1 Minetest Lua Modding API Reference 0.4.15
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[sheet:<w>x<h>:<x>,<y>`
407 Retrieves a tile at position x,y from the base image
408 which it assumes to be a tilesheet with dimensions w,h.
411 #### `[colorize:<color>:<ratio>`
412 Colorize the textures with the given color.
413 `<color>` is specified as a `ColorString`.
414 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
415 it is an int, then it specifies how far to interpolate between the
416 colors where 0 is only the texture color and 255 is only `<color>`. If
417 omitted, the alpha of `<color>` will be used as the ratio. If it is
418 the word "`alpha`", then each texture pixel will contain the RGB of
419 `<color>` and the alpha of `<color>` multiplied by the alpha of the
422 #### `[multiply:<color>`
423 Multiplies texture colors with the given color.
424 `<color>` is specified as a `ColorString`.
425 Result is more like what you'd expect if you put a color on top of another
426 color. Meaning white surfaces get a lot of your new color while black parts don't
431 Only Ogg Vorbis files are supported.
433 For positional playing of sounds, only single-channel (mono) files are
434 supported. Otherwise OpenAL will play them non-positionally.
436 Mods should generally prefix their sounds with `modname_`, e.g. given
437 the mod name "`foomod`", a sound could be called:
441 Sounds are referred to by their name with a dot, a single digit and the
442 file extension stripped out. When a sound is played, the actual sound file
443 is chosen randomly from the matching sounds.
445 When playing the sound `foomod_foosound`, the sound is chosen randomly
446 from the available ones of the following files:
448 * `foomod_foosound.ogg`
449 * `foomod_foosound.0.ogg`
450 * `foomod_foosound.1.ogg`
452 * `foomod_foosound.9.ogg`
454 Examples of sound parameter tables:
456 -- Play locationless on all clients
458 gain = 1.0, -- default
460 -- Play locationless to one player
463 gain = 1.0, -- default
465 -- Play locationless to one player, looped
468 gain = 1.0, -- default
471 -- Play in a location
473 pos = {x = 1, y = 2, z = 3},
474 gain = 1.0, -- default
475 max_hear_distance = 32, -- default, uses an euclidean metric
477 -- Play connected to an object, looped
479 object = <an ObjectRef>,
480 gain = 1.0, -- default
481 max_hear_distance = 32, -- default, uses an euclidean metric
485 Looped sounds must either be connected to an object or played locationless to
486 one player using `to_player = name,`
488 ### `SimpleSoundSpec`
490 * e.g. `"default_place_node"`
492 * e.g. `{name = "default_place_node"}`
493 * e.g. `{name = "default_place_node", gain = 1.0}`
495 Registered definitions of stuff
496 -------------------------------
497 Anything added using certain `minetest.register_*` functions get added to
498 the global `minetest.registered_*` tables.
500 * `minetest.register_entity(name, prototype table)`
501 * added to `minetest.registered_entities[name]`
503 * `minetest.register_node(name, node definition)`
504 * added to `minetest.registered_items[name]`
505 * added to `minetest.registered_nodes[name]`
507 * `minetest.register_tool(name, item definition)`
508 * added to `minetest.registered_items[name]`
510 * `minetest.register_craftitem(name, item definition)`
511 * added to `minetest.registered_items[name]`
513 * `minetest.unregister_item(name)`
514 * Unregisters the item name from engine, and deletes the entry with key
515 * `name` from `minetest.registered_items` and from the associated item
516 * table according to its nature: minetest.registered_nodes[] etc
518 * `minetest.register_biome(biome definition)`
519 * returns an integer uniquely identifying the registered biome
520 * added to `minetest.registered_biome` with the key of `biome.name`
521 * if `biome.name` is nil, the key is the returned ID
523 * `minetest.register_ore(ore definition)`
524 * returns an integer uniquely identifying the registered ore
525 * added to `minetest.registered_ores` with the key of `ore.name`
526 * if `ore.name` is nil, the key is the returned ID
528 * `minetest.register_decoration(decoration definition)`
529 * returns an integer uniquely identifying the registered decoration
530 * added to `minetest.registered_decorations` with the key of `decoration.name`
531 * if `decoration.name` is nil, the key is the returned ID
533 * `minetest.register_schematic(schematic definition)`
534 * returns an integer uniquely identifying the registered schematic
535 * added to `minetest.registered_schematic` with the key of `schematic.name`
536 * if `schematic.name` is nil, the key is the returned ID
537 * if the schematic is loaded from a file, schematic.name is set to the filename
538 * if the function is called when loading the mod, and schematic.name is a relative
539 path, then the current mod path will be prepended to the schematic filename
541 * `minetest.clear_registered_biomes()`
542 * clears all biomes currently registered
544 * `minetest.clear_registered_ores()`
545 * clears all ores currently registered
547 * `minetest.clear_registered_decorations()`
548 * clears all decorations currently registered
550 * `minetest.clear_registered_schematics()`
551 * clears all schematics currently registered
553 Note that in some cases you will stumble upon things that are not contained
554 in these tables (e.g. when a mod has been removed). Always check for
555 existence before trying to access the fields.
557 Example: If you want to check the drawtype of a node, you could do:
559 local function get_nodedef_field(nodename, fieldname)
560 if not minetest.registered_nodes[nodename] then
563 return minetest.registered_nodes[nodename][fieldname]
565 local drawtype = get_nodedef_field(nodename, "drawtype")
567 Example: `minetest.get_item_group(name, group)` has been implemented as:
569 function minetest.get_item_group(name, group)
570 if not minetest.registered_items[name] or not
571 minetest.registered_items[name].groups[group] then
574 return minetest.registered_items[name].groups[group]
579 Nodes are the bulk data of the world: cubes and other things that take the
580 space of a cube. Huge amounts of them are handled efficiently, but they
583 The definition of a node is stored and can be accessed by name in
585 minetest.registered_nodes[node.name]
587 See "Registered definitions of stuff".
589 Nodes are passed by value between Lua and the engine.
590 They are represented by a table:
592 {name="name", param1=num, param2=num}
594 `param1` and `param2` are 8-bit integers. The engine uses them for certain
595 automated functions. If you don't use these functions, you can use them to
596 store arbitrary values.
598 The functions of `param1` and `param2` are determined by certain fields in the
601 `param1` is reserved for the engine when `paramtype != "none"`:
604 ^ The value stores light with and without sun in its upper and lower 4 bits
605 respectively. Allows light to propagate from or through the node with
606 light value falling by 1 per node. This is essential for a light source
607 node to spread its light.
609 `param2` is reserved for the engine when any of these are used:
611 liquidtype == "flowing"
612 ^ The level and some flags of the liquid is stored in param2
613 drawtype == "flowingliquid"
614 ^ The drawn liquid level is read from param2
615 drawtype == "torchlike"
616 drawtype == "signlike"
617 paramtype2 == "wallmounted"
618 ^ The rotation of the node is stored in param2. You can make this value
619 by using minetest.dir_to_wallmounted().
620 paramtype2 == "facedir"
621 ^ The rotation of the node is stored in param2. Furnaces and chests are
622 rotated this way. Can be made by using minetest.dir_to_facedir().
624 facedir / 4 = axis direction:
625 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
626 facedir modulo 4 = rotation around that axis
627 paramtype2 == "leveled"
628 paramtype2 == "degrotate"
629 ^ The rotation of this node is stored in param2. Plants are rotated this way.
630 Values range 0 - 179. The value stored in param2 is multiplied by two to
631 get the actual rotation of the node.
632 paramtype2 == "meshoptions"
633 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
634 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
635 a mesh selector. Currently the following meshes are choosable:
636 0 = a "x" shaped plant (ordinary plant)
637 1 = a "+" shaped plant (just rotated 45 degrees)
638 2 = a "*" shaped plant with 3 faces instead of 2
639 3 = a "#" shaped plant with 4 faces instead of 2
640 4 = a "#" shaped plant with 4 faces that lean outwards
641 5-7 are unused and reserved for future meshes.
642 Bits 3 through 7 are optional flags that can be combined and give these
644 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
645 bit 4 (0x10) - Makes the plant mesh 1.4x larger
646 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
647 bits 6-7 are reserved for future use.
648 paramtype2 == "color"
649 ^ `param2` tells which color is picked from the palette.
650 The palette should have 256 pixels.
651 paramtype2 == "colorfacedir"
652 ^ Same as `facedir`, but with colors.
653 The first three bits of `param2` tells which color
654 is picked from the palette.
655 The palette should have 8 pixels.
656 paramtype2 == "colorwallmounted"
657 ^ Same as `wallmounted`, but with colors.
658 The first five bits of `param2` tells which color
659 is picked from the palette.
660 The palette should have 32 pixels.
664 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
667 ^ defines list of collision boxes for the node. If empty, collision boxes
668 will be the same as nodeboxes, in case of any other nodes will be full cube
669 as in the example above.
671 Nodes can also contain extra data. See "Node Metadata".
675 There are a bunch of different looking node types.
677 Look for examples in `games/minimal` or `games/minetest_game`.
685 * `glasslike_framed_optional`
687 * `allfaces_optional`
694 * `nodebox` -- See below. (**Experimental!**)
695 * `mesh` -- use models for nodes
697 `*_optional` drawtypes need less rendering time if deactivated (always client side).
701 Node selection boxes are defined using "node boxes"
703 The `nodebox` node drawtype allows defining visual of nodes consisting of
704 arbitrary number of boxes. It allows defining stuff like stairs. Only the
705 `fixed` and `leveled` box type is supported for these.
707 Please note that this is still experimental, and may be incompatibly
708 changed in the future.
710 A nodebox is defined as any of:
713 -- A normal cube; the default in most things
717 -- A fixed box (facedir param2 is used, if applicable)
719 fixed = box OR {box1, box2, ...}
722 -- A box like the selection box for torches
723 -- (wallmounted param2 is used, if applicable)
724 type = "wallmounted",
730 -- A node that has optional boxes depending on neighbouring nodes'
731 -- presence and type. See also `connects_to`.
733 fixed = box OR {box1, box2, ...}
734 connect_top = box OR {box1, box2, ...}
735 connect_bottom = box OR {box1, box2, ...}
736 connect_front = box OR {box1, box2, ...}
737 connect_left = box OR {box1, box2, ...}
738 connect_back = box OR {box1, box2, ...}
739 connect_right = box OR {box1, box2, ...}
742 A `box` is defined as:
744 {x1, y1, z1, x2, y2, z2}
746 A box of a regular node would look like:
748 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
750 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
751 set to level from `param2`.
756 If drawtype `mesh` is used, tiles should hold model materials textures.
757 Only static meshes are implemented.
758 For supported model formats see Irrlicht engine documentation.
763 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
767 Offset that the noise is translated by (i.e. added) after calculation.
770 Factor that the noise is scaled by (i.e. multiplied) after calculation.
773 Vector containing values by which each coordinate is divided by before calculation.
774 Higher spread values result in larger noise features.
776 A value of `{x=250, y=250, z=250}` is common.
779 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
780 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
783 Number of times the noise gradient is accumulated into the noise.
785 Increase this number to increase the amount of detail in the resulting noise.
787 A value of `6` is common.
790 Factor by which the effect of the noise gradient function changes with each successive octave.
792 Values less than `1` make the details of successive octaves' noise diminish, while values
793 greater than `1` make successive octaves stronger.
795 A value of `0.6` is common.
798 Factor by which the noise feature sizes change with each successive octave.
800 A value of `2.0` is common.
803 Leave this field unset for no special handling.
805 Currently supported are `defaults`, `eased` and `absvalue`.
808 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
812 Maps noise gradient values onto a quintic S-curve before performing interpolation.
813 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
814 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
817 Accumulates the absolute value of each noise gradient result.
819 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
823 spread = {x=500, y=500, z=500},
828 flags = "defaults, absvalue"
830 ^ A single noise parameter table can be used to get 2D or 3D noise,
831 when getting 2D noise spread.z is ignored.
836 These tell in what manner the ore is generated.
838 All default ores are of the uniformly-distributed scatter type.
841 Randomly chooses a location and generates a cluster of ore.
843 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
844 that point is greater than the `noise_threshold`, giving the ability to create
845 a non-equal distribution of ore.
848 Creates a sheet of ore in a blob shape according to the 2D perlin noise
849 described by `noise_params` and `noise_threshold`. This is essentially an
850 improved version of the so-called "stratus" ore seen in some unofficial mods.
852 This sheet consists of vertical columns of uniform randomly distributed height,
853 varying between the inclusive range `column_height_min` and `column_height_max`.
854 If `column_height_min` is not specified, this parameter defaults to 1.
855 If `column_height_max` is not specified, this parameter defaults to `clust_size`
856 for reverse compatibility. New code should prefer `column_height_max`.
858 The `column_midpoint_factor` parameter controls the position of the column at which
859 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
860 columns grow equally starting from each direction. `column_midpoint_factor` is a
861 decimal number ranging in value from 0 to 1. If this parameter is not specified,
864 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
867 Creates a sheet of ore in a cloud-like puff shape.
869 As with the `sheet` ore type, the size and shape of puffs are described by
870 `noise_params` and `noise_threshold` and are placed at random vertical positions
871 within the currently generated chunk.
873 The vertical top and bottom displacement of each puff are determined by the noise
874 parameters `np_puff_top` and `np_puff_bottom`, respectively.
878 Creates a deformed sphere of ore according to 3d perlin noise described by
879 `noise_params`. The maximum size of the blob is `clust_size`, and
880 `clust_scarcity` has the same meaning as with the `scatter` type.
883 Creates veins of ore varying in density by according to the intersection of two
884 instances of 3d perlin noise with diffferent seeds, both described by
885 `noise_params`. `random_factor` varies the influence random chance has on
886 placement of an ore inside the vein, which is `1` by default. Note that
887 modifying this parameter may require adjusting `noise_threshold`.
888 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
889 by this ore type. This ore type is difficult to control since it is sensitive
890 to small changes. The following is a decent set of parameters to work from:
895 spread = {x=200, y=200, z=200},
901 noise_threshold = 1.6
903 WARNING: Use this ore type *very* sparingly since it is ~200x more
904 computationally expensive than any other ore.
908 See section "Flag Specifier Format".
910 Currently supported flags: `absheight`
913 Also produce this same ore between the height range of `-y_max` and `-y_min`.
915 Useful for having ore in sky realms without having to duplicate ore entries.
918 If set, puff ore generation will not taper down large differences in displacement
919 when approaching the edge of a puff. This flag has no effect for ore types other
922 ### `puff_additive_composition`
923 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
924 negative displacement, the sub-column at that point is not generated. With this
925 attribute set, puff ore generation will instead generate the absolute difference in
926 noise displacement values. This flag has no effect for ore types other than `puff`.
930 The varying types of decorations that can be placed.
933 Creates a 1 times `H` times 1 column of a specified node (or a random node from
934 a list, if a decoration list is specified). Can specify a certain node it must
935 spawn next to, such as water or lava, for example. Can also generate a
936 decoration of random height between a specified lower and upper bound.
937 This type of decoration is intended for placement of grass, flowers, cacti,
938 papyri, waterlilies and so on.
