1 Minetest Lua Modding API Reference 0.4.16
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.settings` can be used to read custom or existing settings at load
176 time, if necessary. (See `Settings`)
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:
191 `<whatever>` can have these characters:
195 This is to prevent conflicting names from corrupting maps and is
196 enforced by the mod loader.
199 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
200 So the name should be `experimental:tnt`.
202 Enforcement can be overridden by prefixing the name with `:`. This can
203 be used for overriding the registrations of some other mod.
205 Example: Any mod can redefine `experimental:tnt` by using the name
210 (also that mod is required to have `experimental` as a dependency)
212 The `:` prefix can also be used for maintaining backwards compatibility.
215 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
216 `minetest.register_alias_force(name, convert_to)`.
218 This will make Minetest to convert things called name to things called
221 The only difference between `minetest.register_alias` and
222 `minetest.register_alias_force` is that if an item called `name` exists,
223 `minetest.register_alias` will do nothing while
224 `minetest.register_alias_force` will unregister it.
226 This can be used for maintaining backwards compatibility.
228 This can be also used for setting quick access names for things, e.g. if
229 you have an item called `epiclylongmodname:stuff`, you could do
231 minetest.register_alias("stuff", "epiclylongmodname:stuff")
233 and be able to use `/giveme stuff`.
237 Mods should generally prefix their textures with `modname_`, e.g. given
238 the mod name `foomod`, a texture could be called:
242 Textures are referred to by their complete name, or alternatively by
243 stripping out the file extension:
245 * e.g. `foomod_foothing.png`
246 * e.g. `foomod_foothing`
250 There are various texture modifiers that can be used
251 to generate textures on-the-fly.
253 ### Texture overlaying
254 Textures can be overlaid by putting a `^` between them.
258 default_dirt.png^default_grass_side.png
260 `default_grass_side.png` is overlayed over `default_dirt.png`.
261 The texture with the lower resolution will be automatically upscaled to
262 the higher resolution texture.
265 Textures can be grouped together by enclosing them in `(` and `)`.
267 Example: `cobble.png^(thing1.png^thing2.png)`
269 A texture for `thing1.png^thing2.png` is created and the resulting
270 texture is overlaid on top of `cobble.png`.
273 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
274 passing complex texture names as arguments. Escaping is done with backslash and
275 is required for `^` and `:`.
277 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
279 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
280 on top of `cobble.png`.
282 ### Advanced texture modifiers
284 #### `[crack:<n>:<p>`
285 * `<n>` = animation frame count
286 * `<p>` = current animation frame
288 Draw a step of the crack animation on the texture.
292 default_cobble.png^[crack:10:1
294 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
299 * `<file>` = texture to combine
301 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
302 specified coordinates.
306 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
308 #### `[resize:<w>x<h>`
309 Resizes the texture to the given dimensions.
313 default_sandstone.png^[resize:16x16
316 Makes the base image transparent according to the given ratio.
318 `r` must be between 0 and 255.
319 0 means totally transparent. 255 means totally opaque.
323 default_sandstone.png^[opacity:127
325 #### `[invert:<mode>`
326 Inverts the given channels of the base image.
327 Mode may contain the characters "r", "g", "b", "a".
328 Only the channels that are mentioned in the mode string will be inverted.
332 default_apple.png^[invert:rgb
335 Brightens the texture.
339 tnt_tnt_side.png^[brighten
342 Makes the texture completely opaque.
346 default_leaves.png^[noalpha
348 #### `[makealpha:<r>,<g>,<b>`
349 Convert one color to transparency.
353 default_cobble.png^[makealpha:128,128,128
356 * `<t>` = transformation(s) to apply
358 Rotates and/or flips the image.
360 `<t>` can be a number (between 0 and 7) or a transform name.
361 Rotations are counter-clockwise.
364 1 R90 rotate by 90 degrees
365 2 R180 rotate by 180 degrees
366 3 R270 rotate by 270 degrees
368 5 FXR90 flip X then rotate by 90 degrees
370 7 FYR90 flip Y then rotate by 90 degrees
374 default_stone.png^[transformFXR90
376 #### `[inventorycube{<top>{<left>{<right>`
377 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
379 Create an inventory cube texture using the side textures.
383 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
385 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
386 `dirt.png^grass_side.png` textures
388 #### `[lowpart:<percent>:<file>`
389 Blit the lower `<percent>`% part of `<file>` on the texture.
393 base.png^[lowpart:25:overlay.png
395 #### `[verticalframe:<t>:<n>`
396 * `<t>` = animation frame count
397 * `<n>` = current animation frame
399 Crops the texture to a frame of a vertical animation.
403 default_torch_animated.png^[verticalframe:16:8
406 Apply a mask to the base image.
408 The mask is applied using binary AND.
410 #### `[sheet:<w>x<h>:<x>,<y>`
411 Retrieves a tile at position x,y from the base image
412 which it assumes to be a tilesheet with dimensions w,h.
415 #### `[colorize:<color>:<ratio>`
416 Colorize the textures with the given color.
417 `<color>` is specified as a `ColorString`.
418 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
419 it is an int, then it specifies how far to interpolate between the
420 colors where 0 is only the texture color and 255 is only `<color>`. If
421 omitted, the alpha of `<color>` will be used as the ratio. If it is
422 the word "`alpha`", then each texture pixel will contain the RGB of
423 `<color>` and the alpha of `<color>` multiplied by the alpha of the
426 #### `[multiply:<color>`
427 Multiplies texture colors with the given color.
428 `<color>` is specified as a `ColorString`.
429 Result is more like what you'd expect if you put a color on top of another
430 color. Meaning white surfaces get a lot of your new color while black parts don't
435 The goal of hardware coloring is to simplify the creation of
436 colorful nodes. If your textures use the same pattern, and they only
437 differ in their color (like colored wool blocks), you can use hardware
438 coloring instead of creating and managing many texture files.
439 All of these methods use color multiplication (so a white-black texture
440 with red coloring will result in red-black color).
443 This method is useful if you wish to create nodes/items with
444 the same texture, in different colors, each in a new node/item definition.
447 When you register an item or node, set its `color` field (which accepts a
448 `ColorSpec`) to the desired color.
450 An `ItemStack`s static color can be overwritten by the `color` metadata
451 field. If you set that field to a `ColorString`, that color will be used.
454 Each tile may have an individual static color, which overwrites every
455 other coloring methods. To disable the coloring of a face,
456 set its color to white (because multiplying with white does nothing).
457 You can set the `color` property of the tiles in the node's definition
458 if the tile is in table format.
461 For nodes and items which can have many colors, a palette is more
462 suitable. A palette is a texture, which can contain up to 256 pixels.
463 Each pixel is one possible color for the node/item.
464 You can register one node/item, which can have up to 256 colors.
466 #### Palette indexing
467 When using palettes, you always provide a pixel index for the given
468 node or `ItemStack`. The palette is read from left to right and from
469 top to bottom. If the palette has less than 256 pixels, then it is
470 stretched to contain exactly 256 pixels (after arranging the pixels
471 to one line). The indexing starts from 0.
474 * 16x16 palette, index = 0: the top left corner
475 * 16x16 palette, index = 4: the fifth pixel in the first row
476 * 16x16 palette, index = 16: the pixel below the top left corner
477 * 16x16 palette, index = 255: the bottom right corner
478 * 2 (width)x4 (height) palette, index=31: the top left corner.
479 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
480 to ensure the total 256 pixels.
481 * 2x4 palette, index=32: the top right corner
482 * 2x4 palette, index=63: the top right corner
483 * 2x4 palette, index=64: the pixel below the top left corner
485 #### Using palettes with items
486 When registering an item, set the item definition's `palette` field to
487 a texture. You can also use texture modifiers.
489 The `ItemStack`'s color depends on the `palette_index` field of the
490 stack's metadata. `palette_index` is an integer, which specifies the
491 index of the pixel to use.
493 #### Linking palettes with nodes
494 When registering a node, set the item definition's `palette` field to
495 a texture. You can also use texture modifiers.
496 The node's color depends on its `param2`, so you also must set an
497 appropriate `drawtype`:
498 * `drawtype = "color"` for nodes which use their full `param2` for
499 palette indexing. These nodes can have 256 different colors.
500 The palette should contain 256 pixels.
501 * `drawtype = "colorwallmounted"` for nodes which use the first
502 five bits (most significant) of `param2` for palette indexing.
503 The remaining three bits are describing rotation, as in `wallmounted`
504 draw type. Division by 8 yields the palette index (without stretching the
505 palette). These nodes can have 32 different colors, and the palette
506 should contain 32 pixels.
508 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
509 pixel will be picked from the palette.
510 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
511 pixel will be picked from the palette.
512 * `drawtype = "colorfacedir"` for nodes which use the first
513 three bits of `param2` for palette indexing. The remaining
514 five bits are describing rotation, as in `facedir` draw type.
515 Division by 32 yields the palette index (without stretching the
516 palette). These nodes can have 8 different colors, and the
517 palette should contain 8 pixels.
519 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
520 first (= 0 + 1) pixel will be picked from the palette.
521 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
522 second (= 1 + 1) pixel will be picked from the palette.
524 To colorize a node on the map, set its `param2` value (according
525 to the node's draw type).
527 ### Conversion between nodes in the inventory and the on the map
528 Static coloring is the same for both cases, there is no need
531 If the `ItemStack`'s metadata contains the `color` field, it will be
532 lost on placement, because nodes on the map can only use palettes.
534 If the `ItemStack`'s metadata contains the `palette_index` field, you
535 currently must manually convert between it and the node's `param2` with
536 custom `on_place` and `on_dig` callbacks.
538 ### Colored items in craft recipes
539 Craft recipes only support item strings, but fortunately item strings
540 can also contain metadata. Example craft recipe registration:
542 local stack = ItemStack("wool:block")
543 dyed:get_meta():set_int("palette_index", 3) -- add index
544 minetest.register_craft({
545 output = dyed:to_string(), -- convert to string
553 Metadata field filtering in the `recipe` field are not supported yet,
554 so the craft output is independent of the color of the ingredients.
558 Sometimes hardware coloring is not enough, because it affects the
559 whole tile. Soft texture overlays were added to Minetest to allow
560 the dynamic coloring of only specific parts of the node's texture.
561 For example a grass block may have colored grass, while keeping the
564 These overlays are 'soft', because unlike texture modifiers, the layers
565 are not merged in the memory, but they are simply drawn on top of each
566 other. This allows different hardware coloring, but also means that
567 tiles with overlays are drawn slower. Using too much overlays might
570 To define an overlay, simply set the `overlay_tiles` field of the node
571 definition. These tiles are defined in the same way as plain tiles:
572 they can have a texture name, color etc.
