The game directory can contain the file minetest.conf, which will be used
to set default settings when running the particular game.
It can also contain a settingtypes.txt in the same format as the one in builtin.
-This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.
+This settingtypes.txt will be parsed by the menu and the settings will be displayed
+in the "Games" category in the settings tab.
### Menu images
-Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
+Games can provide custom main menu images. They are put inside a `menu` directory
+inside the game directory.
-The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
-If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
-and a random image will be chosen from the provided ones.
+The images are named `$identifier.png`, where `$identifier` is
+one of `overlay,background,footer,header`.
+If you want to specify multiple images for one identifier, add additional images named
+like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
+image will be chosen from the provided ones.
Mod load path
default_dirt.png^default_grass_side.png
`default_grass_side.png` is overlayed over `default_dirt.png`.
-The texture with the lower resolution will be automatically upscaled to the higher resolution texture.
+The texture with the lower resolution will be automatically upscaled to
+the higher resolution texture.
### Texture grouping
Textures can be grouped together by enclosing them in `(` and `)`.
* added to `minetest.registered_schematic` with the key of `schematic.name`
* if `schematic.name` is nil, the key is the returned ID
* if the schematic is loaded from a file, schematic.name is set to the filename
- * if the function is called when loading the mod, and schematic.name is a relative path,
- * then the current mod path will be prepended to the schematic filename
+ * if the function is called when loading the mod, and schematic.name is a relative
+ path, then the current mod path will be prepended to the schematic filename
* `minetest.clear_registered_biomes()`
* clears all biomes currently registered
#### `listring[<inventory location>;<list name>]`
* Allows to create a ring of inventory lists
* Shift-clicking on items in one element of the ring
-* will send them to the next inventory list inside the ring
+ will send them to the next inventory list inside the ring
* The first occurrence of an element inside the ring will
-* determine the inventory where items will be sent to
+ determine the inventory where items will be sent to
#### `listring[]`
* Shorthand for doing `listring[<inventory location>;<list name>]`
-* for the last two inventory lists added by list[...]
+ for the last two inventory lists added by list[...]
#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
* Sets background color of slots as `ColorString`
* Textual password style field; will be sent to server when a button is clicked
* `x` and `y` position the field relative to the top left of the menu
* `w` and `h` are the size of the field
-* fields are a set height, but will be vertically centred on `h`
+* Fields are a set height, but will be vertically centred on `h`
* Position and size units are inventory slots
* `name` is the name of the field as returned in fields to `on_receive_fields`
* `label`, if not blank, will be text printed on the top left above the field
* Textual field; will be sent to server when a button is clicked
* `x` and `y` position the field relative to the top left of the menu
* `w` and `h` are the size of the field
-* fields are a set height, but will be vertically centred on `h`
+* Fields are a set height, but will be vertically centred on `h`
* Position and size units are inventory slots
* `name` is the name of the field as returned in fields to `on_receive_fields`
* `label`, if not blank, will be text printed on the top left above the field
* **Note**: no extra text or more than a single variable is supported ATM.
#### `field[<name>;<label>;<default>]`
-* as above, but without position/size units
-* special field for creating simple forms, such as sign text input
-* must be used without a `size[]` element
-* a "Proceed" button will be added automatically
+* As above, but without position/size units
+* Special field for creating simple forms, such as sign text input
+* Must be used without a `size[]` element
+* A "Proceed" button will be added automatically
#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
-* same as fields above, but with multi-line input
+* Same as fields above, but with multi-line input
#### `label[<X>,<Y>;<label>]`
* `x` and `y` work as per field
* `name` fieldname sent to server on doubleclick value is current selected element
* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
* if you want a listelement to start with "#" write "##"
-* index to be selected within textlist
+* Index to be selected within textlist
* `true`/`false`: draw transparent background
-* see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
+* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
-* show a tab**header** at specific position (ignores formsize)
+* Show a tab**header** at specific position (ignores formsize)
* `x` and `y` position the itemlist relative to the top left of the menu
* `name` fieldname data is transferred to Lua
* `caption 1`...: name shown on top of tab
* `draw_border` (optional): draw border
#### `box[<X>,<Y>;<W>,<H>;<color>]`
-* simple colored semitransparent box
+* Simple colored semitransparent box
* `x` and `y` position the box relative to the top left of the menu
* `w` and `h` are the size of box
* `color` is color specified as a `ColorString`
#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
-* show a dropdown field
+* Show a dropdown field
* **Important note**: There are two different operation modes:
1. handle directly on change (only changed dropdown is submitted)
2. read the value on pressing a button (all dropdown values are available)
* `x` and `y` position of dropdown
-* width of dropdown
-* fieldname data is transferred to Lua
-* items to be shown in dropdown
-* index of currently selected dropdown item
+* Width of dropdown
+* Fieldname data is transferred to Lua
+* Items to be shown in dropdown
+* Index of currently selected dropdown item
#### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
-* show a checkbox
+* Show a checkbox
* `x` and `y`: position of checkbox
* `name` fieldname data is transferred to Lua
* `label` to be shown left of checkbox
* `tooltip` (optional)
#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
-* show a scrollbar
-* there are two ways to use it:
+* Show a scrollbar
+* There are two ways to use it:
1. handle the changed event (only changed scrollbar is available)
