less
1205 damage, and get worn out much faster, or not be able to get drops
1206 from destroyed nodes.
1207 * `0` is something that is directly accessible at the start of gameplay
1208 * There is no upper limit
1209 * `dig_immediate`: (player can always pick up node without tool wear)
1210 * `2`: node is removed without tool wear after 0.5 seconds or so
1212 * `3`: node is removed without tool wear immediately (torch)
1213 * `disable_jump`: Player (and possibly other things) cannot jump from node
1214 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1215 * `bouncy`: value is bounce speed in percent
1216 * `falling_node`: if there is no walkable block under the node it will fall
1217 * `attached_node`: if the node under it is not a walkable block the node will be
1218 dropped as an item. If the node is wallmounted the wallmounted direction is
1220 * `soil`: saplings will grow on nodes in this group
1221 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1222 connect to each other
1224 ### Known damage and digging time defining groups
1225 * `crumbly`: dirt, sand
1226 * `cracky`: tough but crackable stuff like stone.
1227 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1228 plants, wire, sheets of metal
1229 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1230 * `fleshy`: Living things like animals and the player. This could imply
1231 some blood effects when hitting.
1232 * `explody`: Especially prone to explosions
1233 * `oddly_breakable_by_hand`:
1234 Can be added to nodes that shouldn't logically be breakable by the
1235 hand but are. Somewhat similar to `dig_immediate`, but times are more
1236 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1237 speed of a tool if the tool can dig at a faster speed than this
1238 suggests for the hand.
1240 ### Examples of custom groups
1241 Item groups are often used for defining, well, _groups of items_.
1242 * `meat`: any meat-kind of a thing (rating might define the size or healing
1243 ability or be irrelevant -- it is not defined as of yet)
1244 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1246 * `flammable`: can be set on fire. Rating might define the intensity of the
1247 fire, affecting e.g. the speed of the spreading of an open fire.
1248 * `wool`: any wool (any origin, any color)
1249 * `metal`: any metal
1250 * `weapon`: any weapon
1251 * `heavy`: anything considerably heavy
1253 ### Digging time calculation specifics
1254 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1255 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1256 faster digging time.
1258 The `level` group is used to limit the toughness of nodes a tool can dig
1259 and to scale the digging times / damage to a greater extent.
1261 **Please do understand this**, otherwise you cannot use the system to it's
1264 Tools define their properties by a list of parameters for groups. They
1265 cannot dig other groups; thus it is important to use a standard bunch of
1266 groups to enable interaction with tools.
1268 #### Tools definition
1271 * Full punch interval
1272 * Maximum drop level
1273 * For an arbitrary list of groups:
1274 * Uses (until the tool breaks)
1275 * Maximum level (usually `0`, `1`, `2` or `3`)
1279 #### Full punch interval
1280 When used as a weapon, the tool will do full damage if this time is spent
1281 between punches. If e.g. half the time is spent, the tool will do half
1284 #### Maximum drop level
1285 Suggests the maximum level of node, when dug with the tool, that will drop
1286 it's useful item. (e.g. iron ore to drop a lump of iron).
1288 This is not automated; it is the responsibility of the node definition
1292 Determines how many uses the tool has when it is used for digging a node,
1293 of this group, of the maximum level. For lower leveled nodes, the use count
1294 is multiplied by `3^leveldiff`.
1296 * `uses=10, leveldiff=0`: actual uses: 10
1297 * `uses=10, leveldiff=1`: actual uses: 30
1298 * `uses=10, leveldiff=2`: actual uses: 90
1301 Tells what is the maximum level of a node of this group that the tool will
1305 List of digging times for different ratings of the group, for nodes of the
1308 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1309 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1310 for this group, and unable to dig the rating `1`, which is the toughest.
1311 Unless there is a matching group that enables digging otherwise.
1314 List of damage for groups of entities. See "Entity damage mechanism".
1316 #### Example definition of the capabilities of a tool
1318 tool_capabilities = {
1319 full_punch_interval=1.5,
1322 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1324 damage_groups = {fleshy=2},
1327 This makes the tool be able to dig nodes that fulfil both of these:
1329 * Have the `crumbly` group
1330 * Have a `level` group less or equal to `2`
1332 Table of resulting digging times:
1334 crumbly 0 1 2 3 4 <- level
1336 1 0.80 1.60 1.60 - -
1337 2 0.60 1.20 1.20 - -
1338 3 0.40 0.80 0.80 - -
1340 level diff: 2 1 0 -1 -2
1342 Table of resulting tool uses:
1351 * At `crumbly==0`, the node is not diggable.
1352 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1353 easy nodes to be quickly breakable.
1354 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1356 Entity damage mechanism
1357 -----------------------
1361 foreach group in cap.damage_groups:
1362 damage += cap.damage_groups[group] * limit(actual_interval /
1363 cap.full_punch_interval, 0.0, 1.0)
1364 * (object.armor_groups[group] / 100.0)
1365 -- Where object.armor_groups[group] is 0 for inexistent values
1368 Client predicts damage based on damage groups. Because of this, it is able to
1369 give an immediate response when an entity is damaged or dies; the response is
1370 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1372 Currently a smoke puff will appear when an entity dies.
1374 The group `immortal` completely disables normal damage.
1376 Entities can define a special armor group, which is `punch_operable`. This
1377 group disables the regular damage mechanism for players punching it by hand or
1378 a non-tool item, so that it can do something else than take damage.
1380 On the Lua side, every punch calls:
1382 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1384 This should never be called directly, because damage is usually not handled by
1387 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1388 accessed unless absolutely required, to encourage interoperability.
1389 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1390 * `tool_capabilities` can be `nil`.
1391 * `direction` is a unit vector, pointing from the source of the punch to
1394 To punch an entity/object in Lua, call:
1396 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1398 * Return value is tool wear.
1399 * Parameters are equal to the above callback.
1400 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1401 `direction` will be automatically filled in based on the location of `puncher`.
1405 The instance of a node in the world normally only contains the three values
1406 mentioned in "Nodes". However, it is possible to insert extra data into a
1407 node. It is called "node metadata"; See "`NodeMetaRef`".
1409 Metadata contains two things:
1414 Some of the values in the key-value store are handled specially:
1416 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1417 * `infotext`: Text shown on the screen when the node is pointed at
1421 local meta = minetest.get_meta(pos)
1422 meta:set_string("formspec",
1424 "list[context;main;0,0;8,4;]"..
1425 "list[current_player;main;0,5;8,4;]")
1426 meta:set_string("infotext", "Chest");
1427 local inv = meta:get_inventory()
1428 inv:set_size("main", 8*4)
1429 print(dump(meta:to_table()))
1432 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1433 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1434 [10] = "", [11] = "", [12] = "", [13] = "",
1435 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1436 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1437 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1438 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1442 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1449 Formspec defines a menu. Currently not much else than inventories are
1450 supported. It is a string, with a somewhat strange format.
1452 Spaces and newlines can be inserted between the blocks, as is used in the
1460 list[context;main;0,0;8,4;]
1461 list[current_player;main;0,5;8,4;]
1466 list[context;fuel;2,3;1,1;]
1467 list[context;src;2,1;1,1;]
1468 list[context;dst;5,1;2,2;]
1469 list[current_player;main;0,5;8,4;]
1471 #### Minecraft-like player inventory
1474 image[1,0.6;1,2;player.png]
1475 list[current_player;main;0,3.5;8,4;]
1476 list[current_player;craft;3,0;3,3;]
1477 list[current_player;craftpreview;7,1;1,1;]
1481 #### `size[<W>,<H>,<fixed_size>]`
1482 * Define the size of the menu in inventory slots
1483 * `fixed_size`: `true`/`false` (optional)
1484 * deprecated: `invsize[<W>,<H>;]`
1486 #### `container[<X>,<Y>]`
1487 * Start of a container block, moves all physical elements in the container by (X, Y)
1488 * Must have matching container_end
1489 * Containers can be nested, in which case the offsets are added
1490 (child containers are relative to parent containers)
1492 #### `container_end[]`
1493 * End of a container, following elements are no longer relative to this container
1495 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1496 * Show an inventory list
1498 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1499 * Show an inventory list
1501 #### `listring[<inventory location>;<list name>]`
1502 * Allows to create a ring of inventory lists
1503 * Shift-clicking on items in one element of the ring
1504 will send them to the next inventory list inside the ring
1505 * The first occurrence of an element inside the ring will
1506 determine the inventory where items will be sent to
1509 * Shorthand for doing `listring[<inventory location>;<list name>]`
1510 for the last two inventory lists added by list[...]
1512 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1513 * Sets background color of slots as `ColorString`
1514 * Sets background color of slots on mouse hovering
1516 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1517 * Sets background color of slots as `ColorString`
1518 * Sets background color of slots on mouse hovering
1519 * Sets color of slots border
1521 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1522 * Sets background color of slots as `ColorString`
1523 * Sets background color of slots on mouse hovering
1524 * Sets color of slots border
1525 * Sets default background color of tooltips
1526 * Sets default font color of tooltips
1528 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1529 * Adds tooltip for an element
1530 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1531 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1533 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1535 * Position and size units are inventory slots
1537 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1538 * Show an inventory image of registered item/node
1539 * Position and size units are inventory slots
1541 #### `bgcolor[<color>;<fullscreen>]`
1542 * Sets background color of formspec as `ColorString`
1543 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1545 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1546 * Use a background. Inventory rectangles are not drawn then.
1547 * Position and size units are inventory slots
1548 * Example for formspec 8x4 in 16x resolution: image shall be sized
1549 8 times 16px times 4 times 16px.
1551 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1552 * Use a background. Inventory rectangles are not drawn then.
1553 * Position and size units are inventory slots
1554 * Example for formspec 8x4 in 16x resolution:
1555 image shall be sized 8 times 16px times 4 times 16px
1556 * If `true` the background is clipped to formspec size
1557 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1559 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1560 * Textual password style field; will be sent to server when a button is clicked
1561 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1563 * `x` and `y` position the field relative to the top left of the menu
1564 * `w` and `h` are the size of the field
1565 * Fields are a set height, but will be vertically centred on `h`
1566 * Position and size units are inventory slots
1567 * `name` is the name of the field as returned in fields to `on_receive_fields`
1568 * `label`, if not blank, will be text printed on the top left above the field
1569 * See field_close_on_enter to stop enter closing the formspec
1571 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1572 * Textual field; will be sent to server when a button is clicked
1573 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1575 * `x` and `y` position the field relative to the top left of the menu
1576 * `w` and `h` are the size of the field
1577 * Fields are a set height, but will be vertically centred on `h`
1578 * Position and size units are inventory slots
1579 * `name` is the name of the field as returned in fields to `on_receive_fields`
1580 * `label`, if not blank, will be text printed on the top left above the field
1581 * `default` is the default value of the field
1582 * `default` may contain variable references such as `${text}'` which
1583 will fill the value from the metadata value `text`
1584 * **Note**: no extra text or more than a single variable is supported ATM.
1585 * See field_close_on_enter to stop enter closing the formspec
1587 #### `field[<name>;<label>;<default>]`
1588 * As above, but without position/size units
1589 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1591 * Special field for creating simple forms, such as sign text input
1592 * Must be used without a `size[]` element
1593 * A "Proceed" button will be added automatically
1594 * See field_close_on_enter to stop enter closing the formspec
1596 #### `field_close_on_enter[<name>;<close_on_enter>]`
1597 * <name> is the name of the field
1598 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1599 * defaults to true when not specified (ie: no tag for a field)
1601 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1602 * Same as fields above, but with multi-line input
1604 #### `label[<X>,<Y>;<label>]`
1605 * `x` and `y` work as per field
1606 * `label` is the text on the label
1607 * Position and size units are inventory slots
1609 #### `vertlabel[<X>,<Y>;<label>]`
1610 * Textual label drawn vertically
1611 * `x` and `y` work as per field
1612 * `label` is the text on the label
1613 * Position and size units are inventory slots
1615 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1616 * Clickable button. When clicked, fields will be sent.