573 To skip one face, set that overlay tile to an empty string.
575 Example (colored grass block):
577 minetest.register_node("default:dirt_with_grass", {
578 description = "Dirt with Grass",
579 -- Regular tiles, as usual
580 -- The dirt tile disables palette coloring
581 tiles = {{name = "default_grass.png"},
582 {name = "default_dirt.png", color = "white"}},
583 -- Overlay tiles: define them in the same style
584 -- The top and bottom tile does not have overlay
585 overlay_tiles = {"", "",
586 {name = "default_grass_side.png", tileable_vertical = false}},
587 -- Global color, used in inventory
589 -- Palette in the world
590 paramtype2 = "color",
591 palette = "default_foilage.png",
596 Only Ogg Vorbis files are supported.
598 For positional playing of sounds, only single-channel (mono) files are
599 supported. Otherwise OpenAL will play them non-positionally.
601 Mods should generally prefix their sounds with `modname_`, e.g. given
602 the mod name "`foomod`", a sound could be called:
606 Sounds are referred to by their name with a dot, a single digit and the
607 file extension stripped out. When a sound is played, the actual sound file
608 is chosen randomly from the matching sounds.
610 When playing the sound `foomod_foosound`, the sound is chosen randomly
611 from the available ones of the following files:
613 * `foomod_foosound.ogg`
614 * `foomod_foosound.0.ogg`
615 * `foomod_foosound.1.ogg`
617 * `foomod_foosound.9.ogg`
619 Examples of sound parameter tables:
621 -- Play locationless on all clients
623 gain = 1.0, -- default
624 fade = 0.0, -- default, change to a value > 0 to fade the sound in
626 -- Play locationless to one player
629 gain = 1.0, -- default
630 fade = 0.0, -- default, change to a value > 0 to fade the sound in
632 -- Play locationless to one player, looped
635 gain = 1.0, -- default
638 -- Play in a location
640 pos = {x = 1, y = 2, z = 3},
641 gain = 1.0, -- default
642 max_hear_distance = 32, -- default, uses an euclidean metric
644 -- Play connected to an object, looped
646 object = <an ObjectRef>,
647 gain = 1.0, -- default
648 max_hear_distance = 32, -- default, uses an euclidean metric
652 Looped sounds must either be connected to an object or played locationless to
653 one player using `to_player = name,`
655 ### `SimpleSoundSpec`
657 * e.g. `"default_place_node"`
659 * e.g. `{name = "default_place_node"}`
660 * e.g. `{name = "default_place_node", gain = 1.0}`
662 Registered definitions of stuff
663 -------------------------------
664 Anything added using certain `minetest.register_*` functions get added to
665 the global `minetest.registered_*` tables.
667 * `minetest.register_entity(name, prototype table)`
668 * added to `minetest.registered_entities[name]`
670 * `minetest.register_node(name, node definition)`
671 * added to `minetest.registered_items[name]`
672 * added to `minetest.registered_nodes[name]`
674 * `minetest.register_tool(name, item definition)`
675 * added to `minetest.registered_items[name]`
677 * `minetest.register_craftitem(name, item definition)`
678 * added to `minetest.registered_items[name]`
680 * `minetest.unregister_item(name)`
681 * Unregisters the item name from engine, and deletes the entry with key
682 * `name` from `minetest.registered_items` and from the associated item
683 * table according to its nature: `minetest.registered_nodes[]` etc
685 * `minetest.register_biome(biome definition)`
686 * returns an integer uniquely identifying the registered biome
687 * added to `minetest.registered_biome` with the key of `biome.name`
688 * if `biome.name` is nil, the key is the returned ID
690 * `minetest.register_ore(ore definition)`
691 * returns an integer uniquely identifying the registered ore
692 * added to `minetest.registered_ores` with the key of `ore.name`
693 * if `ore.name` is nil, the key is the returned ID
695 * `minetest.register_decoration(decoration definition)`
696 * returns an integer uniquely identifying the registered decoration
697 * added to `minetest.registered_decorations` with the key of `decoration.name`
698 * if `decoration.name` is nil, the key is the returned ID
700 * `minetest.register_schematic(schematic definition)`
701 * returns an integer uniquely identifying the registered schematic
702 * added to `minetest.registered_schematic` with the key of `schematic.name`
703 * if `schematic.name` is nil, the key is the returned ID
704 * if the schematic is loaded from a file, schematic.name is set to the filename
705 * if the function is called when loading the mod, and schematic.name is a relative
706 path, then the current mod path will be prepended to the schematic filename
708 * `minetest.clear_registered_biomes()`
709 * clears all biomes currently registered
711 * `minetest.clear_registered_ores()`
712 * clears all ores currently registered
714 * `minetest.clear_registered_decorations()`
715 * clears all decorations currently registered
717 * `minetest.clear_registered_schematics()`
718 * clears all schematics currently registered
720 Note that in some cases you will stumble upon things that are not contained
721 in these tables (e.g. when a mod has been removed). Always check for
722 existence before trying to access the fields.
724 Example: If you want to check the drawtype of a node, you could do:
726 local function get_nodedef_field(nodename, fieldname)
727 if not minetest.registered_nodes[nodename] then
730 return minetest.registered_nodes[nodename][fieldname]
732 local drawtype = get_nodedef_field(nodename, "drawtype")
734 Example: `minetest.get_item_group(name, group)` has been implemented as:
736 function minetest.get_item_group(name, group)
737 if not minetest.registered_items[name] or not
738 minetest.registered_items[name].groups[group] then
741 return minetest.registered_items[name].groups[group]
746 Nodes are the bulk data of the world: cubes and other things that take the
747 space of a cube. Huge amounts of them are handled efficiently, but they
750 The definition of a node is stored and can be accessed by name in
752 minetest.registered_nodes[node.name]
754 See "Registered definitions of stuff".
756 Nodes are passed by value between Lua and the engine.
757 They are represented by a table:
759 {name="name", param1=num, param2=num}
761 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
762 them for certain automated functions. If you don't use these functions, you can
763 use them to store arbitrary values.
765 The functions of `param1` and `param2` are determined by certain fields in the
768 `param1` is reserved for the engine when `paramtype != "none"`:
771 ^ The value stores light with and without sun in its upper and lower 4 bits
772 respectively. Allows light to propagate from or through the node with
773 light value falling by 1 per node. This is essential for a light source
774 node to spread its light.
776 `param2` is reserved for the engine when any of these are used:
778 liquidtype == "flowing"
779 ^ The level and some flags of the liquid is stored in param2
780 drawtype == "flowingliquid"
781 ^ The drawn liquid level is read from param2
782 drawtype == "torchlike"
783 drawtype == "signlike"
784 paramtype2 == "wallmounted"
785 ^ The rotation of the node is stored in param2. You can make this value
786 by using minetest.dir_to_wallmounted().
787 paramtype2 == "facedir"
788 ^ The rotation of the node is stored in param2. Furnaces and chests are
789 rotated this way. Can be made by using minetest.dir_to_facedir().
791 facedir / 4 = axis direction:
792 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
793 facedir modulo 4 = rotation around that axis
794 paramtype2 == "leveled"
795 paramtype2 == "degrotate"
796 ^ The rotation of this node is stored in param2. Plants are rotated this way.
797 Values range 0 - 179. The value stored in param2 is multiplied by two to
798 get the actual rotation of the node.
799 paramtype2 == "meshoptions"
800 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
801 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
802 a mesh selector. Currently the following meshes are choosable:
803 0 = a "x" shaped plant (ordinary plant)
804 1 = a "+" shaped plant (just rotated 45 degrees)
805 2 = a "*" shaped plant with 3 faces instead of 2
806 3 = a "#" shaped plant with 4 faces instead of 2
807 4 = a "#" shaped plant with 4 faces that lean outwards
808 5-7 are unused and reserved for future meshes.
809 Bits 3 through 7 are optional flags that can be combined and give these
811 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
812 bit 4 (0x10) - Makes the plant mesh 1.4x larger
813 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
814 bits 6-7 are reserved for future use.
815 paramtype2 == "color"
816 ^ `param2` tells which color is picked from the palette.
817 The palette should have 256 pixels.
818 paramtype2 == "colorfacedir"
819 ^ Same as `facedir`, but with colors.
820 The first three bits of `param2` tells which color
821 is picked from the palette.
822 The palette should have 8 pixels.
823 paramtype2 == "colorwallmounted"
824 ^ Same as `wallmounted`, but with colors.
825 The first five bits of `param2` tells which color
826 is picked from the palette.
827 The palette should have 32 pixels.
828 paramtype2 == "glasslikeliquidlevel"
829 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
830 param2 defines 64 levels of internal liquid.
831 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
833 Nodes can also contain extra data. See "Node Metadata".
837 There are a bunch of different looking node types.
839 Look for examples in `games/minimal` or `games/minetest_game`.
847 * `glasslike_framed_optional`
849 * `allfaces_optional`
856 * `nodebox` -- See below. (**Experimental!**)
857 * `mesh` -- use models for nodes
859 `*_optional` drawtypes need less rendering time if deactivated (always client side).
863 Node selection boxes are defined using "node boxes"
865 The `nodebox` node drawtype allows defining visual of nodes consisting of
866 arbitrary number of boxes. It allows defining stuff like stairs. Only the
867 `fixed` and `leveled` box type is supported for these.
869 Please note that this is still experimental, and may be incompatibly
870 changed in the future.
872 A nodebox is defined as any of:
875 -- A normal cube; the default in most things
879 -- A fixed box (facedir param2 is used, if applicable)
881 fixed = box OR {box1, box2, ...}
884 -- A box like the selection box for torches
885 -- (wallmounted param2 is used, if applicable)
886 type = "wallmounted",
892 -- A node that has optional boxes depending on neighbouring nodes'
893 -- presence and type. See also `connects_to`.
895 fixed = box OR {box1, box2, ...}
896 connect_top = box OR {box1, box2, ...}
897 connect_bottom = box OR {box1, box2, ...}
898 connect_front = box OR {box1, box2, ...}
899 connect_left = box OR {box1, box2, ...}
900 connect_back = box OR {box1, box2, ...}
901 connect_right = box OR {box1, box2, ...}
904 A `box` is defined as:
906 {x1, y1, z1, x2, y2, z2}
908 A box of a regular node would look like:
910 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
912 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
913 set to level from `param2`.
918 If drawtype `mesh` is used, tiles should hold model materials textures.
919 Only static meshes are implemented.
920 For supported model formats see Irrlicht engine documentation.
925 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
929 Offset that the noise is translated by (i.e. added) after calculation.
932 Factor that the noise is scaled by (i.e. multiplied) after calculation.
935 Vector containing values by which each coordinate is divided by before calculation.
936 Higher spread values result in larger noise features.
938 A value of `{x=250, y=250, z=250}` is common.
941 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
942 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
945 Number of times the noise gradient is accumulated into the noise.
947 Increase this number to increase the amount of detail in the resulting noise.
949 A value of `6` is common.
952 Factor by which the effect of the noise gradient function changes with each successive octave.
954 Values less than `1` make the details of successive octaves' noise diminish, while values
955 greater than `1` make successive octaves stronger.
