1 Minetest Lua Modding API Reference 0.4.13
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 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
70 Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
72 The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
73 If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
74 and a random image will be chosen from the provided ones.
81 * `$path_share/games/gameid/mods/`
83 * `$path_user/games/gameid/mods/`
84 * `$path_user/mods/` (User-installed mods)
85 * `$worldpath/worldmods/`
87 In a run-in-place version (e.g. the distributed windows version):
89 * `minetest-0.4.x/games/gameid/mods/`
90 * `minetest-0.4.x/mods/` (User-installed mods)
91 * `minetest-0.4.x/worlds/worldname/worldmods/`
93 On an installed version on Linux:
95 * `/usr/share/minetest/games/gameid/mods/`
96 * `$HOME/.minetest/mods/` (User-installed mods)
97 * `$HOME/.minetest/worlds/worldname/worldmods`
99 Mod load path for world-specific games
100 --------------------------------------
101 It is possible to include a game in a world; in this case, no mods or
102 games are loaded or checked from anywhere else.
104 This is useful for e.g. adventure worlds.
106 This happens if the following directory exists:
110 Mods should be then be placed in:
116 Mods can be put in a subdirectory, if the parent directory, which otherwise
117 should be a mod, contains a file named `modpack.txt`. This file shall be
118 empty, except for lines starting with `#`, which are comments.
120 Mod directory structure
121 ------------------------
127 | |-- description.txt
131 | | |-- modname_stuff.png
132 | | `-- modname_something_else.png
140 The location of this directory can be fetched by using
141 `minetest.get_modpath(modname)`.
144 List of mods that have to be loaded before loading this mod.
146 A single line contains a single modname.
148 Optional dependencies can be defined by appending a question mark
149 to a single modname. Their meaning is that if the specified mod
150 is missing, that does not prevent this mod from being loaded.
153 A screenshot shown in modmanager within mainmenu.
155 ### `description.txt`
156 A File containing description to be shown within mainmenu.
159 The main Lua script. Running this script should register everything it
160 wants to register. Subsequent execution depends on minetest calling the
161 registered callbacks.
163 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
164 to read custom or existing settings at load time, if necessary.
167 Models for entities or meshnodes.
169 ### `textures`, `sounds`, `media`
170 Media files (textures, sounds, whatever) that will be transferred to the
171 client and will be available for use by the mod.
173 Naming convention for registered textual names
174 ----------------------------------------------
175 Registered names should generally be in this format:
177 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
179 This is to prevent conflicting names from corrupting maps and is
180 enforced by the mod loader.
183 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
184 So the name should be `experimental:tnt`.
186 Enforcement can be overridden by prefixing the name with `:`. This can
187 be used for overriding the registrations of some other mod.
189 Example: Any mod can redefine `experimental:tnt` by using the name
194 (also that mod is required to have `experimental` as a dependency)
196 The `:` prefix can also be used for maintaining backwards compatibility.
199 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
201 This will make Minetest to convert things called name to things called
204 This can be used for maintaining backwards compatibility.
206 This can be also used for setting quick access names for things, e.g. if
207 you have an item called `epiclylongmodname:stuff`, you could do
209 minetest.register_alias("stuff", "epiclylongmodname:stuff")
211 and be able to use `/giveme stuff`.
215 Mods should generally prefix their textures with `modname_`, e.g. given
216 the mod name `foomod`, a texture could be called:
220 Textures are referred to by their complete name, or alternatively by
221 stripping out the file extension:
223 * e.g. `foomod_foothing.png`
224 * e.g. `foomod_foothing`
228 There are various texture modifiers that can be used
229 to generate textures on-the-fly.
231 ### Texture overlaying
232 Textures can be overlaid by putting a `^` between them.
236 default_dirt.png^default_grass_side.png
238 `default_grass_side.png` is overlayed over `default_dirt.png`.
241 Textures can be grouped together by enclosing them in `(` and `)`.
243 Example: `cobble.png^(thing1.png^thing2.png)`
245 A texture for `thing1.png^thing2.png` is created and the resulting
246 texture is overlaid over `cobble.png`.
248 ### Advanced texture modifiers
250 #### `[crack:<n>:<p>`
251 * `<n>` = animation frame count
252 * `<p>` = current animation frame
254 Draw a step of the crack animation on the texture.
258 default_cobble.png^[crack:10:1
260 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>`
263 * `<x1>`/`<x2>` = x positions
264 * `<y1>`/`<y1>` = y positions
265 * `<file1>`/`<file2>` = textures to combine
267 Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
268 and blit `<file2>` to (`<x2>`,`<y2>`).
272 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
275 Brightens the texture.
279 tnt_tnt_side.png^[brighten
282 Makes the texture completely opaque.
286 default_leaves.png^[noalpha
288 #### `[makealpha:<r>,<g>,<b>`
289 Convert one color to transparency.
293 default_cobble.png^[makealpha:128,128,128
296 * `<t>` = transformation(s) to apply
298 Rotates and/or flips the image.
300 `<t>` can be a number (between 0 and 7) or a transform name.
301 Rotations are counter-clockwise.
304 1 R90 rotate by 90 degrees
305 2 R180 rotate by 180 degrees
306 3 R270 rotate by 270 degrees
308 5 FXR90 flip X then rotate by 90 degrees
310 7 FYR90 flip Y then rotate by 90 degrees
314 default_stone.png^[transformFXR90
316 #### `[inventorycube{<top>{<left>{<right>`
317 `^` is replaced by `&` in texture names.
319 Create an inventory cube texture using the side textures.
323 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
325 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
326 `dirt.png^grass_side.png` textures
328 #### `[lowpart:<percent>:<file>`
329 Blit the lower `<percent>`% part of `<file>` on the texture.
333 base.png^[lowpart:25:overlay.png
335 #### `[verticalframe:<t>:<n>`
336 * `<t>` = animation frame count
337 * `<n>` = current animation frame
339 Crops the texture to a frame of a vertical animation.
343 default_torch_animated.png^[verticalframe:16:8
346 Apply a mask to the base image.
348 The mask is applied using binary AND.
350 #### `[colorize:<color>:<ratio>`
351 Colorize the textures with the given color.
352 `<color>` is specified as a `ColorString`.
353 `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
354 color to apply. If ommitted, the alpha will be used.
358 Only Ogg Vorbis files are supported.
360 For positional playing of sounds, only single-channel (mono) files are
361 supported. Otherwise OpenAL will play them non-positionally.
363 Mods should generally prefix their sounds with `modname_`, e.g. given
364 the mod name "`foomod`", a sound could be called:
368 Sounds are referred to by their name with a dot, a single digit and the
369 file extension stripped out. When a sound is played, the actual sound file
370 is chosen randomly from the matching sounds.
372 When playing the sound `foomod_foosound`, the sound is chosen randomly
373 from the available ones of the following files:
375 * `foomod_foosound.ogg`
376 * `foomod_foosound.0.ogg`
377 * `foomod_foosound.1.ogg`
379 * `foomod_foosound.9.ogg`
381 Examples of sound parameter tables:
383 -- Play location-less on all clients
385 gain = 1.0, -- default
387 -- Play location-less to a player
390 gain = 1.0, -- default
392 -- Play in a location
395 gain = 1.0, -- default
396 max_hear_distance = 32, -- default
398 -- Play connected to an object, looped
400 object = <an ObjectRef>,
401 gain = 1.0, -- default
402 max_hear_distance = 32, -- default
403 loop = true, -- only sounds connected to objects can be looped
406 ### `SimpleSoundSpec`
408 * e.g. `"default_place_node"`
410 * e.g. `{name="default_place_node"}`
411 * e.g. `{name="default_place_node", gain=1.0}`
413 Registered definitions of stuff
414 -------------------------------
415 Anything added using certain `minetest.register_*` functions get added to
416 the global `minetest.registered_*` tables.
418 * `minetest.register_entity(name, prototype table)`
419 * added to `minetest.registered_entities[name]`
421 * `minetest.register_node(name, node definition)`
422 * added to `minetest.registered_items[name]`
423 * added to `minetest.registered_nodes[name]`
425 * `minetest.register_tool(name, item definition)`
426 * added to `minetest.registered_items[name]`
428 * `minetest.register_craftitem(name, item definition)`
429 * added to `minetest.registered_items[name]`
431 * `minetest.register_biome(biome definition)`
432 * returns an integer uniquely identifying the registered biome
433 * added to `minetest.registered_biome` with the key of `biome.name`
434 * if `biome.name` is nil, the key is the returned ID
436 * `minetest.register_ore(ore definition)`
437 * returns an integer uniquely identifying the registered ore
438 * added to `minetest.registered_ores` with the key of `ore.name`
439 * if `ore.name` is nil, the key is the returned ID
441 * `minetest.register_decoration(decoration definition)`
442 * returns an integer uniquely identifying the registered decoration
443 * added to `minetest.registered_decorations` with the key of `decoration.name`
444 * if `decoration.name` is nil, the key is the returned ID
446 * `minetest.register_schematic(schematic definition)`
447 * returns an integer uniquely identifying the registered schematic
448 * added to `minetest.registered_schematic` with the key of `schematic.name`
449 * if `schematic.name` is nil, the key is the returned ID
450 * if the schematic is loaded from a file, schematic.name is set to the filename
451 * if the function is called when loading the mod, and schematic.name is a relative path,
452 * then the current mod path will be prepended to the schematic filename
454 * `minetest.clear_registered_biomes()`
455 * clears all biomes currently registered
457 * `minetest.clear_registered_ores()`
458 * clears all ores currently registered
460 * `minetest.clear_registered_decorations()`
461 * clears all decorations currently registered
463 * `minetest.clear_registered_schematics()`
464 * clears all schematics currently registered
466 Note that in some cases you will stumble upon things that are not contained
467 in these tables (e.g. when a mod has been removed). Always check for
468 existence before trying to access the fields.
470 Example: If you want to check the drawtype of a node, you could do:
472 local function get_nodedef_field(nodename, fieldname)
473 if not minetest.registered_nodes[nodename] then
476 return minetest.registered_nodes[nodename][fieldname]
478 local drawtype = get_nodedef_field(nodename, "drawtype")
480 Example: `minetest.get_item_group(name, group)` has been implemented as:
482 function minetest.get_item_group(name, group)
483 if not minetest.registered_items[name] or not
484 minetest.registered_items[name].groups[group] then
487 return minetest.registered_items[name].groups[group]
492 Nodes are the bulk data of the world: cubes and other things that take the
493 space of a cube. Huge amounts of them are handled efficiently, but they
496 The definition of a node is stored and can be accessed by name in
498 minetest.registered_nodes[node.name]
500 See "Registered definitions of stuff".
502 Nodes are passed by value between Lua and the engine.
503 They are represented by a table:
505 {name="name", param1=num, param2=num}
507 `param1` and `param2` are 8-bit integers. The engine uses them for certain
508 automated functions. If you don't use these functions, you can use them to
509 store arbitrary values.
511 The functions of `param1` and `param2` are determined by certain fields in the
514 `param1` is reserved for the engine when `paramtype != "none"`:
517 ^ The value stores light with and without sun in its upper and lower 4 bits
518 respectively. Allows light to propagate from or through the node with
519 light value falling by 1 per node. This is essential for a light source
520 node to spread its light.
522 `param2` is reserved for the engine when any of these are used:
524 liquidtype == "flowing"
525 ^ The level and some flags of the liquid is stored in param2
526 drawtype == "flowingliquid"
527 ^ The drawn liquid level is read from param2
528 drawtype == "torchlike"
529 drawtype == "signlike"
530 paramtype2 == "wallmounted"
531 ^ The rotation of the node is stored in param2. You can make this value
532 by using minetest.dir_to_wallmounted().
533 paramtype2 == "facedir"
534 ^ The rotation of the node is stored in param2. Furnaces and chests are
535 rotated this way. Can be made by using minetest.dir_to_facedir().
537 facedir modulo 4 = axisdir
538 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
539 facedir's two less significant bits are rotation around the axis
540 paramtype2 == "leveled"
544 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
547 ^ defines list of collision boxes for the node. If empty, collision boxes
548 will be the same as nodeboxes, in case of any other nodes will be full cube
549 as in the example above.
551 Nodes can also contain extra data. See "Node Metadata".
555 There are a bunch of different looking node types.
557 Look for examples in `games/minimal` or `games/minetest_game`.
565 * `glasslike_framed_optional`
567 * `allfaces_optional`
574 * `nodebox` -- See below. (**Experimental!**)
575 * `mesh` -- use models for nodes
577 `*_optional` drawtypes need less rendering time if deactivated (always client side).
581 Node selection boxes are defined using "node boxes"
583 The `nodebox` node drawtype allows defining visual of nodes consisting of
584 arbitrary number of boxes. It allows defining stuff like stairs. Only the
585 `fixed` and `leveled` box type is supported for these.
587 Please note that this is still experimental, and may be incompatibly
588 changed in the future.