1617 * `x`, `y` and `name` work as per field
1618 * `w` and `h` are the size of the button
1619 * `label` is the text on the button
1620 * Position and size units are inventory slots
1622 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1623 * `x`, `y`, `w`, `h`, and `name` work as per button
1624 * `texture name` is the filename of an image
1625 * Position and size units are inventory slots
1627 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1628 * `x`, `y`, `w`, `h`, and `name` work as per button
1629 * `texture name` is the filename of an image
1630 * Position and size units are inventory slots
1631 * `noclip=true` means the image button doesn't need to be within specified formsize
1632 * `drawborder`: draw button border or not
1633 * `pressed texture name` is the filename of an image on pressed state
1635 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1636 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1637 * `item name` is the registered name of an item/node,
1638 tooltip will be made out of its description
1639 to override it use tooltip element
1640 * Position and size units are inventory slots
1642 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1643 * When clicked, fields will be sent and the form will quit.
1645 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1646 * When clicked, fields will be sent and the form will quit.
1648 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1649 * Scrollable item list showing arbitrary text elements
1650 * `x` and `y` position the itemlist relative to the top left of the menu
1651 * `w` and `h` are the size of the itemlist
1652 * `name` fieldname sent to server on doubleclick value is current selected element
1653 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1654 * if you want a listelement to start with "#" write "##".
1656 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1657 * Scrollable itemlist showing arbitrary text elements
1658 * `x` and `y` position the item list relative to the top left of the menu
1659 * `w` and `h` are the size of the item list
1660 * `name` fieldname sent to server on doubleclick value is current selected element
1661 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1662 * if you want a listelement to start with "#" write "##"
1663 * Index to be selected within textlist
1664 * `true`/`false`: draw transparent background
1665 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1667 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1668 * Show a tab**header** at specific position (ignores formsize)
1669 * `x` and `y` position the itemlist relative to the top left of the menu
1670 * `name` fieldname data is transferred to Lua
1671 * `caption 1`...: name shown on top of tab
1672 * `current_tab`: index of selected tab 1...
1673 * `transparent` (optional): show transparent
1674 * `draw_border` (optional): draw border
1676 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1677 * Simple colored semitransparent box
1678 * `x` and `y` position the box relative to the top left of the menu
1679 * `w` and `h` are the size of box
1680 * `color` is color specified as a `ColorString`
1682 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1683 * Show a dropdown field
1684 * **Important note**: There are two different operation modes:
1685 1. handle directly on change (only changed dropdown is submitted)
1686 2. read the value on pressing a button (all dropdown values are available)
1687 * `x` and `y` position of dropdown
1689 * Fieldname data is transferred to Lua
1690 * Items to be shown in dropdown
1691 * Index of currently selected dropdown item
1693 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1695 * `x` and `y`: position of checkbox
1696 * `name` fieldname data is transferred to Lua
1697 * `label` to be shown left of checkbox
1698 * `selected` (optional): `true`/`false`
1700 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1702 * There are two ways to use it:
1703 1. handle the changed event (only changed scrollbar is available)
1704 2. read the value on pressing a button (all scrollbars are available)
1705 * `x` and `y`: position of trackbar
1706 * `w` and `h`: width and height
1707 * `orientation`: `vertical`/`horizontal`
1708 * Fieldname data is transferred to Lua
1709 * Value this trackbar is set to (`0`-`1000`)
1710 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1712 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1713 * Show scrollable table using options defined by the previous `tableoptions[]`
1714 * Displays cells as defined by the previous `tablecolumns[]`
1715 * `x` and `y`: position the itemlist relative to the top left of the menu
1716 * `w` and `h` are the size of the itemlist
1717 * `name`: fieldname sent to server on row select or doubleclick
1718 * `cell 1`...`cell n`: cell contents given in row-major order
1719 * `selected idx`: index of row to be selected within table (first row = `1`)
1720 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1722 #### `tableoptions[<opt 1>;<opt 2>;...]`
1723 * Sets options for `table[]`
1725 * default text color (`ColorString`), defaults to `#FFFFFF`
1726 * `background=#RRGGBB`
1727 * table background color (`ColorString`), defaults to `#000000`
1728 * `border=<true/false>`
1729 * should the table be drawn with a border? (default: `true`)
1730 * `highlight=#RRGGBB`
1731 * highlight background color (`ColorString`), defaults to `#466432`
1732 * `highlight_text=#RRGGBB`
1733 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1734 * `opendepth=<value>`
1735 * all subtrees up to `depth < value` are open (default value = `0`)
1736 * only useful when there is a column of type "tree"
1738 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1739 * Sets columns for `table[]`
1740 * Types: `text`, `image`, `color`, `indent`, `tree`
1741 * `text`: show cell contents as text
1742 * `image`: cell contents are an image index, use column options to define images
1743 * `color`: cell contents are a ColorString and define color of following cell
1744 * `indent`: cell contents are a number and define indentation of following cell
1745 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1748 * for `text` and `image`: content alignment within cells.
1749 Available values: `left` (default), `center`, `right`, `inline`
1751 * for `text` and `image`: minimum width in em (default: `0`)
1752 * for `indent` and `tree`: indent width in em (default: `1.5`)
1753 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1754 Exception: defaults to 0 for indent columns
1755 * `tooltip=<value>`: tooltip text (default: empty)
1756 * `image` column options:
1757 * `0=<value>` sets image for image index 0
1758 * `1=<value>` sets image for image index 1
1759 * `2=<value>` sets image for image index 2
1760 * and so on; defined indices need not be contiguous empty or
1761 non-numeric cells are treated as `0`.
1762 * `color` column options:
1763 * `span=<value>`: number of following columns to affect (default: infinite)
1765 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1766 pass key press events to formspec!
1770 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1771 * `"current_player"`: Player to whom the menu is shown
1772 * `"player:<name>"`: Any player
1773 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1774 * `"detached:<name>"`: A detached inventory
1776 Player Inventory lists
1777 ----------------------
1778 * `main`: list containing the default inventory
1779 * `craft`: list containing the craft input
1780 * `craftpreview`: list containing the craft output
1781 * `hand`: list containing an override for the empty hand
1785 `#RGB` defines a color in hexadecimal format.
1787 `#RGBA` defines a color in hexadecimal format and alpha channel.
1789 `#RRGGBB` defines a color in hexadecimal format.
1791 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1793 Named colors are also supported and are equivalent to
1794 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1795 To specify the value of the alpha channel, append `#AA` to the end of the color name
1796 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1797 value must (always) be two hexadecimal digits.
1801 A ColorSpec specifies a 32-bit color. It can be written in either:
1802 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1803 `colorspec = {a=255, r=0, g=255, b=0}`
1804 numerical form, the raw integer value of an ARGB8 quad:
1805 `colorspec = 0xFF00FF00`
1806 or string form, a ColorString (defined above):
1807 `colorspec = "green"`
1811 Most text can contain escape sequences, that can for example color the text.
1812 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1813 The following functions provide escape sequences:
1814 * `core.get_color_escape_sequence(color)`:
1815 * `color` is a ColorString
1816 * The escape sequence sets the text color to `color`
1817 * `core.colorize(color, message)`:
1819 `core.get_color_escape_sequence(color) ..
1821 core.get_color_escape_sequence("#ffffff")`
1822 * `color.get_background_escape_sequence(color)`
1823 * `color` is a ColorString
1824 * The escape sequence sets the background of the whole text element to
1825 `color`. Only defined for item descriptions and tooltips.
1829 * `vector.new(a[, b, c])`: returns a vector:
1830 * A copy of `a` if `a` is a vector.
1831 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1832 * `vector.direction(p1, p2)`: returns a vector
1833 * `vector.distance(p1, p2)`: returns a number
1834 * `vector.length(v)`: returns a number
1835 * `vector.normalize(v)`: returns a vector
1836 * `vector.floor(v)`: returns a vector, each dimension rounded down
1837 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
1838 * `vector.apply(v, func)`: returns a vector
1839 * `vector.equals(v1, v2)`: returns a boolean
1841 For the following functions `x` can be either a vector or a number:
1843 * `vector.add(v, x)`: returns a vector
1844 * `vector.subtract(v, x)`: returns a vector
1845 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1846 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1850 * `dump2(obj, name="_", dumped={})`
1851 * Return object serialized as a string, handles reference loops
1852 * `dump(obj, dumped={})`
1853 * Return object serialized as a string
1854 * `math.hypot(x, y)`
1855 * Get the hypotenuse of a triangle with legs x and y.
1856 Useful for distance calculation.
1857 * `math.sign(x, tolerance)`
1858 * Get the sign of a number.
1859 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1860 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1861 * sep_is_pattern=false)`
1862 * If `max_splits` is negative, do not limit splits.
1863 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1864 * e.g. `string:split("a,b", ",") == {"a","b"}`
1866 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1867 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1868 * Convert position to a printable string
1869 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1870 * `minetest.string_to_pos(string)`: returns a position
1871 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1872 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1873 * Converts a string representing an area box into two positions
1874 * `minetest.formspec_escape(string)`: returns a string
1875 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1876 * `minetest.is_yes(arg)`
1877 * returns whether `arg` can be interpreted as yes
1878 * `minetest.get_us_time()`
1879 * returns time with microsecond precision. May not return wall time.
1880 * `table.copy(table)`: returns a table
1881 * returns a deep copy of `table`
1883 `minetest` namespace reference
1884 ------------------------------
1888 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1889 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1890 * Useful for loading additional `.lua` modules or static data from mod
1891 * `minetest.get_modnames()`: returns a list of installed mods
1892 * Return a list of installed mods, sorted alphabetically
1893 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1894 * Useful for storing custom data
1895 * `minetest.is_singleplayer()`
1896 * `minetest.features`
1897 * Table containing API feature flags: `{foo=true, bar=true}`
1898 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1899 * `arg`: string or table in format `{foo=true, bar=true}`
1900 * `missing_features`: `{foo=true, bar=true}`
1901 * `minetest.get_player_information(player_name)`: returns a table containing
1902 information about player. Example return value:
1904 address = "127.0.0.1", -- IP address of client
1905 ip_version = 4, -- IPv4 / IPv6
1906 min_rtt = 0.01, -- minimum round trip time
1907 max_rtt = 0.2, -- maximum round trip time
1908 avg_rtt = 0.02, -- average round trip time
1909 min_jitter = 0.01, -- minimum packet time jitter
1910 max_jitter = 0.5, -- maximum packet time jitter
1911 avg_jitter = 0.03, -- average packet time jitter
1912 connection_uptime = 200, -- seconds since client connected
1914 -- following information is available on debug build only!!!
1915 -- DO NOT USE IN MODS
1916 --ser_vers = 26, -- serialization version used by client
1917 --prot_vers = 23, -- protocol version used by client
1918 --major = 0, -- major version number
1919 --minor = 4, -- minor version number
1920 --patch = 10, -- patch version number
1921 --vers_string = "0.4.9-git", -- full version string
1922 --state = "Active" -- current client state
1924 * `minetest.mkdir(path)`: returns success.
1925 * Creates a directory specified by `path`, creating parent directories
1926 if they don't exist.
1927 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1929 * nil: return all entries,
1930 * true: return only subdirectory names, or
1931 * false: return only file names.
1932 * `minetest.get_version()`: returns a table containing components of the
1933 engine version. Components:
1934 * `project`: Name of the project, eg, "Minetest"
1935 * `string`: Simple version, eg, "1.2.3-dev"
1936 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
1937 Use this for informational purposes only. The information in the returned
1938 table does not represent the capabilities of the engine, nor is it
1939 reliable or verifyable. Compatible forks will have a different name and
1940 version entirely. To check for the presence of engine features, test
1941 whether the functions exported by the wanted features exist. For example:
1942 `if core.nodeupdate then ... end`.
1945 * `minetest.debug(...)`
1946 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1947 * `minetest.log([level,] text)`
1948 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1949 `"info"`, or `"verbose"`. Default is `"none"`.