941 Copies a box of `MapNodes` from a specified schematic file (or raw description).
942 Can specify a probability of a node randomly appearing when placed.
943 This decoration type is intended to be used for multi-node sized discrete
944 structures, such as trees, cave spikes, rocks, and so on.
949 A schematic specifier identifies a schematic by either a filename to a
950 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
951 in the form of a table. This table specifies the following fields:
953 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
954 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
955 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
956 * The `data` field is a flat table of MapNode tables making up the schematic,
957 in the order of `[z [y [x]]]`. (required)
958 Each MapNode table contains:
959 * `name`: the name of the map node to place (required)
960 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
961 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
962 * `force_place`: boolean representing if the node should forcibly overwrite any
963 previous contents (default: false)
965 About probability values:
966 * A probability value of `0` or `1` means that node will never appear (0% chance).
967 * A probability value of `254` or `255` means the node will always appear (100% chance).
968 * If the probability value `p` is greater than `1`, then there is a
969 `(p / 256 * 100)` percent chance that node will appear when the schematic is
975 See section "Flag Specifier Format".
977 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
980 * `place_center_x`: Placement of this decoration is centered along the X axis.
981 * `place_center_y`: Placement of this decoration is centered along the Y axis.
982 * `place_center_z`: Placement of this decoration is centered along the Z axis.
983 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
988 The position field is used for all element types.
990 To account for differing resolutions, the position coordinates are the percentage
991 of the screen, ranging in value from `0` to `1`.
993 The name field is not yet used, but should contain a description of what the
994 HUD element represents. The direction field is the direction in which something
997 `0` draws from left to right, `1` draws from right to left, `2` draws from
998 top to bottom, and `3` draws from bottom to top.
1000 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1001 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1002 Fractional values can be used.
1004 The `offset` field specifies a pixel offset from the position. Contrary to position,
1005 the offset is not scaled to screen size. This allows for some precisely-positioned
1008 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1010 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1012 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1013 in the experimental stages.
1016 Displays an image on the HUD.
1018 * `scale`: The scale of the image, with 1 being the original texture size.
1019 Only the X coordinate scale is used (positive values).
1020 Negative values represent that percentage of the screen it
1021 should take; e.g. `x=-100` means 100% (width).
1022 * `text`: The name of the texture that is displayed.
1023 * `alignment`: The alignment of the image.
1024 * `offset`: offset in pixels from position.
1027 Displays text on the HUD.
1029 * `scale`: Defines the bounding rectangle of the text.
1030 A value such as `{x=100, y=100}` should work.
1031 * `text`: The text to be displayed in the HUD element.
1032 * `number`: An integer containing the RGB value of the color used to draw the text.
1033 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1034 * `alignment`: The alignment of the text.
1035 * `offset`: offset in pixels from position.
1038 Displays a horizontal bar made up of half-images.
1040 * `text`: The name of the texture that is used.
1041 * `number`: The number of half-textures that are displayed.
1042 If odd, will end with a vertically center-split texture.
1044 * `offset`: offset in pixels from position.
1045 * `size`: If used, will force full-image size to this value (override texture pack image size)
1048 * `text`: The name of the inventory list to be displayed.
1049 * `number`: Number of items in the inventory to be displayed.
1050 * `item`: Position of item that is selected.
1052 * `offset`: offset in pixels from position.
1055 Displays distance to selected world position.
1057 * `name`: The name of the waypoint.
1058 * `text`: Distance suffix. Can be blank.
1059 * `number:` An integer containing the RGB value of the color used to draw the text.
1060 * `world_pos`: World position of the waypoint.
1062 Representations of simple things
1063 --------------------------------
1067 {x=num, y=num, z=num}
1069 For helper functions see "Vector helpers".
1072 * `{type="nothing"}`
1073 * `{type="node", under=pos, above=pos}`
1074 * `{type="object", ref=ObjectRef}`
1076 Flag Specifier Format
1077 ---------------------
1078 Flags using the standardized flag specifier format can be specified in either of
1079 two ways, by string or table.
1081 The string format is a comma-delimited set of flag names; whitespace and
1082 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1083 flag, and specifying a flag prefixed by the string `"no"` explicitly
1084 clears the flag from whatever the default may be.
1086 In addition to the standard string flag format, the schematic flags field can
1087 also be a table of flag names to boolean values representing whether or not the
1088 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1089 is present, mapped to a boolean of any value, the specified flag is unset.
1091 E.g. A flag field of value
1093 {place_center_x = true, place_center_y=false, place_center_z=true}
1097 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1099 which is equivalent to
1101 "place_center_x, noplace_center_y, place_center_z"
1105 "place_center_x, place_center_z"
1107 since, by default, no schematic attributes are set.
1113 There are three kinds of items: nodes, tools and craftitems.
1115 * Node (`register_node`): A node from the world.
1116 * Tool (`register_tool`): A tool/weapon that can dig and damage
1117 things according to `tool_capabilities`.
1118 * Craftitem (`register_craftitem`): A miscellaneous item.
1121 Items and item stacks can exist in three formats: Serializes, table format
1125 This is called "stackstring" or "itemstring":
1127 * e.g. `'default:dirt 5'`
1128 * e.g. `'default:pick_wood 21323'`
1129 * e.g. `'default:apple'`
1136 {name="default:dirt", count=5, wear=0, metadata=""}
1138 A wooden pick about 1/3 worn out:
1140 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1144 {name="default:apple", count=1, wear=0, metadata=""}
1147 A native C++ format with many helper methods. Useful for converting
1148 between formats. See the Class reference section for details.
1150 When an item must be passed to a function, it can usually be in any of
1156 In a number of places, there is a group table. Groups define the
1157 properties of a thing (item, node, armor of entity, capabilities of
1158 tool) in such a way that the engine and other mods can can interact with
1159 the thing without actually knowing what the thing is.
1162 Groups are stored in a table, having the group names with keys and the
1163 group ratings as values. For example:
1165 groups = {crumbly=3, soil=1}
1168 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1169 -- ^ A more special dirt-kind of thing
1171 Groups always have a rating associated with them. If there is no
1172 useful meaning for a rating for an enabled group, it shall be `1`.
1174 When not defined, the rating of a group defaults to `0`. Thus when you
1175 read groups, you must interpret `nil` and `0` as the same value, `0`.
1177 You can read the rating of a group for an item or a node by using
1179 minetest.get_item_group(itemname, groupname)
1182 Groups of items can define what kind of an item it is (e.g. wool).
1185 In addition to the general item things, groups are used to define whether
1186 a node is destroyable and how long it takes to destroy by a tool.
1188 ### Groups of entities
1189 For entities, groups are, as of now, used only for calculating damage.
1190 The rating is the percentage of damage caused by tools with this damage group.
1191 See "Entity damage mechanism".
1193 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1194 object.set_armor_groups({fleshy=30, cracky=80})
1197 Groups in tools define which groups of nodes and entities they are
1200 ### Groups in crafting recipes
1201 An example: Make meat soup from any meat, any water and any bowl:
1204 output = 'food:meat_soup_raw',
1210 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1213 Another example: Make red wool from white wool and red dye:
1217 output = 'wool:red',
1218 recipe = {'wool:white', 'group:dye,basecolor_red'},
1222 * `immortal`: Disables the group damage system for an entity
1223 * `level`: Can be used to give an additional sense of progression in the game.
1224 * A larger level will cause e.g. a weapon of a lower level make much less
1225 damage, and get worn out much faster, or not be able to get drops
1226 from destroyed nodes.
1227 * `0` is something that is directly accessible at the start of gameplay
1228 * There is no upper limit
1229 * `dig_immediate`: (player can always pick up node without tool wear)
1230 * `2`: node is removed without tool wear after 0.5 seconds or so
1232 * `3`: node is removed without tool wear immediately (torch)
1233 * `disable_jump`: Player (and possibly other things) cannot jump from node
1234 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1235 * `bouncy`: value is bounce speed in percent
1236 * `falling_node`: if there is no walkable block under the node it will fall
1237 * `attached_node`: if the node under it is not a walkable block the node will be
1238 dropped as an item. If the node is wallmounted the wallmounted direction is
1240 * `soil`: saplings will grow on nodes in this group
1241 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1242 connect to each other
1244 ### Known damage and digging time defining groups
1245 * `crumbly`: dirt, sand
1246 * `cracky`: tough but crackable stuff like stone.
1247 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1248 plants, wire, sheets of metal
1249 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1250 * `fleshy`: Living things like animals and the player. This could imply
1251 some blood effects when hitting.
1252 * `explody`: Especially prone to explosions
1253 * `oddly_breakable_by_hand`:
1254 Can be added to nodes that shouldn't logically be breakable by the
1255 hand but are. Somewhat similar to `dig_immediate`, but times are more
1256 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1257 speed of a tool if the tool can dig at a faster speed than this
1258 suggests for the hand.
1260 ### Examples of custom groups
1261 Item groups are often used for defining, well, _groups of items_.
1262 * `meat`: any meat-kind of a thing (rating might define the size or healing
1263 ability or be irrelevant -- it is not defined as of yet)
1264 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1266 * `flammable`: can be set on fire. Rating might define the intensity of the
1267 fire, affecting e.g. the speed of the spreading of an open fire.
1268 * `wool`: any wool (any origin, any color)
1269 * `metal`: any metal
1270 * `weapon`: any weapon
1271 * `heavy`: anything considerably heavy
1273 ### Digging time calculation specifics
1274 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1275 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1276 faster digging time.
1278 The `level` group is used to limit the toughness of nodes a tool can dig
1279 and to scale the digging times / damage to a greater extent.
1281 **Please do understand this**, otherwise you cannot use the system to it's
1284 Tools define their properties by a list of parameters for groups. They
1285 cannot dig other groups; thus it is important to use a standard bunch of
1286 groups to enable interaction with tools.
1288 #### Tools definition
1291 * Full punch interval
1292 * Maximum drop level
1293 * For an arbitrary list of groups:
1294 * Uses (until the tool breaks)
1295 * Maximum level (usually `0`, `1`, `2` or `3`)
1299 #### Full punch interval
1300 When used as a weapon, the tool will do full damage if this time is spent
1301 between punches. If e.g. half the time is spent, the tool will do half
1304 #### Maximum drop level
1305 Suggests the maximum level of node, when dug with the tool, that will drop
1306 it's useful item. (e.g. iron ore to drop a lump of iron).
1308 This is not automated; it is the responsibility of the node definition
1312 Determines how many uses the tool has when it is used for digging a node,
1313 of this group, of the maximum level. For lower leveled nodes, the use count
1314 is multiplied by `3^leveldiff`.
1316 * `uses=10, leveldiff=0`: actual uses: 10
1317 * `uses=10, leveldiff=1`: actual uses: 30
1318 * `uses=10, leveldiff=2`: actual uses: 90
1321 Tells what is the maximum level of a node of this group that the tool will
1325 List of digging times for different ratings of the group, for nodes of the
1328 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1329 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1330 for this group, and unable to dig the rating `1`, which is the toughest.
1331 Unless there is a matching group that enables digging otherwise.
1334 List of damage for groups of entities. See "Entity damage mechanism".
1336 #### Example definition of the capabilities of a tool
1338 tool_capabilities = {
1339 full_punch_interval=1.5,
1342 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1344 damage_groups = {fleshy=2},
1347 This makes the tool be able to dig nodes that fulfil both of these:
1349 * Have the `crumbly` group
1350 * Have a `level` group less or equal to `2`
1352 Table of resulting digging times:
1354 crumbly 0 1 2 3 4 <- level
1356 1 0.80 1.60 1.60 - -
1357 2 0.60 1.20 1.20 - -
1358 3 0.40 0.80 0.80 - -
1360 level diff: 2 1 0 -1 -2
1362 Table of resulting tool uses:
1371 * At `crumbly==0`, the node is not diggable.
1372 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1373 easy nodes to be quickly breakable.
1374 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1376 Entity damage mechanism
1377 -----------------------
1381 foreach group in cap.damage_groups:
1382 damage += cap.damage_groups[group] * limit(actual_interval /
1383 cap.full_punch_interval, 0.0, 1.0)
1384 * (object.armor_groups[group] / 100.0)
1385 -- Where object.armor_groups[group] is 0 for inexistent values
1388 Client predicts damage based on damage groups. Because of this, it is able to
1389 give an immediate response when an entity is damaged or dies; the response is
1390 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1392 Currently a smoke puff will appear when an entity dies.
1394 The group `immortal` completely disables normal damage.
1396 Entities can define a special armor group, which is `punch_operable`. This
1397 group disables the regular damage mechanism for players punching it by hand or
1398 a non-tool item, so that it can do something else than take damage.
1400 On the Lua side, every punch calls:
1402 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1404 This should never be called directly, because damage is usually not handled by
1407 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1408 accessed unless absolutely required, to encourage interoperability.
1409 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1410 * `tool_capabilities` can be `nil`.
1411 * `direction` is a unit vector, pointing from the source of the punch to
1413 * `damage` damage that will be done to entity
1414 Return value of this function will determin if damage is done by this function
1415 (retval true) or shall be done by engine (retval false)
1417 To punch an entity/object in Lua, call:
1419 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1421 * Return value is tool wear.
1422 * Parameters are equal to the above callback.
1423 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1424 `direction` will be automatically filled in based on the location of `puncher`.
1428 The instance of a node in the world normally only contains the three values
1429 mentioned in "Nodes". However, it is possible to insert extra data into a
1430 node. It is called "node metadata"; See `NodeMetaRef`.
1432 Node metadata contains two things:
1437 Some of the values in the key-value store are handled specially:
1439 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1440 * `infotext`: Text shown on the screen when the node is pointed at
1444 local meta = minetest.get_meta(pos)
1445 meta:set_string("formspec",
1447 "list[context;main;0,0;8,4;]"..
1448 "list[current_player;main;0,5;8,4;]")
1449 meta:set_string("infotext", "Chest");
1450 local inv = meta:get_inventory()
1451 inv:set_size("main", 8*4)
1452 print(dump(meta:to_table()))
1455 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1456 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1457 [10] = "", [11] = "", [12] = "", [13] = "",
1458 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1459 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1460 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1461 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1465 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1472 Item stacks can store metadata too. See `ItemStackMetaRef`.
1474 Item metadata only contains a key-value store.
1478 local meta = stack:get_meta()
1479 meta:set_string("key", "value")
1480 print(dump(meta:to_table()))
1484 Formspec defines a menu. Currently not much else than inventories are
1485 supported. It is a string, with a somewhat strange format.