590 A nodebox is defined as any of:
593 -- A normal cube; the default in most things
597 -- A fixed box (facedir param2 is used, if applicable)
599 fixed = box OR {box1, box2, ...}
602 -- A box like the selection box for torches
603 -- (wallmounted param2 is used, if applicable)
604 type = "wallmounted",
610 A `box` is defined as:
612 {x1, y1, z1, x2, y2, z2}
614 A box of a regular node would look like:
616 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
618 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
619 set to level from `param2`.
624 If drawtype `mesh` is used, tiles should hold model materials textures.
625 Only static meshes are implemented.
626 For supported model formats see Irrlicht engine documentation.
631 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
635 Offset that the noise is translated by (i.e. added) after calculation.
638 Factor that the noise is scaled by (i.e. multiplied) after calculation.
641 Vector containing values by which each coordinate is divided by before calculation.
642 Higher spread values result in larger noise features.
644 A value of `{x=250, y=250, z=250}` is common.
647 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
648 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
651 Number of times the noise gradient is accumulated into the noise.
653 Increase this number to increase the amount of detail in the resulting noise.
655 A value of `6` is common.
658 Factor by which the effect of the noise gradient function changes with each successive octave.
660 Values less than `1` make the details of successive octaves' noise diminish, while values
661 greater than `1` make successive octaves stronger.
663 A value of `0.6` is common.
666 Factor by which the noise feature sizes change with each successive octave.
668 A value of `2.0` is common.
671 Leave this field unset for no special handling.
673 Currently supported are `defaults`, `eased` and `absvalue`.
676 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
680 Maps noise gradient values onto a quintic S-curve before performing interpolation.
681 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
682 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
685 Accumulates the absolute value of each noise gradient result.
687 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
691 spread = {x=500, y=500, z=500},
696 flags = "defaults, absvalue"
698 ^ A single noise parameter table can be used to get 2D or 3D noise,
699 when getting 2D noise spread.z is ignored.
704 These tell in what manner the ore is generated.
706 All default ores are of the uniformly-distributed scatter type.
709 Randomly chooses a location and generates a cluster of ore.
711 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
712 that point is greater than the `noise_threshold`, giving the ability to create
713 a non-equal distribution of ore.
716 Creates a sheet of ore in a blob shape according to the 2D perlin noise
717 described by `noise_params` and `noise_threshold`. This is essentially an
718 improved version of the so-called "stratus" ore seen in some unofficial mods.
720 This sheet consists of vertical columns of uniform randomly distributed height,
721 varying between the inclusive range `column_height_min` and `column_height_max`.
722 If `column_height_min` is not specified, this parameter defaults to 1.
723 If `column_height_max` is not specified, this parameter defaults to `clust_size`
724 for reverse compatibility. New code should prefer `column_height_max`.
726 The `column_midpoint_factor` parameter controls the position of the column at which
727 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
728 columns grow equally starting from each direction. `column_midpoint_factor` is a
729 decimal number ranging in value from 0 to 1. If this parameter is not specified,
732 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
735 Creates a sheet of ore in a cloud-like puff shape.
737 As with the `sheet` ore type, the size and shape of puffs are described by
738 `noise_params` and `noise_threshold` and are placed at random vertical positions
739 within the currently generated chunk.
741 The vertical top and bottom displacement of each puff are determined by the noise
742 parameters `np_puff_top` and `np_puff_bottom`, respectively.
746 Creates a deformed sphere of ore according to 3d perlin noise described by
747 `noise_params`. The maximum size of the blob is `clust_size`, and
748 `clust_scarcity` has the same meaning as with the `scatter` type.
751 Creates veins of ore varying in density by according to the intersection of two
752 instances of 3d perlin noise with diffferent seeds, both described by
753 `noise_params`. `random_factor` varies the influence random chance has on
754 placement of an ore inside the vein, which is `1` by default. Note that
755 modifying this parameter may require adjusting `noise_threshhold`.
756 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
757 by this ore type. This ore type is difficult to control since it is sensitive
758 to small changes. The following is a decent set of parameters to work from:
763 spread = {x=200, y=200, z=200},
769 noise_threshhold = 1.6
771 WARNING: Use this ore type *very* sparingly since it is ~200x more
772 computationally expensive than any other ore.
776 See section "Flag Specifier Format".
778 Currently supported flags: `absheight`
781 Also produce this same ore between the height range of `-y_max` and `-y_min`.
783 Useful for having ore in sky realms without having to duplicate ore entries.
786 If set, puff ore generation will not taper down large differences in displacement
787 when approaching the edge of a puff. This flag has no effect for ore types other
790 ### `puff_additive_composition`
791 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
792 negative displacement, the sub-column at that point is not generated. With this
793 attribute set, puff ore generation will instead generate the absolute difference in
794 noise displacement values. This flag has no effect for ore types other than `puff`.
798 The varying types of decorations that can be placed.
800 The default value is `simple`, and is currently the only type supported.
803 Creates a 1 times `H` times 1 column of a specified node (or a random node from
804 a list, if a decoration list is specified). Can specify a certain node it must
805 spawn next to, such as water or lava, for example. Can also generate a
806 decoration of random height between a specified lower and upper bound.
807 This type of decoration is intended for placement of grass, flowers, cacti,
811 Copies a box of `MapNodes` from a specified schematic file (or raw description).
812 Can specify a probability of a node randomly appearing when placed.
813 This decoration type is intended to be used for multi-node sized discrete
814 structures, such as trees, cave spikes, rocks, and so on.
819 A schematic specifier identifies a schematic by either a filename to a
820 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
821 in the form of a table. This table specifies the following fields:
823 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
824 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
825 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
826 * The `data` field is a flat table of MapNode tables making up the schematic,
827 in the order of `[z [y [x]]]`. (required)
828 Each MapNode table contains:
829 * `name`: the name of the map node to place (required)
830 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
831 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
832 * `force_place`: boolean representing if the node should forcibly overwrite any
833 previous contents (default: false)
835 About probability values:
836 * A probability value of `0` or `1` means that node will never appear (0% chance).
837 * A probability value of `254` or `255` means the node will always appear (100% chance).
838 * If the probability value `p` is greater than `1`, then there is a
839 `(p / 256 * 100)` percent chance that node will appear when the schematic is
845 See section "Flag Specifier Format".
847 Currently supported flags: `place_center_x`, `place_center_y`,
848 `place_center_z`, `force_placement`.
850 * `place_center_x`: Placement of this decoration is centered along the X axis.
851 * `place_center_y`: Placement of this decoration is centered along the Y axis.
852 * `place_center_z`: Placement of this decoration is centered along the Z axis.
853 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
858 The position field is used for all element types.
860 To account for differing resolutions, the position coordinates are the percentage
861 of the screen, ranging in value from `0` to `1`.
863 The name field is not yet used, but should contain a description of what the
864 HUD element represents. The direction field is the direction in which something
867 `0` draws from left to right, `1` draws from right to left, `2` draws from
868 top to bottom, and `3` draws from bottom to top.
870 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
871 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
872 Fractional values can be used.
874 The `offset` field specifies a pixel offset from the position. Contrary to position,
875 the offset is not scaled to screen size. This allows for some precisely-positioned
878 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
880 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
882 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
883 in the experimental stages.
886 Displays an image on the HUD.
888 * `scale`: The scale of the image, with 1 being the original texture size.
889 Only the X coordinate scale is used (positive values).
890 Negative values represent that percentage of the screen it
891 should take; e.g. `x=-100` means 100% (width).
892 * `text`: The name of the texture that is displayed.
893 * `alignment`: The alignment of the image.
894 * `offset`: offset in pixels from position.
897 Displays text on the HUD.
899 * `scale`: Defines the bounding rectangle of the text.
900 A value such as `{x=100, y=100}` should work.
901 * `text`: The text to be displayed in the HUD element.
902 * `number`: An integer containing the RGB value of the color used to draw the text.
903 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
904 * `alignment`: The alignment of the text.
905 * `offset`: offset in pixels from position.
908 Displays a horizontal bar made up of half-images.
910 * `text`: The name of the texture that is used.
911 * `number`: The number of half-textures that are displayed.
912 If odd, will end with a vertically center-split texture.
914 * `offset`: offset in pixels from position.
915 * `size`: If used, will force full-image size to this value (override texture pack image size)
918 * `text`: The name of the inventory list to be displayed.
919 * `number`: Number of items in the inventory to be displayed.
920 * `item`: Position of item that is selected.
924 Displays distance to selected world position.
926 * `name`: The name of the waypoint.
927 * `text`: Distance suffix. Can be blank.
928 * `number:` An integer containing the RGB value of the color used to draw the text.
929 * `world_pos`: World position of the waypoint.
931 Representations of simple things
932 --------------------------------
936 {x=num, y=num, z=num}
938 For helper functions see "Vector helpers".
942 * `{type="node", under=pos, above=pos}`
943 * `{type="object", ref=ObjectRef}`
945 Flag Specifier Format
946 ---------------------
947 Flags using the standardized flag specifier format can be specified in either of
948 two ways, by string or table.
950 The string format is a comma-delimited set of flag names; whitespace and
951 unrecognized flag fields are ignored. Specifying a flag in the string sets the
952 flag, and specifying a flag prefixed by the string `"no"` explicitly
953 clears the flag from whatever the default may be.
955 In addition to the standard string flag format, the schematic flags field can
956 also be a table of flag names to boolean values representing whether or not the
957 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
958 is present, mapped to a boolean of any value, the specified flag is unset.
960 E.g. A flag field of value
962 {place_center_x = true, place_center_y=false, place_center_z=true}
966 {place_center_x = true, noplace_center_y=true, place_center_z=true}
968 which is equivalent to
970 "place_center_x, noplace_center_y, place_center_z"
974 "place_center_x, place_center_z"
976 since, by default, no schematic attributes are set.
982 There are three kinds of items: nodes, tools and craftitems.
984 * Node (`register_node`): A node from the world.
985 * Tool (`register_tool`): A tool/weapon that can dig and damage
986 things according to `tool_capabilities`.
987 * Craftitem (`register_craftitem`): A miscellaneous item.
990 Items and item stacks can exist in three formats: Serializes, table format
994 This is called "stackstring" or "itemstring":
996 * e.g. `'default:dirt 5'`
997 * e.g. `'default:pick_wood 21323'`
998 * e.g. `'default:apple'`
1005 {name="default:dirt", count=5, wear=0, metadata=""}
1007 A wooden pick about 1/3 worn out:
1009 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1013 {name="default:apple", count=1, wear=0, metadata=""}
1016 A native C++ format with many helper methods. Useful for converting
1017 between formats. See the Class reference section for details.
1019 When an item must be passed to a function, it can usually be in any of
1025 In a number of places, there is a group table. Groups define the
1026 properties of a thing (item, node, armor of entity, capabilities of
1027 tool) in such a way that the engine and other mods can can interact with
1028 the thing without actually knowing what the thing is.
1031 Groups are stored in a table, having the group names with keys and the
1032 group ratings as values. For example:
1034 groups = {crumbly=3, soil=1}
1037 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1038 -- ^ A more special dirt-kind of thing
1040 Groups always have a rating associated with them. If there is no
1041 useful meaning for a rating for an enabled group, it shall be `1`.
1043 When not defined, the rating of a group defaults to `0`. Thus when you
1044 read groups, you must interpret `nil` and `0` as the same value, `0`.
1046 You can read the rating of a group for an item or a node by using
1048 minetest.get_item_group(itemname, groupname)
1051 Groups of items can define what kind of an item it is (e.g. wool).
1054 In addition to the general item things, groups are used to define whether
1055 a node is destroyable and how long it takes to destroy by a tool.
1057 ### Groups of entities
1058 For entities, groups are, as of now, used only for calculating damage.
1059 The rating is the percentage of damage caused by tools with this damage group.
1060 See "Entity damage mechanism".
1062 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1063 object.set_armor_groups({fleshy=30, cracky=80})
1066 Groups in tools define which groups of nodes and entities they are
1069 ### Groups in crafting recipes
1070 An example: Make meat soup from any meat, any water and any bowl:
1073 output = 'food:meat_soup_raw',
1079 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1082 Another example: Make red wool from white wool and red dye:
1086 output = 'wool:red',
1087 recipe = {'wool:white', 'group:dye,basecolor_red'},
1091 * `immortal`: Disables the group damage system for an entity
1092 * `level`: Can be used to give an additional sense of progression in the game.
1093 * A larger level will cause e.g. a weapon of a lower level make much less
1094 damage, and get worn out much faster, or not be able to get drops
1095 from destroyed nodes.
1096 * `0` is something that is directly accessible at the start of gameplay
1097 * There is no upper limit
1098 * `dig_immediate`: (player can always pick up node without tool wear)
1099 * `2`: node is removed without tool wear after 0.5 seconds or so
1101 * `3`: node is removed without tool wear immediately (torch)
1102 * `disable_jump`: Player (and possibly other things) cannot jump from node
1103 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1104 * `bouncy`: value is bounce speed in percent
1105 * `falling_node`: if there is no walkable block under the node it will fall
1106 * `attached_node`: if the node under it is not a walkable block the node will be
1107 dropped as an item. If the node is wallmounted the wallmounted direction is
1109 * `soil`: saplings will grow on nodes in this group
1110 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1111 connect to each other
1113 ### Known damage and digging time defining groups
1114 * `crumbly`: dirt, sand
1115 * `cracky`: tough but crackable stuff like stone.