2. read the value on pressing a button (all scrollbars are available)
* `x` and `y`: position of trackbar
* `w` and `h`: width and height
* `orientation`: `vertical`/`horizontal`
-* fieldname data is transferred to Lua
-* value this trackbar is set to (`0`-`1000`)
-* see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
+* Fieldname data is transferred to Lua
+* Value this trackbar is set to (`0`-`1000`)
+* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
-* show scrollable table using options defined by the previous `tableoptions[]`
-* displays cells as defined by the previous `tablecolumns[]`
+* Show scrollable table using options defined by the previous `tableoptions[]`
+* Displays cells as defined by the previous `tablecolumns[]`
* `x` and `y`: position the itemlist relative to the top left of the menu
* `w` and `h` are the size of the itemlist
* `name`: fieldname sent to server on row select or doubleclick
* `cell 1`...`cell n`: cell contents given in row-major order
* `selected idx`: index of row to be selected within table (first row = `1`)
-* see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
+* See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
#### `tableoptions[<opt 1>;<opt 2>;...]`
-* sets options for `table[]`
+* Sets options for `table[]`
* `color=#RRGGBB`
* default text color (`ColorString`), defaults to `#FFFFFF`
* `background=#RRGGBB`
* only useful when there is a column of type "tree"
#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
-* sets columns for `table[]`
-* types: `text`, `image`, `color`, `indent`, `tree`
+* Sets columns for `table[]`
+* Types: `text`, `image`, `color`, `indent`, `tree`
* `text`: show cell contents as text
* `image`: cell contents are an image index, use column options to define images
* `color`: cell contents are a ColorString and define color of following cell
* `indent`: cell contents are a number and define indentation of following cell
* `tree`: same as indent, but user can open and close subtrees (treeview-like)
-* column options:
+* Column options:
* `align=<value>`
* for `text` and `image`: content alignment within cells.
Available values: `left` (default), `center`, `right`, `inline`
* `minetest.register_chatcommand(cmd, chatcommand definition)`
* `minetest.register_privilege(name, definition)`
* `definition`: `"description text"`
- * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
+ * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
+ the default of `give_to_singleplayer` is true
* To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
* `minetest.register_authentication_handler(handler)`
* See `minetest.builtin_auth_handler` in `builtin.lua` for reference
##### Player-only (no-op for other objects)
* `get_player_name()`: returns `""` if is not a player
-* `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
+* `get_player_velocity()`: returns `nil` if is not a player, otherwise a
+ table {x, y, z} representing the player's instantaneous velocity in nodes/s
* `get_look_dir()`: get camera direction as a unit vector
* `get_look_pitch()`: pitch in radians
* `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
A fast access data structure to store areas, and find areas near a given position or area.
Every area has a `data` string attribute to store additional information.
You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
-If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
+If you chose the parameter-less constructor, a fast implementation will be automatically
+chosen for you.
#### Methods
-* `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
-* `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
-* `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
-* `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID, or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID, it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it, or insertions are likely to fail due to conflicts.
-* `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
+* `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
+ (optional) Boolean values `include_borders` and `include_data` control what's copied.
+* `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
+ the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
+ what's copied.
+* `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
+ returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
+ If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
+ (optional) Boolean values `include_borders` and `include_data` control what's copied.
+* `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
+ or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
+ `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
+ it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
+ or insertions are likely to fail due to conflicts.
+* `reserve(count)`: reserves resources for at most `count` many contained areas.
+ Only needed for efficiency, and only some implementations profit.
* `remove_area(id)`: removes the area with the given id from the store, returns success.
-* `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
+* `set_cache_params(params)`: sets params for the included prefiltering cache.
+ Calling invalidates the cache, so that its elements have to be newly generated.
* `params`:
{
enabled = boolean, -- whether to enable, default true
- block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
+ block_radius = number, -- the radius (in nodes) of the areas the cache generates
+ prefiltered lists for, minimum 16, default 64
limit = number, -- the cache's size, minimum 20, default 1000
}
* `to_string()`: Experimental. Returns area store serialized as a (binary) string.
* `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
-* `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore. Returns success and, optionally, an error message.
+* `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
+ Returns success and, optionally, an error message.
* `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
### `ItemStack`
liquid_alternative_flowing = "", -- Flowing version of source liquid
liquid_alternative_source = "", -- Source version of flowing liquid
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
- liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
+ liquid_renewable = true, --[[
+ ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
leveled = 0, --[[
^ Block contains level in param2. Value is default level, used for snow.
^ Don't forget to use "leveled" type nodebox. ]]
### Biome definition (`register_biome`)
**Note**
-The biome API is still in an experimental phase and subject to change.
+The Biome API is still in an experimental phase and subject to change.
{
name = "tundra",