1951 ### Registration functions
1952 Call these functions only at load time!
1954 * `minetest.register_entity(name, prototype table)`
1955 * `minetest.register_abm(abm definition)`
1956 * `minetest.register_lbm(lbm definition)`
1957 * `minetest.register_node(name, node definition)`
1958 * `minetest.register_tool(name, item definition)`
1959 * `minetest.register_craftitem(name, item definition)`
1960 * `minetest.unregister_item(name)`
1961 * `minetest.register_alias(name, convert_to)`
1962 * `minetest.register_alias_force(name, convert_to)`
1963 * `minetest.register_craft(recipe)`
1964 * Check recipe table syntax for different types below.
1965 * `minetest.clear_craft(recipe)`
1966 * Will erase existing craft based either on output item or on input recipe.
1967 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1968 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1969 * If no erase candidate could be found, Lua exception will be thrown.
1970 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1971 contains output. Erasing is then done independently from the crafting method.
1972 * `minetest.register_ore(ore definition)`
1973 * `minetest.register_biome(biome definition)`
1974 * `minetest.register_decoration(decoration definition)`
1975 * `minetest.override_item(name, redefinition)`
1976 * Overrides fields of an item registered with register_node/tool/craftitem.
1977 * Note: Item must already be defined, (opt)depend on the mod defining it.
1978 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1979 * `minetest.clear_registered_ores()`
1980 * `minetest.clear_registered_biomes()`
1981 * `minetest.clear_registered_decorations()`
1983 ### Global callback registration functions
1984 Call these functions only at load time!
1986 * `minetest.register_globalstep(func(dtime))`
1987 * Called every server step, usually interval of 0.1s
1988 * `minetest.register_on_shutdown(func())`
1989 * Called before server shutdown
1990 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1991 callbacks **will likely not be run**. Data should be saved at
1992 semi-frequent intervals as well as on server shutdown.
1993 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1994 * Called when a node has been placed
1995 * If return `true` no item is taken from `itemstack`
1996 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1998 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1999 * Called when a node has been dug.
2000 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2002 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2003 * Called when a node is punched
2004 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2005 * Called after generating a piece of world. Modifying nodes inside the area
2006 is a bit faster than usually.
2007 * `minetest.register_on_newplayer(func(ObjectRef))`
2008 * Called after a new player has been created
2009 * `minetest.register_on_dieplayer(func(ObjectRef))`
2010 * Called when a player dies
2011 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2012 * Called when a player is punched
2013 * `player` - ObjectRef - Player that was punched
2014 * `hitter` - ObjectRef - Player that hit
2015 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2016 * `tool_capabilities`: capability table of used tool (can be nil)
2017 * `dir`: unit vector of direction of punch. Always defined. Points from
2018 the puncher to the punched.
2019 * `damage` - number that represents the damage calculated by the engine
2020 * should return `true` to prevent the default damage mechanism
2021 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2022 * Called when the player gets damaged or healed
2023 * `player`: ObjectRef of the player
2024 * `hp_change`: the amount of change. Negative when it is damage.
2025 * `modifier`: when true, the function should return the actual hp_change.
2026 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2027 modifiers can return true as a second argument to stop the execution of further functions.
2028 Non-modifiers receive the final hp change calculated by the modifiers.
2029 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2030 * Called when player is to be respawned
2031 * Called _before_ repositioning of player occurs
2032 * return true in func to disable regular player placement
2033 * `minetest.register_on_prejoinplayer(func(name, ip))`
2034 * Called before a player joins the game
2035 * If it returns a string, the player is disconnected with that string as reason
2036 * `minetest.register_on_joinplayer(func(ObjectRef))`
2037 * Called when a player joins the game
2038 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2039 * Called when a player leaves the game
2040 * `timed_out`: True for timeout, false for other reasons.
2041 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2042 * Called when a player cheats
2043 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2045 * `interacted_too_far`
2046 * `interacted_while_dead`
2047 * `finished_unknown_dig`
2050 * `minetest.register_on_chat_message(func(name, message))`
2051 * Called always when a player says something
2052 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2053 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2054 * Called when a button is pressed in player's inventory form
2055 * Newest functions are called first
2056 * If function returns `true`, remaining functions are not called
2057 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2058 * Called when `player` crafts something
2059 * `itemstack` is the output
2060 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2061 * `craft_inv` is the inventory with the crafting grid
2062 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2063 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2064 * The same as before, except that it is called before the player crafts, to make
2065 craft prediction, and it should not change anything.
2066 * `minetest.register_on_protection_violation(func(pos, name))`
2067 * Called by `builtin` and mods when a player violates protection at a position
2068 (eg, digs a node or punches a protected entity).
2069 * The registered functions can be called using `minetest.record_protection_violation`
2070 * The provided function should check that the position is protected by the mod
2071 calling this function before it prints a message, if it does, to allow for
2072 multiple protection mods.
2073 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2074 * Called when an item is eaten, by `minetest.item_eat`
2075 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2077 ### Other registration functions
2078 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2079 * Adds definition to minetest.registered_chatcommands
2080 * `minetest.register_privilege(name, definition)`
2081 * `definition`: `"description text"`
2082 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2083 the default of `give_to_singleplayer` is true
2084 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2085 * `minetest.register_authentication_handler(handler)`
2086 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2089 * `minetest.setting_set(name, value)`
2090 * Setting names can't contain whitespace or any of `="{}#`.
2091 * Setting values can't contain the sequence `\n"""`.
2092 * Setting names starting with "secure." can't be set.
2093 * `minetest.setting_get(name)`: returns string or `nil`
2094 * `minetest.setting_setbool(name, value)`
2095 * See documentation on `setting_set` for restrictions.
2096 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2097 * `minetest.setting_get_pos(name)`: returns position or nil
2098 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2101 * `minetest.notify_authentication_modified(name)`
2102 * Should be called by the authentication handler if privileges changes.
2103 * To report everybody, set `name=nil`.
2104 * `minetest.check_password_entry(name, entry, password)`
2105 * Returns true if the "db entry" for a player with name matches given
2106 * password, false otherwise.
2107 * The "db entry" is the usually player-individual value that is derived
2108 * from the player's chosen password and stored on the server in order to allow
2109 * authentication whenever the player desires to log in.
2110 * Only use this function for making it possible to log in via the password from
2111 * via protocols like IRC, other uses for inside the game are frowned upon.
2112 * `minetest.get_password_hash(name, raw_password)`
2113 * Convert a name-password pair to a password hash that Minetest can use.
2114 * The returned value alone is not a good basis for password checks based
2115 * on comparing the password hash in the database with the password hash
2116 * from the function, with an externally provided password, as the hash
2117 * in the db might use the new SRP verifier format.
2118 * For this purpose, use minetest.check_password_entry instead.
2119 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2120 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2121 * Convert between two privilege representations
2122 * `minetest.set_player_password(name, password_hash)`
2123 * `minetest.set_player_privs(name, {priv1=true,...})`
2124 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2125 * `minetest.auth_reload()`
2126 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2127 * A quickhand for checking privileges.
2128 * `player_or_name`: Either a Player object or the name of a player.
2129 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2130 a table, e.g. `{ priva = true, privb = true }`.
2131 * `minetest.get_player_ip(name)`: returns an IP address string
2133 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2134 and `minetest.auth_reload` call the authetification handler.
2137 * `minetest.chat_send_all(text)`
2138 * `minetest.chat_send_player(name, text)`
2140 ### Environment access
2141 * `minetest.set_node(pos, node)`
2142 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2143 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2144 * `minetest.swap_node(pos, node)`
2145 * Set node at position, but don't remove metadata
2146 * `minetest.remove_node(pos)`
2147 * Equivalent to `set_node(pos, "air")`
2148 * `minetest.get_node(pos)`
2149 * Returns the node at the given position as table in the format
2150 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2152 * `minetest.get_node_or_nil(pos)`
2153 * Same as `get_node` but returns `nil` for unloaded areas.
2154 * `minetest.get_node_light(pos, timeofday)`
2155 * Gets the light value at the given position. Note that the light value
2156 "inside" the node at the given position is returned, so you usually want
2157 to get the light value of a neighbor.
2158 * `pos`: The position where to measure the light.
2159 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2160 * Returns a number between `0` and `15` or `nil`
2161 * `minetest.place_node(pos, node)`
2162 * Place node with the same effects that a player would cause
2163 * `minetest.dig_node(pos)`
2164 * Dig node with the same effects that a player would cause
2165 * Returns `true` if successful, `false` on failure (e.g. protected location)
2166 * `minetest.punch_node(pos)`
2167 * Punch node with the same effects that a player would cause
2169 * `minetest.find_nodes_with_meta(pos1, pos2)`
2170 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2171 * `minetest.get_meta(pos)`
2172 * Get a `NodeMetaRef` at that position
2173 * `minetest.get_node_timer(pos)`
2174 * Get `NodeTimerRef`
2176 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2177 * Returns `ObjectRef`, or `nil` if failed
2178 * `minetest.add_item(pos, item)`: Spawn item
2179 * Returns `ObjectRef`, or `nil` if failed
2180 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2181 * `minetest.get_objects_inside_radius(pos, radius)`
2182 * `radius`: using an euclidean metric
2183 * `minetest.set_timeofday(val)`
2184 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2185 * `minetest.get_timeofday()`
2186 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2187 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2188 * accounting for time changes.
2189 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2190 * `radius`: using a maximum metric
2191 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2192 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2193 * returns as second value a table with the count of the individual nodes found
2194 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2195 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2196 * returned positions are nodes with a node air above
2197 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2198 * `minetest.get_perlin(noiseparams)`
2199 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2200 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2201 * `minetest.get_voxel_manip([pos1, pos2])`
2202 * Return voxel manipulator object.
2203 * Loads the manipulator from the map if positions are passed.
2204 * `minetest.set_gen_notify(flags, {deco_ids})`
2205 * Set the types of on-generate notifications that should be collected
2206 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2207 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2208 * The second parameter is a list of IDS of decorations which notification is requested for
2209 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2210 * `minetest.get_mapgen_object(objectname)`
2211 * Return requested mapgen object if available (see "Mapgen objects")
2212 * `minetest.get_biome_id(biome_name)`
2213 * Returns the biome id, as used in the biomemap Mapgen object, for a
2214 given biome_name string.
2215 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2216 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2217 * Deprecated: use minetest.get_mapgen_setting(name) instead
2218 * `minetest.set_mapgen_params(MapgenParams)`
2219 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2220 * Set map generation parameters
2221 * Function cannot be called after the registration period; only initialization
2222 and `on_mapgen_init`
2223 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2225 * Leave field unset to leave that parameter unchanged
2226 * `flags` contains a comma-delimited string of flags to set,
2227 or if the prefix `"no"` is attached, clears instead.
2228 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2229 * `minetest.get_mapgen_setting(name)`
2230 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2231 order of precedence:
2232 1) Settings loaded from map_meta.txt or overrides set during mod execution
2233 2) Settings set by mods without a metafile override
2234 3) Settings explicitly set in the user config file, minetest.conf
2235 4) Settings set as the user config default
2236 * `minetest.get_mapgen_setting_noiseparams(name)`
2237 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2238 and is a valid NoiseParams
2239 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2240 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2241 is not already present in map_meta.txt.
2242 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2243 the setting will become the active setting regardless of the map metafile contents.
2244 * Note: to set the seed, use "seed", not "fixed_map_seed"
2245 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2246 * Same as above, except value is a NoiseParams table.
2247 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2248 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2249 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2250 should be applied to the default config or current active config
2251 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2252 * `minetest.generate_ores(vm, pos1, pos2)`
2253 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2254 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2255 * `minetest.generate_decorations(vm, pos1, pos2)`
2256 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2257 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2258 * `minetest.clear_objects([options])`
2259 * Clear all objects in the environment
2260 * Takes an optional table as an argument with the field `mode`.
2261 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2262 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2263 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2264 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2265 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2266 * fetched from memory, loaded from disk, or if inexistent, generates them.
2267 * If `callback` is a valid Lua function, this will be called for each block emerged.