1116 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1117 plants, wire, sheets of metal
1118 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1119 * `fleshy`: Living things like animals and the player. This could imply
1120 some blood effects when hitting.
1121 * `explody`: Especially prone to explosions
1122 * `oddly_breakable_by_hand`:
1123 Can be added to nodes that shouldn't logically be breakable by the
1124 hand but are. Somewhat similar to `dig_immediate`, but times are more
1125 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1126 speed of a tool if the tool can dig at a faster speed than this
1127 suggests for the hand.
1129 ### Examples of custom groups
1130 Item groups are often used for defining, well, _groups of items_.
1131 * `meat`: any meat-kind of a thing (rating might define the size or healing
1132 ability or be irrelevant -- it is not defined as of yet)
1133 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1135 * `flammable`: can be set on fire. Rating might define the intensity of the
1136 fire, affecting e.g. the speed of the spreading of an open fire.
1137 * `wool`: any wool (any origin, any color)
1138 * `metal`: any metal
1139 * `weapon`: any weapon
1140 * `heavy`: anything considerably heavy
1142 ### Digging time calculation specifics
1143 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1144 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1145 faster digging time.
1147 The `level` group is used to limit the toughness of nodes a tool can dig
1148 and to scale the digging times / damage to a greater extent.
1150 **Please do understand this**, otherwise you cannot use the system to it's
1153 Tools define their properties by a list of parameters for groups. They
1154 cannot dig other groups; thus it is important to use a standard bunch of
1155 groups to enable interaction with tools.
1157 #### Tools definition
1160 * Full punch interval
1161 * Maximum drop level
1162 * For an arbitrary list of groups:
1163 * Uses (until the tool breaks)
1164 * Maximum level (usually `0`, `1`, `2` or `3`)
1168 #### Full punch interval
1169 When used as a weapon, the tool will do full damage if this time is spent
1170 between punches. If e.g. half the time is spent, the tool will do half
1173 #### Maximum drop level
1174 Suggests the maximum level of node, when dug with the tool, that will drop
1175 it's useful item. (e.g. iron ore to drop a lump of iron).
1177 This is not automated; it is the responsibility of the node definition
1181 Determines how many uses the tool has when it is used for digging a node,
1182 of this group, of the maximum level. For lower leveled nodes, the use count
1183 is multiplied by `3^leveldiff`.
1185 * `uses=10, leveldiff=0`: actual uses: 10
1186 * `uses=10, leveldiff=1`: actual uses: 30
1187 * `uses=10, leveldiff=2`: actual uses: 90
1190 Tells what is the maximum level of a node of this group that the tool will
1194 List of digging times for different ratings of the group, for nodes of the
1197 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1198 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1199 for this group, and unable to dig the rating `1`, which is the toughest.
1200 Unless there is a matching group that enables digging otherwise.
1203 List of damage for groups of entities. See "Entity damage mechanism".
1205 #### Example definition of the capabilities of a tool
1207 tool_capabilities = {
1208 full_punch_interval=1.5,
1211 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1213 damage_groups = {fleshy=2},
1216 This makes the tool be able to dig nodes that fulfil both of these:
1218 * Have the `crumbly` group
1219 * Have a `level` group less or equal to `2`
1221 Table of resulting digging times:
1223 crumbly 0 1 2 3 4 <- level
1225 1 0.80 1.60 1.60 - -
1226 2 0.60 1.20 1.20 - -
1227 3 0.40 0.80 0.80 - -
1229 level diff: 2 1 0 -1 -2
1231 Table of resulting tool uses:
1240 * At `crumbly==0`, the node is not diggable.
1241 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1242 easy nodes to be quickly breakable.
1243 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1245 Entity damage mechanism
1246 -----------------------
1250 foreach group in cap.damage_groups:
1251 damage += cap.damage_groups[group] * limit(actual_interval /
1252 cap.full_punch_interval, 0.0, 1.0)
1253 * (object.armor_groups[group] / 100.0)
1254 -- Where object.armor_groups[group] is 0 for inexistent values
1257 Client predicts damage based on damage groups. Because of this, it is able to
1258 give an immediate response when an entity is damaged or dies; the response is
1259 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1261 Currently a smoke puff will appear when an entity dies.
1263 The group `immortal` completely disables normal damage.
1265 Entities can define a special armor group, which is `punch_operable`. This
1266 group disables the regular damage mechanism for players punching it by hand or
1267 a non-tool item, so that it can do something else than take damage.
1269 On the Lua side, every punch calls:
1271 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1273 This should never be called directly, because damage is usually not handled by
1276 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1277 accessed unless absolutely required, to encourage interoperability.
1278 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1279 * `tool_capabilities` can be `nil`.
1280 * `direction` is a unit vector, pointing from the source of the punch to
1283 To punch an entity/object in Lua, call:
1285 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1287 * Return value is tool wear.
1288 * Parameters are equal to the above callback.
1289 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1290 `direction` will be automatically filled in based on the location of `puncher`.
1294 The instance of a node in the world normally only contains the three values
1295 mentioned in "Nodes". However, it is possible to insert extra data into a
1296 node. It is called "node metadata"; See "`NodeMetaRef`".
1298 Metadata contains two things:
1302 Some of the values in the key-value store are handled specially:
1303 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1304 * `infotext`: Text shown on the screen when the node is pointed at
1308 local meta = minetest.get_meta(pos)
1309 meta:set_string("formspec",
1311 "list[context;main;0,0;8,4;]"..
1312 "list[current_player;main;0,5;8,4;]")
1313 meta:set_string("infotext", "Chest");
1314 local inv = meta:get_inventory()
1315 inv:set_size("main", 8*4)
1316 print(dump(meta:to_table()))
1319 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1320 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1321 [10] = "", [11] = "", [12] = "", [13] = "",
1322 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1323 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1324 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1325 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1329 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1336 Formspec defines a menu. Currently not much else than inventories are
1337 supported. It is a string, with a somewhat strange format.
1339 Spaces and newlines can be inserted between the blocks, as is used in the
1347 list[context;main;0,0;8,4;]
1348 list[current_player;main;0,5;8,4;]
1353 list[context;fuel;2,3;1,1;]
1354 list[context;src;2,1;1,1;]
1355 list[context;dst;5,1;2,2;]
1356 list[current_player;main;0,5;8,4;]
1358 #### Minecraft-like player inventory
1361 image[1,0.6;1,2;player.png]
1362 list[current_player;main;0,3.5;8,4;]
1363 list[current_player;craft;3,0;3,3;]
1364 list[current_player;craftpreview;7,1;1,1;]
1368 #### `size[<W>,<H>,<fixed_size>]`
1369 * Define the size of the menu in inventory slots
1370 * `fixed_size`: `true`/`false` (optional)
1371 * deprecated: `invsize[<W>,<H>;]`
1373 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1374 * Show an inventory list
1376 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1377 * Show an inventory list
1379 #### `listring[<inventory location>;<list name>]`
1380 * Allows to create a ring of inventory lists
1381 * Shift-clicking on items in one element of the ring
1382 * will send them to the next inventory list inside the ring
1383 * The first occurrence of an element inside the ring will
1384 * determine the inventory where items will be sent to
1387 * Shorthand for doing `listring[<inventory location>;<list name>]`
1388 * for the last two inventory lists added by list[...]
1390 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1391 * Sets background color of slots as `ColorString`
1392 * Sets background color of slots on mouse hovering
1394 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1395 * Sets background color of slots as `ColorString`
1396 * Sets background color of slots on mouse hovering
1397 * Sets color of slots border
1399 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1400 * Sets background color of slots as `ColorString`
1401 * Sets background color of slots on mouse hovering
1402 * Sets color of slots border
1403 * Sets default background color of tooltips
1404 * Sets default font color of tooltips
1406 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1407 * Adds tooltip for an element
1408 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1409 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1411 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1413 * Position and size units are inventory slots
1415 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1416 * Show an inventory image of registered item/node
1417 * Position and size units are inventory slots
1419 #### `bgcolor[<color>;<fullscreen>]`
1420 * Sets background color of formspec as `ColorString`
1421 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1423 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1424 * Use a background. Inventory rectangles are not drawn then.
1425 * Position and size units are inventory slots
1426 * Example for formspec 8x4 in 16x resolution: image shall be sized
1427 8 times 16px times 4 times 16px.
1429 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1430 * Use a background. Inventory rectangles are not drawn then.
1431 * Position and size units are inventory slots
1432 * Example for formspec 8x4 in 16x resolution:
1433 image shall be sized 8 times 16px times 4 times 16px
1434 * If `true` the background is clipped to formspec size
1435 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1437 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1438 * Textual password style field; will be sent to server when a button is clicked
1439 * `x` and `y` position the field relative to the top left of the menu
1440 * `w` and `h` are the size of the field
1441 * fields are a set height, but will be vertically centred on `h`
1442 * Position and size units are inventory slots
1443 * `name` is the name of the field as returned in fields to `on_receive_fields`
1444 * `label`, if not blank, will be text printed on the top left above the field
1446 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1447 * Textual field; will be sent to server when a button is clicked
1448 * `x` and `y` position the field relative to the top left of the menu
1449 * `w` and `h` are the size of the field
1450 * fields are a set height, but will be vertically centred on `h`
1451 * Position and size units are inventory slots
1452 * `name` is the name of the field as returned in fields to `on_receive_fields`
1453 * `label`, if not blank, will be text printed on the top left above the field
1454 * `default` is the default value of the field
1455 * `default` may contain variable references such as `${text}'` which
1456 will fill the value from the metadata value `text`
1457 * **Note**: no extra text or more than a single variable is supported ATM.
1459 #### `field[<name>;<label>;<default>]`
1460 * as above, but without position/size units
1461 * special field for creating simple forms, such as sign text input
1462 * must be used without a `size[]` element
1463 * a "Proceed" button will be added automatically
1465 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1466 * same as fields above, but with multi-line input
1468 #### `label[<X>,<Y>;<label>]`
1469 * `x` and `y` work as per field
1470 * `label` is the text on the label
1471 * Position and size units are inventory slots
1473 #### `vertlabel[<X>,<Y>;<label>]`
1474 * Textual label drawn vertically
1475 * `x` and `y` work as per field
1476 * `label` is the text on the label
1477 * Position and size units are inventory slots
1479 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1480 * Clickable button. When clicked, fields will be sent.
1481 * `x`, `y` and `name` work as per field
1482 * `w` and `h` are the size of the button
1483 * `label` is the text on the button
1484 * Position and size units are inventory slots
1486 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1487 * `x`, `y`, `w`, `h`, and `name` work as per button
1488 * `texture name` is the filename of an image
1489 * Position and size units are inventory slots
1491 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1492 * `x`, `y`, `w`, `h`, and `name` work as per button
1493 * `texture name` is the filename of an image
1494 * Position and size units are inventory slots
1495 * `noclip=true` means the image button doesn't need to be within specified formsize
1496 * `drawborder`: draw button border or not
1497 * `pressed texture name` is the filename of an image on pressed state
1499 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1500 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1501 * `item name` is the registered name of an item/node,
1502 tooltip will be made out of its description
1503 to override it use tooltip element
1504 * Position and size units are inventory slots
1506 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1507 * When clicked, fields will be sent and the form will quit.
1509 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1510 * When clicked, fields will be sent and the form will quit.
1512 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1513 * Scrollable item list showing arbitrary text elements
1514 * `x` and `y` position the itemlist relative to the top left of the menu
1515 * `w` and `h` are the size of the itemlist
1516 * `name` fieldname sent to server on doubleclick value is current selected element
1517 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1518 * if you want a listelement to start with "#" write "##".
1520 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1521 * Scrollable itemlist showing arbitrary text elements
1522 * `x` and `y` position the item list relative to the top left of the menu
1523 * `w` and `h` are the size of the item list
1524 * `name` fieldname sent to server on doubleclick value is current selected element
1525 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1526 * if you want a listelement to start with "#" write "##"
1527 * index to be selected within textlist
1528 * `true`/`false`: draw transparent background
1529 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1531 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1532 * show a tab**header** at specific position (ignores formsize)
1533 * `x` and `y` position the itemlist relative to the top left of the menu
1534 * `name` fieldname data is transferred to Lua
1535 * `caption 1`...: name shown on top of tab
1536 * `current_tab`: index of selected tab 1...