1487 Spaces and newlines can be inserted between the blocks, as is used in the
1495 list[context;main;0,0;8,4;]
1496 list[current_player;main;0,5;8,4;]
1501 list[context;fuel;2,3;1,1;]
1502 list[context;src;2,1;1,1;]
1503 list[context;dst;5,1;2,2;]
1504 list[current_player;main;0,5;8,4;]
1506 #### Minecraft-like player inventory
1509 image[1,0.6;1,2;player.png]
1510 list[current_player;main;0,3.5;8,4;]
1511 list[current_player;craft;3,0;3,3;]
1512 list[current_player;craftpreview;7,1;1,1;]
1516 #### `size[<W>,<H>,<fixed_size>]`
1517 * Define the size of the menu in inventory slots
1518 * `fixed_size`: `true`/`false` (optional)
1519 * deprecated: `invsize[<W>,<H>;]`
1521 #### `container[<X>,<Y>]`
1522 * Start of a container block, moves all physical elements in the container by (X, Y)
1523 * Must have matching container_end
1524 * Containers can be nested, in which case the offsets are added
1525 (child containers are relative to parent containers)
1527 #### `container_end[]`
1528 * End of a container, following elements are no longer relative to this container
1530 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1531 * Show an inventory list
1533 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1534 * Show an inventory list
1536 #### `listring[<inventory location>;<list name>]`
1537 * Allows to create a ring of inventory lists
1538 * Shift-clicking on items in one element of the ring
1539 will send them to the next inventory list inside the ring
1540 * The first occurrence of an element inside the ring will
1541 determine the inventory where items will be sent to
1544 * Shorthand for doing `listring[<inventory location>;<list name>]`
1545 for the last two inventory lists added by list[...]
1547 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1548 * Sets background color of slots as `ColorString`
1549 * Sets background color of slots on mouse hovering
1551 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1552 * Sets background color of slots as `ColorString`
1553 * Sets background color of slots on mouse hovering
1554 * Sets color of slots border
1556 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1557 * Sets background color of slots as `ColorString`
1558 * Sets background color of slots on mouse hovering
1559 * Sets color of slots border
1560 * Sets default background color of tooltips
1561 * Sets default font color of tooltips
1563 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1564 * Adds tooltip for an element
1565 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1566 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1568 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1570 * Position and size units are inventory slots
1572 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1573 * Show an inventory image of registered item/node
1574 * Position and size units are inventory slots
1576 #### `bgcolor[<color>;<fullscreen>]`
1577 * Sets background color of formspec as `ColorString`
1578 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1580 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1581 * Use a background. Inventory rectangles are not drawn then.
1582 * Position and size units are inventory slots
1583 * Example for formspec 8x4 in 16x resolution: image shall be sized
1584 8 times 16px times 4 times 16px.
1586 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1587 * Use a background. Inventory rectangles are not drawn then.
1588 * Position and size units are inventory slots
1589 * Example for formspec 8x4 in 16x resolution:
1590 image shall be sized 8 times 16px times 4 times 16px
1591 * If `true` the background is clipped to formspec size
1592 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1594 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1595 * Textual password style field; will be sent to server when a button is clicked
1596 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1598 * `x` and `y` position the field relative to the top left of the menu
1599 * `w` and `h` are the size of the field
1600 * Fields are a set height, but will be vertically centred on `h`
1601 * Position and size units are inventory slots
1602 * `name` is the name of the field as returned in fields to `on_receive_fields`
1603 * `label`, if not blank, will be text printed on the top left above the field
1604 * See field_close_on_enter to stop enter closing the formspec
1606 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1607 * Textual field; will be sent to server when a button is clicked
1608 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1610 * `x` and `y` position the field relative to the top left of the menu
1611 * `w` and `h` are the size of the field
1612 * Fields are a set height, but will be vertically centred on `h`
1613 * Position and size units are inventory slots
1614 * `name` is the name of the field as returned in fields to `on_receive_fields`
1615 * `label`, if not blank, will be text printed on the top left above the field
1616 * `default` is the default value of the field
1617 * `default` may contain variable references such as `${text}'` which
1618 will fill the value from the metadata value `text`
1619 * **Note**: no extra text or more than a single variable is supported ATM.
1620 * See field_close_on_enter to stop enter closing the formspec
1622 #### `field[<name>;<label>;<default>]`
1623 * As above, but without position/size units
1624 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1626 * Special field for creating simple forms, such as sign text input
1627 * Must be used without a `size[]` element
1628 * A "Proceed" button will be added automatically
1629 * See field_close_on_enter to stop enter closing the formspec
1631 #### `field_close_on_enter[<name>;<close_on_enter>]`
1632 * <name> is the name of the field
1633 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1634 * defaults to true when not specified (ie: no tag for a field)
1636 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1637 * Same as fields above, but with multi-line input
1639 #### `label[<X>,<Y>;<label>]`
1640 * `x` and `y` work as per field
1641 * `label` is the text on the label
1642 * Position and size units are inventory slots
1644 #### `vertlabel[<X>,<Y>;<label>]`
1645 * Textual label drawn vertically
1646 * `x` and `y` work as per field
1647 * `label` is the text on the label
1648 * Position and size units are inventory slots
1650 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1651 * Clickable button. When clicked, fields will be sent.
1652 * `x`, `y` and `name` work as per field
1653 * `w` and `h` are the size of the button
1654 * `label` is the text on the button
1655 * Position and size units are inventory slots
1657 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1658 * `x`, `y`, `w`, `h`, and `name` work as per button
1659 * `texture name` is the filename of an image
1660 * Position and size units are inventory slots
1662 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1663 * `x`, `y`, `w`, `h`, and `name` work as per button
1664 * `texture name` is the filename of an image
1665 * Position and size units are inventory slots
1666 * `noclip=true` means the image button doesn't need to be within specified formsize
1667 * `drawborder`: draw button border or not
1668 * `pressed texture name` is the filename of an image on pressed state
1670 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1671 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1672 * `item name` is the registered name of an item/node,
1673 tooltip will be made out of its description
1674 to override it use tooltip element
1675 * Position and size units are inventory slots
1677 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1678 * When clicked, fields will be sent and the form will quit.
1680 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1681 * When clicked, fields will be sent and the form will quit.
1683 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1684 * Scrollable item list showing arbitrary text elements
1685 * `x` and `y` position the itemlist relative to the top left of the menu
1686 * `w` and `h` are the size of the itemlist
1687 * `name` fieldname sent to server on doubleclick value is current selected element
1688 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1689 * if you want a listelement to start with "#" write "##".
1691 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1692 * Scrollable itemlist showing arbitrary text elements
1693 * `x` and `y` position the item list relative to the top left of the menu
1694 * `w` and `h` are the size of the item list
1695 * `name` fieldname sent to server on doubleclick value is current selected element
1696 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1697 * if you want a listelement to start with "#" write "##"
1698 * Index to be selected within textlist
1699 * `true`/`false`: draw transparent background
1700 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1702 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1703 * Show a tab**header** at specific position (ignores formsize)
1704 * `x` and `y` position the itemlist relative to the top left of the menu
1705 * `name` fieldname data is transferred to Lua
1706 * `caption 1`...: name shown on top of tab
1707 * `current_tab`: index of selected tab 1...
1708 * `transparent` (optional): show transparent
1709 * `draw_border` (optional): draw border
1711 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1712 * Simple colored semitransparent box
1713 * `x` and `y` position the box relative to the top left of the menu
1714 * `w` and `h` are the size of box
1715 * `color` is color specified as a `ColorString`
1717 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1718 * Show a dropdown field
1719 * **Important note**: There are two different operation modes:
1720 1. handle directly on change (only changed dropdown is submitted)
1721 2. read the value on pressing a button (all dropdown values are available)
1722 * `x` and `y` position of dropdown
1724 * Fieldname data is transferred to Lua
1725 * Items to be shown in dropdown
1726 * Index of currently selected dropdown item
1728 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1730 * `x` and `y`: position of checkbox
1731 * `name` fieldname data is transferred to Lua
1732 * `label` to be shown left of checkbox
1733 * `selected` (optional): `true`/`false`
1735 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1737 * There are two ways to use it:
1738 1. handle the changed event (only changed scrollbar is available)
1739 2. read the value on pressing a button (all scrollbars are available)
1740 * `x` and `y`: position of trackbar
1741 * `w` and `h`: width and height
1742 * `orientation`: `vertical`/`horizontal`
1743 * Fieldname data is transferred to Lua
1744 * Value this trackbar is set to (`0`-`1000`)
1745 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1747 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1748 * Show scrollable table using options defined by the previous `tableoptions[]`
1749 * Displays cells as defined by the previous `tablecolumns[]`
1750 * `x` and `y`: position the itemlist relative to the top left of the menu
1751 * `w` and `h` are the size of the itemlist
1752 * `name`: fieldname sent to server on row select or doubleclick
1753 * `cell 1`...`cell n`: cell contents given in row-major order
1754 * `selected idx`: index of row to be selected within table (first row = `1`)
1755 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1757 #### `tableoptions[<opt 1>;<opt 2>;...]`
1758 * Sets options for `table[]`
1760 * default text color (`ColorString`), defaults to `#FFFFFF`
1761 * `background=#RRGGBB`
1762 * table background color (`ColorString`), defaults to `#000000`
1763 * `border=<true/false>`
1764 * should the table be drawn with a border? (default: `true`)
1765 * `highlight=#RRGGBB`
1766 * highlight background color (`ColorString`), defaults to `#466432`
1767 * `highlight_text=#RRGGBB`
1768 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1769 * `opendepth=<value>`
1770 * all subtrees up to `depth < value` are open (default value = `0`)
1771 * only useful when there is a column of type "tree"
1773 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1774 * Sets columns for `table[]`
1775 * Types: `text`, `image`, `color`, `indent`, `tree`
1776 * `text`: show cell contents as text
1777 * `image`: cell contents are an image index, use column options to define images
1778 * `color`: cell contents are a ColorString and define color of following cell
1779 * `indent`: cell contents are a number and define indentation of following cell
1780 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1783 * for `text` and `image`: content alignment within cells.
1784 Available values: `left` (default), `center`, `right`, `inline`
1786 * for `text` and `image`: minimum width in em (default: `0`)
1787 * for `indent` and `tree`: indent width in em (default: `1.5`)
1788 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1789 Exception: defaults to 0 for indent columns
1790 * `tooltip=<value>`: tooltip text (default: empty)
1791 * `image` column options:
1792 * `0=<value>` sets image for image index 0
1793 * `1=<value>` sets image for image index 1
1794 * `2=<value>` sets image for image index 2
1795 * and so on; defined indices need not be contiguous empty or
1796 non-numeric cells are treated as `0`.
1797 * `color` column options:
1798 * `span=<value>`: number of following columns to affect (default: infinite)
1800 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1801 pass key press events to formspec!
1805 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1806 * `"current_player"`: Player to whom the menu is shown
1807 * `"player:<name>"`: Any player
1808 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1809 * `"detached:<name>"`: A detached inventory
1811 Player Inventory lists
1812 ----------------------
1813 * `main`: list containing the default inventory
1814 * `craft`: list containing the craft input
1815 * `craftpreview`: list containing the craft output
1816 * `hand`: list containing an override for the empty hand
1820 `#RGB` defines a color in hexadecimal format.
1822 `#RGBA` defines a color in hexadecimal format and alpha channel.
1824 `#RRGGBB` defines a color in hexadecimal format.
1826 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1828 Named colors are also supported and are equivalent to
1829 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1830 To specify the value of the alpha channel, append `#AA` to the end of the color name
1831 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1832 value must (always) be two hexadecimal digits.
1836 A ColorSpec specifies a 32-bit color. It can be written in either:
1837 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1838 `colorspec = {a=255, r=0, g=255, b=0}`
1839 numerical form, the raw integer value of an ARGB8 quad:
1840 `colorspec = 0xFF00FF00`
1841 or string form, a ColorString (defined above):
1842 `colorspec = "green"`
1846 Most text can contain escape sequences, that can for example color the text.
1847 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1848 The following functions provide escape sequences:
1849 * `core.get_color_escape_sequence(color)`:
1850 * `color` is a ColorString
1851 * The escape sequence sets the text color to `color`
1852 * `core.colorize(color, message)`:
1854 `core.get_color_escape_sequence(color) ..
1856 core.get_color_escape_sequence("#ffffff")`
1857 * `color.get_background_escape_sequence(color)`
1858 * `color` is a ColorString
1859 * The escape sequence sets the background of the whole text element to
1860 `color`. Only defined for item descriptions and tooltips.
1864 * `vector.new(a[, b, c])`: returns a vector:
1865 * A copy of `a` if `a` is a vector.
1866 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1867 * `vector.direction(p1, p2)`: returns a vector
1868 * `vector.distance(p1, p2)`: returns a number
1869 * `vector.length(v)`: returns a number
1870 * `vector.normalize(v)`: returns a vector
1871 * `vector.floor(v)`: returns a vector, each dimension rounded down
1872 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
1873 * `vector.apply(v, func)`: returns a vector
1874 * `vector.equals(v1, v2)`: returns a boolean
1875 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
1877 For the following functions `x` can be either a vector or a number:
1879 * `vector.add(v, x)`: returns a vector
1880 * `vector.subtract(v, x)`: returns a vector
1881 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1882 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1886 * `dump2(obj, name="_", dumped={})`
1887 * Return object serialized as a string, handles reference loops
1888 * `dump(obj, dumped={})`
1889 * Return object serialized as a string
1890 * `math.hypot(x, y)`
1891 * Get the hypotenuse of a triangle with legs x and y.
1892 Useful for distance calculation.
1893 * `math.sign(x, tolerance)`
1894 * Get the sign of a number.
1895 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1896 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1897 * sep_is_pattern=false)`
1898 * If `max_splits` is negative, do not limit splits.
1899 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1900 * e.g. `string:split("a,b", ",") == {"a","b"}`
1902 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1903 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1904 * Convert position to a printable string
1905 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1906 * `minetest.string_to_pos(string)`: returns a position
1907 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1908 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1909 * Converts a string representing an area box into two positions
1910 * `minetest.formspec_escape(string)`: returns a string
1911 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1912 * `minetest.is_yes(arg)`
1913 * returns whether `arg` can be interpreted as yes
1914 * `minetest.get_us_time()`
1915 * returns time with microsecond precision. May not return wall time.
1916 * `table.copy(table)`: returns a table
1917 * returns a deep copy of `table`
1919 `minetest` namespace reference
1920 ------------------------------
1924 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1925 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1926 * Useful for loading additional `.lua` modules or static data from mod
1927 * `minetest.get_modnames()`: returns a list of installed mods
1928 * Return a list of installed mods, sorted alphabetically
1929 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1930 * Useful for storing custom data
1931 * `minetest.is_singleplayer()`
1932 * `minetest.features`
1933 * Table containing API feature flags: `{foo=true, bar=true}`
1934 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1935 * `arg`: string or table in format `{foo=true, bar=true}`
1936 * `missing_features`: `{foo=true, bar=true}`
1937 * `minetest.get_player_information(player_name)`: returns a table containing
1938 information about player. Example return value:
1940 address = "127.0.0.1", -- IP address of client
1941 ip_version = 4, -- IPv4 / IPv6
1942 min_rtt = 0.01, -- minimum round trip time
1943 max_rtt = 0.2, -- maximum round trip time
1944 avg_rtt = 0.02, -- average round trip time
1945 min_jitter = 0.01, -- minimum packet time jitter
1946 max_jitter = 0.5, -- maximum packet time jitter
1947 avg_jitter = 0.03, -- average packet time jitter
1948 connection_uptime = 200, -- seconds since client connected
1950 -- following information is available on debug build only!!!
1951 -- DO NOT USE IN MODS
1952 --ser_vers = 26, -- serialization version used by client
1953 --prot_vers = 23, -- protocol version used by client
1954 --major = 0, -- major version number
1955 --minor = 4, -- minor version number
1956 --patch = 10, -- patch version number
1957 --vers_string = "0.4.9-git", -- full version string
1958 --state = "Active" -- current client state
1960 * `minetest.mkdir(path)`: returns success.