2268 * The function signature of callback is:
2269 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2270 * - `blockpos` is the *block* coordinates of the block that had been emerged
2271 * - `action` could be one of the following constant values:
2272 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2273 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2274 * - `calls_remaining` is the number of callbacks to be expected after this one
2275 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2276 * parameter was absent)
2277 * `minetest.delete_area(pos1, pos2)`
2278 * delete all mapblocks in the area from pos1 to pos2, inclusive
2279 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2280 * Check if there is a direct line of sight between `pos1` and `pos2`
2281 * Returns the position of the blocking node when `false`
2282 * `pos1`: First position
2283 * `pos2`: Second position
2284 * `stepsize`: smaller gives more accurate results but requires more computing
2285 time. Default is `1`.
2286 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2287 * returns table containing path
2288 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2289 * `pos1`: start position
2290 * `pos2`: end position
2291 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2292 * `max_jump`: maximum height difference to consider walkable
2293 * `max_drop`: maximum height difference to consider droppable
2294 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2295 * `minetest.spawn_tree (pos, {treedef})`
2296 * spawns L-system tree at given `pos` with definition in `treedef` table
2297 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2298 Often these bugs appear as subtle shadows in water.
2299 * `minetest.transforming_liquid_add(pos)`
2300 * add node to liquid update queue
2301 * `minetest.get_node_max_level(pos)`
2302 * get max available level for leveled node
2303 * `minetest.get_node_level(pos)`
2304 * get level of leveled node (water, snow)
2305 * `minetest.set_node_level(pos, level)`
2306 * set level of leveled node, default `level` equals `1`
2307 * if `totallevel > maxlevel`, returns rest (`total-max`).
2308 * `minetest.add_node_level(pos, level)`
2309 * increase level of leveled node by level, default `level` equals `1`
2310 * if `totallevel > maxlevel`, returns rest (`total-max`)
2311 * can be negative for decreasing
2312 * `core.check_single_for_falling(pos)`
2313 * causes an unsupported `group:falling_node` node to fall and causes an
2314 unattached `group:attached_node` node to fall.
2315 * does not spread these updates to neighbours.
2316 * `core.check_for_falling(pos)`
2317 * causes an unsupported `group:falling_node` node to fall and causes an
2318 unattached `group:attached_node` node to fall.
2319 * spread these updates to neighbours and can cause a cascade
2323 `minetest.get_inventory(location)`: returns an `InvRef`
2326 * `{type="player", name="celeron55"}`
2327 * `{type="node", pos={x=, y=, z=}}`
2328 * `{type="detached", name="creative"}`
2329 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2330 * callbacks: See "Detached inventory callbacks"
2331 * player_name: Make detached inventory available to one player exclusively,
2332 by default they will be sent to every player (even if not used).
2333 Note that this parameter is mostly just a workaround and will be removed in future releases.
2334 * Creates a detached inventory. If it already exists, it is cleared.
2335 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2336 returns left over ItemStack
2337 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2340 * `minetest.show_formspec(playername, formname, formspec)`
2341 * `playername`: name of player to show formspec
2342 * `formname`: name passed to `on_player_receive_fields` callbacks.
2343 It should follow the `"modname:<whatever>"` naming convention
2344 * `formspec`: formspec to display
2345 * `minetest.close_formspec(playername, formname)`
2346 * `playername`: name of player to close formspec
2347 * `formname`: has to exactly match the one given in show_formspec, or the formspec will
2349 * calling show_formspec(playername, formname, "") is equal to this expression
2350 * to close a formspec regardless of the formname, call
2351 minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
2352 * `minetest.formspec_escape(string)`: returns a string
2353 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2354 * `minetest.explode_table_event(string)`: returns a table
2355 * returns e.g. `{type="CHG", row=1, column=2}`
2357 * `"INV"`: no row selected)
2358 * `"CHG"`: selected)
2359 * `"DCL"`: double-click
2360 * `minetest.explode_textlist_event(string)`: returns a table
2361 * returns e.g. `{type="CHG", index=1}`
2363 * `"INV"`: no row selected)
2364 * `"CHG"`: selected)
2365 * `"DCL"`: double-click
2366 * `minetest.explode_scrollbar_event(string)`: returns a table
2367 * returns e.g. `{type="CHG", value=500}`
2369 * `"INV"`: something failed
2370 * `"CHG"`: has been changed
2371 * `"VAL"`: not changed
2374 * `minetest.inventorycube(img1, img2, img3)`
2375 * Returns a string for making an image of a cube (useful as an item image)
2376 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2377 * Get position of a `pointed_thing` (that you can get from somewhere)
2378 * `minetest.dir_to_facedir(dir, is6d)`
2379 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2380 * passing something non-`nil`/`false` for the optional second parameter causes it to
2381 take the y component into account
2382 * `minetest.facedir_to_dir(facedir)`
2383 * Convert a facedir back into a vector aimed directly out the "back" of a node
2384 * `minetest.dir_to_wallmounted(dir)`
2385 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2386 * `minetest.wallmounted_to_dir(wallmounted)`
2387 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2388 * `minetest.get_node_drops(nodename, toolname)`
2389 * Returns list of item names.
2390 * **Note**: This will be removed or modified in a future version.
2391 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2392 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2393 * `input.width` = for example `3`
2394 * `input.items` = for example
2395 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2396 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2397 * `output.time` = a number, if unsuccessful: `0`
2398 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2399 `decremented_input.items`
2400 * `decremented_input` = like `input`
2401 * `minetest.get_craft_recipe(output)`: returns input
2402 * returns last registered recipe for output item (node)
2403 * `output` is a node or item type such as `"default:torch"`
2404 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2405 * `input.width` = for example `3`
2406 * `input.items` = for example
2407 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2408 * `input.items` = `nil` if no recipe found
2409 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2410 * returns indexed table with all registered recipes for query item (node)
2411 or `nil` if no recipe was found
2412 * recipe entry table:
2414 method = 'normal' or 'cooking' or 'fuel'
2415 width = 0-3, 0 means shapeless recipe
2416 items = indexed [1-9] table with recipe items
2417 output = string with item name and quantity
2419 * Example query for `"default:gold_ingot"` will return table:
2421 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2422 items = {1 = "default:gold_lump"}},
2423 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2424 items = {1 = "default:goldblock"}}
2426 * `minetest.handle_node_drops(pos, drops, digger)`
2427 * `drops`: list of itemstrings
2428 * Handles drops from nodes after digging: Default action is to put them into
2430 * Can be overridden to get different functionality (e.g. dropping items on
2434 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2435 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2436 * Find who has done something to a node, or near a node
2437 * `actor`: `"player:<name>"`, also `"liquid"`.
2438 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2439 * Revert latest actions of someone
2440 * `actor`: `"player:<name>"`, also `"liquid"`.
2442 ### Defaults for the `on_*` item definition functions
2443 These functions return the leftover itemstack.
2445 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2446 * Place item as a node
2447 * `param2` overrides `facedir` and wallmounted `param2`
2448 * returns `itemstack, success`
2449 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2451 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2452 * Use one of the above based on what the item is.
2453 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2454 * **Note**: is not called when wielded item overrides `on_place`
2455 * `param2` overrides `facedir` and wallmounted `param2`
2456 * returns `itemstack, success`
2457 * `minetest.item_drop(itemstack, dropper, pos)`
2459 * `minetest.item_eat(hp_change, replace_with_item)`
2461 * `replace_with_item` is the itemstring which is added to the inventory.
2462 If the player is eating a stack, then replace_with_item goes to a
2463 different spot. Can be `nil`
2464 * See `minetest.do_item_eat`
2466 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2467 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2468 * Calls functions registered by `minetest.register_on_punchnode()`
2469 * `minetest.node_dig(pos, node, digger)`
2470 * Checks if node can be dug, puts item into inventory, removes node
2471 * Calls functions registered by `minetest.registered_on_dignodes()`
2474 * `minetest.sound_play(spec, parameters)`: returns a handle
2475 * `spec` is a `SimpleSoundSpec`
2476 * `parameters` is a sound parameter table
2477 * `minetest.sound_stop(handle)`
2480 * `minetest.after(time, func, ...)`
2481 * Call the function `func` after `time` seconds, may be fractional
2482 * Optional: Variable number of arguments that are passed to `func`
2485 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2486 and `reconnect` == true displays a reconnect button.
2487 * `minetest.get_server_status()`: returns server status string
2488 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2491 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2492 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2493 * `minetest.ban_player(name)`: ban a player
2494 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2495 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2498 * `minetest.add_particle(particle definition)`
2499 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2500 size, collisiondetection, texture, playername)`
2502 * `minetest.add_particlespawner(particlespawner definition)`
2503 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2504 * Returns an `id`, and -1 if adding didn't succeed
2505 * `Deprecated: minetest.add_particlespawner(amount, time,
2509 minexptime, maxexptime,
2511 collisiondetection, texture, playername)`
2513 * `minetest.delete_particlespawner(id, player)``
2514 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2515 * If playername is specified, only deletes on the player's client,
2516 * otherwise on all clients
2519 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2520 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2521 * Apply the specified probability values to the specified nodes in `probability_list`.
2522 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2523 * `pos` is the 3D vector specifying the absolute coordinates of the
2524 node being modified,
2525 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2526 * If there are two or more entries with the same pos value, the
2528 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2529 * If `probability_list` equals `nil`, no probabilities are applied.
2530 * Slice probability works in the same manner, except takes a field
2531 called `ypos` instead which
2532 indicates the y position of the slice with a probability applied.
2533 * If slice probability list equals `nil`, no slice probabilities are applied.
2534 * Saves schematic in the Minetest Schematic format to filename.
2536 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2537 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2538 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2539 * If the `rotation` parameter is omitted, the schematic is not rotated.
2540 * `replacements` = `{["old_name"] = "convert_to", ...}`
2541 * `force_placement` is a boolean indicating whether nodes other than `air` and
2542 `ignore` are replaced by the schematic
2543 * Returns nil if the schematic could not be loaded.
2545 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2546 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2547 specified VoxelManip object `vmanip` instead of the whole map.
2548 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2549 containing the full area required, and true if the whole schematic was able to fit.
2550 * Returns nil if the schematic could not be loaded.
2551 * After execution, any external copies of the VoxelManip contents are invalidated.
2553 * `minetest.serialize_schematic(schematic, format, options)`
2554 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2555 * in the `format` of either "mts" or "lua".
2556 * "mts" - a string containing the binary MTS data used in the MTS file format
2557 * "lua" - a string containing Lua code representing the schematic in table format
2558 * `options` is a table containing the following optional parameters:
2559 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2560 * position comments for every X row generated in the schematic data for easier reading.
2561 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2562 * will use that number of spaces as indentation instead of a tab character.
2565 * `minetest.request_http_api()`:
2566 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2567 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2568 otherwise returns `nil`.
2569 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2571 * Only works at init time and must be called from the mod's main scope (not from a function).
2572 * Function only exists if minetest server was built with cURL support.
2573 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2575 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2576 * Performs given request asynchronously and calls callback upon completion
2577 * callback: `function(HTTPRequestResult res)`
2578 * Use this HTTP function if you are unsure, the others are for advanced use.
2579 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2580 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2581 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2582 * Return response data for given asynchronous HTTP request
2585 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2586 * `minetest.hud_replace_builtin(name, hud_definition)`
2587 * Replaces definition of a builtin hud element
2588 * `name`: `"breath"` or `"health"`
2589 * `hud_definition`: definition to replace builtin definition
2590 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2591 * Gives a unique hash number for a node position (16+16+16=48bit)
2592 * `minetest.get_position_from_hash(hash)`: returns a position
2593 * Inverse transform of `minetest.hash_node_position`
2594 * `minetest.get_item_group(name, group)`: returns a rating
2595 * Get rating of a group of an item. (`0` means: not in group)
2596 * `minetest.get_node_group(name, group)`: returns a rating
2597 * Deprecated: An alias for the former.
2598 * `minetest.raillike_group(name)`: returns a rating
2599 * Returns rating of the connect_to_raillike group corresponding to name
2600 * If name is not yet the name of a connect_to_raillike group, a new group id
2601 * is created, with that name
2602 * `minetest.get_content_id(name)`: returns an integer
2603 * Gets the internal content ID of `name`
2604 * `minetest.get_name_from_content_id(content_id)`: returns a string
2605 * Gets the name of the content with that content ID
2606 * `minetest.parse_json(string[, nullvalue])`: returns something
2607 * Convert a string containing JSON data into the Lua equivalent
2608 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2609 * On success returns a table, a string, a number, a boolean or `nullvalue`
2610 * On failure outputs an error message and returns `nil`
2611 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2612 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2613 * Convert a Lua table into a JSON string
2614 * styled: Outputs in a human-readable format if this is set, defaults to false
2615 * Unserializable things like functions and userdata are saved as null.