1537 * `transparent` (optional): show transparent
1538 * `draw_border` (optional): draw border
1540 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1541 * simple colored semitransparent box
1542 * `x` and `y` position the box relative to the top left of the menu
1543 * `w` and `h` are the size of box
1544 * `color` is color specified as a `ColorString`
1546 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1547 * show a dropdown field
1548 * **Important note**: There are two different operation modes:
1549 1. handle directly on change (only changed dropdown is submitted)
1550 2. read the value on pressing a button (all dropdown values are available)
1551 * `x` and `y` position of dropdown
1553 * fieldname data is transferred to Lua
1554 * items to be shown in dropdown
1555 * index of currently selected dropdown item
1557 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1559 * `x` and `y`: position of checkbox
1560 * `name` fieldname data is transferred to Lua
1561 * `label` to be shown left of checkbox
1562 * `selected` (optional): `true`/`false`
1563 * `tooltip` (optional)
1565 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1567 * there are two ways to use it:
1568 1. handle the changed event (only changed scrollbar is available)
1569 2. read the value on pressing a button (all scrollbars are available)
1570 * `x` and `y`: position of trackbar
1571 * `w` and `h`: width and height
1572 * `orientation`: `vertical`/`horizontal`
1573 * fieldname data is transferred to Lua
1574 * value this trackbar is set to (`0`-`1000`)
1575 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1577 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1578 * show scrollable table using options defined by the previous `tableoptions[]`
1579 * displays cells as defined by the previous `tablecolumns[]`
1580 * `x` and `y`: position the itemlist relative to the top left of the menu
1581 * `w` and `h` are the size of the itemlist
1582 * `name`: fieldname sent to server on row select or doubleclick
1583 * `cell 1`...`cell n`: cell contents given in row-major order
1584 * `selected idx`: index of row to be selected within table (first row = `1`)
1585 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1587 #### `tableoptions[<opt 1>;<opt 2>;...]`
1588 * sets options for `table[]`
1590 * default text color (`ColorString`), defaults to `#FFFFFF`
1591 * `background=#RRGGBB`
1592 * table background color (`ColorString`), defaults to `#000000`
1593 * `border=<true/false>`
1594 * should the table be drawn with a border? (default: `true`)
1595 * `highlight=#RRGGBB`
1596 * highlight background color (`ColorString`), defaults to `#466432`
1597 * `highlight_text=#RRGGBB`
1598 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1599 * `opendepth=<value>`
1600 * all subtrees up to `depth < value` are open (default value = `0`)
1601 * only useful when there is a column of type "tree"
1603 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1604 * sets columns for `table[]`
1605 * types: `text`, `image`, `color`, `indent`, `tree`
1606 * `text`: show cell contents as text
1607 * `image`: cell contents are an image index, use column options to define images
1608 * `colo`: cell contents are a ColorString and define color of following cell
1609 * `indent`: cell contents are a number and define indentation of following cell
1610 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1613 * for `text` and `image`: content alignment within cells.
1614 Available values: `left` (default), `center`, `right`, `inline`
1616 * for `text` and `image`: minimum width in em (default: `0`)
1617 * for `indent` and `tree`: indent width in em (default: `1.5`)
1618 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1619 Exception: defaults to 0 for indent columns
1620 * `tooltip=<value>`: tooltip text (default: empty)
1621 * `image` column options:
1622 * `0=<value>` sets image for image index 0
1623 * `1=<value>` sets image for image index 1
1624 * `2=<value>` sets image for image index 2
1625 * and so on; defined indices need not be contiguous empty or
1626 non-numeric cells are treated as `0`.
1627 * `color` column options:
1628 * `span=<value>`: number of following columns to affect (default: infinite)
1630 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1631 pass key press events to formspec!
1635 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1636 * `"current_player"`: Player to whom the menu is shown
1637 * `"player:<name>"`: Any player
1638 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1639 * `"detached:<name>"`: A detached inventory
1643 `#RGB` defines a color in hexadecimal format.
1645 `#RGBA` defines a color in hexadecimal format and alpha channel.
1647 `#RRGGBB` defines a color in hexadecimal format.
1649 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1651 Named colors are also supported and are equivalent to
1652 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1653 To specify the value of the alpha channel, append `#AA` to the end of the color name
1654 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1655 value must (always) be two hexadecimal digits.
1659 A ColorSpec specifies a 32-bit color. It can be written in either:
1660 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1661 `colorspec = {a=255, r=0, g=255, b=0}`
1662 numerical form, the raw integer value of an ARGB8 quad:
1663 `colorspec = 0xFF00FF00`
1664 or string form, a ColorString (defined above):
1665 `colorspec = "green"`
1670 * `vector.new([x[, y, z]])`: returns a vector.
1671 * `x` is a table or the `x` position.
1673 * `vector.direction(p1, p2)`: returns a vector
1674 * `vector.distance(p1, p2)`: returns a number
1675 * `vector.length(v)`: returns a number
1676 * `vector.normalize(v)`: returns a vector
1677 * `vector.round(v)`: returns a vector
1678 * `vector.apply(v, func)`: returns a vector
1679 * `vector.equals(v1, v2)`: returns a boolean
1681 For the following functions `x` can be either a vector or a number:
1683 * `vector.add(v, x)`: returns a vector
1684 * `vector.subtract(v, x)`: returns a vector
1685 * `vector.multiply(v, x)`: returns a vector
1686 * `vector.divide(v, x)`: returns a vector
1690 * `dump2(obj, name="_", dumped={})`
1691 * Return object serialized as a string, handles reference loops
1692 * `dump(obj, dumped={})`
1693 * Return object serialized as a string
1694 * `math.hypot(x, y)`
1695 * Get the hypotenuse of a triangle with legs x and y.
1696 Useful for distance calculation.
1697 * `math.sign(x, tolerance)`
1698 * Get the sign of a number.
1699 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1700 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1701 * sep_is_pattern=false)`
1702 * If `max_splits` is negative, do not limit splits.
1703 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1704 * e.g. `string:split("a,b", ",") == {"a","b"}`
1706 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1707 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1708 * Convert position to a printable string
1709 * `minetest.string_to_pos(string)`: returns a position
1710 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1711 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1712 * Converts a string representing an area box into two positions
1713 * `minetest.formspec_escape(string)`: returns a string
1714 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1715 * `minetest.is_yes(arg)`
1716 * returns whether `arg` can be interpreted as yes
1717 * `minetest.get_us_time()`
1718 * returns time with microsecond precision
1719 * `table.copy(table)`: returns a table
1720 * returns a deep copy of `table`
1722 `minetest` namespace reference
1723 ------------------------------
1727 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1728 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1729 * Useful for loading additional `.lua` modules or static data from mod
1730 * `minetest.get_modnames()`: returns a list of installed mods
1731 * Return a list of installed mods, sorted alphabetically
1732 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1733 * Useful for storing custom data
1734 * `minetest.is_singleplayer()`
1735 * `minetest.features`
1736 * Table containing API feature flags: `{foo=true, bar=true}`
1737 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1738 * `arg`: string or table in format `{foo=true, bar=true}`
1739 * `missing_features`: `{foo=true, bar=true}`
1740 * `minetest.get_player_information(player_name)`: returns a table containing
1741 information about player. Example return value:
1743 address = "127.0.0.1", -- IP address of client
1744 ip_version = 4, -- IPv4 / IPv6
1745 min_rtt = 0.01, -- minimum round trip time
1746 max_rtt = 0.2, -- maximum round trip time
1747 avg_rtt = 0.02, -- average round trip time
1748 min_jitter = 0.01, -- minimum packet time jitter
1749 max_jitter = 0.5, -- maximum packet time jitter
1750 avg_jitter = 0.03, -- average packet time jitter
1751 connection_uptime = 200, -- seconds since client connected
1753 -- following information is available on debug build only!!!
1754 -- DO NOT USE IN MODS
1755 --ser_vers = 26, -- serialization version used by client
1756 --prot_vers = 23, -- protocol version used by client
1757 --major = 0, -- major version number
1758 --minor = 4, -- minor version number
1759 --patch = 10, -- patch version number
1760 --vers_string = "0.4.9-git", -- full version string
1761 --state = "Active" -- current client state
1763 * `minetest.mkdir(path)`: returns success.
1764 * Creates a directory specified by `path`, creating parent directories
1765 if they don't exist.
1766 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1768 * nil: return all entries,
1769 * true: return only subdirectory names, or
1770 * false: return only file names.
1773 * `minetest.debug(line)`
1774 * Always printed to `stderr` and logfile (`print()` is redirected here)
1775 * `minetest.log(line)`
1776 * `minetest.log(loglevel, line)`
1777 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1779 ### Registration functions
1780 Call these functions only at load time!
1782 * `minetest.register_entity(name, prototype table)`
1783 * `minetest.register_abm(abm definition)`
1784 * `minetest.register_node(name, node definition)`
1785 * `minetest.register_tool(name, item definition)`
1786 * `minetest.register_craftitem(name, item definition)`
1787 * `minetest.register_alias(name, convert_to)`
1788 * `minetest.register_craft(recipe)`
1789 * `minetest.register_ore(ore definition)`
1790 * `minetest.register_decoration(decoration definition)`
1791 * `minetest.override_item(name, redefinition)`
1792 * Overrides fields of an item registered with register_node/tool/craftitem.
1793 * Note: Item must already be defined, (opt)depend on the mod defining it.
1794 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1796 * `minetest.clear_registered_ores()`
1797 * `minetest.clear_registered_decorations()`
1799 ### Global callback registration functions
1800 Call these functions only at load time!
1802 * `minetest.register_globalstep(func(dtime))`
1803 * Called every server step, usually interval of 0.1s
1804 * `minetest.register_on_shutdown(func())`
1805 * Called before server shutdown
1806 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1807 callbacks **will likely not be run**. Data should be saved at
1808 semi-frequent intervals as well as on server shutdown.
1809 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1810 * Called when a node has been placed
1811 * If return `true` no item is taken from `itemstack`
1812 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1814 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1815 * Called when a node has been dug.
1816 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1818 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1819 * Called when a node is punched
1820 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1821 * Called after generating a piece of world. Modifying nodes inside the area
1822 is a bit faster than usually.
1823 * `minetest.register_on_newplayer(func(ObjectRef))`
1824 * Called after a new player has been created
1825 * `minetest.register_on_dieplayer(func(ObjectRef))`
1826 * Called when a player dies
1827 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1828 * Called when a player is punched
1829 * `player` - ObjectRef - Player that was punched
1830 * `hitter` - ObjectRef - Player that hit
1831 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1832 * `tool_capabilities`: capability table of used tool (can be nil)
1833 * `dir`: unit vector of direction of punch. Always defined. Points from
1834 the puncher to the punched.
1835 * `damage` - number that represents the damage calculated by the engine
1836 * should return `true` to prevent the default damage mechanism
1837 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1838 * Called when the player gets damaged or healed
1839 * `player`: ObjectRef of the player
1840 * `hp_change`: the amount of change. Negative when it is damage.
1841 * `modifier`: when true, the function should return the actual hp_change.
1842 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1843 modifiers can return true as a second argument to stop the execution of further functions.
1844 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1845 * Called when player is to be respawned
1846 * Called _before_ repositioning of player occurs
1847 * return true in func to disable regular player placement
1848 * `minetest.register_on_prejoinplayer(func(name, ip))`
1849 * Called before a player joins the game
1850 * If it returns a string, the player is disconnected with that string as reason
1851 * `minetest.register_on_joinplayer(func(ObjectRef))`
1852 * Called when a player joins the game
1853 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1854 * Called when a player leaves the game
1855 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1856 * Called when a player cheats
1857 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1858 * `"moved_too_fast"`
1859 * `"interacted_too_far"`
1860 * `"finished_unknown_dig"`
1863 * `minetest.register_on_chat_message(func(name, message))`
1864 * Called always when a player says something
1865 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1866 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1867 * Called when a button is pressed in player's inventory form
1868 * Newest functions are called first
1869 * If function returns `true`, remaining functions are not called
1870 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1871 * Called when `player` crafts something
1872 * `itemstack` is the output
1873 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1874 * `craft_inv` is the inventory with the crafting grid
1875 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1876 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1877 * The same as before, except that it is called before the player crafts, to make
1878 craft prediction, and it should not change anything.
1879 * `minetest.register_on_protection_violation(func(pos, name))`
1880 * Called by `builtin` and mods when a player violates protection at a position
1881 (eg, digs a node or punches a protected entity).
1882 * The registered functions can be called using `minetest.record_protection_violation`
1883 * The provided function should check that the position is protected by the mod
1884 calling this function before it prints a message, if it does, to allow for
1885 multiple protection mods.
1886 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1887 * Called when an item is eaten, by `minetest.item_eat`
1888 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1890 ### Other registration functions
1891 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1892 * `minetest.register_privilege(name, definition)`
1893 * `definition`: `"description text"`
1894 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1895 * `minetest.register_authentication_handler(handler)`
1896 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1899 * `minetest.setting_set(name, value)`
1900 * Setting names can't contain whitespace or any of `="{}#`.
1901 * Setting values can't contain the sequence `\n"""`.
1902 * Setting names starting with "secure." can't be set.
1903 * `minetest.setting_get(name)`: returns string or `nil`
1904 * `minetest.setting_setbool(name, value)`
1905 * See documentation on `setting_set` for restrictions.
1906 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1907 * `minetest.setting_get_pos(name)`: returns position or nil
1908 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1911 * `minetest.notify_authentication_modified(name)`
1912 * Should be called by the authentication handler if privileges changes.
1913 * To report everybody, set `name=nil`.
1914 * `minetest.get_password_hash(name, raw_password)`
1915 * Convert a name-password pair to a password hash that Minetest can use
1916 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1917 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1918 * Convert between two privilege representations
1919 * `minetest.set_player_password(name, password_hash)`
1920 * `minetest.set_player_privs(name, {priv1=true,...})`
1921 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1922 * `minetest.auth_reload()`
1923 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1924 * A quickhand for checking privileges
1925 * `minetest.get_player_ip(name)`: returns an IP address string
1927 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1928 and `minetest.auth_reload` call the authetification handler.