957 A value of `0.6` is common.
960 Factor by which the noise feature sizes change with each successive octave.
962 A value of `2.0` is common.
965 Leave this field unset for no special handling.
967 Currently supported are `defaults`, `eased` and `absvalue`.
970 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
974 Maps noise gradient values onto a quintic S-curve before performing interpolation.
975 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
976 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
979 Accumulates the absolute value of each noise gradient result.
981 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
986 spread = {x=500, y=500, z=500},
991 flags = "defaults, absvalue"
993 ^ A single noise parameter table can be used to get 2D or 3D noise,
994 when getting 2D noise spread.z is ignored.
999 These tell in what manner the ore is generated.
1001 All default ores are of the uniformly-distributed scatter type.
1004 Randomly chooses a location and generates a cluster of ore.
1006 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
1007 that point is greater than the `noise_threshold`, giving the ability to create
1008 a non-equal distribution of ore.
1011 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1012 described by `noise_params` and `noise_threshold`. This is essentially an
1013 improved version of the so-called "stratus" ore seen in some unofficial mods.
1015 This sheet consists of vertical columns of uniform randomly distributed height,
1016 varying between the inclusive range `column_height_min` and `column_height_max`.
1017 If `column_height_min` is not specified, this parameter defaults to 1.
1018 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1019 for reverse compatibility. New code should prefer `column_height_max`.
1021 The `column_midpoint_factor` parameter controls the position of the column at which
1022 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
1023 columns grow equally starting from each direction. `column_midpoint_factor` is a
1024 decimal number ranging in value from 0 to 1. If this parameter is not specified,
1027 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
1030 Creates a sheet of ore in a cloud-like puff shape.
1032 As with the `sheet` ore type, the size and shape of puffs are described by
1033 `noise_params` and `noise_threshold` and are placed at random vertical positions
1034 within the currently generated chunk.
1036 The vertical top and bottom displacement of each puff are determined by the noise
1037 parameters `np_puff_top` and `np_puff_bottom`, respectively.
1041 Creates a deformed sphere of ore according to 3d perlin noise described by
1042 `noise_params`. The maximum size of the blob is `clust_size`, and
1043 `clust_scarcity` has the same meaning as with the `scatter` type.
1046 Creates veins of ore varying in density by according to the intersection of two
1047 instances of 3d perlin noise with diffferent seeds, both described by
1048 `noise_params`. `random_factor` varies the influence random chance has on
1049 placement of an ore inside the vein, which is `1` by default. Note that
1050 modifying this parameter may require adjusting `noise_threshold`.
1051 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1052 by this ore type. This ore type is difficult to control since it is sensitive
1053 to small changes. The following is a decent set of parameters to work from:
1058 spread = {x=200, y=200, z=200},
1064 noise_threshold = 1.6
1066 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1067 computationally expensive than any other ore.
1071 See section "Flag Specifier Format".
1073 Currently supported flags:
1074 `absheight`, `puff_cliffs`, `puff_additive_composition`.
1077 Also produce this same ore between the height range of `-y_max` and `-y_min`.
1079 Useful for having ore in sky realms without having to duplicate ore entries.
1082 If set, puff ore generation will not taper down large differences in displacement
1083 when approaching the edge of a puff. This flag has no effect for ore types other
1086 ### `puff_additive_composition`
1087 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
1088 negative displacement, the sub-column at that point is not generated. With this
1089 attribute set, puff ore generation will instead generate the absolute difference in
1090 noise displacement values. This flag has no effect for ore types other than `puff`.
1094 The varying types of decorations that can be placed.
1097 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1098 a list, if a decoration list is specified). Can specify a certain node it must
1099 spawn next to, such as water or lava, for example. Can also generate a
1100 decoration of random height between a specified lower and upper bound.
1101 This type of decoration is intended for placement of grass, flowers, cacti,
1102 papyri, waterlilies and so on.
1105 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1106 Can specify a probability of a node randomly appearing when placed.
1107 This decoration type is intended to be used for multi-node sized discrete
1108 structures, such as trees, cave spikes, rocks, and so on.
1112 --------------------
1113 A schematic specifier identifies a schematic by either a filename to a
1114 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1115 in the form of a table. This table specifies the following fields:
1117 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
1118 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
1119 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
1120 * The `data` field is a flat table of MapNode tables making up the schematic,
1121 in the order of `[z [y [x]]]`. (required)
1122 Each MapNode table contains:
1123 * `name`: the name of the map node to place (required)
1124 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
1125 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
1126 * `force_place`: boolean representing if the node should forcibly overwrite any
1127 previous contents (default: false)
1129 About probability values:
1131 * A probability value of `0` or `1` means that node will never appear (0% chance).
1132 * A probability value of `254` or `255` means the node will always appear (100% chance).
1133 * If the probability value `p` is greater than `1`, then there is a
1134 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1138 Schematic attributes
1139 --------------------
1140 See section "Flag Specifier Format".
1142 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1145 * `place_center_x`: Placement of this decoration is centered along the X axis.
1146 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1147 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1148 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
1153 The position field is used for all element types.
1155 To account for differing resolutions, the position coordinates are the percentage
1156 of the screen, ranging in value from `0` to `1`.
1158 The name field is not yet used, but should contain a description of what the
1159 HUD element represents. The direction field is the direction in which something
1162 `0` draws from left to right, `1` draws from right to left, `2` draws from
1163 top to bottom, and `3` draws from bottom to top.
1165 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1166 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1167 Fractional values can be used.
1169 The `offset` field specifies a pixel offset from the position. Contrary to position,
1170 the offset is not scaled to screen size. This allows for some precisely-positioned
1173 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1175 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1177 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1178 in the experimental stages.
1181 Displays an image on the HUD.
1183 * `scale`: The scale of the image, with 1 being the original texture size.
1184 Only the X coordinate scale is used (positive values).
1185 Negative values represent that percentage of the screen it
1186 should take; e.g. `x=-100` means 100% (width).
1187 * `text`: The name of the texture that is displayed.
1188 * `alignment`: The alignment of the image.
1189 * `offset`: offset in pixels from position.
1192 Displays text on the HUD.
1194 * `scale`: Defines the bounding rectangle of the text.
1195 A value such as `{x=100, y=100}` should work.
1196 * `text`: The text to be displayed in the HUD element.
1197 * `number`: An integer containing the RGB value of the color used to draw the text.
1198 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1199 * `alignment`: The alignment of the text.
1200 * `offset`: offset in pixels from position.
1203 Displays a horizontal bar made up of half-images.
1205 * `text`: The name of the texture that is used.
1206 * `number`: The number of half-textures that are displayed.
1207 If odd, will end with a vertically center-split texture.
1209 * `offset`: offset in pixels from position.
1210 * `size`: If used, will force full-image size to this value (override texture pack image size)
1213 * `text`: The name of the inventory list to be displayed.
1214 * `number`: Number of items in the inventory to be displayed.
1215 * `item`: Position of item that is selected.
1217 * `offset`: offset in pixels from position.
1220 Displays distance to selected world position.
1222 * `name`: The name of the waypoint.
1223 * `text`: Distance suffix. Can be blank.
1224 * `number:` An integer containing the RGB value of the color used to draw the text.
1225 * `world_pos`: World position of the waypoint.
1227 Representations of simple things
1228 --------------------------------
1232 {x=num, y=num, z=num}
1234 For helper functions see "Vector helpers".
1237 * `{type="nothing"}`
1238 * `{type="node", under=pos, above=pos}`
1239 * `{type="object", ref=ObjectRef}`
1241 Flag Specifier Format
1242 ---------------------
1243 Flags using the standardized flag specifier format can be specified in either of
1244 two ways, by string or table.
1246 The string format is a comma-delimited set of flag names; whitespace and
1247 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1248 flag, and specifying a flag prefixed by the string `"no"` explicitly
1249 clears the flag from whatever the default may be.
1251 In addition to the standard string flag format, the schematic flags field can
1252 also be a table of flag names to boolean values representing whether or not the
1253 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1254 is present, mapped to a boolean of any value, the specified flag is unset.
1256 E.g. A flag field of value
1258 {place_center_x = true, place_center_y=false, place_center_z=true}
1262 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1264 which is equivalent to
1266 "place_center_x, noplace_center_y, place_center_z"
1270 "place_center_x, place_center_z"
1272 since, by default, no schematic attributes are set.
1278 There are three kinds of items: nodes, tools and craftitems.
1280 * Node (`register_node`): A node from the world.
1281 * Tool (`register_tool`): A tool/weapon that can dig and damage
1282 things according to `tool_capabilities`.
1283 * Craftitem (`register_craftitem`): A miscellaneous item.
1286 All item stacks have an amount between 0 to 65535. It is 1 by
1287 default. Tool item stacks can not have an amount greater than 1.
1289 Tools use a wear (=damage) value ranging from 0 to 65535. The
1290 value 0 is the default and used is for unworn tools. The values
1291 1 to 65535 are used for worn tools, where a higher value stands for
1292 a higher wear. Non-tools always have a wear value of 0.
1295 Items and item stacks can exist in three formats: Serializes, table format
1299 This is called "stackstring" or "itemstring". It is a simple string with
1300 1-3 components: the full item identifier, an optional amount and an optional
1303 <identifier> [<amount>[ <wear>]]
1307 * `'default:apple'`: 1 apple
1308 * `'default:dirt 5'`: 5 dirt
1309 * `'default:pick_stone'`: a new stone pickaxe
1310 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1317 {name="default:dirt", count=5, wear=0, metadata=""}
1319 A wooden pick about 1/3 worn out:
1321 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1325 {name="default:apple", count=1, wear=0, metadata=""}
1328 A native C++ format with many helper methods. Useful for converting
1329 between formats. See the Class reference section for details.
1331 When an item must be passed to a function, it can usually be in any of
1337 In a number of places, there is a group table. Groups define the
1338 properties of a thing (item, node, armor of entity, capabilities of
1339 tool) in such a way that the engine and other mods can can interact with
1340 the thing without actually knowing what the thing is.
1343 Groups are stored in a table, having the group names with keys and the
1344 group ratings as values. For example:
1346 groups = {crumbly=3, soil=1}
1349 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1350 -- ^ A more special dirt-kind of thing
1352 Groups always have a rating associated with them. If there is no
1353 useful meaning for a rating for an enabled group, it shall be `1`.
1355 When not defined, the rating of a group defaults to `0`. Thus when you
1356 read groups, you must interpret `nil` and `0` as the same value, `0`.