2616 * **Warning**: JSON is more strict than the Lua table format.
2617 1. You can only use strings and positive integers of at least one as keys.
2618 2. You can not mix string and integer keys.
2619 This is due to the fact that JSON has two distinct array and object values.
2620 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2621 * `minetest.serialize(table)`: returns a string
2622 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2623 into string form readable by `minetest.deserialize`
2624 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2625 * `minetest.deserialize(string)`: returns a table
2626 * Convert a string returned by `minetest.deserialize` into a table
2627 * `string` is loaded in an empty sandbox environment.
2628 * Will load functions, but they cannot access the global environment.
2629 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2630 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2631 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2632 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2633 * Compress a string of data.
2634 * `method` is a string identifying the compression method to be used.
2635 * Supported compression methods:
2636 * Deflate (zlib): `"deflate"`
2637 * `...` indicates method-specific arguments. Currently defined arguments are:
2638 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2639 * `minetest.decompress(compressed_data, method, ...)`: returns data
2640 * Decompress a string of data (using ZLib).
2641 * See documentation on `minetest.compress()` for supported compression methods.
2642 * currently supported.
2643 * `...` indicates method-specific arguments. Currently, no methods use this.
2644 * `minetest.encode_base64(string)`: returns string encoded in base64
2645 * Encodes a string in base64.
2646 * `minetest.decode_base64(string)`: returns string
2647 * Decodes a string encoded in base64.
2648 * `minetest.is_protected(pos, name)`: returns boolean
2649 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2650 actions, defineable by mods, due to some mod-defined ownership-like concept.
2651 Returns false or nil, if the player is allowed to do such actions.
2652 * This function should be overridden by protection mods and should be used to
2653 check if a player can interact at a position.
2654 * This function should call the old version of itself if the position is not
2655 protected by the mod.
2658 local old_is_protected = minetest.is_protected
2659 function minetest.is_protected(pos, name)
2660 if mymod:position_protected_from(pos, name) then
2663 return old_is_protected(pos, name)
2665 * `minetest.record_protection_violation(pos, name)`
2666 * This function calls functions registered with
2667 `minetest.register_on_protection_violation`.
2668 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2669 * Attempt to predict the desired orientation of the facedir-capable node
2670 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2671 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2672 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2673 is an optional table containing extra tweaks to the placement code:
2674 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2675 orientation on the wall.
2676 * `force_wall` : if `true`, always place the node in wall orientation.
2677 * `force_ceiling`: if `true`, always place on the ceiling.
2678 * `force_floor`: if `true`, always place the node on the floor.
2679 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2680 the floor or ceiling
2681 * The first four options are mutually-exclusive; the last in the list takes
2682 precedence over the first.
2683 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2684 * calls `rotate_and_place()` with infinitestacks set according to the state of
2685 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2688 * `minetest.forceload_block(pos[, transient])`
2689 * forceloads the position `pos`.
2690 * returns `true` if area could be forceloaded
2691 * If `transient` is `false` or absent, the forceload will be persistent
2692 (saved between server runs). If `true`, the forceload will be transient
2693 (not saved between server runs).
2695 * `minetest.forceload_free_block(pos[, transient])`
2696 * stops forceloading the position `pos`
2697 * If `transient` is `false` or absent, frees a persistent forceload.
2698 If `true`, frees a transient forceload.
2700 * `minetest.request_insecure_environment()`: returns an environment containing
2701 insecure functions if the calling mod has been listed as trusted in the
2702 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2703 * Only works at init time and must be called from the mod's main scope (not from a function).
2704 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2707 * `minetest.global_exists(name)`
2708 * Checks if a global variable has been set, without triggering a warning.
2711 * `minetest.env`: `EnvRef` of the server environment and world.
2712 * Any function in the minetest namespace can be called using the syntax
2713 `minetest.env:somefunction(somearguments)`
2714 instead of `minetest.somefunction(somearguments)`
2715 * Deprecated, but support is not to be dropped soon
2718 * `minetest.registered_items`
2719 * Map of registered items, indexed by name
2720 * `minetest.registered_nodes`
2721 * Map of registered node definitions, indexed by name
2722 * `minetest.registered_craftitems`
2723 * Map of registered craft item definitions, indexed by name
2724 * `minetest.registered_tools`
2725 * Map of registered tool definitions, indexed by name
2726 * `minetest.registered_entities`
2727 * Map of registered entity prototypes, indexed by name
2728 * `minetest.object_refs`
2729 * Map of object references, indexed by active object id
2730 * `minetest.luaentities`
2731 * Map of Lua entities, indexed by active object id
2732 * `minetest.registered_ores`
2733 * List of registered ore definitions.
2734 * `minetest.registered_biomes`
2735 * List of registered biome definitions.
2736 * `minetest.registered_decorations`
2737 * List of registered decoration definitions.
2743 Node metadata: reference extra data and functionality stored in a node.
2744 Can be gotten via `minetest.get_meta(pos)`.
2747 * `set_string(name, value)`
2748 * `get_string(name)`
2749 * `set_int(name, value)`
2751 * `set_float(name, value)`
2753 * `get_inventory()`: returns `InvRef`
2754 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2755 * `from_table(nil or {})`
2756 * to clear metadata, use from_table(nil)
2757 * See "Node Metadata"
2760 Node Timers: a high resolution persistent per-node timer.
2761 Can be gotten via `minetest.get_node_timer(pos)`.
2764 * `set(timeout,elapsed)`
2765 * set a timer's state
2766 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2767 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2768 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2771 * equivalent to `set(timeout,0)`
2774 * `get_timeout()`: returns current timeout in seconds
2775 * if `timeout` equals `0`, timer is inactive
2776 * `get_elapsed()`: returns current elapsed time in seconds
2777 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2778 * `is_started()`: returns boolean state of timer
2779 * returns `true` if timer is started, otherwise `false`
2782 Moving things in the game are generally these.
2784 This is basically a reference to a C++ `ServerActiveObject`
2787 * `remove()`: remove object (after returning from Lua)
2788 * Note: Doesn't work on players, use minetest.kick_player instead
2789 * `getpos()`: returns `{x=num, y=num, z=num}`
2790 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2791 * `moveto(pos, continuous=false)`: interpolated move
2792 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2793 * `puncher` = another `ObjectRef`,
2794 * `time_from_last_punch` = time since last punch action of the puncher
2795 * `direction`: can be `nil`
2796 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2797 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2798 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2799 * `get_inventory()`: returns an `InvRef`
2800 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2801 * `get_wield_index()`: returns the index of the wielded item
2802 * `get_wielded_item()`: returns an `ItemStack`
2803 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2804 * `set_armor_groups({group1=rating, group2=rating, ...})`
2805 * `get_armor_groups()`: returns a table with the armor group ratings
2806 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2807 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2808 * `set_attach(parent, bone, position, rotation)`
2810 * `position`: `{x=num, y=num, z=num}` (relative)
2811 * `rotation`: `{x=num, y=num, z=num}`
2812 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2814 * `set_bone_position(bone, position, rotation)`
2816 * `position`: `{x=num, y=num, z=num}` (relative)
2817 * `rotation`: `{x=num, y=num, z=num}`
2818 * `get_bone_position(bone)`: returns position and rotation of the bone
2819 * `set_properties(object property table)`
2820 * `get_properties()`: returns object property table
2821 * `is_player()`: returns true for players, false otherwise
2822 * `get_nametag_attributes()`
2823 * returns a table with the attributes of the nametag of an object
2825 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2828 * `set_nametag_attributes(attributes)`
2829 * sets the attributes of the nametag of an object
2833 text = "My Nametag",
2836 ##### LuaEntitySAO-only (no-op for other objects)
2837 * `setvelocity({x=num, y=num, z=num})`
2838 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2839 * `setacceleration({x=num, y=num, z=num})`
2840 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2842 * `getyaw()`: returns number in radians
2843 * `settexturemod(mod)`
2844 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2845 select_horiz_by_yawpitch=false)`
2846 * Select sprite from spritesheet with optional animation and DM-style
2847 texture selection based on yaw relative to camera
2848 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2851 ##### Player-only (no-op for other objects)
2852 * `get_player_name()`: returns `""` if is not a player
2853 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2854 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2855 * `get_look_dir()`: get camera direction as a unit vector
2856 * `get_look_vertical()`: pitch in radians
2857 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2858 * `get_look_horizontal()`: yaw in radians
2859 * Angle is counter-clockwise from the +z direction.
2860 * `set_look_vertical(radians)`: sets look pitch
2861 * radians - Angle from looking forward, where positive is downwards.
2862 * `set_look_horizontal(radians)`: sets look yaw
2863 * radians - Angle from the +z direction, where positive is counter-clockwise.
2864 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2865 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2866 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2867 * Angle is counter-clockwise from the +x direction.
2868 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2869 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2870 * `get_breath()`: returns players breath
2871 * `set_breath(value)`: sets players breath
2873 * `0`: player is drowning,
2874 * `1`-`10`: remaining number of bubbles
2875 * `11`: bubbles bar is not shown
2876 * `set_inventory_formspec(formspec)`
2877 * Redefine player's inventory form
2878 * Should usually be called in on_joinplayer
2879 * `get_inventory_formspec()`: returns a formspec string
2880 * `get_player_control()`: returns table with player pressed keys
2881 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2882 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2883 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2884 * `set_physics_override(override_table)`
2885 * `override_table` is a table with the following fields:
2886 * `speed`: multiplier to default walking speed value (default: `1`)
2887 * `jump`: multiplier to default jump value (default: `1`)
2888 * `gravity`: multiplier to default gravity value (default: `1`)
2889 * `sneak`: whether player can sneak (default: `true`)
2890 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2891 * `get_physics_override()`: returns the table given to set_physics_override
2892 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2894 * `hud_remove(id)`: remove the HUD element of the specified id
2895 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2896 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2897 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2898 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2899 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2900 * pass a table containing a `true`/`false` value of each flag to be set or unset
2901 * if a flag equals `nil`, the flag is not modified
2902 * note that setting `minimap` modifies the client's permission to view the minimap -
2903 * the client may locally elect to not view the minimap
2904 * `hud_get_flags()`: returns a table containing status of hud flags
2905 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2906 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2907 * `count`: number of items, must be between `1` and `23`
2908 * `hud_get_hotbar_itemcount`: returns number of visible items
2909 * `hud_set_hotbar_image(texturename)`
2910 * sets background image for hotbar
2911 * `hud_get_hotbar_image`: returns texturename
2912 * `hud_set_hotbar_selected_image(texturename)`
2913 * sets image for selected item of hotbar
2914 * `hud_get_hotbar_selected_image`: returns texturename
2915 * `set_sky(bgcolor, type, {texture names})`
2916 * `bgcolor`: ColorSpec, defaults to white
2918 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2919 * `"skybox"`: Uses 6 textures, `bgcolor` used
2920 * `"plain"`: Uses 0 textures, `bgcolor` used
2921 * `get_sky()`: returns bgcolor, type and a table with the textures
2922 * `override_day_night_ratio(ratio or nil)`
2923 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2924 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2925 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2926 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2928 set animation for player model in third person view
2930 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2931 {x=168, y=187}, -- < walk animation key frames
2932 {x=189, y=198}, -- < dig animation key frames
2933 {x=200, y=219}, -- < walk+dig animation key frames
2934 frame_speed=30): -- < animation frame speed
2935 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2936 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2937 * in first person view
2938 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2939 * `get_eye_offset()`: returns offset_first and offset_third
2942 An `InvRef` is a reference to an inventory.
2945 * `is_empty(listname)`: return `true` if list is empty
2946 * `get_size(listname)`: get size of a list
2947 * `set_size(listname, size)`: set size of a list
2948 * returns `false` on error (e.g. invalid `listname` or `size`)
2949 * `get_width(listname)`: get width of a list
2950 * `set_width(listname, width)`: set width of list; currently used for crafting
2951 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2952 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2953 * `get_list(listname)`: return full list
2954 * `set_list(listname, list)`: set full list (size will not change)
2955 * `get_lists()`: returns list of inventory lists
2956 * `set_lists(lists)`: sets inventory lists (size will not change)
2957 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2958 * `room_for_item(listname, stack):` returns `true` if the stack of items
2959 can be fully added to the list
2960 * `contains_item(listname, stack)`: returns `true` if the stack of items
2961 can be fully taken from the list
2962 * `remove_item(listname, stack)`: take as many items as specified from the list,
2963 returns the items that were actually removed (as an `ItemStack`) -- note that
2964 any item metadata is ignored, so attempting to remove a specific unique
2965 item this way will likely remove the wrong one -- to do that use `set_stack`
2966 with an empty `ItemStack`
2967 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2968 * returns `{type="undefined"}` in case location is not known
2971 A fast access data structure to store areas, and find areas near a given position or area.
2972 Every area has a `data` string attribute to store additional information.
2973 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2974 If you chose the parameter-less constructor, a fast implementation will be automatically
2978 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2979 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2980 Returns nil if specified area id does not exist.