1931 * `minetest.chat_send_all(text)`
1932 * `minetest.chat_send_player(name, text)`
1934 ### Environment access
1935 * `minetest.set_node(pos, node)`
1936 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1937 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1938 * `minetest.swap_node(pos, node`
1939 * Set node at position, but don't remove metadata
1940 * `minetest.remove_node(pos)`
1941 * Equivalent to `set_node(pos, "air")`
1942 * `minetest.get_node(pos)`
1943 * Returns `{name="ignore", ...}` for unloaded area
1944 * `minetest.get_node_or_nil(pos)`
1945 * Returns `nil` for unloaded area
1946 * `minetest.get_node_light(pos, timeofday)`
1947 * Gets the light value at the given position. Note that the light value
1948 "inside" the node at the given position is returned, so you usually want
1949 to get the light value of a neighbor.
1950 * `pos`: The position where to measure the light.
1951 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1952 * Returns a number between `0` and `15` or `nil`
1953 * `minetest.place_node(pos, node)`
1954 * Place node with the same effects that a player would cause
1955 * `minetest.dig_node(pos)`
1956 * Dig node with the same effects that a player would cause
1957 * Returns `true` if successful, `false` on failure (e.g. protected location)
1958 * `minetest.punch_node(pos)`
1959 * Punch node with the same effects that a player would cause
1961 * `minetest.find_nodes_with_meta(pos1, pos2)`
1962 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
1963 * `minetest.get_meta(pos)`
1964 * Get a `NodeMetaRef` at that position
1965 * `minetest.get_node_timer(pos)`
1966 * Get `NodeTimerRef`
1968 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1969 * Returns `ObjectRef`, or `nil` if failed
1970 * `minetest.add_item(pos, item)`: Spawn item
1971 * Returns `ObjectRef`, or `nil` if failed
1972 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1973 * `minetest.get_objects_inside_radius(pos, radius)`
1974 * `minetest.set_timeofday(val)`
1975 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1976 * `minetest.get_timeofday()`
1977 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1978 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1979 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1980 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1981 * returns as second value a table with the count of the individual nodes found
1982 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1983 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
1984 * returned positions are nodes with a node air above
1985 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1986 * `minetest.get_perlin(noiseparams)`
1987 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1988 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1989 * `minetest.get_voxel_manip([pos1, pos2])`
1990 * Return voxel manipulator object.
1991 * Loads the manipulator from the map if positions are passed.
1992 * `minetest.set_gen_notify(flags, {deco_ids})`
1993 * Set the types of on-generate notifications that should be collected
1994 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1995 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1996 * The second parameter is a list of IDS of decorations which notification is requested for
1997 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
1998 * `minetest.get_mapgen_object(objectname)`
1999 * Return requested mapgen object if available (see "Mapgen objects")
2000 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2001 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2002 * `minetest.set_mapgen_params(MapgenParams)`
2003 * Set map generation parameters
2004 * Function cannot be called after the registration period; only initialization
2005 and `on_mapgen_init`
2006 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2008 * Leave field unset to leave that parameter unchanged
2009 * `flags` contains a comma-delimited string of flags to set,
2010 or if the prefix `"no"` is attached, clears instead.
2011 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2012 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2013 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2014 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2015 should be applied to the default config or current active config
2016 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2017 * `minetest.generate_ores(vm, pos1, pos2)`
2018 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2019 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2020 * `minetest.generate_decorations(vm, pos1, pos2)`
2021 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2022 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2023 * `minetest.clear_objects()`
2024 * clear all objects in the environments
2025 * `minetest.emerge_area(pos1, pos2)`
2026 * queues all mapblocks in the area from pos1 to pos2, inclusive, for emerge
2027 * i.e. asynchronously loads blocks from disk, or if inexistent, generates them
2028 * `minetest.delete_area(pos1, pos2)`
2029 * delete all mapblocks in the area from pos1 to pos2, inclusive
2030 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2031 * Check if there is a direct line of sight between `pos1` and `pos2`
2032 * Returns the position of the blocking node when `false`
2033 * `pos1`: First position
2034 * `pos2`: Second position
2035 * `stepsize`: smaller gives more accurate results but requires more computing
2036 time. Default is `1`.
2037 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2038 * returns table containing path
2039 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2040 * `pos1`: start position
2041 * `pos2`: end position
2042 * `searchdistance`: number of blocks to search in each direction
2043 * `max_jump`: maximum height difference to consider walkable
2044 * `max_drop`: maximum height difference to consider droppable
2045 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2046 * `minetest.spawn_tree (pos, {treedef})`
2047 * spawns L-System tree at given `pos` with definition in `treedef` table
2048 * `minetest.transforming_liquid_add(pos)`
2049 * add node to liquid update queue
2050 * `minetest.get_node_max_level(pos)`
2051 * get max available level for leveled node
2052 * `minetest.get_node_level(pos)`
2053 * get level of leveled node (water, snow)
2054 * `minetest.set_node_level(pos, level)`
2055 * set level of leveled node, default `level` equals `1`
2056 * if `totallevel > maxlevel`, returns rest (`total-max`).
2057 * `minetest.add_node_level(pos, level)`
2058 * increase level of leveled node by level, default `level` equals `1`
2059 * if `totallevel > maxlevel`, returns rest (`total-max`)
2060 * can be negative for decreasing
2063 `minetest.get_inventory(location)`: returns an `InvRef`
2066 * `{type="player", name="celeron55"}`
2067 * `{type="node", pos={x=, y=, z=}}`
2068 * `{type="detached", name="creative"}`
2069 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2070 * callbacks: See "Detached inventory callbacks"
2071 * Creates a detached inventory. If it already exists, it is cleared.
2072 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2073 returns left over ItemStack
2074 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2077 * `minetest.show_formspec(playername, formname, formspec)`
2078 * `playername`: name of player to show formspec
2079 * `formname`: name passed to `on_player_receive_fields` callbacks.
2080 It should follow the `"modname:<whatever>"` naming convention
2081 * `formspec`: formspec to display
2082 * `minetest.formspec_escape(string)`: returns a string
2083 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2084 * `minetest.explode_table_event(string)`: returns a table
2085 * returns e.g. `{type="CHG", row=1, column=2}`
2087 * `"INV"`: no row selected)
2088 * `"CHG"`: selected)
2089 * `"DCL"`: double-click
2090 * `minetest.explode_textlist_event(string)`: returns a table
2091 * returns e.g. `{type="CHG", index=1}`
2093 * `"INV"`: no row selected)
2094 * `"CHG"`: selected)
2095 * `"DCL"`: double-click
2096 * `minetest.explode_scrollbar_event(string)`: returns a table
2097 * returns e.g. `{type="CHG", value=500}`
2099 * `"INV"`: something failed
2100 * `"CHG"`: has been changed
2101 * `"VAL"`: not changed
2104 * `minetest.inventorycube(img1, img2, img3)`
2105 * Returns a string for making an image of a cube (useful as an item image)
2106 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2107 * Get position of a `pointed_thing` (that you can get from somewhere)
2108 * `minetest.dir_to_facedir(dir, is6d)`
2109 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2110 * passing something non-`nil`/`false` for the optional second parameter causes it to
2111 take the y component into account
2112 * `minetest.facedir_to_dir(facedir)`
2113 * Convert a facedir back into a vector aimed directly out the "back" of a node
2114 * `minetest.dir_to_wallmounted(dir)`
2115 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2116 * `minetest.get_node_drops(nodename, toolname)`
2117 * Returns list of item names.
2118 * **Note**: This will be removed or modified in a future version.
2119 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2120 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2121 * `input.width` = for example `3`
2122 * `input.items` = for example
2123 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2124 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2125 * `output.time` = a number, if unsuccessful: `0`
2126 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2127 `decremented_input.items`
2128 * `decremented_input` = like `input`
2129 * `minetest.get_craft_recipe(output)`: returns input
2130 * returns last registered recipe for output item (node)
2131 * `output` is a node or item type such as `"default:torch"`
2132 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2133 * `input.width` = for example `3`
2134 * `input.items` = for example
2135 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2136 * `input.items` = `nil` if no recipe found
2137 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2138 * returns indexed table with all registered recipes for query item (node)
2139 or `nil` if no recipe was found
2140 * recipe entry table:
2142 method = 'normal' or 'cooking' or 'fuel'
2143 width = 0-3, 0 means shapeless recipe
2144 items = indexed [1-9] table with recipe items
2145 output = string with item name and quantity
2147 * Example query for `"default:gold_ingot"` will return table:
2149 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2150 items = {1 = "default:gold_lump"}},
2151 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2152 items = {1 = "default:goldblock"}}
2154 * `minetest.handle_node_drops(pos, drops, digger)`
2155 * `drops`: list of itemstrings
2156 * Handles drops from nodes after digging: Default action is to put them into
2158 * Can be overridden to get different functionality (e.g. dropping items on
2162 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2163 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2164 * Find who has done something to a node, or near a node
2165 * `actor`: `"player:<name>"`, also `"liquid"`.
2166 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2167 * Revert latest actions of someone
2168 * `actor`: `"player:<name>"`, also `"liquid"`.
2170 ### Defaults for the `on_*` item definition functions
2171 These functions return the leftover itemstack.
2173 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2174 * Place item as a node
2175 * `param2` overrides `facedir` and wallmounted `param2`
2176 * returns `itemstack, success`
2177 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2179 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2180 * Use one of the above based on what the item is.
2181 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2182 * **Note**: is not called when wielded item overrides `on_place`
2183 * `param2` overrides `facedir` and wallmounted `param2`
2184 * returns `itemstack, success`
2185 * `minetest.item_drop(itemstack, dropper, pos)`
2187 * `minetest.item_eat(hp_change, replace_with_item)`
2189 * `replace_with_item` is the itemstring which is added to the inventory.
2190 If the player is eating a stack, then replace_with_item goes to a
2191 different spot. Can be `nil`
2192 * See `minetest.do_item_eat`
2194 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2195 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2196 * Calls functions registered by `minetest.register_on_punchnode()`
2197 * `minetest.node_dig(pos, node, digger)`
2198 * Checks if node can be dug, puts item into inventory, removes node
2199 * Calls functions registered by `minetest.registered_on_dignodes()`
2202 * `minetest.sound_play(spec, parameters)`: returns a handle
2203 * `spec` is a `SimpleSoundSpec`
2204 * `parameters` is a sound parameter table
2205 * `minetest.sound_stop(handle)`
2208 * `minetest.after(time, func, ...)`
2209 * Call the function `func` after `time` seconds
2210 * Optional: Variable number of arguments that are passed to `func`
2213 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2214 and `reconnect` == true displays a reconnect button.
2215 * `minetest.get_server_status()`: returns server status string
2218 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2219 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2220 * `minetest.ban_player(name)`: ban a player
2221 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2222 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2225 * `minetest.add_particle(particle definition)`
2226 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2227 size, collisiondetection, texture, playername)`
2229 * `minetest.add_particlespawner(particlespawner definition)`
2230 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2231 * Returns an `id`, and -1 if adding didn't succeed
2232 * `Deprecated: minetest.add_particlespawner(amount, time,
2236 minexptime, maxexptime,
2238 collisiondetection, texture, playername)`
2240 * `minetest.delete_particlespawner(id, player)``
2241 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2242 * If playername is specified, only deletes on the player's client,
2243 * otherwise on all clients
2246 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2247 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2248 * Apply the specified probability values to the specified nodes in `probability_list`.
2249 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2250 * `pos` is the 3D vector specifying the absolute coordinates of the
2251 node being modified,
2252 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2253 * If there are two or more entries with the same pos value, the
2255 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2256 * If `probability_list` equals `nil`, no probabilities are applied.
2257 * Slice probability works in the same manner, except takes a field
2258 called `ypos` instead which
2259 indicates the y position of the slice with a probability applied.
2260 * If slice probability list equals `nil`, no slice probabilities are applied.
2261 * Saves schematic in the Minetest Schematic format to filename.
2263 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2264 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2265 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2266 * If the `rotation` parameter is omitted, the schematic is not rotated.
2267 * `replacements` = `{["old_name"] = "convert_to", ...}`
2268 * `force_placement` is a boolean indicating whether nodes other than `air` and
2269 `ignore` are replaced by the schematic
2271 * `minetest.serialize_schematic(schematic, format, options)`
2272 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2273 * in the `format` of either "mts" or "lua".
2274 * "mts" - a string containing the binary MTS data used in the MTS file format
2275 * "lua" - a string containing Lua code representing the schematic in table format
2276 * `options` is a table containing the following optional parameters:
2277 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2278 * position comments for every X row generated in the schematic data for easier reading.
2279 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2280 * will use that number of spaces as indentation instead of a tab character.