1961 * Creates a directory specified by `path`, creating parent directories
1962 if they don't exist.
1963 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1965 * nil: return all entries,
1966 * true: return only subdirectory names, or
1967 * false: return only file names.
1968 * `minetest.get_version()`: returns a table containing components of the
1969 engine version. Components:
1970 * `project`: Name of the project, eg, "Minetest"
1971 * `string`: Simple version, eg, "1.2.3-dev"
1972 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
1973 Use this for informational purposes only. The information in the returned
1974 table does not represent the capabilities of the engine, nor is it
1975 reliable or verifyable. Compatible forks will have a different name and
1976 version entirely. To check for the presence of engine features, test
1977 whether the functions exported by the wanted features exist. For example:
1978 `if core.nodeupdate then ... end`.
1981 * `minetest.debug(...)`
1982 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1983 * `minetest.log([level,] text)`
1984 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1985 `"info"`, or `"verbose"`. Default is `"none"`.
1987 ### Registration functions
1988 Call these functions only at load time!
1990 * `minetest.register_entity(name, prototype table)`
1991 * `minetest.register_abm(abm definition)`
1992 * `minetest.register_lbm(lbm definition)`
1993 * `minetest.register_node(name, node definition)`
1994 * `minetest.register_tool(name, item definition)`
1995 * `minetest.register_craftitem(name, item definition)`
1996 * `minetest.unregister_item(name)`
1997 * `minetest.register_alias(name, convert_to)`
1998 * `minetest.register_alias_force(name, convert_to)`
1999 * `minetest.register_craft(recipe)`
2000 * Check recipe table syntax for different types below.
2001 * `minetest.clear_craft(recipe)`
2002 * Will erase existing craft based either on output item or on input recipe.
2003 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2004 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2005 * If no erase candidate could be found, Lua exception will be thrown.
2006 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2007 contains output. Erasing is then done independently from the crafting method.
2008 * `minetest.register_ore(ore definition)`
2009 * `minetest.register_biome(biome definition)`
2010 * `minetest.register_decoration(decoration definition)`
2011 * `minetest.override_item(name, redefinition)`
2012 * Overrides fields of an item registered with register_node/tool/craftitem.
2013 * Note: Item must already be defined, (opt)depend on the mod defining it.
2014 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2015 * `minetest.clear_registered_ores()`
2016 * `minetest.clear_registered_biomes()`
2017 * `minetest.clear_registered_decorations()`
2019 ### Global callback registration functions
2020 Call these functions only at load time!
2022 * `minetest.register_globalstep(func(dtime))`
2023 * Called every server step, usually interval of 0.1s
2024 * `minetest.register_on_shutdown(func())`
2025 * Called before server shutdown
2026 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2027 callbacks **will likely not be run**. Data should be saved at
2028 semi-frequent intervals as well as on server shutdown.
2029 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2030 * Called when a node has been placed
2031 * If return `true` no item is taken from `itemstack`
2032 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2034 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2035 * Called when a node has been dug.
2036 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2038 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2039 * Called when a node is punched
2040 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2041 * Called after generating a piece of world. Modifying nodes inside the area
2042 is a bit faster than usually.
2043 * `minetest.register_on_newplayer(func(ObjectRef))`
2044 * Called after a new player has been created
2045 * `minetest.register_on_dieplayer(func(ObjectRef))`
2046 * Called when a player dies
2047 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2048 * Called when a player is punched
2049 * `player` - ObjectRef - Player that was punched
2050 * `hitter` - ObjectRef - Player that hit
2051 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2052 * `tool_capabilities`: capability table of used tool (can be nil)
2053 * `dir`: unit vector of direction of punch. Always defined. Points from
2054 the puncher to the punched.
2055 * `damage` - number that represents the damage calculated by the engine
2056 * should return `true` to prevent the default damage mechanism
2057 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2058 * Called when the player gets damaged or healed
2059 * `player`: ObjectRef of the player
2060 * `hp_change`: the amount of change. Negative when it is damage.
2061 * `modifier`: when true, the function should return the actual hp_change.
2062 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2063 modifiers can return true as a second argument to stop the execution of further functions.
2064 Non-modifiers receive the final hp change calculated by the modifiers.
2065 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2066 * Called when player is to be respawned
2067 * Called _before_ repositioning of player occurs
2068 * return true in func to disable regular player placement
2069 * `minetest.register_on_prejoinplayer(func(name, ip))`
2070 * Called before a player joins the game
2071 * If it returns a string, the player is disconnected with that string as reason
2072 * `minetest.register_on_joinplayer(func(ObjectRef))`
2073 * Called when a player joins the game
2074 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2075 * Called when a player leaves the game
2076 * `timed_out`: True for timeout, false for other reasons.
2077 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2078 * Called when a player cheats
2079 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2081 * `interacted_too_far`
2082 * `interacted_while_dead`
2083 * `finished_unknown_dig`
2086 * `minetest.register_on_chat_message(func(name, message))`
2087 * Called always when a player says something
2088 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2089 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2090 * Called when a button is pressed in player's inventory form
2091 * Newest functions are called first
2092 * If function returns `true`, remaining functions are not called
2093 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2094 * Called when `player` crafts something
2095 * `itemstack` is the output
2096 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2097 * `craft_inv` is the inventory with the crafting grid
2098 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2099 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2100 * The same as before, except that it is called before the player crafts, to make
2101 craft prediction, and it should not change anything.
2102 * `minetest.register_on_protection_violation(func(pos, name))`
2103 * Called by `builtin` and mods when a player violates protection at a position
2104 (eg, digs a node or punches a protected entity).
2105 * The registered functions can be called using `minetest.record_protection_violation`
2106 * The provided function should check that the position is protected by the mod
2107 calling this function before it prints a message, if it does, to allow for
2108 multiple protection mods.
2109 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2110 * Called when an item is eaten, by `minetest.item_eat`
2111 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2113 ### Other registration functions
2114 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2115 * Adds definition to minetest.registered_chatcommands
2116 * `minetest.override_chatcommand(name, redefinition)`
2117 * Overrides fields of a chatcommand registered with register_chatcommand.
2118 * `minetest.unregister_chatcommand(name)`
2119 * Unregisters a chatcommands registered with register_chatcommand.
2120 * `minetest.register_privilege(name, definition)`
2121 * `definition`: `"description text"`
2122 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2123 the default of `give_to_singleplayer` is true
2124 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2125 * `minetest.register_authentication_handler(handler)`
2126 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2129 * `minetest.setting_set(name, value)`
2130 * Setting names can't contain whitespace or any of `="{}#`.
2131 * Setting values can't contain the sequence `\n"""`.
2132 * Setting names starting with "secure." can't be set.
2133 * `minetest.setting_get(name)`: returns string or `nil`
2134 * `minetest.setting_setbool(name, value)`
2135 * See documentation on `setting_set` for restrictions.
2136 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2137 * `minetest.setting_get_pos(name)`: returns position or nil
2138 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2141 * `minetest.notify_authentication_modified(name)`
2142 * Should be called by the authentication handler if privileges changes.
2143 * To report everybody, set `name=nil`.
2144 * `minetest.check_password_entry(name, entry, password)`
2145 * Returns true if the "db entry" for a player with name matches given
2146 * password, false otherwise.
2147 * The "db entry" is the usually player-individual value that is derived
2148 * from the player's chosen password and stored on the server in order to allow
2149 * authentication whenever the player desires to log in.
2150 * Only use this function for making it possible to log in via the password from
2151 * via protocols like IRC, other uses for inside the game are frowned upon.
2152 * `minetest.get_password_hash(name, raw_password)`
2153 * Convert a name-password pair to a password hash that Minetest can use.
2154 * The returned value alone is not a good basis for password checks based
2155 * on comparing the password hash in the database with the password hash
2156 * from the function, with an externally provided password, as the hash
2157 * in the db might use the new SRP verifier format.
2158 * For this purpose, use minetest.check_password_entry instead.
2159 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2160 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2161 * Convert between two privilege representations
2162 * `minetest.set_player_password(name, password_hash)`
2163 * `minetest.set_player_privs(name, {priv1=true,...})`
2164 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2165 * `minetest.auth_reload()`
2166 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2167 * A quickhand for checking privileges.
2168 * `player_or_name`: Either a Player object or the name of a player.
2169 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2170 a table, e.g. `{ priva = true, privb = true }`.
2171 * `minetest.get_player_ip(name)`: returns an IP address string
2173 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2174 and `minetest.auth_reload` call the authetification handler.
2177 * `minetest.chat_send_all(text)`
2178 * `minetest.chat_send_player(name, text)`
2180 ### Environment access
2181 * `minetest.set_node(pos, node)`
2182 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2183 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2184 * `minetest.swap_node(pos, node)`
2185 * Set node at position, but don't remove metadata
2186 * `minetest.remove_node(pos)`
2187 * Equivalent to `set_node(pos, "air")`
2188 * `minetest.get_node(pos)`
2189 * Returns the node at the given position as table in the format
2190 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2192 * `minetest.get_node_or_nil(pos)`
2193 * Same as `get_node` but returns `nil` for unloaded areas.
2194 * `minetest.get_node_light(pos, timeofday)`
2195 * Gets the light value at the given position. Note that the light value
2196 "inside" the node at the given position is returned, so you usually want
2197 to get the light value of a neighbor.
2198 * `pos`: The position where to measure the light.
2199 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2200 * Returns a number between `0` and `15` or `nil`
2201 * `minetest.place_node(pos, node)`
2202 * Place node with the same effects that a player would cause
2203 * `minetest.dig_node(pos)`
2204 * Dig node with the same effects that a player would cause
2205 * Returns `true` if successful, `false` on failure (e.g. protected location)
2206 * `minetest.punch_node(pos)`
2207 * Punch node with the same effects that a player would cause
2209 * `minetest.find_nodes_with_meta(pos1, pos2)`
2210 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2211 * `minetest.get_meta(pos)`
2212 * Get a `NodeMetaRef` at that position
2213 * `minetest.get_node_timer(pos)`
2214 * Get `NodeTimerRef`
2216 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2217 * Returns `ObjectRef`, or `nil` if failed
2218 * `minetest.add_item(pos, item)`: Spawn item
2219 * Returns `ObjectRef`, or `nil` if failed
2220 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2221 * `minetest.get_objects_inside_radius(pos, radius)`
2222 * `radius`: using an euclidean metric
2223 * `minetest.set_timeofday(val)`
2224 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2225 * `minetest.get_timeofday()`
2226 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2227 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2228 * accounting for time changes.
2229 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2230 * `radius`: using a maximum metric
2231 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2232 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2233 * returns as second value a table with the count of the individual nodes found
2234 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2235 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2236 * returned positions are nodes with a node air above
2237 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2238 * `minetest.get_perlin(noiseparams)`
2239 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2240 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2241 * `minetest.get_voxel_manip([pos1, pos2])`
2242 * Return voxel manipulator object.
2243 * Loads the manipulator from the map if positions are passed.
2244 * `minetest.set_gen_notify(flags, {deco_ids})`
2245 * Set the types of on-generate notifications that should be collected
2246 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2247 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2248 * The second parameter is a list of IDS of decorations which notification is requested for
2249 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2250 * `minetest.get_mapgen_object(objectname)`
2251 * Return requested mapgen object if available (see "Mapgen objects")
2252 * `minetest.get_biome_id(biome_name)`
2253 * Returns the biome id, as used in the biomemap Mapgen object, for a
2254 given biome_name string.
2255 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2256 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2257 * Deprecated: use minetest.get_mapgen_setting(name) instead
2258 * `minetest.set_mapgen_params(MapgenParams)`
2259 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2260 * Set map generation parameters
2261 * Function cannot be called after the registration period; only initialization
2262 and `on_mapgen_init`
2263 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2265 * Leave field unset to leave that parameter unchanged
2266 * `flags` contains a comma-delimited string of flags to set,
2267 or if the prefix `"no"` is attached, clears instead.
2268 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2269 * `minetest.get_mapgen_setting(name)`
2270 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2271 order of precedence:
2272 1) Settings loaded from map_meta.txt or overrides set during mod execution
2273 2) Settings set by mods without a metafile override
2274 3) Settings explicitly set in the user config file, minetest.conf
2275 4) Settings set as the user config default
2276 * `minetest.get_mapgen_setting_noiseparams(name)`
2277 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2278 and is a valid NoiseParams
2279 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2280 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2281 is not already present in map_meta.txt.
2282 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2283 the setting will become the active setting regardless of the map metafile contents.
2284 * Note: to set the seed, use "seed", not "fixed_map_seed"
2285 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2286 * Same as above, except value is a NoiseParams table.
2287 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2288 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2289 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2290 should be applied to the default config or current active config
2291 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2292 * `minetest.generate_ores(vm, pos1, pos2)`
2293 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2294 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2295 * `minetest.generate_decorations(vm, pos1, pos2)`
2296 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2297 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2298 * `minetest.clear_objects([options])`
2299 * Clear all objects in the environment
2300 * Takes an optional table as an argument with the field `mode`.
2301 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2302 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2303 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2304 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2305 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2306 * fetched from memory, loaded from disk, or if inexistent, generates them.
2307 * If `callback` is a valid Lua function, this will be called for each block emerged.
2308 * The function signature of callback is:
2309 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2310 * - `blockpos` is the *block* coordinates of the block that had been emerged
2311 * - `action` could be one of the following constant values:
2312 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2313 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2314 * - `calls_remaining` is the number of callbacks to be expected after this one
2315 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2316 * parameter was absent)
2317 * `minetest.delete_area(pos1, pos2)`
2318 * delete all mapblocks in the area from pos1 to pos2, inclusive
2319 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2320 * Check if there is a direct line of sight between `pos1` and `pos2`
2321 * Returns the position of the blocking node when `false`
2322 * `pos1`: First position
2323 * `pos2`: Second position
2324 * `stepsize`: smaller gives more accurate results but requires more computing
2325 time. Default is `1`.
2326 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2327 * returns table containing path
2328 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2329 * `pos1`: start position
2330 * `pos2`: end position
2331 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2332 * `max_jump`: maximum height difference to consider walkable
2333 * `max_drop`: maximum height difference to consider droppable
2334 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2335 * `minetest.spawn_tree (pos, {treedef})`
2336 * spawns L-system tree at given `pos` with definition in `treedef` table
2337 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2338 Often these bugs appear as subtle shadows in water.
2339 * `minetest.transforming_liquid_add(pos)`
2340 * add node to liquid update queue
2341 * `minetest.get_node_max_level(pos)`
2342 * get max available level for leveled node
2343 * `minetest.get_node_level(pos)`
2344 * get level of leveled node (water, snow)
2345 * `minetest.set_node_level(pos, level)`
2346 * set level of leveled node, default `level` equals `1`
2347 * if `totallevel > maxlevel`, returns rest (`total-max`).
2348 * `minetest.add_node_level(pos, level)`
2349 * increase level of leveled node by level, default `level` equals `1`
2350 * if `totallevel > maxlevel`, returns rest (`total-max`)
2351 * can be negative for decreasing
2352 * `core.check_single_for_falling(pos)`
2353 * causes an unsupported `group:falling_node` node to fall and causes an
2354 unattached `group:attached_node` node to fall.