2981 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2982 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2984 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2985 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2986 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2987 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2988 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2989 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2990 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2991 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2992 or insertions are likely to fail due to conflicts.
2993 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2994 Only needed for efficiency, and only some implementations profit.
2995 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2996 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2997 Calling invalidates the cache, so that its elements have to be newly generated.
3000 enabled = boolean, -- whether to enable, default true
3001 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3002 prefiltered lists for, minimum 16, default 64
3003 limit = number, -- the cache's size, minimum 20, default 1000
3005 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3006 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3007 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3008 Returns success and, optionally, an error message.
3009 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3012 An `ItemStack` is a stack of items.
3014 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3015 an itemstring, a table or `nil`.
3018 * `is_empty()`: Returns `true` if stack is empty.
3019 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3020 * `set_name(item_name)`: Returns boolean whether item was cleared
3021 * `get_count()`: Returns number of items on the stack.
3022 * `set_count(count)`: Returns boolean whether item was cleared
3023 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3024 * `set_wear(wear)`: Returns boolean whether item was cleared
3025 * `get_metadata()`: Returns metadata (a string attached to an item stack).
3026 * `set_metadata(metadata)`: Returns true.
3027 * `clear()`: removes all items from the stack, making it empty.
3028 * `replace(item)`: replace the contents of this stack.
3029 * `item` can also be an itemstring or table.
3030 * `to_string()`: Returns the stack in itemstring form.
3031 * `to_table()`: Returns the stack in Lua table form.
3032 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3033 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3034 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3035 * `get_definition()`: Returns the item definition table.
3036 * `get_tool_capabilities()`: Returns the digging properties of the item,
3037 or those of the hand if none are defined for this item type
3038 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3039 * `add_item(item)`: Put some item or stack onto this stack.
3040 Returns leftover `ItemStack`.
3041 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3043 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3044 Returns taken `ItemStack`.
3045 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3046 Returns taken `ItemStack`.
3049 A 16-bit pseudorandom number generator.
3050 Uses a well-known LCG algorithm introduced by K&R.
3052 It can be created via `PseudoRandom(seed)`.
3055 * `next()`: return next integer random number [`0`...`32767`]
3056 * `next(min, max)`: return next integer random number [`min`...`max`]
3057 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3058 due to the simple implementation making bad distribution otherwise.
3061 A 32-bit pseudorandom number generator.
3062 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3064 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3067 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3068 * `next(min, max)`: return next integer random number [`min`...`max`]
3069 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3070 * This is only a rough approximation of a normal distribution with:
3071 * mean = (max - min) / 2, and
3072 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3073 * Increasing num_trials improves accuracy of the approximation
3076 Interface for the operating system's crypto-secure PRNG.
3078 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3079 be found on the system.
3082 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3085 A perlin noise generator.
3086 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3087 or `PerlinNoise(noiseparams)`.
3088 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3089 or `minetest.get_perlin(noiseparams)`.
3092 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3093 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3095 ### `PerlinNoiseMap`
3096 A fast, bulk perlin noise generator.
3098 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3099 `minetest.get_perlin_map(noiseparams, size)`.
3101 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3102 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3105 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3106 nil, this table will be used to store the result instead of creating a new table.
3110 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3111 with values starting at `pos={x=,y=}`
3112 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3113 of 3D noise with values starting at `pos={x=,y=,z=}`
3114 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3115 with values starting at `pos={x=,y=}`
3116 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3117 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3118 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3119 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3120 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3121 takes a chunk of `slice_size`.
3122 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3123 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3124 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3125 the starting position of the most recently calculated noise.
3126 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3127 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3128 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3132 #### About VoxelManip
3133 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3134 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3135 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3136 to with other methods of setting nodes. For example, nodes will not have their construction and
3137 destruction callbacks run, and no rollback information is logged.
3139 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3140 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3141 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3143 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3144 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3145 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3146 using both methods of map manipulation to determine which is most appropriate for your usage.
3148 #### Using VoxelManip
3149 A VoxelManip object can be created any time using either:
3150 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3152 If the optional position parameters are present for either of these routines, the specified region
3153 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3154 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3156 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3157 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3158 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3159 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3161 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3162 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3163 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3165 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3166 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3167 `VoxelManip:get_light_data()` for node light levels, and
3168 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3170 See section 'Flat array format' for more details.
3172 It is very important to understand that the tables returned by any of the above three functions
3173 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3174 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3175 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3176 otherwise explicitly stated.
3178 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3179 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3180 `VoxelManip:set_light_data()` for node light levels, and
3181 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3183 The parameter to each of the above three functions can use any table at all in the same flat array
3184 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3186 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3187 to the map by calling `VoxelManip:write_to_map()`.
3189 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3190 as being modified so that connected clients are sent the updated parts of map.
3193 ##### Flat array format
3195 `Nx = p2.X - p1.X + 1`,
3196 `Ny = p2.Y - p1.Y + 1`, and
3197 `Nz = p2.Z - p1.Z + 1`.
3199 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3200 the expression `Nx * Ny * Nz`.
3202 Positions offset from p1 are present in the array with the format of:
3205 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3206 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3208 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3209 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3211 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3213 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3217 and the array index for a position p contained completely in p1..p2 is:
3219 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3221 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3222 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3223 for a single point in a flat VoxelManip array.
3226 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3227 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3228 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3229 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3230 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3231 Note that the node being queried needs to have already been been registered.
3233 The following builtin node types have their Content IDs defined as constants:
3235 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3236 core.CONTENT_AIR (ID for "air" nodes)
3237 core.CONTENT_IGNORE (ID for "ignore" nodes)
3240 ##### Mapgen VoxelManip objects
3241 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3242 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3243 but with a few differences:
3245 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3246 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3247 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3248 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3249 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3250 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3251 consistency with the current map state. For this reason, calling any of the following functions:
3252 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3253 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3254 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3255 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3256 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3257 automatically after all on_generated callbacks have been run for that generated block.
3259 ##### Other API functions operating on a VoxelManip
3260 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3261 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3262 written all buffered data back to the VoxelManip object, save for special situations where the modder
3263 desires to only have certain liquid nodes begin flowing.
3265 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3266 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3268 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3269 except instead of placing the specified schematic directly on the map at the specified position, it
3270 will place the schematic inside of the VoxelManip.
3273 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3274 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3275 `VoxelManip:get_node_at()`.
3276 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3277 filled with "ignore" nodes.
3278 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3279 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3280 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3281 object in the same callback it had been created.
3282 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3283 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3284 buffer the function can use to write map data to instead of returning a new table each call. This
3285 greatly enhances performance by avoiding unnecessary memory allocations.
3288 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3289 the region formed by `p1` and `p2`.
3290 * returns actual emerged `pmin`, actual emerged `pmax`
3291 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3292 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3293 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3294 the `VoxelManip` at that position
3295 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3296 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3297 * returns raw node data in the form of an array of node content IDs
3298 * if the param `buffer` is present, this table will be used to store the result instead
3299 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3300 * `update_map()`: Update map after writing chunk back to map.
3301 * To be used only by `VoxelManip` objects created by the mod itself;
3302 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3303 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3304 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3305 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3306 * (`p1`, `p2`) is the area in which lighting is set;
3307 defaults to the whole area if left out
3308 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3309 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3310 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3311 * `light = day + (night * 16)`
3312 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3314 * expects lighting data in the same format that `get_light_data()` returns
3315 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3316 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3317 * If the param `buffer` is present, this table will be used to store the result instead
3318 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3319 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3320 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3321 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3323 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3324 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3325 * `update_liquids()`: Update liquid flow
3326 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3327 had been modified since the last read from map, due to a call to
3328 `minetest.set_data()` on the loaded area elsewhere
3329 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3332 A helper class for voxel areas.
3333 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3334 The coordinates are *inclusive*, like most other things in Minetest.
3337 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3338 `MinEdge` and `MaxEdge`
3339 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3340 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3341 * useful for things like `VoxelManip`, raw Schematic specifiers,
3342 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3343 * `indexp(p)`: same as above, except takes a vector
3344 * `position(i)`: returns the absolute position vector corresponding to index `i`
3345 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3346 * `containsp(p)`: same as above, except takes a vector
3347 * `containsi(i)`: same as above, except takes an index `i`
3348 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3349 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3350 * `iterp(minp, maxp)`: same as above, except takes a vector
3353 An interface to read config files in the format of `minetest.conf`.
3355 It can be created via `Settings(filename)`.
3358 * `get(key)`: returns a value
3359 * `get_bool(key)`: returns a boolean
3361 * `remove(key)`: returns a boolean (`true` for success)
3362 * `get_names()`: returns `{key1,...}`
3363 * `write()`: returns a boolean (`true` for success)
3364 * write changes to file
3365 * `to_table()`: returns `{[key1]=value1,...}`
3369 A mapgen object is a construct used in map generation. Mapgen objects can be used
3370 by an `on_generate` callback to speed up operations by avoiding unnecessary
3371 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3372 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3373 was called outside of an `on_generate()` callback, `nil` is returned.
3375 The following Mapgen objects are currently available:
3378 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3379 emerged position, in that order. All mapgens support this object.
3382 Returns an array containing the y coordinates of the ground levels of nodes in
3383 the most recently generated chunk by the current mapgen.
3386 Returns an array containing the biome IDs of nodes in the most recently
3387 generated chunk by the current mapgen.
3390 Returns an array containing the temperature values of nodes in the most
3391 recently generated chunk by the current mapgen.
3394 Returns an array containing the humidity values of nodes in the most recently
3395 generated chunk by the current mapgen.
3398 Returns a table mapping requested generation notification types to arrays of
3399 positions at which the corresponding generated structures are located at within
3400 the current chunk. To set the capture of positions of interest to be recorded
3401 on generate, use `minetest.set_gen_notify()`.
3403 Possible fields of the table returned are:
3409 * `large_cave_begin`
3413 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3414 numeric unique decoration ID.
3418 * Functions receive a "luaentity" as `self`:
3419 * It has the member `.name`, which is the registered name `("mod:thing")`
3420 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3421 * The original prototype stuff is visible directly via a metatable
3423 * `on_activate(self, staticdata, dtime_s)`
3424 * Called when the object is instantiated.
3425 * `dtime_s` is the time passed since the object was unloaded, which can
3426 be used for updating the entity state.
3427 * `on_step(self, dtime)`
3428 * Called on every server tick, after movement and collision processing.
3429 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3431 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3432 * Called when somebody punches the object.
3433 * Note that you probably want to handle most punches using the
3434 automatic armor group system.
3435 * `puncher`: an `ObjectRef` (can be `nil`)
3436 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3437 * `tool_capabilities`: capability table of used tool (can be `nil`)
3438 * `dir`: unit vector of direction of punch. Always defined. Points from
3439 the puncher to the punched.