1358 You can read the rating of a group for an item or a node by using
1360 minetest.get_item_group(itemname, groupname)
1363 Groups of items can define what kind of an item it is (e.g. wool).
1366 In addition to the general item things, groups are used to define whether
1367 a node is destroyable and how long it takes to destroy by a tool.
1369 ### Groups of entities
1370 For entities, groups are, as of now, used only for calculating damage.
1371 The rating is the percentage of damage caused by tools with this damage group.
1372 See "Entity damage mechanism".
1374 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1375 object.set_armor_groups({fleshy=30, cracky=80})
1378 Groups in tools define which groups of nodes and entities they are
1381 ### Groups in crafting recipes
1382 An example: Make meat soup from any meat, any water and any bowl:
1385 output = 'food:meat_soup_raw',
1391 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1394 Another example: Make red wool from white wool and red dye:
1398 output = 'wool:red',
1399 recipe = {'wool:white', 'group:dye,basecolor_red'},
1403 * `immortal`: Disables the group damage system for an entity
1404 * `punch_operable`: For entities; disables the regular damage mechanism for
1405 players punching it by hand or a non-tool item, so that it can do something
1406 else than take damage.
1407 * `level`: Can be used to give an additional sense of progression in the game.
1408 * A larger level will cause e.g. a weapon of a lower level make much less
1409 damage, and get worn out much faster, or not be able to get drops
1410 from destroyed nodes.
1411 * `0` is something that is directly accessible at the start of gameplay
1412 * There is no upper limit
1413 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1414 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1415 * `3`: the node always gets the digging time 0 seconds (torch)
1416 * `disable_jump`: Player (and possibly other things) cannot jump from node
1417 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1418 * `bouncy`: value is bounce speed in percent
1419 * `falling_node`: if there is no walkable block under the node it will fall
1420 * `attached_node`: if the node under it is not a walkable block the node will be
1421 dropped as an item. If the node is wallmounted the wallmounted direction is
1423 * `soil`: saplings will grow on nodes in this group
1424 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1425 connect to each other
1427 ### Known damage and digging time defining groups
1428 * `crumbly`: dirt, sand
1429 * `cracky`: tough but crackable stuff like stone.
1430 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1431 plants, wire, sheets of metal
1432 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1433 * `fleshy`: Living things like animals and the player. This could imply
1434 some blood effects when hitting.
1435 * `explody`: Especially prone to explosions
1436 * `oddly_breakable_by_hand`:
1437 Can be added to nodes that shouldn't logically be breakable by the
1438 hand but are. Somewhat similar to `dig_immediate`, but times are more
1439 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1440 speed of a tool if the tool can dig at a faster speed than this
1441 suggests for the hand.
1443 ### Examples of custom groups
1444 Item groups are often used for defining, well, _groups of items_.
1446 * `meat`: any meat-kind of a thing (rating might define the size or healing
1447 ability or be irrelevant -- it is not defined as of yet)
1448 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1450 * `flammable`: can be set on fire. Rating might define the intensity of the
1451 fire, affecting e.g. the speed of the spreading of an open fire.
1452 * `wool`: any wool (any origin, any color)
1453 * `metal`: any metal
1454 * `weapon`: any weapon
1455 * `heavy`: anything considerably heavy
1457 ### Digging time calculation specifics
1458 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1459 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1460 faster digging time.
1462 The `level` group is used to limit the toughness of nodes a tool can dig
1463 and to scale the digging times / damage to a greater extent.
1465 **Please do understand this**, otherwise you cannot use the system to it's
1468 Tools define their properties by a list of parameters for groups. They
1469 cannot dig other groups; thus it is important to use a standard bunch of
1470 groups to enable interaction with tools.
1472 #### Tools definition
1475 * Full punch interval
1476 * Maximum drop level
1477 * For an arbitrary list of groups:
1478 * Uses (until the tool breaks)
1479 * Maximum level (usually `0`, `1`, `2` or `3`)
1483 #### Full punch interval
1484 When used as a weapon, the tool will do full damage if this time is spent
1485 between punches. If e.g. half the time is spent, the tool will do half
1488 #### Maximum drop level
1489 Suggests the maximum level of node, when dug with the tool, that will drop
1490 it's useful item. (e.g. iron ore to drop a lump of iron).
1492 This is not automated; it is the responsibility of the node definition
1496 Determines how many uses the tool has when it is used for digging a node,
1497 of this group, of the maximum level. For lower leveled nodes, the use count
1498 is multiplied by `3^leveldiff`.
1500 * `uses=10, leveldiff=0`: actual uses: 10
1501 * `uses=10, leveldiff=1`: actual uses: 30
1502 * `uses=10, leveldiff=2`: actual uses: 90
1505 Tells what is the maximum level of a node of this group that the tool will
1509 List of digging times for different ratings of the group, for nodes of the
1512 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1513 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1514 for this group, and unable to dig the rating `1`, which is the toughest.
1515 Unless there is a matching group that enables digging otherwise.
1517 If the result digging time is 0, a delay of 0.15 seconds is added between
1518 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1519 i.e. players can more quickly click the nodes away instead of holding LMB.
1522 List of damage for groups of entities. See "Entity damage mechanism".
1524 #### Example definition of the capabilities of a tool
1526 tool_capabilities = {
1527 full_punch_interval=1.5,
1530 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1532 damage_groups = {fleshy=2},
1535 This makes the tool be able to dig nodes that fulfil both of these:
1537 * Have the `crumbly` group
1538 * Have a `level` group less or equal to `2`
1540 Table of resulting digging times:
1542 crumbly 0 1 2 3 4 <- level
1544 1 0.80 1.60 1.60 - -
1545 2 0.60 1.20 1.20 - -
1546 3 0.40 0.80 0.80 - -
1548 level diff: 2 1 0 -1 -2
1550 Table of resulting tool uses:
1559 * At `crumbly==0`, the node is not diggable.
1560 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1561 easy nodes to be quickly breakable.
1562 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1564 Entity damage mechanism
1565 -----------------------
1569 foreach group in cap.damage_groups:
1570 damage += cap.damage_groups[group] * limit(actual_interval /
1571 cap.full_punch_interval, 0.0, 1.0)
1572 * (object.armor_groups[group] / 100.0)
1573 -- Where object.armor_groups[group] is 0 for inexistent values
1576 Client predicts damage based on damage groups. Because of this, it is able to
1577 give an immediate response when an entity is damaged or dies; the response is
1578 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1580 Currently a smoke puff will appear when an entity dies.
1582 The group `immortal` completely disables normal damage.
1584 Entities can define a special armor group, which is `punch_operable`. This
1585 group disables the regular damage mechanism for players punching it by hand or
1586 a non-tool item, so that it can do something else than take damage.
1588 On the Lua side, every punch calls:
1590 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1592 This should never be called directly, because damage is usually not handled by
1595 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1596 accessed unless absolutely required, to encourage interoperability.
1597 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1598 * `tool_capabilities` can be `nil`.
1599 * `direction` is a unit vector, pointing from the source of the punch to
1601 * `damage` damage that will be done to entity
1602 Return value of this function will determin if damage is done by this function
1603 (retval true) or shall be done by engine (retval false)
1605 To punch an entity/object in Lua, call:
1607 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1609 * Return value is tool wear.
1610 * Parameters are equal to the above callback.
1611 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1612 `direction` will be automatically filled in based on the location of `puncher`.
1616 The instance of a node in the world normally only contains the three values
1617 mentioned in "Nodes". However, it is possible to insert extra data into a
1618 node. It is called "node metadata"; See `NodeMetaRef`.
1620 Node metadata contains two things:
1625 Some of the values in the key-value store are handled specially:
1627 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1628 * `infotext`: Text shown on the screen when the node is pointed at
1632 local meta = minetest.get_meta(pos)
1633 meta:set_string("formspec",
1635 "list[context;main;0,0;8,4;]"..
1636 "list[current_player;main;0,5;8,4;]")
1637 meta:set_string("infotext", "Chest");
1638 local inv = meta:get_inventory()
1639 inv:set_size("main", 8*4)
1640 print(dump(meta:to_table()))
1643 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1644 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1645 [10] = "", [11] = "", [12] = "", [13] = "",
1646 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1647 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1648 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1649 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1653 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1660 Item stacks can store metadata too. See `ItemStackMetaRef`.
1662 Item metadata only contains a key-value store.
1664 Some of the values in the key-value store are handled specially:
1666 * `description`: Set the item stack's description. Defaults to `idef.description`
1667 * `color`: A `ColorString`, which sets the stack's color.
1668 * `palette_index`: If the item has a palette, this is used to get the
1669 current color from the palette.
1673 local meta = stack:get_meta()
1674 meta:set_string("key", "value")
1675 print(dump(meta:to_table()))
1679 Formspec defines a menu. Currently not much else than inventories are
1680 supported. It is a string, with a somewhat strange format.
1682 Spaces and newlines can be inserted between the blocks, as is used in the
1690 list[context;main;0,0;8,4;]
1691 list[current_player;main;0,5;8,4;]
1696 list[context;fuel;2,3;1,1;]
1697 list[context;src;2,1;1,1;]
1698 list[context;dst;5,1;2,2;]
1699 list[current_player;main;0,5;8,4;]
1701 #### Minecraft-like player inventory
1704 image[1,0.6;1,2;player.png]
1705 list[current_player;main;0,3.5;8,4;]
1706 list[current_player;craft;3,0;3,3;]
1707 list[current_player;craftpreview;7,1;1,1;]
1711 #### `size[<W>,<H>,<fixed_size>]`
1712 * Define the size of the menu in inventory slots
1713 * `fixed_size`: `true`/`false` (optional)
1714 * deprecated: `invsize[<W>,<H>;]`
1716 #### `position[<X>,<Y>]`
1717 * Define the position of the formspec
1718 * A value between 0.0 and 1.0 represents a position inside the screen
1719 * The default value is the center of the screen (0.5, 0.5)
1721 #### `anchor[<X>,<Y>]`
1722 * Define the anchor of the formspec
1723 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1724 * The default value is the center of the formspec (0.5, 0.5)
1726 #### `container[<X>,<Y>]`
1727 * Start of a container block, moves all physical elements in the container by (X, Y)
1728 * Must have matching `container_end`
1729 * Containers can be nested, in which case the offsets are added
1730 (child containers are relative to parent containers)
1732 #### `container_end[]`
1733 * End of a container, following elements are no longer relative to this container
1735 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1736 * Show an inventory list
1738 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1739 * Show an inventory list
1741 #### `listring[<inventory location>;<list name>]`
1742 * Allows to create a ring of inventory lists
1743 * Shift-clicking on items in one element of the ring
1744 will send them to the next inventory list inside the ring
1745 * The first occurrence of an element inside the ring will
1746 determine the inventory where items will be sent to
1749 * Shorthand for doing `listring[<inventory location>;<list name>]`
1750 for the last two inventory lists added by list[...]