2355 * does not spread these updates to neighbours.
2356 * `core.check_for_falling(pos)`
2357 * causes an unsupported `group:falling_node` node to fall and causes an
2358 unattached `group:attached_node` node to fall.
2359 * spread these updates to neighbours and can cause a cascade
2363 `minetest.get_inventory(location)`: returns an `InvRef`
2366 * `{type="player", name="celeron55"}`
2367 * `{type="node", pos={x=, y=, z=}}`
2368 * `{type="detached", name="creative"}`
2369 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2370 * callbacks: See "Detached inventory callbacks"
2371 * player_name: Make detached inventory available to one player exclusively,
2372 by default they will be sent to every player (even if not used).
2373 Note that this parameter is mostly just a workaround and will be removed in future releases.
2374 * Creates a detached inventory. If it already exists, it is cleared.
2375 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2376 returns left over ItemStack
2377 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2380 * `minetest.show_formspec(playername, formname, formspec)`
2381 * `playername`: name of player to show formspec
2382 * `formname`: name passed to `on_player_receive_fields` callbacks.
2383 It should follow the `"modname:<whatever>"` naming convention
2384 * `formspec`: formspec to display
2385 * `minetest.close_formspec(playername, formname)`
2386 * `playername`: name of player to close formspec
2387 * `formname`: has to exactly match the one given in show_formspec, or the formspec will
2389 * calling show_formspec(playername, formname, "") is equal to this expression
2390 * to close a formspec regardless of the formname, call
2391 minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
2392 * `minetest.formspec_escape(string)`: returns a string
2393 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2394 * `minetest.explode_table_event(string)`: returns a table
2395 * returns e.g. `{type="CHG", row=1, column=2}`
2397 * `"INV"`: no row selected)
2398 * `"CHG"`: selected)
2399 * `"DCL"`: double-click
2400 * `minetest.explode_textlist_event(string)`: returns a table
2401 * returns e.g. `{type="CHG", index=1}`
2403 * `"INV"`: no row selected)
2404 * `"CHG"`: selected)
2405 * `"DCL"`: double-click
2406 * `minetest.explode_scrollbar_event(string)`: returns a table
2407 * returns e.g. `{type="CHG", value=500}`
2409 * `"INV"`: something failed
2410 * `"CHG"`: has been changed
2411 * `"VAL"`: not changed
2414 * `minetest.inventorycube(img1, img2, img3)`
2415 * Returns a string for making an image of a cube (useful as an item image)
2416 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2417 * Get position of a `pointed_thing` (that you can get from somewhere)
2418 * `minetest.dir_to_facedir(dir, is6d)`
2419 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2420 * passing something non-`nil`/`false` for the optional second parameter causes it to
2421 take the y component into account
2422 * `minetest.facedir_to_dir(facedir)`
2423 * Convert a facedir back into a vector aimed directly out the "back" of a node
2424 * `minetest.dir_to_wallmounted(dir)`
2425 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2426 * `minetest.wallmounted_to_dir(wallmounted)`
2427 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2428 * `minetest.dir_to_yaw(dir)`
2429 * Convert a vector into a yaw (angle)
2430 * `minetest.yaw_to_dir(yaw)`
2431 * Convert yaw (angle) to a vector
2432 * `minetest.get_node_drops(nodename, toolname)`
2433 * Returns list of item names.
2434 * **Note**: This will be removed or modified in a future version.
2435 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2436 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2437 * `input.width` = for example `3`
2438 * `input.items` = for example
2439 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2440 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2441 * `output.time` = a number, if unsuccessful: `0`
2442 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2443 `decremented_input.items`
2444 * `decremented_input` = like `input`
2445 * `minetest.get_craft_recipe(output)`: returns input
2446 * returns last registered recipe for output item (node)
2447 * `output` is a node or item type such as `"default:torch"`
2448 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2449 * `input.width` = for example `3`
2450 * `input.items` = for example
2451 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2452 * `input.items` = `nil` if no recipe found
2453 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2454 * returns indexed table with all registered recipes for query item (node)
2455 or `nil` if no recipe was found
2456 * recipe entry table:
2458 method = 'normal' or 'cooking' or 'fuel'
2459 width = 0-3, 0 means shapeless recipe
2460 items = indexed [1-9] table with recipe items
2461 output = string with item name and quantity
2463 * Example query for `"default:gold_ingot"` will return table:
2465 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2466 items = {1 = "default:gold_lump"}},
2467 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2468 items = {1 = "default:goldblock"}}
2470 * `minetest.handle_node_drops(pos, drops, digger)`
2471 * `drops`: list of itemstrings
2472 * Handles drops from nodes after digging: Default action is to put them into
2474 * Can be overridden to get different functionality (e.g. dropping items on
2478 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2479 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2480 * Find who has done something to a node, or near a node
2481 * `actor`: `"player:<name>"`, also `"liquid"`.
2482 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2483 * Revert latest actions of someone
2484 * `actor`: `"player:<name>"`, also `"liquid"`.
2486 ### Defaults for the `on_*` item definition functions
2487 These functions return the leftover itemstack.
2489 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2490 * Place item as a node
2491 * `param2` overrides `facedir` and wallmounted `param2`
2492 * returns `itemstack, success`
2493 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2495 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2496 * Use one of the above based on what the item is.
2497 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2498 * **Note**: is not called when wielded item overrides `on_place`
2499 * `param2` overrides `facedir` and wallmounted `param2`
2500 * returns `itemstack, success`
2501 * `minetest.item_drop(itemstack, dropper, pos)`
2503 * `minetest.item_eat(hp_change, replace_with_item)`
2505 * `replace_with_item` is the itemstring which is added to the inventory.
2506 If the player is eating a stack, then replace_with_item goes to a
2507 different spot. Can be `nil`
2508 * See `minetest.do_item_eat`
2510 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2511 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2512 * Calls functions registered by `minetest.register_on_punchnode()`
2513 * `minetest.node_dig(pos, node, digger)`
2514 * Checks if node can be dug, puts item into inventory, removes node
2515 * Calls functions registered by `minetest.registered_on_dignodes()`
2518 * `minetest.sound_play(spec, parameters)`: returns a handle
2519 * `spec` is a `SimpleSoundSpec`
2520 * `parameters` is a sound parameter table
2521 * `minetest.sound_stop(handle)`
2524 * `minetest.after(time, func, ...)`
2525 * Call the function `func` after `time` seconds, may be fractional
2526 * Optional: Variable number of arguments that are passed to `func`
2529 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2530 and `reconnect` == true displays a reconnect button.
2531 * `minetest.get_server_status()`: returns server status string
2532 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2535 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2536 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2537 * `minetest.ban_player(name)`: ban a player
2538 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2539 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2542 * `minetest.add_particle(particle definition)`
2543 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2544 size, collisiondetection, texture, playername)`
2546 * `minetest.add_particlespawner(particlespawner definition)`
2547 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2548 * Returns an `id`, and -1 if adding didn't succeed
2549 * `Deprecated: minetest.add_particlespawner(amount, time,
2553 minexptime, maxexptime,
2555 collisiondetection, texture, playername)`
2557 * `minetest.delete_particlespawner(id, player)``
2558 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2559 * If playername is specified, only deletes on the player's client,
2560 * otherwise on all clients
2563 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2564 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2565 * Apply the specified probability values to the specified nodes in `probability_list`.
2566 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2567 * `pos` is the 3D vector specifying the absolute coordinates of the
2568 node being modified,
2569 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2570 * If there are two or more entries with the same pos value, the
2572 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2573 * If `probability_list` equals `nil`, no probabilities are applied.
2574 * Slice probability works in the same manner, except takes a field
2575 called `ypos` instead which
2576 indicates the y position of the slice with a probability applied.
2577 * If slice probability list equals `nil`, no slice probabilities are applied.
2578 * Saves schematic in the Minetest Schematic format to filename.
2580 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2581 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2582 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2583 * If the `rotation` parameter is omitted, the schematic is not rotated.
2584 * `replacements` = `{["old_name"] = "convert_to", ...}`
2585 * `force_placement` is a boolean indicating whether nodes other than `air` and
2586 `ignore` are replaced by the schematic
2587 * Returns nil if the schematic could not be loaded.
2589 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2590 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2591 specified VoxelManip object `vmanip` instead of the whole map.
2592 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2593 containing the full area required, and true if the whole schematic was able to fit.
2594 * Returns nil if the schematic could not be loaded.
2595 * After execution, any external copies of the VoxelManip contents are invalidated.
2597 * `minetest.serialize_schematic(schematic, format, options)`
2598 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2599 * in the `format` of either "mts" or "lua".
2600 * "mts" - a string containing the binary MTS data used in the MTS file format
2601 * "lua" - a string containing Lua code representing the schematic in table format
2602 * `options` is a table containing the following optional parameters:
2603 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2604 * position comments for every X row generated in the schematic data for easier reading.
2605 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2606 * will use that number of spaces as indentation instead of a tab character.
2609 * `minetest.request_http_api()`:
2610 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2611 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2612 otherwise returns `nil`.
2613 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2615 * Only works at init time and must be called from the mod's main scope (not from a function).
2616 * Function only exists if minetest server was built with cURL support.
2617 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2619 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2620 * Performs given request asynchronously and calls callback upon completion
2621 * callback: `function(HTTPRequestResult res)`
2622 * Use this HTTP function if you are unsure, the others are for advanced use.
2623 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2624 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2625 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2626 * Return response data for given asynchronous HTTP request
2629 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2630 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2631 * `minetest.hud_replace_builtin(name, hud_definition)`
2632 * Replaces definition of a builtin hud element
2633 * `name`: `"breath"` or `"health"`
2634 * `hud_definition`: definition to replace builtin definition
2635 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2636 * Gives a unique hash number for a node position (16+16+16=48bit)
2637 * `minetest.get_position_from_hash(hash)`: returns a position
2638 * Inverse transform of `minetest.hash_node_position`
2639 * `minetest.get_item_group(name, group)`: returns a rating
2640 * Get rating of a group of an item. (`0` means: not in group)
2641 * `minetest.get_node_group(name, group)`: returns a rating
2642 * Deprecated: An alias for the former.
2643 * `minetest.raillike_group(name)`: returns a rating
2644 * Returns rating of the connect_to_raillike group corresponding to name
2645 * If name is not yet the name of a connect_to_raillike group, a new group id
2646 * is created, with that name
2647 * `minetest.get_content_id(name)`: returns an integer
2648 * Gets the internal content ID of `name`
2649 * `minetest.get_name_from_content_id(content_id)`: returns a string
2650 * Gets the name of the content with that content ID
2651 * `minetest.parse_json(string[, nullvalue])`: returns something
2652 * Convert a string containing JSON data into the Lua equivalent
2653 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2654 * On success returns a table, a string, a number, a boolean or `nullvalue`
2655 * On failure outputs an error message and returns `nil`
2656 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2657 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2658 * Convert a Lua table into a JSON string
2659 * styled: Outputs in a human-readable format if this is set, defaults to false
2660 * Unserializable things like functions and userdata are saved as null.
2661 * **Warning**: JSON is more strict than the Lua table format.
2662 1. You can only use strings and positive integers of at least one as keys.
2663 2. You can not mix string and integer keys.
2664 This is due to the fact that JSON has two distinct array and object values.
2665 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2666 * `minetest.serialize(table)`: returns a string
2667 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2668 into string form readable by `minetest.deserialize`
2669 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2670 * `minetest.deserialize(string)`: returns a table
2671 * Convert a string returned by `minetest.deserialize` into a table
2672 * `string` is loaded in an empty sandbox environment.
2673 * Will load functions, but they cannot access the global environment.
2674 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2675 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2676 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2677 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2678 * Compress a string of data.
2679 * `method` is a string identifying the compression method to be used.
2680 * Supported compression methods:
2681 * Deflate (zlib): `"deflate"`
2682 * `...` indicates method-specific arguments. Currently defined arguments are:
2683 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2684 * `minetest.decompress(compressed_data, method, ...)`: returns data
2685 * Decompress a string of data (using ZLib).
2686 * See documentation on `minetest.compress()` for supported compression methods.
2687 * currently supported.
2688 * `...` indicates method-specific arguments. Currently, no methods use this.
2689 * `minetest.encode_base64(string)`: returns string encoded in base64
2690 * Encodes a string in base64.
2691 * `minetest.decode_base64(string)`: returns string
2692 * Decodes a string encoded in base64.
2693 * `minetest.is_protected(pos, name)`: returns boolean
2694 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2695 actions, defineable by mods, due to some mod-defined ownership-like concept.
2696 Returns false or nil, if the player is allowed to do such actions.
2697 * This function should be overridden by protection mods and should be used to
2698 check if a player can interact at a position.
2699 * This function should call the old version of itself if the position is not
2700 protected by the mod.
2703 local old_is_protected = minetest.is_protected
2704 function minetest.is_protected(pos, name)
2705 if mymod:position_protected_from(pos, name) then
2708 return old_is_protected(pos, name)
2710 * `minetest.record_protection_violation(pos, name)`
2711 * This function calls functions registered with
2712 `minetest.register_on_protection_violation`.
2713 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2714 * Attempt to predict the desired orientation of the facedir-capable node
2715 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2716 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2717 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2718 is an optional table containing extra tweaks to the placement code:
2719 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2720 orientation on the wall.
2721 * `force_wall` : if `true`, always place the node in wall orientation.
2722 * `force_ceiling`: if `true`, always place on the ceiling.
2723 * `force_floor`: if `true`, always place the node on the floor.
2724 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2725 the floor or ceiling
2726 * The first four options are mutually-exclusive; the last in the list takes
2727 precedence over the first.
2728 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2729 * calls `rotate_and_place()` with infinitestacks set according to the state of
2730 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2733 * `minetest.forceload_block(pos[, transient])`
2734 * forceloads the position `pos`.
2735 * returns `true` if area could be forceloaded
2736 * If `transient` is `false` or absent, the forceload will be persistent
2737 (saved between server runs). If `true`, the forceload will be transient
2738 (not saved between server runs).
2740 * `minetest.forceload_free_block(pos[, transient])`
2741 * stops forceloading the position `pos`
2742 * If `transient` is `false` or absent, frees a persistent forceload.
2743 If `true`, frees a transient forceload.
2745 * `minetest.request_insecure_environment()`: returns an environment containing
2746 insecure functions if the calling mod has been listed as trusted in the
2747 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2748 * Only works at init time and must be called from the mod's main scope (not from a function).
2749 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2752 * `minetest.global_exists(name)`
2753 * Checks if a global variable has been set, without triggering a warning.
2756 * `minetest.env`: `EnvRef` of the server environment and world.