2283 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2284 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2285 * Gives a unique hash number for a node position (16+16+16=48bit)
2286 * `minetest.get_position_from_hash(hash)`: returns a position
2287 * Inverse transform of `minetest.hash_node_position`
2288 * `minetest.get_item_group(name, group)`: returns a rating
2289 * Get rating of a group of an item. (`0` means: not in group)
2290 * `minetest.get_node_group(name, group)`: returns a rating
2291 * Deprecated: An alias for the former.
2292 * `minetest.raillike_group(name)`: returns a rating
2293 * Returns rating of the connect_to_raillike group corresponding to name
2294 * If name is not yet the name of a connect_to_raillike group, a new group id
2295 * is created, with that name
2296 * `minetest.get_content_id(name)`: returns an integer
2297 * Gets the internal content ID of `name`
2298 * `minetest.get_name_from_content_id(content_id)`: returns a string
2299 * Gets the name of the content with that content ID
2300 * `minetest.parse_json(string[, nullvalue])`: returns something
2301 * Convert a string containing JSON data into the Lua equivalent
2302 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2303 * On success returns a table, a string, a number, a boolean or `nullvalue`
2304 * On failure outputs an error message and returns `nil`
2305 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2306 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2307 * Convert a Lua table into a JSON string
2308 * styled: Outputs in a human-readable format if this is set, defaults to false
2309 * Unserializable things like functions and userdata are saved as null.
2310 * **Warning**: JSON is more strict than the Lua table format.
2311 1. You can only use strings and positive integers of at least one as keys.
2312 2. You can not mix string and integer keys.
2313 This is due to the fact that JSON has two distinct array and object values.
2314 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2315 * `minetest.serialize(table)`: returns a string
2316 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2317 into string form readable by `minetest.deserialize`
2318 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2319 * `minetest.deserialize(string)`: returns a table
2320 * Convert a string returned by `minetest.deserialize` into a table
2321 * `string` is loaded in an empty sandbox environment.
2322 * Will load functions, but they cannot access the global environment.
2323 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2324 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2325 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2326 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2327 * Compress a string of data.
2328 * `method` is a string identifying the compression method to be used.
2329 * Supported compression methods:
2330 * Deflate (zlib): `"deflate"`
2331 * `...` indicates method-specific arguments. Currently defined arguments are:
2332 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2333 * `minetest.decompress(compressed_data, method, ...)`: returns data
2334 * Decompress a string of data (using ZLib).
2335 * See documentation on `minetest.compress()` for supported compression methods.
2336 * currently supported.
2337 * `...` indicates method-specific arguments. Currently, no methods use this.
2338 * `minetest.is_protected(pos, name)`: returns boolean
2339 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2340 actions, defineable by mods, due to some mod-defined ownership-like concept.
2341 Returns false or nil, if the player is allowed to do such actions.
2342 * This function should be overridden by protection mods and should be used to
2343 check if a player can interact at a position.
2344 * This function should call the old version of itself if the position is not
2345 protected by the mod.
2348 local old_is_protected = minetest.is_protected
2349 function minetest.is_protected(pos, name)
2350 if mymod:position_protected_from(pos, name) then
2353 return old_is_protected(pos, name)
2355 * `minetest.record_protection_violation(pos, name)`
2356 * This function calls functions registered with
2357 `minetest.register_on_protection_violation`.
2358 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2359 * Attempt to predict the desired orientation of the facedir-capable node
2360 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2361 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2362 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2363 is an optional table containing extra tweaks to the placement code:
2364 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2365 orientation on the wall.
2366 * `force_wall` : if `true`, always place the node in wall orientation.
2367 * `force_ceiling`: if `true`, always place on the ceiling.
2368 * `force_floor`: if `true`, always place the node on the floor.
2369 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2370 the floor or ceiling
2371 * The first four options are mutually-exclusive; the last in the list takes
2372 precedence over the first.
2373 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2374 * calls `rotate_and_place()` with infinitestacks set according to the state of
2375 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2378 * `minetest.forceload_block(pos)`
2379 * forceloads the position `pos`.
2380 * returns `true` if area could be forceloaded
2381 * Please note that forceloaded areas are saved when the server restarts.
2383 * `minetest.forceload_free_block(pos)`
2384 * stops forceloading the position `pos`
2386 * `minetest.request_insecure_environment()`: returns an environment containing
2387 insecure functions if the calling mod has been listed as trusted in the
2388 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2389 * Only works at init time.
2390 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2393 * `minetest.global_exists(name)`
2394 * Checks if a global variable has been set, without triggering a warning.
2397 * `minetest.env`: `EnvRef` of the server environment and world.
2398 * Any function in the minetest namespace can be called using the syntax
2399 `minetest.env:somefunction(somearguments)`
2400 instead of `minetest.somefunction(somearguments)`
2401 * Deprecated, but support is not to be dropped soon
2404 * `minetest.registered_items`
2405 * Map of registered items, indexed by name
2406 * `minetest.registered_nodes`
2407 * Map of registered node definitions, indexed by name
2408 * `minetest.registered_craftitems`
2409 * Map of registered craft item definitions, indexed by name
2410 * `minetest.registered_tools`
2411 * Map of registered tool definitions, indexed by name
2412 * `minetest.registered_entities`
2413 * Map of registered entity prototypes, indexed by name
2414 * `minetest.object_refs`
2415 * Map of object references, indexed by active object id
2416 * `minetest.luaentities`
2417 * Map of Lua entities, indexed by active object id
2418 * `minetest.registered_ores`
2419 * List of registered ore definitions.
2420 * `minetest.registered_decorations`
2421 * List of registered decoration definitions.
2427 Node metadata: reference extra data and functionality stored in a node.
2428 Can be gotten via `minetest.get_meta(pos)`.
2431 * `set_string(name, value)`
2432 * `get_string(name)`
2433 * `set_int(name, value)`
2435 * `set_float(name, value)`
2437 * `get_inventory()`: returns `InvRef`
2438 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2439 * `from_table(nil or {})`
2440 * See "Node Metadata"
2443 Node Timers: a high resolution persistent per-node timer.
2444 Can be gotten via `minetest.get_node_timer(pos)`.
2447 * `set(timeout,elapsed)`
2448 * set a timer's state
2449 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2450 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2451 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2454 * equivalent to `set(timeout,0)`
2457 * `get_timeout()`: returns current timeout in seconds
2458 * if `timeout` equals `0`, timer is inactive
2459 * `get_elapsed()`: returns current elapsed time in seconds
2460 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2461 * `is_started()`: returns boolean state of timer
2462 * returns `true` if timer is started, otherwise `false`
2465 Moving things in the game are generally these.
2467 This is basically a reference to a C++ `ServerActiveObject`
2470 * `remove()`: remove object (after returning from Lua)
2471 * Note: Doesn't work on players, use minetest.kick_player instead
2472 * `getpos()`: returns `{x=num, y=num, z=num}`
2473 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2474 * `moveto(pos, continuous=false)`: interpolated move
2475 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2476 * `puncher` = another `ObjectRef`,
2477 * `time_from_last_punch` = time since last punch action of the puncher
2478 * `direction`: can be `nil`
2479 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2480 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2481 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2482 * `get_inventory()`: returns an `InvRef`
2483 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2484 * `get_wield_index()`: returns the index of the wielded item
2485 * `get_wielded_item()`: returns an `ItemStack`
2486 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2487 * `set_armor_groups({group1=rating, group2=rating, ...})`
2488 * `get_armor_groups()`: returns a table with the armor group ratings
2489 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2490 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2491 * `set_attach(parent, bone, position, rotation)`
2493 * `position`: `{x=num, y=num, z=num}` (relative)
2494 * `rotation`: `{x=num, y=num, z=num}`
2495 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2497 * `set_bone_position(bone, position, rotation)`
2499 * `position`: `{x=num, y=num, z=num}` (relative)
2500 * `rotation`: `{x=num, y=num, z=num}`
2501 * `get_bone_position(bone)`: returns position and rotation of the bone
2502 * `set_properties(object property table)`
2503 * `get_properties()`: returns object property table
2504 * `is_player()`: returns true for players, false otherwise
2506 ##### LuaEntitySAO-only (no-op for other objects)
2507 * `setvelocity({x=num, y=num, z=num})`
2508 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2509 * `setacceleration({x=num, y=num, z=num})`
2510 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2512 * `getyaw()`: returns number in radians
2513 * `settexturemod(mod)`
2514 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2515 select_horiz_by_yawpitch=false)`
2516 * Select sprite from spritesheet with optional animation and DM-style
2517 texture selection based on yaw relative to camera
2518 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2521 ##### Player-only (no-op for other objects)
2522 * `get_player_name()`: returns `""` if is not a player
2523 * `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
2524 * `get_look_dir()`: get camera direction as a unit vector
2525 * `get_look_pitch()`: pitch in radians
2526 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2527 * `set_look_pitch(radians)`: sets look pitch
2528 * `set_look_yaw(radians)`: sets look yaw
2529 * `get_breath()`: returns players breath
2530 * `set_breath(value)`: sets players breath
2532 * `0`: player is drowning,
2533 * `1`-`10`: remaining number of bubbles
2534 * `11`: bubbles bar is not shown
2535 * `set_inventory_formspec(formspec)`
2536 * Redefine player's inventory form
2537 * Should usually be called in on_joinplayer
2538 * `get_inventory_formspec()`: returns a formspec string
2539 * `get_player_control()`: returns table with player pressed keys
2540 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2541 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2542 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2543 * `set_physics_override(override_table)`
2544 * `override_table` is a table with the following fields:
2545 * `speed`: multiplier to default walking speed value (default: `1`)
2546 * `jump`: multiplier to default jump value (default: `1`)
2547 * `gravity`: multiplier to default gravity value (default: `1`)
2548 * `sneak`: whether player can sneak (default: `true`)
2549 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2550 * `get_physics_override()`: returns the table given to set_physics_override
2551 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2553 * `hud_remove(id)`: remove the HUD element of the specified id
2554 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2555 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2556 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2557 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2558 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2559 * pass a table containing a `true`/`false` value of each flag to be set or unset
2560 * if a flag equals `nil`, the flag is not modified
2561 * note that setting `minimap` modifies the client's permission to view the minimap -
2562 * the client may locally elect to not view the minimap
2563 * `hud_get_flags()`: returns a table containing status of hud flags
2564 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2565 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2566 * `count`: number of items, must be between `1` and `23`
2567 * `hud_get_hotbar_itemcount`: returns number of visible items
2568 * `hud_set_hotbar_image(texturename)`
2569 * sets background image for hotbar
2570 * `hud_get_hotbar_image`: returns texturename
2571 * `hud_set_hotbar_selected_image(texturename)`
2572 * sets image for selected item of hotbar
2573 * `hud_get_hotbar_selected_image`: returns texturename
2574 * `hud_replace_builtin(name, hud_definition)`
2575 * replace definition of a builtin hud element
2576 * `name`: `"breath"` or `"health"`
2577 * `hud_definition`: definition to replace builtin definition
2578 * `set_sky(bgcolor, type, {texture names})`
2579 * `bgcolor`: ColorSpec, defaults to white
2581 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2582 * `"skybox"`: Uses 6 textures, `bgcolor` used
2583 * `"plain"`: Uses 0 textures, `bgcolor` used
2584 * **Note**: currently does not work directly in `on_joinplayer`; use
2585 `minetest.after(0)` in there.
2586 * `get_sky()`: returns bgcolor, type and a table with the textures
2587 * `override_day_night_ratio(ratio or nil)`
2588 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2589 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2590 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2591 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2593 set animation for player model in third person view
2595 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2596 {x=168, y=187}, -- < walk animation key frames
2597 {x=189, y=198}, -- < dig animation key frames
2598 {x=200, y=219}, -- < walk+dig animation key frames
2599 frame_speed=30): -- < animation frame speed
2600 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2601 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2602 * in first person view
2603 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2604 * `get_eye_offset()`: returns offset_first and offset_third
2605 * `get_nametag_attributes()`
2606 * returns a table with the attributes of the nametag of the player
2608 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2610 * `set_nametag_attributes(attributes)`
2611 * sets the attributes of the nametag of the player
2618 An `InvRef` is a reference to an inventory.
2621 * `is_empty(listname)`: return `true` if list is empty
2622 * `get_size(listname)`: get size of a list
2623 * `set_size(listname, size)`: set size of a list
2624 * returns `false` on error (e.g. invalid `listname` or `size`)
2625 * `get_width(listname)`: get width of a list
2626 * `set_width(listname, width)`: set width of list; currently used for crafting
2627 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2628 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2629 * `get_list(listname)`: return full list
2630 * `set_list(listname, list)`: set full list (size will not change)
2631 * `get_lists()`: returns list of inventory lists
2632 * `set_lists(lists)`: sets inventory lists (size will not change)
2633 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2634 * `room_for_item(listname, stack):` returns `true` if the stack of items
2635 can be fully added to the list
2636 * `contains_item(listname, stack)`: returns `true` if the stack of items
2637 can be fully taken from the list
2638 * `remove_item(listname, stack)`: take as many items as specified from the list,
2639 returns the items that were actually removed (as an `ItemStack`) -- note that
2640 any item metadata is ignored, so attempting to remove a specific unique
2641 item this way will likely remove the wrong one -- to do that use `set_stack`
2642 with an empty `ItemStack`
2643 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2644 * returns `{type="undefined"}` in case location is not known
2647 A fast access data structure to store areas, and find areas near a given position or area.
2648 Every area has a `data` string attribute to store additional information.
2649 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2650 If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
2653 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2654 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2655 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2656 * `insert_area(edge1, edge2, data)`: inserts an area into the store. Returns the id if successful, nil otherwise. The (inclusive) positions `edge1` and `edge2` describe the area, `data`
2657 is a string stored with the area.