1752 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1753 * Sets background color of slots as `ColorString`
1754 * Sets background color of slots on mouse hovering
1756 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1757 * Sets background color of slots as `ColorString`
1758 * Sets background color of slots on mouse hovering
1759 * Sets color of slots border
1761 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1762 * Sets background color of slots as `ColorString`
1763 * Sets background color of slots on mouse hovering
1764 * Sets color of slots border
1765 * Sets default background color of tooltips
1766 * Sets default font color of tooltips
1768 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1769 * Adds tooltip for an element
1770 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1771 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1773 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1775 * Position and size units are inventory slots
1777 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1778 * Show an inventory image of registered item/node
1779 * Position and size units are inventory slots
1781 #### `bgcolor[<color>;<fullscreen>]`
1782 * Sets background color of formspec as `ColorString`
1783 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1785 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1786 * Use a background. Inventory rectangles are not drawn then.
1787 * Position and size units are inventory slots
1788 * Example for formspec 8x4 in 16x resolution: image shall be sized
1789 8 times 16px times 4 times 16px.
1791 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1792 * Use a background. Inventory rectangles are not drawn then.
1793 * Position and size units are inventory slots
1794 * Example for formspec 8x4 in 16x resolution:
1795 image shall be sized 8 times 16px times 4 times 16px
1796 * If `true` the background is clipped to formspec size
1797 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1799 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1800 * Textual password style field; will be sent to server when a button is clicked
1801 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1803 * `x` and `y` position the field relative to the top left of the menu
1804 * `w` and `h` are the size of the field
1805 * Fields are a set height, but will be vertically centred on `h`
1806 * Position and size units are inventory slots
1807 * `name` is the name of the field as returned in fields to `on_receive_fields`
1808 * `label`, if not blank, will be text printed on the top left above the field
1809 * See field_close_on_enter to stop enter closing the formspec
1811 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1812 * Textual field; will be sent to server when a button is clicked
1813 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1815 * `x` and `y` position the field relative to the top left of the menu
1816 * `w` and `h` are the size of the field
1817 * Fields are a set height, but will be vertically centred on `h`
1818 * Position and size units are inventory slots
1819 * `name` is the name of the field as returned in fields to `on_receive_fields`
1820 * `label`, if not blank, will be text printed on the top left above the field
1821 * `default` is the default value of the field
1822 * `default` may contain variable references such as `${text}'` which
1823 will fill the value from the metadata value `text`
1824 * **Note**: no extra text or more than a single variable is supported ATM.
1825 * See `field_close_on_enter` to stop enter closing the formspec
1827 #### `field[<name>;<label>;<default>]`
1828 * As above, but without position/size units
1829 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
1831 * Special field for creating simple forms, such as sign text input
1832 * Must be used without a `size[]` element
1833 * A "Proceed" button will be added automatically
1834 * See `field_close_on_enter` to stop enter closing the formspec
1836 #### `field_close_on_enter[<name>;<close_on_enter>]`
1837 * <name> is the name of the field
1838 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1839 * defaults to true when not specified (ie: no tag for a field)
1841 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1842 * Same as fields above, but with multi-line input
1844 #### `label[<X>,<Y>;<label>]`
1845 * `x` and `y` work as per field
1846 * `label` is the text on the label
1847 * Position and size units are inventory slots
1849 #### `vertlabel[<X>,<Y>;<label>]`
1850 * Textual label drawn vertically
1851 * `x` and `y` work as per field
1852 * `label` is the text on the label
1853 * Position and size units are inventory slots
1855 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1856 * Clickable button. When clicked, fields will be sent.
1857 * `x`, `y` and `name` work as per field
1858 * `w` and `h` are the size of the button
1859 * `label` is the text on the button
1860 * Position and size units are inventory slots
1862 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1863 * `x`, `y`, `w`, `h`, and `name` work as per button
1864 * `texture name` is the filename of an image
1865 * Position and size units are inventory slots
1867 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1868 * `x`, `y`, `w`, `h`, and `name` work as per button
1869 * `texture name` is the filename of an image
1870 * Position and size units are inventory slots
1871 * `noclip=true` means the image button doesn't need to be within specified formsize
1872 * `drawborder`: draw button border or not
1873 * `pressed texture name` is the filename of an image on pressed state
1875 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1876 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1877 * `item name` is the registered name of an item/node,
1878 tooltip will be made out of its description
1879 to override it use tooltip element
1880 * Position and size units are inventory slots
1882 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1883 * When clicked, fields will be sent and the form will quit.
1885 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1886 * When clicked, fields will be sent and the form will quit.
1888 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1889 * Scrollable item list showing arbitrary text elements
1890 * `x` and `y` position the itemlist relative to the top left of the menu
1891 * `w` and `h` are the size of the itemlist
1892 * `name` fieldname sent to server on doubleclick value is current selected element
1893 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1894 * if you want a listelement to start with "#" write "##".
1896 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1897 * Scrollable itemlist showing arbitrary text elements
1898 * `x` and `y` position the item list relative to the top left of the menu
1899 * `w` and `h` are the size of the item list
1900 * `name` fieldname sent to server on doubleclick value is current selected element
1901 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1902 * if you want a listelement to start with "#" write "##"
1903 * Index to be selected within textlist
1904 * `true`/`false`: draw transparent background
1905 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1907 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1908 * Show a tab**header** at specific position (ignores formsize)
1909 * `x` and `y` position the itemlist relative to the top left of the menu
1910 * `name` fieldname data is transferred to Lua
1911 * `caption 1`...: name shown on top of tab
1912 * `current_tab`: index of selected tab 1...
1913 * `transparent` (optional): show transparent
1914 * `draw_border` (optional): draw border
1916 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1917 * Simple colored semitransparent box
1918 * `x` and `y` position the box relative to the top left of the menu
1919 * `w` and `h` are the size of box
1920 * `color` is color specified as a `ColorString`
1922 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1923 * Show a dropdown field
1924 * **Important note**: There are two different operation modes:
1925 1. handle directly on change (only changed dropdown is submitted)
1926 2. read the value on pressing a button (all dropdown values are available)
1927 * `x` and `y` position of dropdown
1929 * Fieldname data is transferred to Lua
1930 * Items to be shown in dropdown
1931 * Index of currently selected dropdown item
1933 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1935 * `x` and `y`: position of checkbox
1936 * `name` fieldname data is transferred to Lua
1937 * `label` to be shown left of checkbox
1938 * `selected` (optional): `true`/`false`
1940 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1942 * There are two ways to use it:
1943 1. handle the changed event (only changed scrollbar is available)
1944 2. read the value on pressing a button (all scrollbars are available)
1945 * `x` and `y`: position of trackbar
1946 * `w` and `h`: width and height
1947 * `orientation`: `vertical`/`horizontal`
1948 * Fieldname data is transferred to Lua
1949 * Value this trackbar is set to (`0`-`1000`)
1950 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1952 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1953 * Show scrollable table using options defined by the previous `tableoptions[]`
1954 * Displays cells as defined by the previous `tablecolumns[]`
1955 * `x` and `y`: position the itemlist relative to the top left of the menu
1956 * `w` and `h` are the size of the itemlist
1957 * `name`: fieldname sent to server on row select or doubleclick
1958 * `cell 1`...`cell n`: cell contents given in row-major order
1959 * `selected idx`: index of row to be selected within table (first row = `1`)
1960 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1962 #### `tableoptions[<opt 1>;<opt 2>;...]`
1963 * Sets options for `table[]`
1965 * default text color (`ColorString`), defaults to `#FFFFFF`
1966 * `background=#RRGGBB`
1967 * table background color (`ColorString`), defaults to `#000000`
1968 * `border=<true/false>`
1969 * should the table be drawn with a border? (default: `true`)
1970 * `highlight=#RRGGBB`
1971 * highlight background color (`ColorString`), defaults to `#466432`
1972 * `highlight_text=#RRGGBB`
1973 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1974 * `opendepth=<value>`
1975 * all subtrees up to `depth < value` are open (default value = `0`)
1976 * only useful when there is a column of type "tree"
1978 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1979 * Sets columns for `table[]`
1980 * Types: `text`, `image`, `color`, `indent`, `tree`
1981 * `text`: show cell contents as text
1982 * `image`: cell contents are an image index, use column options to define images
1983 * `color`: cell contents are a ColorString and define color of following cell
1984 * `indent`: cell contents are a number and define indentation of following cell
1985 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1988 * for `text` and `image`: content alignment within cells.
1989 Available values: `left` (default), `center`, `right`, `inline`
1991 * for `text` and `image`: minimum width in em (default: `0`)
1992 * for `indent` and `tree`: indent width in em (default: `1.5`)
1993 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1994 Exception: defaults to 0 for indent columns
1995 * `tooltip=<value>`: tooltip text (default: empty)
1996 * `image` column options:
1997 * `0=<value>` sets image for image index 0
1998 * `1=<value>` sets image for image index 1
1999 * `2=<value>` sets image for image index 2
2000 * and so on; defined indices need not be contiguous empty or
2001 non-numeric cells are treated as `0`.
2002 * `color` column options:
2003 * `span=<value>`: number of following columns to affect (default: infinite)
2005 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
2006 pass key press events to formspec!
2010 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2011 * `"current_player"`: Player to whom the menu is shown
2012 * `"player:<name>"`: Any player
2013 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2014 * `"detached:<name>"`: A detached inventory
2016 Player Inventory lists
2017 ----------------------
2018 * `main`: list containing the default inventory
2019 * `craft`: list containing the craft input
2020 * `craftpreview`: list containing the craft output
2021 * `hand`: list containing an override for the empty hand
2025 `#RGB` defines a color in hexadecimal format.
2027 `#RGBA` defines a color in hexadecimal format and alpha channel.
2029 `#RRGGBB` defines a color in hexadecimal format.
2031 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2033 Named colors are also supported and are equivalent to
2034 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2035 To specify the value of the alpha channel, append `#AA` to the end of the color name
2036 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
2037 value must (always) be two hexadecimal digits.
2041 A ColorSpec specifies a 32-bit color. It can be written in either:
2042 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2043 `colorspec = {a=255, r=0, g=255, b=0}`
2044 numerical form, the raw integer value of an ARGB8 quad:
2045 `colorspec = 0xFF00FF00`
2046 or string form, a ColorString (defined above):
2047 `colorspec = "green"`
2051 Most text can contain escape sequences, that can for example color the text.
2052 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2053 The following functions provide escape sequences:
2055 * `minetest.get_color_escape_sequence(color)`:
2056 * `color` is a ColorString
2057 * The escape sequence sets the text color to `color`
2058 * `minetest.colorize(color, message)`:
2060 `minetest.get_color_escape_sequence(color) ..