2757 * Any function in the minetest namespace can be called using the syntax
2758 `minetest.env:somefunction(somearguments)`
2759 instead of `minetest.somefunction(somearguments)`
2760 * Deprecated, but support is not to be dropped soon
2763 * `minetest.registered_items`
2764 * Map of registered items, indexed by name
2765 * `minetest.registered_nodes`
2766 * Map of registered node definitions, indexed by name
2767 * `minetest.registered_craftitems`
2768 * Map of registered craft item definitions, indexed by name
2769 * `minetest.registered_tools`
2770 * Map of registered tool definitions, indexed by name
2771 * `minetest.registered_entities`
2772 * Map of registered entity prototypes, indexed by name
2773 * `minetest.object_refs`
2774 * Map of object references, indexed by active object id
2775 * `minetest.luaentities`
2776 * Map of Lua entities, indexed by active object id
2777 * `minetest.registered_chatcommands`
2778 * Map of registered chat command definitions, indexed by name
2779 * `minetest.registered_ores`
2780 * List of registered ore definitions.
2781 * `minetest.registered_biomes`
2782 * List of registered biome definitions.
2783 * `minetest.registered_decorations`
2784 * List of registered decoration definitions.
2790 See `NodeMetaRef` and `ItemStackMetaRef`.
2793 * `set_string(name, value)`
2794 * `get_string(name)`
2795 * `set_int(name, value)`
2797 * `set_float(name, value)`
2799 * `to_table()`: returns `nil` or a table with keys:
2800 * `fields`: key-value storage
2801 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
2802 * `from_table(nil or {})`
2803 * Any non-table value will clear the metadata
2804 * See "Node Metadata" for an example
2805 * returns `true` on success
2808 Node metadata: reference extra data and functionality stored in a node.
2809 Can be gotten via `minetest.get_meta(pos)`.
2812 * All methods in MetaDataRef
2813 * `get_inventory()`: returns `InvRef`
2815 ### `ItemStackMetaRef`
2816 ItemStack metadata: reference extra data and functionality stored in a stack.
2817 Can be gotten via `item:get_meta()`.
2820 * All methods in MetaDataRef
2823 Node Timers: a high resolution persistent per-node timer.
2824 Can be gotten via `minetest.get_node_timer(pos)`.
2827 * `set(timeout,elapsed)`
2828 * set a timer's state
2829 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2830 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2831 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2834 * equivalent to `set(timeout,0)`
2837 * `get_timeout()`: returns current timeout in seconds
2838 * if `timeout` equals `0`, timer is inactive
2839 * `get_elapsed()`: returns current elapsed time in seconds
2840 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2841 * `is_started()`: returns boolean state of timer
2842 * returns `true` if timer is started, otherwise `false`
2845 Moving things in the game are generally these.
2847 This is basically a reference to a C++ `ServerActiveObject`
2850 * `remove()`: remove object (after returning from Lua)
2851 * Note: Doesn't work on players, use minetest.kick_player instead
2852 * `get_pos()`: returns `{x=num, y=num, z=num}`
2853 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
2854 * `move_to(pos, continuous=false)`: interpolated move
2855 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2856 * `puncher` = another `ObjectRef`,
2857 * `time_from_last_punch` = time since last punch action of the puncher
2858 * `direction`: can be `nil`
2859 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2860 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2861 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2862 * `get_inventory()`: returns an `InvRef`
2863 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2864 * `get_wield_index()`: returns the index of the wielded item
2865 * `get_wielded_item()`: returns an `ItemStack`
2866 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2867 * `set_armor_groups({group1=rating, group2=rating, ...})`
2868 * `get_armor_groups()`: returns a table with the armor group ratings
2869 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2870 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2871 * `set_attach(parent, bone, position, rotation)`
2873 * `position`: `{x=num, y=num, z=num}` (relative)
2874 * `rotation`: `{x=num, y=num, z=num}`
2875 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2877 * `set_bone_position(bone, position, rotation)`
2879 * `position`: `{x=num, y=num, z=num}` (relative)
2880 * `rotation`: `{x=num, y=num, z=num}`
2881 * `get_bone_position(bone)`: returns position and rotation of the bone
2882 * `set_properties(object property table)`
2883 * `get_properties()`: returns object property table
2884 * `is_player()`: returns true for players, false otherwise
2885 * `get_nametag_attributes()`
2886 * returns a table with the attributes of the nametag of an object
2888 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2891 * `set_nametag_attributes(attributes)`
2892 * sets the attributes of the nametag of an object
2896 text = "My Nametag",
2899 ##### LuaEntitySAO-only (no-op for other objects)
2900 * `set_velocity({x=num, y=num, z=num})`
2901 * `get_velocity()`: returns `{x=num, y=num, z=num}`
2902 * `set_acceleration({x=num, y=num, z=num})`
2903 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
2904 * `set_yaw(radians)`
2905 * `get_yaw()`: returns number in radians
2906 * `set_texture_mod(mod)`
2907 * `get_texture_mod()` returns current texture modifier
2908 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2909 select_horiz_by_yawpitch=false)`
2910 * Select sprite from spritesheet with optional animation and DM-style
2911 texture selection based on yaw relative to camera
2912 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2915 ##### Player-only (no-op for other objects)
2916 * `get_player_name()`: returns `""` if is not a player
2917 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2918 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2919 * `get_look_dir()`: get camera direction as a unit vector
2920 * `get_look_vertical()`: pitch in radians
2921 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2922 * `get_look_horizontal()`: yaw in radians
2923 * Angle is counter-clockwise from the +z direction.
2924 * `set_look_vertical(radians)`: sets look pitch
2925 * radians - Angle from looking forward, where positive is downwards.
2926 * `set_look_horizontal(radians)`: sets look yaw
2927 * radians - Angle from the +z direction, where positive is counter-clockwise.
2928 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2929 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2930 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2931 * Angle is counter-clockwise from the +x direction.
2932 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2933 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2934 * `get_breath()`: returns players breath
2935 * `set_breath(value)`: sets players breath
2937 * `0`: player is drowning,
2938 * `1`-`10`: remaining number of bubbles
2939 * `11`: bubbles bar is not shown
2940 * `set_attribute(attribute, value)`: sets an extra attribute with value on player
2941 * `get_attribute(attribute)`: returns value for extra attribute. Returns nil if no attribute found.
2942 * `set_inventory_formspec(formspec)`
2943 * Redefine player's inventory form
2944 * Should usually be called in on_joinplayer
2945 * `get_inventory_formspec()`: returns a formspec string
2946 * `get_player_control()`: returns table with player pressed keys
2947 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2948 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2949 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2950 * `set_physics_override(override_table)`
2951 * `override_table` is a table with the following fields:
2952 * `speed`: multiplier to default walking speed value (default: `1`)
2953 * `jump`: multiplier to default jump value (default: `1`)
2954 * `gravity`: multiplier to default gravity value (default: `1`)
2955 * `sneak`: whether player can sneak (default: `true`)
2956 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2957 * `get_physics_override()`: returns the table given to set_physics_override
2958 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2960 * `hud_remove(id)`: remove the HUD element of the specified id
2961 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2962 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2963 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2964 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2965 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2966 * pass a table containing a `true`/`false` value of each flag to be set or unset
2967 * if a flag equals `nil`, the flag is not modified
2968 * note that setting `minimap` modifies the client's permission to view the minimap -
2969 * the client may locally elect to not view the minimap
2970 * `hud_get_flags()`: returns a table containing status of hud flags
2971 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2972 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2973 * `count`: number of items, must be between `1` and `23`
2974 * `hud_get_hotbar_itemcount`: returns number of visible items
2975 * `hud_set_hotbar_image(texturename)`
2976 * sets background image for hotbar
2977 * `hud_get_hotbar_image`: returns texturename
2978 * `hud_set_hotbar_selected_image(texturename)`
2979 * sets image for selected item of hotbar
2980 * `hud_get_hotbar_selected_image`: returns texturename
2981 * `set_sky(bgcolor, type, {texture names})`
2982 * `bgcolor`: ColorSpec, defaults to white
2984 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2985 * `"skybox"`: Uses 6 textures, `bgcolor` used
2986 * `"plain"`: Uses 0 textures, `bgcolor` used
2987 * `get_sky()`: returns bgcolor, type and a table with the textures
2988 * `override_day_night_ratio(ratio or nil)`
2989 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2990 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2991 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2992 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2994 set animation for player model in third person view
2996 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2997 {x=168, y=187}, -- < walk animation key frames
2998 {x=189, y=198}, -- < dig animation key frames
2999 {x=200, y=219}, -- < walk+dig animation key frames
3000 frame_speed=30): -- < animation frame speed
3001 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
3002 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3003 * in first person view
3004 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3005 * `get_eye_offset()`: returns offset_first and offset_third
3008 An `InvRef` is a reference to an inventory.
3011 * `is_empty(listname)`: return `true` if list is empty
3012 * `get_size(listname)`: get size of a list
3013 * `set_size(listname, size)`: set size of a list
3014 * returns `false` on error (e.g. invalid `listname` or `size`)
3015 * `get_width(listname)`: get width of a list
3016 * `set_width(listname, width)`: set width of list; currently used for crafting
3017 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3018 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3019 * `get_list(listname)`: return full list
3020 * `set_list(listname, list)`: set full list (size will not change)
3021 * `get_lists()`: returns list of inventory lists
3022 * `set_lists(lists)`: sets inventory lists (size will not change)
3023 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3024 * `room_for_item(listname, stack):` returns `true` if the stack of items
3025 can be fully added to the list
3026 * `contains_item(listname, stack)`: returns `true` if the stack of items
3027 can be fully taken from the list
3028 * `remove_item(listname, stack)`: take as many items as specified from the list,
3029 returns the items that were actually removed (as an `ItemStack`) -- note that
3030 any item metadata is ignored, so attempting to remove a specific unique
3031 item this way will likely remove the wrong one -- to do that use `set_stack`
3032 with an empty `ItemStack`
3033 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3034 * returns `{type="undefined"}` in case location is not known
3037 A fast access data structure to store areas, and find areas near a given position or area.
3038 Every area has a `data` string attribute to store additional information.
3039 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3040 If you chose the parameter-less constructor, a fast implementation will be automatically
3044 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3045 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3046 Returns nil if specified area id does not exist.
3047 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3048 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3050 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3051 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3052 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3053 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3054 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3055 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3056 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3057 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3058 or insertions are likely to fail due to conflicts.
3059 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3060 Only needed for efficiency, and only some implementations profit.
3061 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3062 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3063 Calling invalidates the cache, so that its elements have to be newly generated.
3066 enabled = boolean, -- whether to enable, default true
3067 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3068 prefiltered lists for, minimum 16, default 64
3069 limit = number, -- the cache's size, minimum 20, default 1000
3071 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3072 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3073 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3074 Returns success and, optionally, an error message.
3075 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3078 An `ItemStack` is a stack of items.
3080 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3081 an itemstring, a table or `nil`.
3084 * `is_empty()`: Returns `true` if stack is empty.
3085 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3086 * `set_name(item_name)`: Returns boolean whether item was cleared
3087 * `get_count()`: Returns number of items on the stack.
3088 * `set_count(count)`: Returns boolean whether item was cleared
3089 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3090 * `set_wear(wear)`: Returns boolean whether item was cleared
3091 * `get_metadata()`: Returns metadata (a string attached to an item stack).
3092 * `set_metadata(metadata)`: Returns true.
3093 * `clear()`: removes all items from the stack, making it empty.
3094 * `replace(item)`: replace the contents of this stack.
3095 * `item` can also be an itemstring or table.
3096 * `to_string()`: Returns the stack in itemstring form.
3097 * `to_table()`: Returns the stack in Lua table form.
3098 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3099 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3100 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3101 * `get_definition()`: Returns the item definition table.
3102 * `get_tool_capabilities()`: Returns the digging properties of the item,
3103 or those of the hand if none are defined for this item type
3104 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3105 * `add_item(item)`: Put some item or stack onto this stack.
3106 Returns leftover `ItemStack`.
3107 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3109 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3110 Returns taken `ItemStack`.
3111 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3112 Returns taken `ItemStack`.
3115 A 16-bit pseudorandom number generator.
3116 Uses a well-known LCG algorithm introduced by K&R.
3118 It can be created via `PseudoRandom(seed)`.
3121 * `next()`: return next integer random number [`0`...`32767`]
3122 * `next(min, max)`: return next integer random number [`min`...`max`]
3123 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3124 due to the simple implementation making bad distribution otherwise.
3127 A 32-bit pseudorandom number generator.
3128 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3130 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3133 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3134 * `next(min, max)`: return next integer random number [`min`...`max`]
3135 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3136 * This is only a rough approximation of a normal distribution with:
3137 * mean = (max - min) / 2, and
3138 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3139 * Increasing num_trials improves accuracy of the approximation
3142 Interface for the operating system's crypto-secure PRNG.
3144 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3145 be found on the system.
3148 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3151 A perlin noise generator.
3152 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3153 or `PerlinNoise(noiseparams)`.
3154 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3155 or `minetest.get_perlin(noiseparams)`.
3158 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3159 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3161 ### `PerlinNoiseMap`
3162 A fast, bulk perlin noise generator.
3164 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3165 `minetest.get_perlin_map(noiseparams, size)`.
3167 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3168 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3171 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3172 nil, this table will be used to store the result instead of creating a new table.
3176 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3177 with values starting at `pos={x=,y=}`
3178 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3179 of 3D noise with values starting at `pos={x=,y=,z=}`
3180 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3181 with values starting at `pos={x=,y=}`
3182 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3183 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3184 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3185 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3186 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3187 takes a chunk of `slice_size`.
3188 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3189 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3190 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3191 the starting position of the most recently calculated noise.
3192 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3193 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3194 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3198 #### About VoxelManip
3199 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3200 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3201 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3202 to with other methods of setting nodes. For example, nodes will not have their construction and
3203 destruction callbacks run, and no rollback information is logged.
3205 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3206 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3207 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3209 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3210 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3211 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3212 using both methods of map manipulation to determine which is most appropriate for your usage.
3214 #### Using VoxelManip
3215 A VoxelManip object can be created any time using either:
3216 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3218 If the optional position parameters are present for either of these routines, the specified region
3219 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3220 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3222 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3223 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3224 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3225 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3227 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3228 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3229 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3231 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3232 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3233 `VoxelManip:get_light_data()` for node light levels, and
3234 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3236 See section 'Flat array format' for more details.
3238 It is very important to understand that the tables returned by any of the above three functions
3239 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3240 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3241 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3242 otherwise explicitly stated.
3244 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3245 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3246 `VoxelManip:set_light_data()` for node light levels, and
3247 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3249 The parameter to each of the above three functions can use any table at all in the same flat array
3250 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3252 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3253 to the map by calling `VoxelManip:write_to_map()`.
3255 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3256 as being modified so that connected clients are sent the updated parts of map.
3259 ##### Flat array format
3261 `Nx = p2.X - p1.X + 1`,
3262 `Ny = p2.Y - p1.Y + 1`, and
3263 `Nz = p2.Z - p1.Z + 1`.
3265 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3266 the expression `Nx * Ny * Nz`.
3268 Positions offset from p1 are present in the array with the format of:
3271 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3272 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3274 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3275 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3277 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3279 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3283 and the array index for a position p contained completely in p1..p2 is:
3285 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3287 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3288 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3289 for a single point in a flat VoxelManip array.
3292 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3293 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3294 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3295 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3296 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3297 Note that the node being queried needs to have already been been registered.