3440 * `on_rightclick(self, clicker)`
3441 * `get_staticdata(self)`
3442 * Should return a string that will be passed to `on_activate` when
3443 the object is instantiated the next time.
3448 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3449 Often these bugs appear as subtle shadows in water.
3454 axiom, --string initial tree axiom
3455 rules_a, --string rules set A
3456 rules_b, --string rules set B
3457 rules_c, --string rules set C
3458 rules_d, --string rules set D
3459 trunk, --string trunk node name
3460 leaves, --string leaves node name
3461 leaves2, --string secondary leaves node name
3462 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3463 angle, --num angle in deg
3464 iterations, --num max # of iterations, usually 2 -5
3465 random_level, --num factor to lower nr of iterations, usually 0 - 3
3466 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3467 -- 2x2 nodes or 3x3 in cross shape
3468 thin_branches, --boolean true -> use thin (1 node) branches
3469 fruit, --string fruit node name
3470 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3471 seed, --num random seed; if no seed is provided, the engine will create one
3474 ### Key for Special L-System Symbols used in Axioms
3476 * `G`: move forward one unit with the pen up
3477 * `F`: move forward one unit with the pen down drawing trunks and branches
3478 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3479 * `T`: move forward one unit with the pen down drawing trunks only
3480 * `R`: move forward one unit with the pen down placing fruit
3481 * `A`: replace with rules set A
3482 * `B`: replace with rules set B
3483 * `C`: replace with rules set C
3484 * `D`: replace with rules set D
3485 * `a`: replace with rules set A, chance 90%
3486 * `b`: replace with rules set B, chance 80%
3487 * `c`: replace with rules set C, chance 70%
3488 * `d`: replace with rules set D, chance 60%
3489 * `+`: yaw the turtle right by `angle` parameter
3490 * `-`: yaw the turtle left by `angle` parameter
3491 * `&`: pitch the turtle down by `angle` parameter
3492 * `^`: pitch the turtle up by `angle` parameter
3493 * `/`: roll the turtle to the right by `angle` parameter
3494 * `*`: roll the turtle to the left by `angle` parameter
3495 * `[`: save in stack current state info
3496 * `]`: recover from stack state info
3499 Spawn a small apple tree:
3501 pos = {x=230,y=20,z=4}
3504 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3505 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3506 trunk="default:tree",
3507 leaves="default:leaves",
3511 trunk_type="single",
3514 fruit="default:apple"
3516 minetest.spawn_tree(pos,apple_tree)
3521 ### Object Properties
3526 collide_with_objects = true, -- collide with other objects if physical=true
3528 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3529 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3530 visual_size = {x=1, y=1},
3532 textures = {}, -- number of required textures depends on visual
3533 colors = {}, -- number of required colors depends on visual
3534 spritediv = {x=1, y=1},
3535 initial_sprite_basepos = {x=0, y=0},
3537 makes_footstep_sound = false,
3538 automatic_rotate = false,
3540 automatic_face_movement_dir = 0.0,
3541 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3542 automatic_face_movement_max_rotation_per_sec = -1,
3543 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3544 backface_culling = true, -- false to disable backface_culling for model
3545 nametag = "", -- by default empty, for players their name is shown if empty
3546 nametag_color = <color>, -- sets color of nametag as ColorSpec
3547 infotext = "", -- by default empty, text to be shown when pointed at object
3550 ### Entity definition (`register_entity`)
3553 -- Deprecated: Everything in object properties is read directly from here
3555 initial_properties = --[[<initial object properties>]],
3557 on_activate = function(self, staticdata, dtime_s),
3558 on_step = function(self, dtime),
3559 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3560 on_rightclick = function(self, clicker),
3561 get_staticdata = function(self),
3562 -- ^ Called sometimes; the string returned is passed to on_activate when
3563 -- the entity is re-activated from static state
3565 -- Also you can define arbitrary member variables here (see item definition for
3567 _custom_field = whatever,
3570 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3573 label = "Lava cooling",
3574 -- ^ Descriptive label for profiling purposes (optional).
3575 -- Definitions with identical labels will be listed as one.
3576 -- In the following two fields, also group:groupname will work.
3577 nodenames = {"default:lava_source"},
3578 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3579 ^ If left out or empty, any neighbor will do ]]
3580 interval = 1.0, -- Operation interval in seconds
3581 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3582 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3583 ^ The chance value is temporarily reduced when returning to
3584 an area to simulate time lost by the area being unattended.
3585 ^ Note chance value can often be reduced to 1 ]]
3586 action = func(pos, node, active_object_count, active_object_count_wider),
3589 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3592 label = "Upgrade legacy doors",
3593 -- ^ Descriptive label for profiling purposes (optional).
3594 -- Definitions with identical labels will be listed as one.
3595 name = "modname:replace_legacy_door",
3596 nodenames = {"default:lava_source"},
3597 -- ^ List of node names to trigger the LBM on.
3598 -- Also non-registered nodes will work.
3599 -- Groups (as of group:groupname) will work as well.
3600 run_at_every_load = false,
3601 -- ^ Whether to run the LBM's action every time a block gets loaded,
3602 -- and not just for blocks that were saved last time before LBMs were
3603 -- introduced to the world.
3604 action = func(pos, node),
3607 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3610 description = "Steel Axe",
3611 groups = {}, -- key = name, value = rating; rating = 1..3.
3612 if rating not applicable, use 1.
3613 e.g. {wool = 1, fluffy = 3}
3614 {soil = 2, outerspace = 1, crumbly = 1}
3615 {bendy = 2, snappy = 1},
3616 {hard = 1, metal = 1, spikes = 1}
3617 inventory_image = "default_tool_steelaxe.png",
3619 wield_scale = {x = 1, y = 1, z = 1},
3622 liquids_pointable = false,
3623 tool_capabilities = {
3624 full_punch_interval = 1.0,
3628 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3630 damage_groups = {groupname = damage},
3632 node_placement_prediction = nil,
3634 ^ If nil and item is node, prediction is made automatically
3635 ^ If nil and item is not a node, no prediction is made
3636 ^ If "" and item is anything, no prediction is made
3637 ^ Otherwise should be name of node which the client immediately places
3638 on ground when the player places the item. Server will always update
3639 actual result to client in a short moment.
3642 breaks = "default_tool_break", -- tools only
3643 place = --[[<SimpleSoundSpec>]],
3646 on_place = func(itemstack, placer, pointed_thing),
3648 ^ Shall place item and return the leftover itemstack
3649 ^ The placer may be any ObjectRef or nil.
3650 ^ default: minetest.item_place ]]
3651 on_secondary_use = func(itemstack, user, pointed_thing),
3653 ^ Same as on_place but called when pointing at nothing.
3654 ^ The user may be any ObjectRef or nil.
3655 ^ pointed_thing : always { type = "nothing" }
3657 on_drop = func(itemstack, dropper, pos),
3659 ^ Shall drop item and return the leftover itemstack
3660 ^ The dropper may be any ObjectRef or nil.
3661 ^ default: minetest.item_drop ]]
3662 on_use = func(itemstack, user, pointed_thing),
3665 ^ Function must return either nil if no item shall be removed from
3666 inventory, or an itemstack to replace the original itemstack.
3667 e.g. itemstack:take_item(); return itemstack
3668 ^ Otherwise, the function is free to do what it wants.
3669 ^ The user may be any ObjectRef or nil.
3670 ^ The default functions handle regular use cases.
3672 after_use = func(itemstack, user, node, digparams),
3675 ^ If defined, should return an itemstack and will be called instead of
3676 wearing out the tool. If returns nil, does nothing.
3677 If after_use doesn't exist, it is the same as:
3678 function(itemstack, user, node, digparams)
3679 itemstack:add_wear(digparams.wear)
3682 ^ The user may be any ObjectRef or nil.
3684 _custom_field = whatever,
3686 ^ Add your own custom fields. By convention, all custom field names
3687 should start with `_` to avoid naming collisions with future engine
3694 * `{name="image.png", animation={Tile Animation definition}}`
3695 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3696 tileable_horizontal=bool}`
3697 * backface culling enabled by default for most nodes
3698 * tileable flags are info for shaders, how they should treat texture
3699 when displacement mapping is used
3700 Directions are from the point of view of the tile texture,
3701 not the node it's on
3702 * deprecated, yet still supported field names:
3705 ### Tile animation definition
3708 type = "vertical_frames",
3710 -- ^ specify width of a frame in pixels
3712 -- ^ specify height of a frame in pixels
3714 -- ^ specify full loop length
3720 -- ^ specify width in number of frames
3722 -- ^ specify height in number of frames
3724 -- ^ specify length of a single frame
3727 ### Node definition (`register_node`)
3730 -- <all fields allowed in item definitions>,
3732 drawtype = "normal", -- See "Node drawtypes"
3733 visual_scale = 1.0, --[[
3734 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3735 ^ For plantlike, the image will start at the bottom of the node; for the
3736 ^ other drawtypes, the image will be centered on the node.
3737 ^ Note that positioning for "torchlike" may still change. ]]
3738 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3739 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3740 ^ List can be shortened to needed length ]]
3741 special_tiles = {tile definition 1, Tile definition 2}, --[[
3742 ^ Special textures of node; used rarely (old field name: special_materials)
3743 ^ List can be shortened to needed length ]]
3745 use_texture_alpha = false, -- Use texture's alpha channel
3746 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3747 paramtype = "none", -- See "Nodes" --[[
3748 ^ paramtype = "light" allows light to propagate from or through the node with light value
3749 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3750 paramtype2 = "none", -- See "Nodes"
3751 place_param2 = nil, -- Force value for param2 when player places node
3752 is_ground_content = true, -- If false, the cave generator will not carve through this
3753 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3754 walkable = true, -- If true, objects collide with node
3755 pointable = true, -- If true, can be pointed at
3756 diggable = true, -- If false, can never be dug
3757 climbable = false, -- If true, can be climbed on (ladder)
3758 buildable_to = false, -- If true, placed nodes can replace this node
3759 floodable = false, -- If true, liquids flow into and replace this node
3760 liquidtype = "none", -- "none"/"source"/"flowing"
3761 liquid_alternative_flowing = "", -- Flowing version of source liquid
3762 liquid_alternative_source = "", -- Source version of flowing liquid
3763 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3764 liquid_renewable = true, --[[
3765 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3767 ^ Block contains level in param2. Value is default level, used for snow.
3768 ^ Don't forget to use "leveled" type nodebox. ]]
3769 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3770 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3771 light_source = 0, --[[
3772 ^ Amount of light emitted by node.
3773 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3774 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3775 damage_per_second = 0, -- If player is inside node, this damage is caused
3776 node_box = {type="regular"}, -- See "Node boxes"
3777 connects_to = nodenames, --[[
3778 * Used for nodebox nodes with the type == "connected"
3779 * Specifies to what neighboring nodes connections will be drawn
3780 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3781 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3782 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3784 selection_box = {type="regular"}, -- See "Node boxes" --[[
3785 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3786 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3787 legacy_wallmounted = false, -- Support maps made in and before January 2012
3789 footstep = <SimpleSoundSpec>,
3790 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3791 dug = <SimpleSoundSpec>,
3792 place = <SimpleSoundSpec>,
3793 place_failed = <SimpleSoundSpec>,
3795 drop = "", -- Name of dropped node when dug. Default is the node itself.
3798 max_items = 1, -- Maximum number of items to drop.
3799 items = { -- Choose max_items randomly from this list.
3801 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3802 rarity = 1, -- Probability of dropping is 1 / rarity.