2062 minetest.get_color_escape_sequence("#ffffff")`
2063 * `color.get_background_escape_sequence(color)`
2064 * `color` is a ColorString
2065 * The escape sequence sets the background of the whole text element to
2066 `color`. Only defined for item descriptions and tooltips.
2067 * `color.strip_foreground_colors(str)`
2068 * Removes foreground colors added by `get_color_escape_sequence`.
2069 * `color.strip_background_colors(str)`
2070 * Removes background colors added by `get_background_escape_sequence`.
2071 * `color.strip_colors(str)`
2072 * Removes all color escape sequences.
2076 * `vector.new(a[, b, c])`: returns a vector:
2077 * A copy of `a` if `a` is a vector.
2078 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
2079 * `vector.direction(p1, p2)`: returns a vector
2080 * `vector.distance(p1, p2)`: returns a number
2081 * `vector.length(v)`: returns a number
2082 * `vector.normalize(v)`: returns a vector
2083 * `vector.floor(v)`: returns a vector, each dimension rounded down
2084 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
2085 * `vector.apply(v, func)`: returns a vector
2086 * `vector.equals(v1, v2)`: returns a boolean
2087 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
2089 For the following functions `x` can be either a vector or a number:
2091 * `vector.add(v, x)`: returns a vector
2092 * `vector.subtract(v, x)`: returns a vector
2093 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
2094 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
2098 * `dump2(obj, name="_", dumped={})`
2099 * Return object serialized as a string, handles reference loops
2100 * `dump(obj, dumped={})`
2101 * Return object serialized as a string
2102 * `math.hypot(x, y)`
2103 * Get the hypotenuse of a triangle with legs x and y.
2104 Useful for distance calculation.
2105 * `math.sign(x, tolerance)`
2106 * Get the sign of a number.
2107 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
2108 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
2109 * If `max_splits` is negative, do not limit splits.
2110 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
2111 * e.g. `string:split("a,b", ",") == {"a","b"}`
2113 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
2114 * `minetest.wrap_text(str, limit)`: returns a string
2115 * Adds new lines to the string to keep it within the specified character limit
2116 * limit: Maximal amount of characters in one line
2117 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
2118 * Convert position to a printable string
2119 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
2120 * `minetest.string_to_pos(string)`: returns a position
2121 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
2122 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2123 * Converts a string representing an area box into two positions
2124 * `minetest.formspec_escape(string)`: returns a string
2125 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2126 * `minetest.is_yes(arg)`
2127 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2128 * `minetest.get_us_time()`
2129 * returns time with microsecond precision. May not return wall time.
2130 * `table.copy(table)`: returns a table
2131 * returns a deep copy of `table`
2132 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
2133 * returns the exact position on the surface of a pointed node
2135 `minetest` namespace reference
2136 ------------------------------
2140 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
2141 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
2142 * Useful for loading additional `.lua` modules or static data from mod
2143 * `minetest.get_modnames()`: returns a list of installed mods
2144 * Return a list of installed mods, sorted alphabetically
2145 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2146 * Useful for storing custom data
2147 * `minetest.is_singleplayer()`
2148 * `minetest.features`: Table containing API feature flags
2151 glasslike_framed = true,
2152 nodebox_as_selectionbox = true,
2153 chat_send_player_param3 = true,
2154 get_all_craft_recipes_works = true,
2155 use_texture_alpha = true,
2156 -- ^ The transparency channel of textures can be used optionally
2157 no_legacy_abms = true,
2158 -- ^ Tree and grass ABMs are no longer done from C++
2159 texture_names_parens = true,
2160 -- ^ Texture grouping is possible using parentheses
2161 area_store_custom_ids = true,
2162 -- ^ Unique Area ID for AreaStore:insert_area
2163 add_entity_with_staticdata = true,
2164 -- ^ add_entity supports passing initial staticdata to on_activate
2165 no_chat_message_prediction = true,
2166 -- ^ Chat messages are no longer predicted
2168 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2169 * `arg`: string or table in format `{foo=true, bar=true}`
2170 * `missing_features`: `{foo=true, bar=true}`
2171 * `minetest.get_player_information(player_name)`:
2172 * Returns a table containing information about a player. Example return value:
2175 address = "127.0.0.1", -- IP address of client
2176 ip_version = 4, -- IPv4 / IPv6
2177 min_rtt = 0.01, -- minimum round trip time
2178 max_rtt = 0.2, -- maximum round trip time
2179 avg_rtt = 0.02, -- average round trip time
2180 min_jitter = 0.01, -- minimum packet time jitter
2181 max_jitter = 0.5, -- maximum packet time jitter
2182 avg_jitter = 0.03, -- average packet time jitter
2183 connection_uptime = 200, -- seconds since client connected
2184 prot_vers = 31, -- protocol version used by client
2185 -- following information is available on debug build only!!!
2186 -- DO NOT USE IN MODS
2187 --ser_vers = 26, -- serialization version used by client
2188 --major = 0, -- major version number
2189 --minor = 4, -- minor version number
2190 --patch = 10, -- patch version number
2191 --vers_string = "0.4.9-git", -- full version string
2192 --state = "Active" -- current client state
2194 * `minetest.mkdir(path)`: returns success.
2195 * Creates a directory specified by `path`, creating parent directories
2196 if they don't exist.
2197 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2199 * nil: return all entries,
2200 * true: return only subdirectory names, or
2201 * false: return only file names.
2202 * `minetest.get_version()`: returns a table containing components of the
2203 engine version. Components:
2204 * `project`: Name of the project, eg, "Minetest"
2205 * `string`: Simple version, eg, "1.2.3-dev"
2206 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2207 Use this for informational purposes only. The information in the returned
2208 table does not represent the capabilities of the engine, nor is it
2209 reliable or verifyable. Compatible forks will have a different name and
2210 version entirely. To check for the presence of engine features, test
2211 whether the functions exported by the wanted features exist. For example:
2212 `if minetest.nodeupdate then ... end`.
2215 * `minetest.debug(...)`
2216 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2217 * `minetest.log([level,] text)`
2218 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2219 `"info"`, or `"verbose"`. Default is `"none"`.
2221 ### Registration functions
2222 Call these functions only at load time!
2224 * `minetest.register_entity(name, prototype table)`
2225 * `minetest.register_abm(abm definition)`
2226 * `minetest.register_lbm(lbm definition)`
2227 * `minetest.register_node(name, node definition)`
2228 * `minetest.register_tool(name, item definition)`
2229 * `minetest.register_craftitem(name, item definition)`
2230 * `minetest.unregister_item(name)`
2231 * `minetest.register_alias(name, convert_to)`
2232 * `minetest.register_alias_force(name, convert_to)`
2233 * `minetest.register_craft(recipe)`
2234 * Check recipe table syntax for different types below.
2235 * `minetest.clear_craft(recipe)`
2236 * Will erase existing craft based either on output item or on input recipe.
2237 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2238 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2239 * If no erase candidate could be found, Lua exception will be thrown.
2240 * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2241 contains output. Erasing is then done independently from the crafting method.
2242 * `minetest.register_ore(ore definition)`
2243 * `minetest.register_biome(biome definition)`
2244 * `minetest.register_decoration(decoration definition)`
2245 * `minetest.override_item(name, redefinition)`
2246 * Overrides fields of an item registered with register_node/tool/craftitem.
2247 * Note: Item must already be defined, (opt)depend on the mod defining it.
2248 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2249 * `minetest.clear_registered_ores()`
2250 * `minetest.clear_registered_biomes()`
2251 * `minetest.clear_registered_decorations()`
2253 ### Global callback registration functions
2254 Call these functions only at load time!
2256 * `minetest.register_globalstep(func(dtime))`
2257 * Called every server step, usually interval of 0.1s
2258 * `minetest.register_on_shutdown(func())`
2259 * Called before server shutdown
2260 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2261 callbacks **will likely not be run**. Data should be saved at
2262 semi-frequent intervals as well as on server shutdown.
2263 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2264 * Called when a node has been placed
2265 * If return `true` no item is taken from `itemstack`
2266 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2268 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2269 * Called when a node has been dug.
2270 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2272 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2273 * Called when a node is punched
2274 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2275 * Called after generating a piece of world. Modifying nodes inside the area
2276 is a bit faster than usually.
2277 * `minetest.register_on_newplayer(func(ObjectRef))`
2278 * Called after a new player has been created
2279 * `minetest.register_on_dieplayer(func(ObjectRef))`
2280 * Called when a player dies
2281 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2282 * Called when a player is punched
2283 * `player` - ObjectRef - Player that was punched
2284 * `hitter` - ObjectRef - Player that hit
2285 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2286 * `tool_capabilities`: capability table of used tool (can be nil)
2287 * `dir`: unit vector of direction of punch. Always defined. Points from
2288 the puncher to the punched.
2289 * `damage` - number that represents the damage calculated by the engine
2290 * should return `true` to prevent the default damage mechanism
2291 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2292 * Called when the player gets damaged or healed
2293 * `player`: ObjectRef of the player
2294 * `hp_change`: the amount of change. Negative when it is damage.
2295 * `modifier`: when true, the function should return the actual `hp_change`.
2296 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2297 modifiers can return true as a second argument to stop the execution of further functions.
2298 Non-modifiers receive the final hp change calculated by the modifiers.
2299 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2300 * Called when player is to be respawned
2301 * Called _before_ repositioning of player occurs
2302 * return true in func to disable regular player placement
2303 * `minetest.register_on_prejoinplayer(func(name, ip))`
2304 * Called before a player joins the game
2305 * If it returns a string, the player is disconnected with that string as reason
2306 * `minetest.register_on_joinplayer(func(ObjectRef))`
2307 * Called when a player joins the game
2308 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2309 * Called when a player leaves the game
2310 * `timed_out`: True for timeout, false for other reasons.
2311 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2312 * Called when a player cheats
2313 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2315 * `interacted_too_far`
2316 * `interacted_while_dead`
2317 * `finished_unknown_dig`
2320 * `minetest.register_on_chat_message(func(name, message))`
2321 * Called always when a player says something
2322 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2323 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2324 * Called when a button is pressed in player's inventory form
2325 * Newest functions are called first
2326 * If function returns `true`, remaining functions are not called
2327 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2328 * Called when `player` crafts something
2329 * `itemstack` is the output
2330 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2331 * `craft_inv` is the inventory with the crafting grid
2332 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2333 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2334 * The same as before, except that it is called before the player crafts, to make
2335 craft prediction, and it should not change anything.
2336 * `minetest.register_on_protection_violation(func(pos, name))`
2337 * Called by `builtin` and mods when a player violates protection at a position
2338 (eg, digs a node or punches a protected entity).
2339 * The registered functions can be called using `minetest.record_protection_violation`
2340 * The provided function should check that the position is protected by the mod
2341 calling this function before it prints a message, if it does, to allow for
2342 multiple protection mods.