3299 The following builtin node types have their Content IDs defined as constants:
3301 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3302 core.CONTENT_AIR (ID for "air" nodes)
3303 core.CONTENT_IGNORE (ID for "ignore" nodes)
3306 ##### Mapgen VoxelManip objects
3307 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3308 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3309 but with a few differences:
3311 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3312 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3313 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3314 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3315 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3316 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3317 consistency with the current map state. For this reason, calling any of the following functions:
3318 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3319 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3320 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3321 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3322 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3323 automatically after all on_generated callbacks have been run for that generated block.
3325 ##### Other API functions operating on a VoxelManip
3326 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3327 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3328 written all buffered data back to the VoxelManip object, save for special situations where the modder
3329 desires to only have certain liquid nodes begin flowing.
3331 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3332 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3334 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3335 except instead of placing the specified schematic directly on the map at the specified position, it
3336 will place the schematic inside of the VoxelManip.
3339 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3340 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3341 `VoxelManip:get_node_at()`.
3342 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3343 filled with "ignore" nodes.
3344 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3345 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3346 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3347 object in the same callback it had been created.
3348 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3349 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3350 buffer the function can use to write map data to instead of returning a new table each call. This
3351 greatly enhances performance by avoiding unnecessary memory allocations.
3354 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3355 the region formed by `p1` and `p2`.
3356 * returns actual emerged `pmin`, actual emerged `pmax`
3357 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3358 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3359 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3360 the `VoxelManip` at that position
3361 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3362 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3363 * returns raw node data in the form of an array of node content IDs
3364 * if the param `buffer` is present, this table will be used to store the result instead
3365 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3366 * `update_map()`: Update map after writing chunk back to map.
3367 * To be used only by `VoxelManip` objects created by the mod itself;
3368 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3369 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3370 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3371 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3372 * (`p1`, `p2`) is the area in which lighting is set;
3373 defaults to the whole area if left out
3374 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3375 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3376 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3377 * `light = day + (night * 16)`
3378 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3380 * expects lighting data in the same format that `get_light_data()` returns
3381 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3382 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3383 * If the param `buffer` is present, this table will be used to store the result instead
3384 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3385 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3386 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3387 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3389 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3390 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3391 * `update_liquids()`: Update liquid flow
3392 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3393 had been modified since the last read from map, due to a call to
3394 `minetest.set_data()` on the loaded area elsewhere
3395 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3398 A helper class for voxel areas.
3399 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3400 The coordinates are *inclusive*, like most other things in Minetest.
3403 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3404 `MinEdge` and `MaxEdge`
3405 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3406 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3407 * useful for things like `VoxelManip`, raw Schematic specifiers,
3408 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3409 * `indexp(p)`: same as above, except takes a vector
3410 * `position(i)`: returns the absolute position vector corresponding to index `i`
3411 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3412 * `containsp(p)`: same as above, except takes a vector
3413 * `containsi(i)`: same as above, except takes an index `i`
3414 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3415 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3416 * `iterp(minp, maxp)`: same as above, except takes a vector
3419 An interface to read config files in the format of `minetest.conf`.
3421 It can be created via `Settings(filename)`.
3424 * `get(key)`: returns a value
3425 * `get_bool(key)`: returns a boolean
3427 * `remove(key)`: returns a boolean (`true` for success)
3428 * `get_names()`: returns `{key1,...}`
3429 * `write()`: returns a boolean (`true` for success)
3430 * write changes to file
3431 * `to_table()`: returns `{[key1]=value1,...}`
3435 A mapgen object is a construct used in map generation. Mapgen objects can be used
3436 by an `on_generate` callback to speed up operations by avoiding unnecessary
3437 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3438 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3439 was called outside of an `on_generate()` callback, `nil` is returned.
3441 The following Mapgen objects are currently available:
3444 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3445 emerged position, in that order. All mapgens support this object.
3448 Returns an array containing the y coordinates of the ground levels of nodes in
3449 the most recently generated chunk by the current mapgen.
3452 Returns an array containing the biome IDs of nodes in the most recently
3453 generated chunk by the current mapgen.
3456 Returns an array containing the temperature values of nodes in the most
3457 recently generated chunk by the current mapgen.
3460 Returns an array containing the humidity values of nodes in the most recently
3461 generated chunk by the current mapgen.
3464 Returns a table mapping requested generation notification types to arrays of
3465 positions at which the corresponding generated structures are located at within
3466 the current chunk. To set the capture of positions of interest to be recorded
3467 on generate, use `minetest.set_gen_notify()`.
3469 Possible fields of the table returned are:
3475 * `large_cave_begin`
3479 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3480 numeric unique decoration ID.
3484 * Functions receive a "luaentity" as `self`:
3485 * It has the member `.name`, which is the registered name `("mod:thing")`
3486 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3487 * The original prototype stuff is visible directly via a metatable
3489 * `on_activate(self, staticdata, dtime_s)`
3490 * Called when the object is instantiated.
3491 * `dtime_s` is the time passed since the object was unloaded, which can
3492 be used for updating the entity state.
3493 * `on_step(self, dtime)`
3494 * Called on every server tick, after movement and collision processing.
3495 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3497 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3498 * Called when somebody punches the object.
3499 * Note that you probably want to handle most punches using the
3500 automatic armor group system.
3501 * `puncher`: an `ObjectRef` (can be `nil`)
3502 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3503 * `tool_capabilities`: capability table of used tool (can be `nil`)
3504 * `dir`: unit vector of direction of punch. Always defined. Points from
3505 the puncher to the punched.
3506 * `on_rightclick(self, clicker)`
3507 * `get_staticdata(self)`
3508 * Should return a string that will be passed to `on_activate` when
3509 the object is instantiated the next time.
3514 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3515 Often these bugs appear as subtle shadows in water.
3520 axiom, --string initial tree axiom
3521 rules_a, --string rules set A
3522 rules_b, --string rules set B
3523 rules_c, --string rules set C
3524 rules_d, --string rules set D
3525 trunk, --string trunk node name
3526 leaves, --string leaves node name
3527 leaves2, --string secondary leaves node name
3528 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3529 angle, --num angle in deg
3530 iterations, --num max # of iterations, usually 2 -5
3531 random_level, --num factor to lower nr of iterations, usually 0 - 3
3532 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3533 -- 2x2 nodes or 3x3 in cross shape
3534 thin_branches, --boolean true -> use thin (1 node) branches
3535 fruit, --string fruit node name
3536 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3537 seed, --num random seed; if no seed is provided, the engine will create one
3540 ### Key for Special L-System Symbols used in Axioms
3542 * `G`: move forward one unit with the pen up
3543 * `F`: move forward one unit with the pen down drawing trunks and branches
3544 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3545 * `T`: move forward one unit with the pen down drawing trunks only
3546 * `R`: move forward one unit with the pen down placing fruit
3547 * `A`: replace with rules set A
3548 * `B`: replace with rules set B
3549 * `C`: replace with rules set C
3550 * `D`: replace with rules set D
3551 * `a`: replace with rules set A, chance 90%
3552 * `b`: replace with rules set B, chance 80%
3553 * `c`: replace with rules set C, chance 70%
3554 * `d`: replace with rules set D, chance 60%
3555 * `+`: yaw the turtle right by `angle` parameter
3556 * `-`: yaw the turtle left by `angle` parameter
3557 * `&`: pitch the turtle down by `angle` parameter
3558 * `^`: pitch the turtle up by `angle` parameter
3559 * `/`: roll the turtle to the right by `angle` parameter
3560 * `*`: roll the turtle to the left by `angle` parameter
3561 * `[`: save in stack current state info
3562 * `]`: recover from stack state info
3565 Spawn a small apple tree:
3567 pos = {x=230,y=20,z=4}
3570 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3571 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3572 trunk="default:tree",
3573 leaves="default:leaves",
3577 trunk_type="single",
3580 fruit="default:apple"
3582 minetest.spawn_tree(pos,apple_tree)
3587 ### Object Properties
3592 collide_with_objects = true, -- collide with other objects if physical=true
3594 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3595 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3596 visual_size = {x=1, y=1},
3598 textures = {}, -- number of required textures depends on visual
3599 colors = {}, -- number of required colors depends on visual
3600 spritediv = {x=1, y=1},
3601 initial_sprite_basepos = {x=0, y=0},
3603 makes_footstep_sound = false,
3604 automatic_rotate = false,
3606 automatic_face_movement_dir = 0.0,
3607 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3608 automatic_face_movement_max_rotation_per_sec = -1,
3609 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3610 backface_culling = true, -- false to disable backface_culling for model
3611 nametag = "", -- by default empty, for players their name is shown if empty
3612 nametag_color = <color>, -- sets color of nametag as ColorSpec
3613 infotext = "", -- by default empty, text to be shown when pointed at object
3616 ### Entity definition (`register_entity`)
3619 -- Deprecated: Everything in object properties is read directly from here
3621 initial_properties = --[[<initial object properties>]],
3623 on_activate = function(self, staticdata, dtime_s),
3624 on_step = function(self, dtime),
3625 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3626 on_rightclick = function(self, clicker),
3627 get_staticdata = function(self),
3628 -- ^ Called sometimes; the string returned is passed to on_activate when
3629 -- the entity is re-activated from static state
3631 -- Also you can define arbitrary member variables here (see item definition for
3633 _custom_field = whatever,
3636 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3639 label = "Lava cooling",
3640 -- ^ Descriptive label for profiling purposes (optional).
3641 -- Definitions with identical labels will be listed as one.
3642 -- In the following two fields, also group:groupname will work.
3643 nodenames = {"default:lava_source"},
3644 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3645 ^ If left out or empty, any neighbor will do ]]
3646 interval = 1.0, -- Operation interval in seconds
3647 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3648 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3649 ^ The chance value is temporarily reduced when returning to
3650 an area to simulate time lost by the area being unattended.
3651 ^ Note chance value can often be reduced to 1 ]]
3652 action = func(pos, node, active_object_count, active_object_count_wider),
3655 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3658 label = "Upgrade legacy doors",
3659 -- ^ Descriptive label for profiling purposes (optional).
3660 -- Definitions with identical labels will be listed as one.
3661 name = "modname:replace_legacy_door",
3662 nodenames = {"default:lava_source"},
3663 -- ^ List of node names to trigger the LBM on.
3664 -- Also non-registered nodes will work.
3665 -- Groups (as of group:groupname) will work as well.
3666 run_at_every_load = false,
3667 -- ^ Whether to run the LBM's action every time a block gets loaded,
3668 -- and not just for blocks that were saved last time before LBMs were
3669 -- introduced to the world.
3670 action = func(pos, node),
3673 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3676 description = "Steel Axe",
3677 groups = {}, -- key = name, value = rating; rating = 1..3.
3678 if rating not applicable, use 1.
3679 e.g. {wool = 1, fluffy = 3}
3680 {soil = 2, outerspace = 1, crumbly = 1}
3681 {bendy = 2, snappy = 1},
3682 {hard = 1, metal = 1, spikes = 1}
3683 inventory_image = "default_tool_steelaxe.png",
3685 wield_scale = {x = 1, y = 1, z = 1},
3688 liquids_pointable = false,
3689 tool_capabilities = {
3690 full_punch_interval = 1.0,
3694 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3696 damage_groups = {groupname = damage},
3698 node_placement_prediction = nil,
3700 ^ If nil and item is node, prediction is made automatically
3701 ^ If nil and item is not a node, no prediction is made
3702 ^ If "" and item is anything, no prediction is made
3703 ^ Otherwise should be name of node which the client immediately places
3704 on ground when the player places the item. Server will always update
3705 actual result to client in a short moment.
3708 breaks = "default_tool_break", -- tools only
3709 place = --[[<SimpleSoundSpec>]],
3712 on_place = func(itemstack, placer, pointed_thing),
3714 ^ Shall place item and return the leftover itemstack
3715 ^ The placer may be any ObjectRef or nil.
3716 ^ default: minetest.item_place ]]
3717 on_secondary_use = func(itemstack, user, pointed_thing),
3719 ^ Same as on_place but called when pointing at nothing.
3720 ^ The user may be any ObjectRef or nil.
3721 ^ pointed_thing : always { type = "nothing" }
3723 on_drop = func(itemstack, dropper, pos),
3725 ^ Shall drop item and return the leftover itemstack
3726 ^ The dropper may be any ObjectRef or nil.
3727 ^ default: minetest.item_drop ]]
3728 on_use = func(itemstack, user, pointed_thing),
3731 ^ Function must return either nil if no item shall be removed from
3732 inventory, or an itemstack to replace the original itemstack.
3733 e.g. itemstack:take_item(); return itemstack
3734 ^ Otherwise, the function is free to do what it wants.
3735 ^ The user may be any ObjectRef or nil.
3736 ^ The default functions handle regular use cases.
3738 after_use = func(itemstack, user, node, digparams),
3741 ^ If defined, should return an itemstack and will be called instead of
3742 wearing out the tool. If returns nil, does nothing.
3743 If after_use doesn't exist, it is the same as:
3744 function(itemstack, user, node, digparams)
3745 itemstack:add_wear(digparams.wear)
3748 ^ The user may be any ObjectRef or nil.
3750 _custom_field = whatever,
3752 ^ Add your own custom fields. By convention, all custom field names
3753 should start with `_` to avoid naming collisions with future engine
3760 * `{name="image.png", animation={Tile Animation definition}}`
3761 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3762 tileable_horizontal=bool}`
3763 * backface culling enabled by default for most nodes
3764 * tileable flags are info for shaders, how they should treat texture
3765 when displacement mapping is used
3766 Directions are from the point of view of the tile texture,
3767 not the node it's on
3768 * `{name="image.png", color=ColorSpec}`
3769 * the texture's color will be multiplied with this color.
3770 * the tile's color overrides the owning node's color in all cases.
3771 * deprecated, yet still supported field names:
3774 ### Tile animation definition
3777 type = "vertical_frames",
3779 -- ^ specify width of a frame in pixels
3781 -- ^ specify height of a frame in pixels
3783 -- ^ specify full loop length
3789 -- ^ specify width in number of frames
3791 -- ^ specify height in number of frames
3793 -- ^ specify length of a single frame
3796 ### Node definition (`register_node`)
3799 -- <all fields allowed in item definitions>,
3801 drawtype = "normal", -- See "Node drawtypes"
3802 visual_scale = 1.0, --[[
3803 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3804 ^ For plantlike, the image will start at the bottom of the node; for the
3805 ^ other drawtypes, the image will be centered on the node.
3806 ^ Note that positioning for "torchlike" may still change. ]]
3807 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3808 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3809 ^ List can be shortened to needed length ]]
3810 special_tiles = {tile definition 1, Tile definition 2}, --[[
3811 ^ Special textures of node; used rarely (old field name: special_materials)
3812 ^ List can be shortened to needed length ]]
3813 color = ColorSpec, --[[
3814 ^ The node's original color will be multiplied with this color.
3815 ^ If the node has a palette, then this setting only has an effect
3816 ^ in the inventory and on the wield item. ]]
3817 use_texture_alpha = false, -- Use texture's alpha channel
3818 palette = "palette.png", --[[
3819 ^ The node's `param2` is used to select a pixel from the image
3820 ^ (pixels are arranged from left to right and from top to bottom).