2658 * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
2659 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2660 * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
2663 enabled = boolean, -- whether to enable, default true
2664 block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
2665 limit = number, -- the cache's size, minimum 20, default 1000
2669 An `ItemStack` is a stack of items.
2671 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2672 an itemstring, a table or `nil`.
2675 * `is_empty()`: Returns `true` if stack is empty.
2676 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2677 * `set_name(item_name)`: Returns boolean success.
2678 Clears item on failure.
2679 * `get_count()`: Returns number of items on the stack.
2680 * `set_count(count)`
2681 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2682 * `set_wear(wear)`: Returns boolean success.
2683 Clears item on failure.
2684 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2685 * `set_metadata(metadata)`: Returns true.
2686 * `clear()`: removes all items from the stack, making it empty.
2687 * `replace(item)`: replace the contents of this stack.
2688 * `item` can also be an itemstring or table.
2689 * `to_string()`: Returns the stack in itemstring form.
2690 * `to_table()`: Returns the stack in Lua table form.
2691 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2692 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2693 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2694 * `get_definition()`: Returns the item definition table.
2695 * `get_tool_capabilities()`: Returns the digging properties of the item,
2696 or those of the hand if none are defined for this item type
2697 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2698 * `add_item(item)`: Put some item or stack onto this stack.
2699 Returns leftover `ItemStack`.
2700 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2702 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2703 Returns taken `ItemStack`.
2704 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2705 Returns taken `ItemStack`.
2708 A 16-bit pseudorandom number generator.
2709 Uses a well-known LCG algorithm introduced by K&R.
2711 It can be created via `PseudoRandom(seed)`.
2714 * `next()`: return next integer random number [`0`...`32767`]
2715 * `next(min, max)`: return next integer random number [`min`...`max`]
2716 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2717 due to the simple implementation making bad distribution otherwise.
2720 A 32-bit pseudorandom number generator.
2721 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2723 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2726 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2727 * `next(min, max)`: return next integer random number [`min`...`max`]
2728 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2729 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2730 * Increasing num_trials improves accuracy of the approximation
2733 A perlin noise generator.
2734 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2735 or `PerlinNoise(noiseparams)`.
2736 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2737 or `minetest.get_perlin(noiseparams)`.
2740 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2741 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2743 ### `PerlinNoiseMap`
2744 A fast, bulk perlin noise generator.
2746 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2747 `minetest.get_perlin_map(noiseparams, size)`.
2749 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2750 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2753 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2754 nil, this table will be used to store the result instead of creating a new table.
2758 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2759 with values starting at `pos={x=,y=}`
2760 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2761 of 3D noise with values starting at `pos={x=,y=,z=}`
2762 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2763 with values starting at `pos={x=,y=}`
2764 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2765 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2766 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2767 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2768 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2769 takes a chunk of `slice_size`.
2770 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2771 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2772 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2773 the starting position of the most recently calculated noise.
2774 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2775 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2776 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2779 An interface to the `MapVoxelManipulator` for Lua.
2781 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2782 The map will be pre-loaded if two positions are passed to either.
2785 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
2786 region formed by `p1` and `p2`.
2787 * returns actual emerged `pmin`, actual emerged `pmax`
2788 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2789 * **important**: data must be set using `VoxelManip:set_data` before calling this
2790 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2791 the `VoxelManip` at that position
2792 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2794 * `get_data(buffer)`: Gets the data read into the `VoxelManip` object
2795 * returns raw node data in the form of an array of node content IDs
2796 * if the param `buffer` is present, this table will be used to store the result instead
2797 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2798 * `update_map()`: Update map after writing chunk back to map.
2799 * To be used only by `VoxelManip` objects created by the mod itself;
2800 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
2801 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2802 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2803 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2804 * (`p1`, `p2`) is the area in which lighting is set;
2805 defaults to the whole area if left out
2806 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2807 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2808 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2809 * `light = day + (night * 16)`
2810 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
2812 * expects lighting data in the same format that `get_light_data()` returns
2813 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2814 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2815 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2816 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2817 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
2819 * `update_liquids()`: Update liquid flow
2820 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
2821 had been modified since the last read from map, due to a call to
2822 `minetest.set_data()` on the loaded area elsewhere
2823 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2826 A helper class for voxel areas.
2827 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2828 The coordinates are *inclusive*, like most other things in Minetest.
2831 * `getExtent()`: returns a 3D vector containing the size of the area formed by
2832 `MinEdge` and `MaxEdge`
2833 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2834 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2835 * useful for things like `VoxelManip`, raw Schematic specifiers,
2836 `PerlinNoiseMap:get2d`/`3dMap`, and so on
2837 * `indexp(p)`: same as above, except takes a vector
2838 * `position(i)`: returns the absolute position vector corresponding to index `i`
2839 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2840 * `containsp(p)`: same as above, except takes a vector
2841 * `containsi(i)`: same as above, except takes an index `i`
2842 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2843 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2844 * `iterp(minp, maxp)`: same as above, except takes a vector
2847 An interface to read config files in the format of `minetest.conf`.
2849 It can be created via `Settings(filename)`.
2852 * `get(key)`: returns a value
2853 * `get_bool(key)`: returns a boolean
2855 * `remove(key)`: returns a boolean (`true` for success)
2856 * `get_names()`: returns `{key1,...}`
2857 * `write()`: returns a boolean (`true` for success)
2858 * write changes to file
2859 * `to_table()`: returns `{[key1]=value1,...}`
2863 A mapgen object is a construct used in map generation. Mapgen objects can be used
2864 by an `on_generate` callback to speed up operations by avoiding unnecessary
2865 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
2866 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
2867 was called outside of an `on_generate()` callback, `nil` is returned.
2869 The following Mapgen objects are currently available:
2872 This returns three values; the `VoxelManip` object to be used, minimum and maximum
2873 emerged position, in that order. All mapgens support this object.
2876 Returns an array containing the y coordinates of the ground levels of nodes in
2877 the most recently generated chunk by the current mapgen.
2880 Returns an array containing the biome IDs of nodes in the most recently
2881 generated chunk by the current mapgen.
2884 Returns an array containing the temperature values of nodes in the most
2885 recently generated chunk by the current mapgen.
2888 Returns an array containing the humidity values of nodes in the most recently
2889 generated chunk by the current mapgen.
2892 Returns a table mapping requested generation notification types to arrays of
2893 positions at which the corresponding generated structures are located at within
2894 the current chunk. To set the capture of positions of interest to be recorded
2895 on generate, use `minetest.set_gen_notify()`.
2897 Possible fields of the table returned are:
2903 * `large_cave_begin`
2907 Decorations have a key in the format of `"decoration#id"`, where `id` is the
2908 numeric unique decoration ID.
2912 * Functions receive a "luaentity" as `self`:
2913 * It has the member `.name`, which is the registered name `("mod:thing")`
2914 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2915 * The original prototype stuff is visible directly via a metatable
2917 * `on_activate(self, staticdata)`
2918 * Called when the object is instantiated.
2919 * `on_step(self, dtime)`
2920 * Called on every server tick, after movement and collision processing.
2921 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2923 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2924 * Called when somebody punches the object.
2925 * Note that you probably want to handle most punches using the
2926 automatic armor group system.
2927 * `puncher`: an `ObjectRef` (can be `nil`)
2928 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2929 * `tool_capabilities`: capability table of used tool (can be `nil`)
2930 * `dir`: unit vector of direction of punch. Always defined. Points from
2931 the puncher to the punched.
2932 * `on_rightclick(self, clicker)`
2933 * `get_staticdata(self)`
2934 * Should return a string that will be passed to `on_activate` when
2935 the object is instantiated the next time.
2943 axiom, --string initial tree axiom
2944 rules_a, --string rules set A
2945 rules_b, --string rules set B
2946 rules_c, --string rules set C
2947 rules_d, --string rules set D
2948 trunk, --string trunk node name
2949 leaves, --string leaves node name
2950 leaves2, --string secondary leaves node name
2951 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2952 angle, --num angle in deg
2953 iterations, --num max # of iterations, usually 2 -5
2954 random_level, --num factor to lower nr of iterations, usually 0 - 3
2955 trunk_type, --string single/double/crossed) type of trunk: 1 node,
2956 -- 2x2 nodes or 3x3 in cross shape
2957 thin_branches, --boolean true -> use thin (1 node) branches
2958 fruit, --string fruit node name
2959 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2960 seed, --num random seed; if no seed is provided, the engine will create one
2963 ### Key for Special L-System Symbols used in Axioms
2965 * `G`: move forward one unit with the pen up
2966 * `F`: move forward one unit with the pen down drawing trunks and branches
2967 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2968 * `T`: move forward one unit with the pen down drawing trunks only
2969 * `R`: move forward one unit with the pen down placing fruit
2970 * `A`: replace with rules set A
2971 * `B`: replace with rules set B
2972 * `C`: replace with rules set C
2973 * `D`: replace with rules set D
2974 * `a`: replace with rules set A, chance 90%
2975 * `b`: replace with rules set B, chance 80%
2976 * `c`: replace with rules set C, chance 70%
2977 * `d`: replace with rules set D, chance 60%
2978 * `+`: yaw the turtle right by `angle` parameter
2979 * `-`: yaw the turtle left by `angle` parameter
2980 * `&`: pitch the turtle down by `angle` parameter
2981 * `^`: pitch the turtle up by `angle` parameter
2982 * `/`: roll the turtle to the right by `angle` parameter
2983 * `*`: roll the turtle to the left by `angle` parameter
2984 * `[`: save in stack current state info
2985 * `]`: recover from stack state info
2988 Spawn a small apple tree:
2990 pos = {x=230,y=20,z=4}
2993 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2994 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2995 trunk="default:tree",
2996 leaves="default:leaves",
3000 trunk_type="single",
3003 fruit="default:apple"
3005 minetest.spawn_tree(pos,apple_tree)
3010 ### Object Properties
3015 collide_with_objects = true, -- collide with other objects if physical=true
3017 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3018 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3019 visual_size = {x=1, y=1},
3021 textures = {}, -- number of required textures depends on visual
3022 colors = {}, -- number of required colors depends on visual
3023 spritediv = {x=1, y=1},
3024 initial_sprite_basepos = {x=0, y=0},
3026 makes_footstep_sound = false,
3027 automatic_rotate = false,
3029 automatic_face_movement_dir = 0.0,
3030 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3033 ### Entity definition (`register_entity`)
3036 -- Deprecated: Everything in object properties is read directly from here
3038 initial_properties = --[[<initial object properties>]],
3040 on_activate = function(self, staticdata, dtime_s),
3041 on_step = function(self, dtime),
3042 on_punch = function(self, hitter),
3043 on_rightclick = function(self, clicker),
3044 get_staticdata = function(self),
3045 -- ^ Called sometimes; the string returned is passed to on_activate when
3046 -- the entity is re-activated from static state
3048 -- Also you can define arbitrary member variables here
3049 myvariable = whatever,
3052 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3055 -- In the following two fields, also group:groupname will work.
3056 nodenames = {"default:lava_source"},
3057 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
3058 -- ^ If left out or empty, any neighbor will do
3059 interval = 1.0, -- (operation interval)
3060 chance = 1, -- (chance of trigger is 1.0/this)
3061 action = func(pos, node, active_object_count, active_object_count_wider),
3064 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3067 description = "Steel Axe",
3068 groups = {}, -- key=name, value=rating; rating=1..3.
3069 if rating not applicable, use 1.
3070 e.g. {wool=1, fluffy=3}
3071 {soil=2, outerspace=1, crumbly=1}
3072 {bendy=2, snappy=1},
3073 {hard=1, metal=1, spikes=1}
3074 inventory_image = "default_tool_steelaxe.png",
3076 wield_scale = {x=1,y=1,z=1},
3079 liquids_pointable = false,
3080 tool_capabilities = {
3081 full_punch_interval = 1.0,
3085 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3086 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3088 damage_groups = {groupname=damage},
3090 node_placement_prediction = nil,
3092 ^ If nil and item is node, prediction is made automatically
3093 ^ If nil and item is not a node, no prediction is made
3094 ^ If "" and item is anything, no prediction is made
3095 ^ Otherwise should be name of node which the client immediately places
3096 on ground when the player places the item. Server will always update
3097 actual result to client in a short moment.
3100 place = --[[<SimpleSoundSpec>]],
3103 on_place = func(itemstack, placer, pointed_thing),
3105 ^ Shall place item and return the leftover itemstack
3106 ^ default: minetest.item_place ]]
3107 on_drop = func(itemstack, dropper, pos),
3109 ^ Shall drop item and return the leftover itemstack
3110 ^ default: minetest.item_drop ]]
3111 on_use = func(itemstack, user, pointed_thing),
3114 ^ Function must return either nil if no item shall be removed from
3115 inventory, or an itemstack to replace the original itemstack.