2343 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2344 * Called when an item is eaten, by `minetest.item_eat`
2345 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2347 ### Other registration functions
2348 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2349 * Adds definition to `minetest.registered_chatcommands`
2350 * `minetest.override_chatcommand(name, redefinition)`
2351 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2352 * `minetest.unregister_chatcommand(name)`
2353 * Unregisters a chatcommands registered with `register_chatcommand`.
2354 * `minetest.register_privilege(name, definition)`
2355 * `definition`: `"description text"`
2356 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2357 the default of `give_to_singleplayer` is true
2358 * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
2359 * `minetest.register_authentication_handler(handler)`
2360 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2363 * `minetest.settings`: Settings object containing all of the settings from the
2364 main config file (`minetest.conf`).
2365 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2366 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2369 * `minetest.notify_authentication_modified(name)`
2370 * Should be called by the authentication handler if privileges changes.
2371 * To report everybody, set `name=nil`.
2372 * `minetest.check_password_entry(name, entry, password)`
2373 * Returns true if the "db entry" for a player with name matches given
2374 * password, false otherwise.
2375 * The "db entry" is the usually player-individual value that is derived
2376 * from the player's chosen password and stored on the server in order to allow
2377 * authentication whenever the player desires to log in.
2378 * Only use this function for making it possible to log in via the password from
2379 * via protocols like IRC, other uses for inside the game are frowned upon.
2380 * `minetest.get_password_hash(name, raw_password)`
2381 * Convert a name-password pair to a password hash that Minetest can use.
2382 * The returned value alone is not a good basis for password checks based
2383 * on comparing the password hash in the database with the password hash
2384 * from the function, with an externally provided password, as the hash
2385 * in the db might use the new SRP verifier format.
2386 * For this purpose, use `minetest.check_password_entry` instead.
2387 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2388 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2389 * Convert between two privilege representations
2390 * `minetest.set_player_password(name, password_hash)`
2391 * `minetest.set_player_privs(name, {priv1=true,...})`
2392 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2393 * `minetest.auth_reload()`
2394 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2395 * A quickhand for checking privileges.
2396 * `player_or_name`: Either a Player object or the name of a player.
2397 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2398 a table, e.g. `{ priva = true, privb = true }`.
2399 * `minetest.get_player_ip(name)`: returns an IP address string
2401 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2402 and `minetest.auth_reload` call the authetification handler.
2405 * `minetest.chat_send_all(text)`
2406 * `minetest.chat_send_player(name, text)`
2408 ### Environment access
2409 * `minetest.set_node(pos, node)`
2410 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2411 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2412 * `minetest.swap_node(pos, node)`
2413 * Set node at position, but don't remove metadata
2414 * `minetest.remove_node(pos)`
2415 * Equivalent to `set_node(pos, "air")`
2416 * `minetest.get_node(pos)`
2417 * Returns the node at the given position as table in the format
2418 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2420 * `minetest.get_node_or_nil(pos)`
2421 * Same as `get_node` but returns `nil` for unloaded areas.
2422 * `minetest.get_node_light(pos, timeofday)`
2423 * Gets the light value at the given position. Note that the light value
2424 "inside" the node at the given position is returned, so you usually want
2425 to get the light value of a neighbor.
2426 * `pos`: The position where to measure the light.
2427 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2428 * Returns a number between `0` and `15` or `nil`
2429 * `minetest.place_node(pos, node)`
2430 * Place node with the same effects that a player would cause
2431 * `minetest.dig_node(pos)`
2432 * Dig node with the same effects that a player would cause
2433 * Returns `true` if successful, `false` on failure (e.g. protected location)
2434 * `minetest.punch_node(pos)`
2435 * Punch node with the same effects that a player would cause
2436 * `minetest.spawn_falling_node(pos)`
2437 * Change node into falling node
2438 * Returns `true` if successful, `false` on failure
2440 * `minetest.find_nodes_with_meta(pos1, pos2)`
2441 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2442 * `minetest.get_meta(pos)`
2443 * Get a `NodeMetaRef` at that position
2444 * `minetest.get_node_timer(pos)`
2445 * Get `NodeTimerRef`
2447 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2448 * Returns `ObjectRef`, or `nil` if failed
2449 * `minetest.add_item(pos, item)`: Spawn item
2450 * Returns `ObjectRef`, or `nil` if failed
2451 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2452 * `minetest.get_objects_inside_radius(pos, radius)`
2453 * `radius`: using an euclidean metric
2454 * `minetest.set_timeofday(val)`
2455 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2456 * `minetest.get_timeofday()`
2457 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2458 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2459 * accounting for time changes.
2460 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
2461 * `radius`: using a maximum metric
2462 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2463 * `search_center` is an optional boolean (default: `false`)
2464 If true `pos` is also checked for the nodes
2465 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2466 * returns as second value a table with the count of the individual nodes found
2467 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2468 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2469 * returned positions are nodes with a node air above
2470 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2471 * `minetest.get_perlin(noiseparams)`
2472 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2473 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2474 * `minetest.get_voxel_manip([pos1, pos2])`
2475 * Return voxel manipulator object.
2476 * Loads the manipulator from the map if positions are passed.
2477 * `minetest.set_gen_notify(flags, {deco_ids})`
2478 * Set the types of on-generate notifications that should be collected
2479 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2480 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2481 * The second parameter is a list of IDS of decorations which notification is requested for
2482 * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
2483 * `minetest.get_mapgen_object(objectname)`
2484 * Return requested mapgen object if available (see "Mapgen objects")
2485 * `minetest.get_biome_id(biome_name)`
2486 * Returns the biome id, as used in the biomemap Mapgen object, for a
2487 given biome_name string.
2488 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2489 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2490 * Deprecated: use `minetest.get_mapgen_setting(name)` instead
2491 * `minetest.set_mapgen_params(MapgenParams)`
2492 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
2493 * Set map generation parameters
2494 * Function cannot be called after the registration period; only initialization
2495 and `on_mapgen_init`
2496 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2498 * Leave field unset to leave that parameter unchanged
2499 * `flags` contains a comma-delimited string of flags to set,
2500 or if the prefix `"no"` is attached, clears instead.
2501 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2502 * `minetest.get_mapgen_setting(name)`
2503 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2504 order of precedence:
2505 1) Settings loaded from map_meta.txt or overrides set during mod execution
2506 2) Settings set by mods without a metafile override
2507 3) Settings explicitly set in the user config file, minetest.conf
2508 4) Settings set as the user config default
2509 * `minetest.get_mapgen_setting_noiseparams(name)`
2510 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2511 and is a valid NoiseParams
2512 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2513 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2514 is not already present in map_meta.txt.
2515 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2516 the setting will become the active setting regardless of the map metafile contents.
2517 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
2518 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2519 * Same as above, except value is a NoiseParams table.
2520 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2521 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2522 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2523 should be applied to the default config or current active config
2524 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2525 * `minetest.generate_ores(vm, pos1, pos2)`
2526 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2527 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2528 * `minetest.generate_decorations(vm, pos1, pos2)`
2529 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2530 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2531 * `minetest.clear_objects([options])`
2532 * Clear all objects in the environment
2533 * Takes an optional table as an argument with the field `mode`.
2534 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2535 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2536 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2537 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2538 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2539 * fetched from memory, loaded from disk, or if inexistent, generates them.
2540 * If `callback` is a valid Lua function, this will be called for each block emerged.
2541 * The function signature of callback is:
2542 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2543 * - `blockpos` is the *block* coordinates of the block that had been emerged
2544 * - `action` could be one of the following constant values:
2545 * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
2546 * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
2547 * - `calls_remaining` is the number of callbacks to be expected after this one
2548 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2549 * parameter was absent)
2550 * `minetest.delete_area(pos1, pos2)`
2551 * delete all mapblocks in the area from pos1 to pos2, inclusive
2552 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2553 * Check if there is a direct line of sight between `pos1` and `pos2`
2554 * Returns the position of the blocking node when `false`
2555 * `pos1`: First position
2556 * `pos2`: Second position
2557 * `stepsize`: smaller gives more accurate results but requires more computing
2558 time. Default is `1`.
2559 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2560 * returns table containing path
2561 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2562 * `pos1`: start position
2563 * `pos2`: end position
2564 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2565 * `max_jump`: maximum height difference to consider walkable
2566 * `max_drop`: maximum height difference to consider droppable
2567 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2568 * `minetest.spawn_tree (pos, {treedef})`
2569 * spawns L-system tree at given `pos` with definition in `treedef` table
2570 * `minetest.transforming_liquid_add(pos)`
2571 * add node to liquid update queue
2572 * `minetest.get_node_max_level(pos)`
2573 * get max available level for leveled node
2574 * `minetest.get_node_level(pos)`
2575 * get level of leveled node (water, snow)
2576 * `minetest.set_node_level(pos, level)`
2577 * set level of leveled node, default `level` equals `1`
2578 * if `totallevel > maxlevel`, returns rest (`total-max`).
2579 * `minetest.add_node_level(pos, level)`
2580 * increase level of leveled node by level, default `level` equals `1`
2581 * if `totallevel > maxlevel`, returns rest (`total-max`)
2582 * can be negative for decreasing
2583 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2584 * resets the light in a cuboid-shaped part of
2585 the map and removes lighting bugs.
2586 * Loads the area if it is not loaded.
2587 * `pos1` is the corner of the cuboid with the least coordinates
2588 (in node coordinates), inclusive.
2589 * `pos2` is the opposite corner of the cuboid, inclusive.
2590 * The actual updated cuboid might be larger than the specified one,
2591 because only whole map blocks can be updated.
2592 The actual updated area consists of those map blocks that intersect
2593 with the given cuboid.
2594 * However, the neighborhood of the updated area might change
2595 as well, as light can spread out of the cuboid, also light
2597 * returns `false` if the area is not fully generated,
2599 * `minetest.check_single_for_falling(pos)`
2600 * causes an unsupported `group:falling_node` node to fall and causes an
2601 unattached `group:attached_node` node to fall.
2602 * does not spread these updates to neighbours.
2603 * `minetest.check_for_falling(pos)`
2604 * causes an unsupported `group:falling_node` node to fall and causes an
2605 unattached `group:attached_node` node to fall.
2606 * spread these updates to neighbours and can cause a cascade
2610 `minetest.get_inventory(location)`: returns an `InvRef`
2613 * `{type="player", name="celeron55"}`
2614 * `{type="node", pos={x=, y=, z=}}`
2615 * `{type="detached", name="creative"}`
2616 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2617 * callbacks: See "Detached inventory callbacks"
2618 * `player_name`: Make detached inventory available to one player exclusively,
2619 by default they will be sent to every player (even if not used).
2620 Note that this parameter is mostly just a workaround and will be removed in future releases.
2621 * Creates a detached inventory. If it already exists, it is cleared.