3821 ^ The node's color will be multiplied with the selected pixel's
3822 ^ color. Tiles can override this behavior.
3823 ^ Only when `paramtype2` supports palettes. ]]
3824 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3825 paramtype = "none", -- See "Nodes" --[[
3826 ^ paramtype = "light" allows light to propagate from or through the node with light value
3827 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3828 paramtype2 = "none", -- See "Nodes"
3829 place_param2 = nil, -- Force value for param2 when player places node
3830 is_ground_content = true, -- If false, the cave generator will not carve through this
3831 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3832 walkable = true, -- If true, objects collide with node
3833 pointable = true, -- If true, can be pointed at
3834 diggable = true, -- If false, can never be dug
3835 climbable = false, -- If true, can be climbed on (ladder)
3836 buildable_to = false, -- If true, placed nodes can replace this node
3837 floodable = false, -- If true, liquids flow into and replace this node
3838 liquidtype = "none", -- "none"/"source"/"flowing"
3839 liquid_alternative_flowing = "", -- Flowing version of source liquid
3840 liquid_alternative_source = "", -- Source version of flowing liquid
3841 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3842 liquid_renewable = true, --[[
3843 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3845 ^ Block contains level in param2. Value is default level, used for snow.
3846 ^ Don't forget to use "leveled" type nodebox. ]]
3847 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3848 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3849 light_source = 0, --[[
3850 ^ Amount of light emitted by node.
3851 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3852 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3853 damage_per_second = 0, -- If player is inside node, this damage is caused
3854 node_box = {type="regular"}, -- See "Node boxes"
3855 connects_to = nodenames, --[[
3856 * Used for nodebox nodes with the type == "connected"
3857 * Specifies to what neighboring nodes connections will be drawn
3858 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3859 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3860 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3862 selection_box = {type="regular"}, -- See "Node boxes" --[[
3863 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3864 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3865 legacy_wallmounted = false, -- Support maps made in and before January 2012
3867 footstep = <SimpleSoundSpec>,
3868 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3869 dug = <SimpleSoundSpec>,
3870 place = <SimpleSoundSpec>,
3871 place_failed = <SimpleSoundSpec>,
3873 drop = "", -- Name of dropped node when dug. Default is the node itself.
3876 max_items = 1, -- Maximum number of items to drop.
3877 items = { -- Choose max_items randomly from this list.
3879 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3880 rarity = 1, -- Probability of dropping is 1 / rarity.
3885 on_construct = func(pos), --[[
3886 ^ Node constructor; called after adding node
3887 ^ Can set up metadata and stuff like that
3888 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3890 on_destruct = func(pos), --[[
3891 ^ Node destructor; called before removing node
3892 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3894 after_destruct = func(pos, oldnode), --[[
3895 ^ Node destructor; called after removing node
3896 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3899 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3900 ^ Called after constructing node when node was placed using
3901 minetest.item_place_node / minetest.place_node
3902 ^ If return true no item is taken from itemstack
3904 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3905 ^ oldmetadata is in table format
3906 ^ Called after destructing node when node was dug using
3907 minetest.node_dig / minetest.dig_node
3909 can_dig = function(pos, [player]) --[[
3910 ^ returns true if node can be dug, or false if not
3913 on_punch = func(pos, node, puncher, pointed_thing), --[[
3914 ^ default: minetest.node_punch
3915 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3916 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3918 ^ if defined, itemstack will hold clicker's wielded item
3919 ^ Shall return the leftover itemstack
3920 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3922 on_dig = func(pos, node, digger), --[[
3923 ^ default: minetest.node_dig
3924 ^ By default: checks privileges, wears out tool and removes node ]]
3926 on_timer = function(pos,elapsed), --[[
3928 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3929 ^ elapsed is the total time passed since the timer was started
3930 ^ return true to run the timer for another cycle with the same timeout value ]]
3932 on_receive_fields = func(pos, formname, fields, sender), --[[
3933 ^ fields = {name1 = value1, name2 = value2, ...}
3934 ^ Called when an UI form (e.g. sign text input) returns data
3937 allow_metadata_inventory_move = func(pos, from_list, from_index,
3938 to_list, to_index, count, player), --[[
3939 ^ Called when a player wants to move items inside the inventory
3940 ^ Return value: number of items allowed to move ]]
3942 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3943 ^ Called when a player wants to put something into the inventory
3944 ^ Return value: number of items allowed to put
3945 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3947 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3948 ^ Called when a player wants to take something out of the inventory
3949 ^ Return value: number of items allowed to take
3950 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3952 on_metadata_inventory_move = func(pos, from_list, from_index,
3953 to_list, to_index, count, player),
3954 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3955 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3956 ^ Called after the actual action has happened, according to what was allowed.
3957 ^ No return value ]]
3959 on_blast = func(pos, intensity), --[[
3960 ^ intensity: 1.0 = mid range of regular TNT
3961 ^ If defined, called when an explosion touches the node, instead of
3962 removing the node ]]
3965 ### Recipe for `register_craft` (shaped)
3968 output = 'default:pick_stone',
3970 {'default:cobble', 'default:cobble', 'default:cobble'},
3971 {'', 'default:stick', ''},
3972 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3974 replacements = --[[<optional list of item pairs,
3975 replace one input item with another item on crafting>]]
3978 ### Recipe for `register_craft` (shapeless)
3982 output = 'mushrooms:mushroom_stew',
3985 "mushrooms:mushroom_brown",
3986 "mushrooms:mushroom_red",
3988 replacements = --[[<optional list of item pairs,
3989 replace one input item with another item on crafting>]]
3992 ### Recipe for `register_craft` (tool repair)
3995 type = "toolrepair",
3996 additional_wear = -0.02,
3999 ### Recipe for `register_craft` (cooking)
4003 output = "default:glass",
4004 recipe = "default:sand",
4008 ### Recipe for `register_craft` (furnace fuel)
4012 recipe = "default:leaves",
4016 ### Ore definition (`register_ore`)
4019 ore_type = "scatter", -- See "Ore types"
4020 ore = "default:stone_with_coal",
4021 wherein = "default:stone",
4022 -- ^ a list of nodenames is supported too
4023 clust_scarcity = 8*8*8,
4024 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4025 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4027 -- ^ Number of ores in a cluster
4029 -- ^ Size of the bounding box of the cluster
4030 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4034 -- ^ Attributes for this ore generation
4035 noise_threshold = 0.5,
4036 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4037 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4038 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4039 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4040 random_factor = 1.0,
4041 -- ^ Multiplier of the randomness contribution to the noise value at any
4042 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4043 -- ^ This parameter is only valid for ore_type == "vein".
4044 biomes = {"desert", "rainforest"}
4045 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4046 -- ^ and ignored if the Mapgen being used does not support biomes.
4047 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4050 ### Biome definition (`register_biome`)
4053 The Biome API is still in an experimental phase and subject to change.
4057 node_dust = "default:snow",
4058 -- ^ Node dropped onto upper surface after all else is generated.
4059 node_top = "default:dirt_with_snow",
4061 -- ^ Node forming surface layer of biome and thickness of this layer.
4062 node_filler = "default:permafrost",
4064 -- ^ Node forming lower layer of biome and thickness of this layer.
4065 node_stone = "default:bluestone",
4066 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4067 node_water_top = "default:ice",
4068 depth_water_top = 10,
4069 -- ^ Node forming a surface layer in seawater with the defined thickness.
4071 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4072 node_river_water = "default:ice",
4073 -- ^ Node that replaces river water in mapgens that use default:river_water.
4074 node_riverbed = "default:gravel",
4076 -- ^ Node placed under river water and thickness of this layer.
4079 -- ^ Lower and upper limits for biome.
4080 -- ^ Because biome is not recalculated for every node in a node column
4081 -- ^ some biome materials can exceed their limits, especially stone.
4082 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4083 -- ^ top and at each of these surfaces:
4084 -- ^ Ground below air, water below air, ground below water.
4085 -- ^ The selected biome then stays in effect for all nodes below until
4086 -- ^ column base or the next biome recalculation.
4088 humidity_point = 50,
4089 -- ^ Characteristic average temperature and humidity for the biome.
4090 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4091 -- ^ and humidity as axes. The resulting voronoi cells determine which
4092 -- ^ heat/humidity points belong to which biome, and therefore determine
4093 -- ^ the area and location of each biome in the world.
4094 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4095 -- ^ diagram to result in roughly equal size biomes.
4096 -- ^ Heat and humidity have average values of 50, vary mostly between
4097 -- ^ 0 and 100 but also often exceed these values.
4098 -- ^ Heat is not in degrees celcius, both values are abstract.
4101 ### Decoration definition (`register_decoration`)
4104 deco_type = "simple", -- See "Decoration types"
4105 place_on = "default:dirt_with_grass",
4106 -- ^ Node (or list of nodes) that the decoration can be placed on
4108 -- ^ Size of divisions made in the chunk being generated.
4109 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4111 -- ^ Ratio of the area to be uniformly filled by the decoration.
4112 -- ^ Used only if noise_params is not specified.
4113 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4114 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4115 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4116 biomes = {"Oceanside", "Hills", "Plains"},
4117 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4118 -- ^ and ignored if the Mapgen being used does not support biomes.
4119 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4122 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4123 -- ^ This parameter refers to the `y` position of the decoration base, so
4124 -- the actual maximum height would be `height_max + size.Y`.
4125 spawn_by = "default:water",
4126 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4127 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4128 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4130 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4131 -- ^ If absent or -1, decorations occur next to any nodes.
4132 flags = "liquid_surface, force_placement",
4133 -- ^ Flags for all decoration types.
4134 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4135 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4136 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4137 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4139 ----- Simple-type parameters
4140 decoration = "default:grass",
4141 -- ^ The node name used as the decoration.
4142 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4144 -- ^ Number of nodes high the decoration is made.
4145 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4147 -- ^ Number of nodes the decoration can be at maximum.
4148 -- ^ If absent, the parameter 'height' is used as a constant.
4150 -- ^ Param2 value of placed decoration node.
4152 ----- Schematic-type parameters
4153 schematic = "foobar.mts",
4154 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4155 -- ^ specified Minetest schematic file.
4156 -- ^ - OR -, could be the ID of a previously registered schematic
4157 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4158 -- ^ and an optional table yslice_prob:
4160 size = {x=4, y=6, z=4},
4162 {name="default:cobble", param1=255, param2=0},
4163 {name="default:dirt_with_grass", param1=255, param2=0},
4164 {name="ignore", param1=255, param2=0},
4165 {name="air", param1=255, param2=0},
4174 -- ^ See 'Schematic specifier' for details.
4175 replacements = {["oldname"] = "convert_to", ...},
4176 flags = "place_center_x, place_center_y, place_center_z",
4177 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4178 rotation = "90" -- rotate schematic 90 degrees on placement
4179 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4182 ### Chat command definition (`register_chatcommand`)
4185 params = "<name> <privilege>", -- Short parameter description
4186 description = "Remove privilege from player", -- Full description
4187 privs = {privs=true}, -- Require the "privs" privilege to run
4188 func = function(name, param), -- Called when command is run.
4189 -- Returns boolean success and text output.
4192 ### Detached inventory callbacks
4195 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4196 -- ^ Called when a player wants to move items inside the inventory
4197 -- ^ Return value: number of items allowed to move
4199 allow_put = func(inv, listname, index, stack, player),
4200 -- ^ Called when a player wants to put something into the inventory
4201 -- ^ Return value: number of items allowed to put
4202 -- ^ Return value: -1: Allow and don't modify item count in inventory
4204 allow_take = func(inv, listname, index, stack, player),
4205 -- ^ Called when a player wants to take something out of the inventory
4206 -- ^ Return value: number of items allowed to take
4207 -- ^ Return value: -1: Allow and don't modify item count in inventory
4209 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4210 on_put = func(inv, listname, index, stack, player),
4211 on_take = func(inv, listname, index, stack, player),
4212 -- ^ Called after the actual action has happened, according to what was allowed.
4213 -- ^ No return value
4216 ### HUD Definition (`hud_add`, `hud_get`)
4219 hud_elem_type = "image", -- see HUD element types
4220 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4221 position = {x=0.5, y=0.5},
4222 -- ^ Left corner position of element
4228 -- ^ Selected item in inventory. 0 for no item selected.
4230 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4231 alignment = {x=0, y=0},
4232 -- ^ See "HUD Element Types"
4233 offset = {x=0, y=0},
4234 -- ^ See "HUD Element Types"
4235 size = { x=100, y=100 },
4236 -- ^ Size of element in pixels
4239 ### Particle definition (`add_particle`)
4242 pos = {x=0, y=0, z=0},
4243 velocity = {x=0, y=0, z=0},
4244 acceleration = {x=0, y=0, z=0},
4245 -- ^ Spawn particle at pos with velocity and acceleration
4247 -- ^ Disappears after expirationtime seconds
4249 collisiondetection = false,
4250 -- ^ collisiondetection: if true collides with physical objects
4251 collision_removal = false,
4252 -- ^ collision_removal: if true then particle is removed when it collides,
4253 -- ^ requires collisiondetection = true to have any effect
4255 -- ^ vertical: if true faces player using y axis only
4256 texture = "image.png",
4257 -- ^ Uses texture (string)
4258 playername = "singleplayer",
4259 -- ^ optional, if specified spawns particle only on the player's client
4260 animation = {Tile Animation definition},
4261 -- ^ optional, specifies how to animate the particle texture
4263 -- ^ optional, specify particle self-luminescence in darkness
4267 ### `ParticleSpawner` definition (`add_particlespawner`)
4272 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4273 minpos = {x=0, y=0, z=0},
4274 maxpos = {x=0, y=0, z=0},
4275 minvel = {x=0, y=0, z=0},
4276 maxvel = {x=0, y=0, z=0},
4277 minacc = {x=0, y=0, z=0},
4278 maxacc = {x=0, y=0, z=0},
4283 -- ^ The particle's properties are random values in between the bounds:
4284 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4285 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4286 collisiondetection = false,
4287 -- ^ collisiondetection: if true uses collision detection
4288 collision_removal = false,
4289 -- ^ collision_removal: if true then particle is removed when it collides,
4290 -- ^ requires collisiondetection = true to have any effect
4291 attached = ObjectRef,
4292 -- ^ attached: if defined, particle positions, velocities and accelerations
4293 -- ^ are relative to this object's position and yaw.
4295 -- ^ vertical: if true faces player using y axis only
4296 texture = "image.png",
4297 -- ^ Uses texture (string)
4298 playername = "singleplayer"
4299 -- ^ Playername is optional, if specified spawns particle only on the player's client
4302 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4305 url = "http://example.org",
4307 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4308 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4309 -- ^ Optional, if specified a POST request with post_data is performed.
4310 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4311 -- ^ as x-www-form-urlencoded key-value pairs.
4312 -- ^ If post_data ist not specified, a GET request is performed instead.
4313 user_agent = "ExampleUserAgent",
4314 -- ^ Optional, if specified replaces the default minetest user agent with given string
4315 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4316 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4317 -- ^ that the header strings follow HTTP specification ("Key: Value").
4319 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4322 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4326 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4328 -- ^ If true, the request was succesful
4330 -- ^ If true, the request timed out
4332 -- ^ HTTP status code