3807 on_construct = func(pos), --[[
3808 ^ Node constructor; called after adding node
3809 ^ Can set up metadata and stuff like that
3810 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3812 on_destruct = func(pos), --[[
3813 ^ Node destructor; called before removing node
3814 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3816 after_destruct = func(pos, oldnode), --[[
3817 ^ Node destructor; called after removing node
3818 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3821 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3822 ^ Called after constructing node when node was placed using
3823 minetest.item_place_node / minetest.place_node
3824 ^ If return true no item is taken from itemstack
3826 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3827 ^ oldmetadata is in table format
3828 ^ Called after destructing node when node was dug using
3829 minetest.node_dig / minetest.dig_node
3831 can_dig = function(pos, [player]) --[[
3832 ^ returns true if node can be dug, or false if not
3835 on_punch = func(pos, node, puncher, pointed_thing), --[[
3836 ^ default: minetest.node_punch
3837 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3838 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3840 ^ if defined, itemstack will hold clicker's wielded item
3841 ^ Shall return the leftover itemstack
3842 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3844 on_dig = func(pos, node, digger), --[[
3845 ^ default: minetest.node_dig
3846 ^ By default: checks privileges, wears out tool and removes node ]]
3848 on_timer = function(pos,elapsed), --[[
3850 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3851 ^ elapsed is the total time passed since the timer was started
3852 ^ return true to run the timer for another cycle with the same timeout value ]]
3854 on_receive_fields = func(pos, formname, fields, sender), --[[
3855 ^ fields = {name1 = value1, name2 = value2, ...}
3856 ^ Called when an UI form (e.g. sign text input) returns data
3859 allow_metadata_inventory_move = func(pos, from_list, from_index,
3860 to_list, to_index, count, player), --[[
3861 ^ Called when a player wants to move items inside the inventory
3862 ^ Return value: number of items allowed to move ]]
3864 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3865 ^ Called when a player wants to put something into the inventory
3866 ^ Return value: number of items allowed to put
3867 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3869 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3870 ^ Called when a player wants to take something out of the inventory
3871 ^ Return value: number of items allowed to take
3872 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3874 on_metadata_inventory_move = func(pos, from_list, from_index,
3875 to_list, to_index, count, player),
3876 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3877 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3878 ^ Called after the actual action has happened, according to what was allowed.
3879 ^ No return value ]]
3881 on_blast = func(pos, intensity), --[[
3882 ^ intensity: 1.0 = mid range of regular TNT
3883 ^ If defined, called when an explosion touches the node, instead of
3884 removing the node ]]
3887 ### Recipe for `register_craft` (shaped)
3890 output = 'default:pick_stone',
3892 {'default:cobble', 'default:cobble', 'default:cobble'},
3893 {'', 'default:stick', ''},
3894 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3896 replacements = --[[<optional list of item pairs,
3897 replace one input item with another item on crafting>]]
3900 ### Recipe for `register_craft` (shapeless)
3904 output = 'mushrooms:mushroom_stew',
3907 "mushrooms:mushroom_brown",
3908 "mushrooms:mushroom_red",
3910 replacements = --[[<optional list of item pairs,
3911 replace one input item with another item on crafting>]]
3914 ### Recipe for `register_craft` (tool repair)
3917 type = "toolrepair",
3918 additional_wear = -0.02,
3921 ### Recipe for `register_craft` (cooking)
3925 output = "default:glass",
3926 recipe = "default:sand",
3930 ### Recipe for `register_craft` (furnace fuel)
3934 recipe = "default:leaves",
3938 ### Ore definition (`register_ore`)
3941 ore_type = "scatter", -- See "Ore types"
3942 ore = "default:stone_with_coal",
3943 wherein = "default:stone",
3944 -- ^ a list of nodenames is supported too
3945 clust_scarcity = 8*8*8,
3946 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3947 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3949 -- ^ Number of ores in a cluster
3951 -- ^ Size of the bounding box of the cluster
3952 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3956 -- ^ Attributes for this ore generation
3957 noise_threshold = 0.5,
3958 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3959 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3960 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3961 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3962 random_factor = 1.0,
3963 -- ^ Multiplier of the randomness contribution to the noise value at any
3964 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3965 -- ^ This parameter is only valid for ore_type == "vein".
3966 biomes = {"desert", "rainforest"}
3967 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3968 -- ^ and ignored if the Mapgen being used does not support biomes.
3969 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3972 ### Biome definition (`register_biome`)
3975 The Biome API is still in an experimental phase and subject to change.
3979 node_dust = "default:snow",
3980 -- ^ Node dropped onto upper surface after all else is generated.
3981 node_top = "default:dirt_with_snow",
3983 -- ^ Node forming surface layer of biome and thickness of this layer.
3984 node_filler = "default:permafrost",
3986 -- ^ Node forming lower layer of biome and thickness of this layer.
3987 node_stone = "default:bluestone",
3988 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3989 node_water_top = "default:ice",
3990 depth_water_top = 10,
3991 -- ^ Node forming a surface layer in seawater with the defined thickness.
3993 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3994 node_river_water = "default:ice",
3995 -- ^ Node that replaces river water in mapgens that use default:river_water.
3996 node_riverbed = "default:gravel",
3998 -- ^ Node placed under river water and thickness of this layer.
4001 -- ^ Lower and upper limits for biome.
4002 -- ^ Because biome is not recalculated for every node in a node column
4003 -- ^ some biome materials can exceed their limits, especially stone.
4004 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4005 -- ^ top and at each of these surfaces:
4006 -- ^ Ground below air, water below air, ground below water.
4007 -- ^ The selected biome then stays in effect for all nodes below until
4008 -- ^ column base or the next biome recalculation.
4010 humidity_point = 50,
4011 -- ^ Characteristic average temperature and humidity for the biome.
4012 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4013 -- ^ and humidity as axes. The resulting voronoi cells determine which
4014 -- ^ heat/humidity points belong to which biome, and therefore determine
4015 -- ^ the area and location of each biome in the world.
4016 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4017 -- ^ diagram to result in roughly equal size biomes.
4018 -- ^ Heat and humidity have average values of 50, vary mostly between
4019 -- ^ 0 and 100 but also often exceed these values.
4020 -- ^ Heat is not in degrees celcius, both values are abstract.
4023 ### Decoration definition (`register_decoration`)
4026 deco_type = "simple", -- See "Decoration types"
4027 place_on = "default:dirt_with_grass",
4028 -- ^ Node (or list of nodes) that the decoration can be placed on
4030 -- ^ Size of divisions made in the chunk being generated.
4031 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4033 -- ^ Ratio of the area to be uniformly filled by the decoration.
4034 -- ^ Used only if noise_params is not specified.
4035 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4036 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4037 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4038 biomes = {"Oceanside", "Hills", "Plains"},
4039 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4040 -- ^ and ignored if the Mapgen being used does not support biomes.
4041 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4044 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4045 -- ^ This parameter refers to the `y` position of the decoration base, so
4046 -- the actual maximum height would be `height_max + size.Y`.
4047 spawn_by = "default:water",
4048 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4049 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4050 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4052 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4053 -- ^ If absent or -1, decorations occur next to any nodes.
4054 flags = "liquid_surface, force_placement",
4055 -- ^ Flags for all decoration types.
4056 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4057 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4058 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4059 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4061 ----- Simple-type parameters
4062 decoration = "default:grass",
4063 -- ^ The node name used as the decoration.
4064 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4066 -- ^ Number of nodes high the decoration is made.
4067 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4069 -- ^ Number of nodes the decoration can be at maximum.
4070 -- ^ If absent, the parameter 'height' is used as a constant.
4072 -- ^ Param2 value of placed decoration node.
4074 ----- Schematic-type parameters
4075 schematic = "foobar.mts",
4076 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4077 -- ^ specified Minetest schematic file.
4078 -- ^ - OR -, could be the ID of a previously registered schematic
4079 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4080 -- ^ and an optional table yslice_prob:
4082 size = {x=4, y=6, z=4},
4084 {name="default:cobble", param1=255, param2=0},
4085 {name="default:dirt_with_grass", param1=255, param2=0},
4086 {name="ignore", param1=255, param2=0},
4087 {name="air", param1=255, param2=0},
4096 -- ^ See 'Schematic specifier' for details.
4097 replacements = {["oldname"] = "convert_to", ...},
4098 flags = "place_center_x, place_center_y, place_center_z",
4099 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4100 rotation = "90" -- rotate schematic 90 degrees on placement
4101 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4104 ### Chat command definition (`register_chatcommand`)
4107 params = "<name> <privilege>", -- Short parameter description
4108 description = "Remove privilege from player", -- Full description
4109 privs = {privs=true}, -- Require the "privs" privilege to run
4110 func = function(name, param), -- Called when command is run.
4111 -- Returns boolean success and text output.
4114 ### Detached inventory callbacks
4117 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4118 -- ^ Called when a player wants to move items inside the inventory
4119 -- ^ Return value: number of items allowed to move
4121 allow_put = func(inv, listname, index, stack, player),
4122 -- ^ Called when a player wants to put something into the inventory
4123 -- ^ Return value: number of items allowed to put
4124 -- ^ Return value: -1: Allow and don't modify item count in inventory
4126 allow_take = func(inv, listname, index, stack, player),
4127 -- ^ Called when a player wants to take something out of the inventory
4128 -- ^ Return value: number of items allowed to take
4129 -- ^ Return value: -1: Allow and don't modify item count in inventory
4131 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4132 on_put = func(inv, listname, index, stack, player),
4133 on_take = func(inv, listname, index, stack, player),
4134 -- ^ Called after the actual action has happened, according to what was allowed.
4135 -- ^ No return value
4138 ### HUD Definition (`hud_add`, `hud_get`)
4141 hud_elem_type = "image", -- see HUD element types
4142 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4143 position = {x=0.5, y=0.5},
4144 -- ^ Left corner position of element
4150 -- ^ Selected item in inventory. 0 for no item selected.
4152 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4153 alignment = {x=0, y=0},
4154 -- ^ See "HUD Element Types"
4155 offset = {x=0, y=0},
4156 -- ^ See "HUD Element Types"
4157 size = { x=100, y=100 },
4158 -- ^ Size of element in pixels
4161 ### Particle definition (`add_particle`)
4164 pos = {x=0, y=0, z=0},
4165 velocity = {x=0, y=0, z=0},
4166 acceleration = {x=0, y=0, z=0},
4167 -- ^ Spawn particle at pos with velocity and acceleration
4169 -- ^ Disappears after expirationtime seconds
4171 collisiondetection = false,
4172 -- ^ collisiondetection: if true collides with physical objects
4173 collision_removal = false,
4174 -- ^ collision_removal: if true then particle is removed when it collides,
4175 -- ^ requires collisiondetection = true to have any effect
4177 -- ^ vertical: if true faces player using y axis only
4178 texture = "image.png",
4179 -- ^ Uses texture (string)
4180 playername = "singleplayer"
4181 -- ^ optional, if specified spawns particle only on the player's client
4184 ### `ParticleSpawner` definition (`add_particlespawner`)
4189 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4190 minpos = {x=0, y=0, z=0},
4191 maxpos = {x=0, y=0, z=0},
4192 minvel = {x=0, y=0, z=0},
4193 maxvel = {x=0, y=0, z=0},
4194 minacc = {x=0, y=0, z=0},
4195 maxacc = {x=0, y=0, z=0},
4200 -- ^ The particle's properties are random values in between the bounds:
4201 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4202 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4203 collisiondetection = false,
4204 -- ^ collisiondetection: if true uses collision detection
4205 collision_removal = false,
4206 -- ^ collision_removal: if true then particle is removed when it collides,
4207 -- ^ requires collisiondetection = true to have any effect
4208 attached = ObjectRef,
4209 -- ^ attached: if defined, particle positions, velocities and accelerations
4210 -- ^ are relative to this object's position and yaw.
4212 -- ^ vertical: if true faces player using y axis only
4213 texture = "image.png",
4214 -- ^ Uses texture (string)
4215 playername = "singleplayer"
4216 -- ^ Playername is optional, if specified spawns particle only on the player's client
4219 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4222 url = "http://example.org",
4224 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4225 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4226 -- ^ Optional, if specified a POST request with post_data is performed.
4227 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4228 -- ^ as x-www-form-urlencoded key-value pairs.
4229 -- ^ If post_data ist not specified, a GET request is performed instead.
4230 user_agent = "ExampleUserAgent",
4231 -- ^ Optional, if specified replaces the default minetest user agent with given string
4232 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4233 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4234 -- ^ that the header strings follow HTTP specification ("Key: Value").
4236 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4239 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4243 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4245 -- ^ If true, the request was succesful
4247 -- ^ If true, the request timed out
4249 -- ^ HTTP status code