3116 e.g. itemstack:take_item(); return itemstack
3117 ^ Otherwise, the function is free to do what it wants.
3118 ^ The default functions handle regular use cases.
3120 after_use = func(itemstack, user, node, digparams),
3123 ^ If defined, should return an itemstack and will be called instead of
3124 wearing out the tool. If returns nil, does nothing.
3125 If after_use doesn't exist, it is the same as:
3126 function(itemstack, user, node, digparams)
3127 itemstack:add_wear(digparams.wear)
3135 * `{name="image.png", animation={Tile Animation definition}}`
3136 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3137 tileable_horizontal=bool}`
3138 * backface culling only supported in special tiles.
3139 * tileable flags are info for shaders, how they should treat texture
3140 when displacement mapping is used
3141 Directions are from the point of view of the tile texture,
3142 not the node it's on
3143 * deprecated, yet still supported field names:
3146 ### Tile animation definition
3147 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3149 ### Node definition (`register_node`)
3152 -- <all fields allowed in item definitions>,
3154 drawtype = "normal", -- See "Node drawtypes"
3155 visual_scale = 1.0, --[[
3156 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3157 ^ For plantlike, the image will start at the bottom of the node; for the
3158 ^ other drawtypes, the image will be centered on the node.
3159 ^ Note that positioning for "torchlike" may still change. ]]
3160 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3161 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3162 ^ List can be shortened to needed length ]]
3163 special_tiles = {tile definition 1, Tile definition 2}, --[[
3164 ^ Special textures of node; used rarely (old field name: special_materials)
3165 ^ List can be shortened to needed length ]]
3167 use_texture_alpha = false, -- Use texture's alpha channel
3168 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3169 paramtype = "none", -- See "Nodes" --[[
3170 ^ paramtype = "light" allows light to propagate from or through the node with light value
3171 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3172 paramtype2 = "none", -- See "Nodes"
3173 is_ground_content = true, -- If false, the cave generator will not carve through this
3174 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3175 walkable = true, -- If true, objects collide with node
3176 pointable = true, -- If true, can be pointed at
3177 diggable = true, -- If false, can never be dug
3178 climbable = false, -- If true, can be climbed on (ladder)
3179 buildable_to = false, -- If true, placed nodes can replace this node
3180 liquidtype = "none", -- "none"/"source"/"flowing"
3181 liquid_alternative_flowing = "", -- Flowing version of source liquid
3182 liquid_alternative_source = "", -- Source version of flowing liquid
3183 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3184 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
3186 ^ Block contains level in param2. Value is default level, used for snow.
3187 ^ Don't forget to use "leveled" type nodebox. ]]
3188 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3189 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3190 light_source = 0, -- Amount of light emitted by node
3191 damage_per_second = 0, -- If player is inside node, this damage is caused
3192 node_box = {type="regular"}, -- See "Node boxes"
3194 selection_box = {type="regular"}, -- See "Node boxes" --[[
3195 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3196 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3197 legacy_wallmounted = false, -- Support maps made in and before January 2012
3199 footstep = <SimpleSoundSpec>,
3200 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3201 dug = <SimpleSoundSpec>,
3202 place = <SimpleSoundSpec>,
3204 drop = "", -- Name of dropped node when dug. Default is the node itself.
3207 max_items = 1, -- Maximum number of items to drop.
3208 items = { -- Choose max_items randomly from this list.
3210 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3211 rarity = 1, -- Probability of getting is 1 / rarity.
3216 on_construct = func(pos), --[[
3217 ^ Node constructor; always called after adding node
3218 ^ Can set up metadata and stuff like that
3220 on_destruct = func(pos), --[[
3221 ^ Node destructor; always called before removing node
3223 after_destruct = func(pos, oldnode), --[[
3224 ^ Node destructor; always called after removing node
3227 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3228 ^ Called after constructing node when node was placed using
3229 minetest.item_place_node / minetest.place_node
3230 ^ If return true no item is taken from itemstack
3232 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3233 ^ oldmetadata is in table format
3234 ^ Called after destructing node when node was dug using
3235 minetest.node_dig / minetest.dig_node
3237 can_dig = function(pos, [player]) --[[
3238 ^ returns true if node can be dug, or false if not
3241 on_punch = func(pos, node, puncher, pointed_thing), --[[
3242 ^ default: minetest.node_punch
3243 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3244 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3246 ^ if defined, itemstack will hold clicker's wielded item
3247 ^ Shall return the leftover itemstack
3248 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3250 on_dig = func(pos, node, digger), --[[
3251 ^ default: minetest.node_dig
3252 ^ By default: checks privileges, wears out tool and removes node ]]
3254 on_timer = function(pos,elapsed), --[[
3256 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3257 ^ elapsed is the total time passed since the timer was started
3258 ^ return true to run the timer for another cycle with the same timeout value ]]
3260 on_receive_fields = func(pos, formname, fields, sender), --[[
3261 ^ fields = {name1 = value1, name2 = value2, ...}
3262 ^ Called when an UI form (e.g. sign text input) returns data
3265 allow_metadata_inventory_move = func(pos, from_list, from_index,
3266 to_list, to_index, count, player), --[[
3267 ^ Called when a player wants to move items inside the inventory
3268 ^ Return value: number of items allowed to move ]]
3270 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3271 ^ Called when a player wants to put something into the inventory
3272 ^ Return value: number of items allowed to put
3273 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3275 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3276 ^ Called when a player wants to take something out of the inventory
3277 ^ Return value: number of items allowed to take
3278 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3280 on_metadata_inventory_move = func(pos, from_list, from_index,
3281 to_list, to_index, count, player),
3282 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3283 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3284 ^ Called after the actual action has happened, according to what was allowed.
3285 ^ No return value ]]
3287 on_blast = func(pos, intensity), --[[
3288 ^ intensity: 1.0 = mid range of regular TNT
3289 ^ If defined, called when an explosion touches the node, instead of
3290 removing the node ]]
3293 ### Recipe for `register_craft` (shaped)
3296 output = 'default:pick_stone',
3298 {'default:cobble', 'default:cobble', 'default:cobble'},
3299 {'', 'default:stick', ''},
3300 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3302 replacements = --[[<optional list of item pairs,
3303 replace one input item with another item on crafting>]]
3306 ### Recipe for `register_craft` (shapeless)
3310 output = 'mushrooms:mushroom_stew',
3313 "mushrooms:mushroom_brown",
3314 "mushrooms:mushroom_red",
3316 replacements = --[[<optional list of item pairs,
3317 replace one input item with another item on crafting>]]
3320 ### Recipe for `register_craft` (tool repair)
3323 type = "toolrepair",
3324 additional_wear = -0.02,
3327 ### Recipe for `register_craft` (cooking)
3331 output = "default:glass",
3332 recipe = "default:sand",
3336 ### Recipe for `register_craft` (furnace fuel)
3340 recipe = "default:leaves",
3344 ### Ore definition (`register_ore`)
3347 ore_type = "scatter", -- See "Ore types"
3348 ore = "default:stone_with_coal",
3349 wherein = "default:stone",
3350 -- ^ a list of nodenames is supported too
3351 clust_scarcity = 8*8*8,
3352 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3353 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3355 -- ^ Number of ores in a cluster
3357 -- ^ Size of the bounding box of the cluster
3358 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3362 -- ^ Attributes for this ore generation
3363 noise_threshhold = 0.5,
3364 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3365 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3366 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3367 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3368 random_factor = 1.0,
3369 -- ^ Multiplier of the randomness contribution to the noise value at any
3370 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3371 -- ^ This parameter is only valid for ore_type == "vein".
3372 biomes = {"desert", "rainforest"}
3373 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3374 -- ^ and ignored if the Mapgen being used does not support biomes.
3375 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3378 ### Decoration definition (`register_decoration`)
3381 deco_type = "simple", -- See "Decoration types"
3382 place_on = "default:dirt_with_grass",
3383 -- ^ Node that decoration can be placed on
3385 -- ^ Size of divisions made in the chunk being generated.
3386 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3388 -- ^ Ratio of the area to be uniformly filled by the decoration.
3389 -- ^ Used only if noise_params is not specified.
3390 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3391 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3392 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3393 biomes = {"Oceanside", "Hills", "Plains"},
3394 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3395 -- ^ and ignored if the Mapgen being used does not support biomes.
3396 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3399 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3400 -- ^ This parameter refers to the `y` position of the decoration base, so
3401 -- the actual maximum height would be `height_max + size.Y`.
3403 ----- Simple-type parameters
3404 decoration = "default:grass",
3405 -- ^ The node name used as the decoration.
3406 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3408 -- ^ Number of nodes high the decoration is made.
3409 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3411 -- ^ Number of nodes the decoration can be at maximum.
3412 -- ^ If absent, the parameter 'height' is used as a constant.
3413 spawn_by = "default:water",
3414 -- ^ Node that the decoration only spawns next to.
3415 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3416 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3418 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3419 -- ^ If absent or -1, decorations occur next to any nodes.
3421 ----- Schematic-type parameters
3422 schematic = "foobar.mts",
3423 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3424 -- ^ specified Minetest schematic file.
3425 -- ^ - OR -, could be the ID of a previously registered schematic
3426 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3427 -- ^ and an optional table yslice_prob:
3429 size = {x=4, y=6, z=4},
3431 {name="default:cobble", param1=255, param2=0},
3432 {name="default:dirt_with_grass", param1=255, param2=0},
3433 {name="ignore", param1=255, param2=0},
3434 {name="air", param1=255, param2=0},
3443 -- ^ See 'Schematic specifier' for details.
3444 replacements = {["oldname"] = "convert_to", ...},
3445 flags = "place_center_x, place_center_y, place_center_z, force_placement",
3446 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3447 rotation = "90" -- rotate schematic 90 degrees on placement
3448 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3451 ### Chat command definition (`register_chatcommand`)
3454 params = "<name> <privilege>", -- Short parameter description
3455 description = "Remove privilege from player", -- Full description
3456 privs = {privs=true}, -- Require the "privs" privilege to run
3457 func = function(name, param), -- Called when command is run.
3458 -- Returns boolean success and text output.
3461 ### Detached inventory callbacks
3464 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3465 -- ^ Called when a player wants to move items inside the inventory
3466 -- ^ Return value: number of items allowed to move
3468 allow_put = func(inv, listname, index, stack, player),
3469 -- ^ Called when a player wants to put something into the inventory
3470 -- ^ Return value: number of items allowed to put
3471 -- ^ Return value: -1: Allow and don't modify item count in inventory
3473 allow_take = func(inv, listname, index, stack, player),
3474 -- ^ Called when a player wants to take something out of the inventory
3475 -- ^ Return value: number of items allowed to take
3476 -- ^ Return value: -1: Allow and don't modify item count in inventory
3478 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3479 on_put = func(inv, listname, index, stack, player),
3480 on_take = func(inv, listname, index, stack, player),
3481 -- ^ Called after the actual action has happened, according to what was allowed.
3482 -- ^ No return value
3485 ### HUD Definition (`hud_add`, `hud_get`)
3488 hud_elem_type = "image", -- see HUD element types
3489 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3490 position = {x=0.5, y=0.5},
3491 -- ^ Left corner position of element
3497 -- ^ Selected item in inventory. 0 for no item selected.
3499 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3500 alignment = {x=0, y=0},
3501 -- ^ See "HUD Element Types"
3502 offset = {x=0, y=0},
3503 -- ^ See "HUD Element Types"
3504 size = { x=100, y=100 },
3505 -- ^ Size of element in pixels
3508 ### Particle definition (`add_particle`)
3511 pos = {x=0, y=0, z=0},
3512 velocity = {x=0, y=0, z=0},
3513 acceleration = {x=0, y=0, z=0},
3514 -- ^ Spawn particle at pos with velocity and acceleration
3516 -- ^ Disappears after expirationtime seconds
3518 collisiondetection = false,
3519 -- ^ collisiondetection: if true collides with physical objects
3521 -- ^ vertical: if true faces player using y axis only
3522 texture = "image.png",
3523 -- ^ Uses texture (string)
3524 playername = "singleplayer"
3525 -- ^ optional, if specified spawns particle only on the player's client
3528 ### `ParticleSpawner` definition (`add_particlespawner`)
3533 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3534 minpos = {x=0, y=0, z=0},
3535 maxpos = {x=0, y=0, z=0},
3536 minvel = {x=0, y=0, z=0},
3537 maxvel = {x=0, y=0, z=0},
3538 minacc = {x=0, y=0, z=0},
3539 maxacc = {x=0, y=0, z=0},
3544 -- ^ The particle's properties are random values in between the bounds:
3545 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3546 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3547 collisiondetection = false,
3548 -- ^ collisiondetection: if true uses collision detection
3550 -- ^ vertical: if true faces player using y axis only
3551 texture = "image.png",
3552 -- ^ Uses texture (string)
3553 playername = "singleplayer"
3554 -- ^ Playername is optional, if specified spawns particle only on the player's client