2622 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2623 returns left over ItemStack
2624 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2627 * `minetest.show_formspec(playername, formname, formspec)`
2628 * `playername`: name of player to show formspec
2629 * `formname`: name passed to `on_player_receive_fields` callbacks.
2630 It should follow the `"modname:<whatever>"` naming convention
2631 * `formspec`: formspec to display
2632 * `minetest.close_formspec(playername, formname)`
2633 * `playername`: name of player to close formspec
2634 * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
2636 * calling `show_formspec(playername, formname, "")` is equal to this expression
2637 * to close a formspec regardless of the formname, call
2638 `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
2639 * `minetest.formspec_escape(string)`: returns a string
2640 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2641 * `minetest.explode_table_event(string)`: returns a table
2642 * returns e.g. `{type="CHG", row=1, column=2}`
2644 * `"INV"`: no row selected)
2645 * `"CHG"`: selected)
2646 * `"DCL"`: double-click
2647 * `minetest.explode_textlist_event(string)`: returns a table
2648 * returns e.g. `{type="CHG", index=1}`
2650 * `"INV"`: no row selected)
2651 * `"CHG"`: selected)
2652 * `"DCL"`: double-click
2653 * `minetest.explode_scrollbar_event(string)`: returns a table
2654 * returns e.g. `{type="CHG", value=500}`
2656 * `"INV"`: something failed
2657 * `"CHG"`: has been changed
2658 * `"VAL"`: not changed
2661 * `minetest.inventorycube(img1, img2, img3)`
2662 * Returns a string for making an image of a cube (useful as an item image)
2663 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2664 * Get position of a `pointed_thing` (that you can get from somewhere)
2665 * `minetest.dir_to_facedir(dir, is6d)`
2666 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2667 * passing something non-`nil`/`false` for the optional second parameter causes it to
2668 take the y component into account
2669 * `minetest.facedir_to_dir(facedir)`
2670 * Convert a facedir back into a vector aimed directly out the "back" of a node
2671 * `minetest.dir_to_wallmounted(dir)`
2672 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2673 * `minetest.wallmounted_to_dir(wallmounted)`
2674 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2675 * `minetest.dir_to_yaw(dir)`
2676 * Convert a vector into a yaw (angle)
2677 * `minetest.yaw_to_dir(yaw)`
2678 * Convert yaw (angle) to a vector
2679 * `minetest.get_node_drops(nodename, toolname)`
2680 * Returns list of item names.
2681 * **Note**: This will be removed or modified in a future version.
2682 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2683 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2684 * `input.width` = for example `3`
2685 * `input.items` = for example
2686 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2687 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2688 * `output.time` = a number, if unsuccessful: `0`
2689 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2690 `decremented_input.items`
2691 * `decremented_input` = like `input`
2692 * `minetest.get_craft_recipe(output)`: returns input
2693 * returns last registered recipe for output item (node)
2694 * `output` is a node or item type such as `"default:torch"`
2695 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2696 * `input.width` = for example `3`
2697 * `input.items` = for example
2698 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2699 * `input.items` = `nil` if no recipe found
2700 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2701 * returns indexed table with all registered recipes for query item (node)
2702 or `nil` if no recipe was found
2703 * recipe entry table:
2706 method = 'normal' or 'cooking' or 'fuel'
2707 width = 0-3, 0 means shapeless recipe
2708 items = indexed [1-9] table with recipe items
2709 output = string with item name and quantity
2711 * Example query for `"default:gold_ingot"` will return table:
2714 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2715 items = {1 = "default:gold_lump"}},
2716 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2717 items = {1 = "default:goldblock"}}
2719 * `minetest.handle_node_drops(pos, drops, digger)`
2720 * `drops`: list of itemstrings
2721 * Handles drops from nodes after digging: Default action is to put them into
2723 * Can be overridden to get different functionality (e.g. dropping items on
2727 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2728 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2729 * Find who has done something to a node, or near a node
2730 * `actor`: `"player:<name>"`, also `"liquid"`.
2731 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2732 * Revert latest actions of someone
2733 * `actor`: `"player:<name>"`, also `"liquid"`.
2735 ### Defaults for the `on_*` item definition functions
2736 These functions return the leftover itemstack.
2738 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2739 * Place item as a node
2740 * `param2` overrides `facedir` and wallmounted `param2`
2741 * returns `itemstack, success`
2742 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2744 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2745 * Use one of the above based on what the item is.
2746 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2747 * **Note**: is not called when wielded item overrides `on_place`
2748 * `param2` overrides `facedir` and wallmounted `param2`
2749 * returns `itemstack, success`
2750 * `minetest.item_drop(itemstack, dropper, pos)`
2752 * `minetest.item_eat(hp_change, replace_with_item)`
2754 * `replace_with_item` is the itemstring which is added to the inventory.
2755 If the player is eating a stack, then replace_with_item goes to a
2756 different spot. Can be `nil`
2757 * See `minetest.do_item_eat`
2759 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2760 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2761 * Calls functions registered by `minetest.register_on_punchnode()`
2762 * `minetest.node_dig(pos, node, digger)`
2763 * Checks if node can be dug, puts item into inventory, removes node
2764 * Calls functions registered by `minetest.registered_on_dignodes()`
2767 * `minetest.sound_play(spec, parameters)`: returns a handle
2768 * `spec` is a `SimpleSoundSpec`
2769 * `parameters` is a sound parameter table
2770 * `minetest.sound_stop(handle)`
2771 * `minetest.sound_fade(handle, step, gain)`
2772 * `handle` is a handle returned by `minetest.sound_play`
2773 * `step` determines how fast a sound will fade.
2774 Negative step will lower the sound volume, positive step will increase the sound volume
2775 * `gain` the target gain for the fade.
2778 * `minetest.after(time, func, ...)`
2779 * Call the function `func` after `time` seconds, may be fractional
2780 * Optional: Variable number of arguments that are passed to `func`
2783 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2784 `reconnect` == true displays a reconnect button,
2785 `delay` adds an optional delay (in seconds) before shutdown
2786 negative delay cancels the current active shutdown
2787 zero delay triggers an immediate shutdown.
2788 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2789 * `minetest.get_server_status()`: returns server status string
2790 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2791 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2792 * Does not remove player authentication data, minetest.player_exists will continue to return true.
2793 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2796 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2797 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2798 * `minetest.ban_player(name)`: ban a player
2799 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2800 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2803 * `minetest.add_particle(particle definition)`
2804 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2805 size, collisiondetection, texture, playername)`
2807 * `minetest.add_particlespawner(particlespawner definition)`
2808 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2809 * Returns an `id`, and -1 if adding didn't succeed
2810 * `Deprecated: minetest.add_particlespawner(amount, time,
2814 minexptime, maxexptime,
2816 collisiondetection, texture, playername)`
2818 * `minetest.delete_particlespawner(id, player)`
2819 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2820 * If playername is specified, only deletes on the player's client,
2821 * otherwise on all clients
2824 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2825 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2826 * Apply the specified probability values to the specified nodes in `probability_list`.
2827 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2828 * `pos` is the 3D vector specifying the absolute coordinates of the
2829 node being modified,
2830 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2831 * If there are two or more entries with the same pos value, the
2833 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2834 * If `probability_list` equals `nil`, no probabilities are applied.
2835 * Slice probability works in the same manner, except takes a field
2836 called `ypos` instead which
2837 indicates the y position of the slice with a probability applied.
2838 * If slice probability list equals `nil`, no slice probabilities are applied.
2839 * Saves schematic in the Minetest Schematic format to filename.
2841 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2842 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2843 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2844 * If the `rotation` parameter is omitted, the schematic is not rotated.
2845 * `replacements` = `{["old_name"] = "convert_to", ...}`
2846 * `force_placement` is a boolean indicating whether nodes other than `air` and
2847 `ignore` are replaced by the schematic
2848 * Returns nil if the schematic could not be loaded.
2850 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2851 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2852 specified VoxelManip object `vmanip` instead of the whole map.
2853 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2854 containing the full area required, and true if the whole schematic was able to fit.
2855 * Returns nil if the schematic could not be loaded.
2856 * After execution, any external copies of the VoxelManip contents are invalidated.
2858 * `minetest.serialize_schematic(schematic, format, options)`
2859 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2860 * in the `format` of either "mts" or "lua".
2861 * "mts" - a string containing the binary MTS data used in the MTS file format
2862 * "lua" - a string containing Lua code representing the schematic in table format
2863 * `options` is a table containing the following optional parameters:
2864 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2865 * position comments for every X row generated in the schematic data for easier reading.
2866 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2867 * will use that number of spaces as indentation instead of a tab character.
2870 * `minetest.request_http_api()`:
2871 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2872 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2873 otherwise returns `nil`.
2874 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2876 * Only works at init time and must be called from the mod's main scope (not from a function).
2877 * Function only exists if minetest server was built with cURL support.
2878 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2880 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2881 * Performs given request asynchronously and calls callback upon completion
2882 * callback: `function(HTTPRequestResult res)`
2883 * Use this HTTP function if you are unsure, the others are for advanced use.
2884 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2885 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2886 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2887 * Return response data for given asynchronous HTTP request
2890 * `minetest.get_mod_storage()`:
2891 * returns reference to mod private `StorageRef`
2892 * must be called during mod load time
2895 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2896 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2897 * `minetest.hud_replace_builtin(name, hud_definition)`
2898 * Replaces definition of a builtin hud element
2899 * `name`: `"breath"` or `"health"`
2900 * `hud_definition`: definition to replace builtin definition
2901 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2902 * Gives a unique hash number for a node position (16+16+16=48bit)
2903 * `minetest.get_position_from_hash(hash)`: returns a position
2904 * Inverse transform of `minetest.hash_node_position`
2905 * `minetest.get_item_group(name, group)`: returns a rating
2906 * Get rating of a group of an item. (`0` means: not in group)
2907 * `minetest.get_node_group(name, group)`: returns a rating
2908 * Deprecated: An alias for the former.
2909 * `minetest.raillike_group(name)`: returns a rating
2910 * Returns rating of the connect_to_raillike group corresponding to name
2911 * If name is not yet the name of a connect_to_raillike group, a new group id
2912 * is created, with that name
2913 * `minetest.get_content_id(name)`: returns an integer
2914 * Gets the internal content ID of `name`
2915 * `minetest.get_name_from_content_id(content_id)`: returns a string
2916 * Gets the name of the content with that content ID
2917 * `minetest.parse_json(string[, nullvalue])`: returns something
2918 * Convert a string containing JSON data into the Lua equivalent
2919 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2920 * On success returns a table, a string, a number, a boolean or `nullvalue`
2921 * On failure outputs an error message and returns `nil`
2922 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2923 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2924 * Convert a Lua table into a JSON string
2925 * styled: Outputs in a human-readable format if this is set, defaults to false
2926 * Unserializable things like functions and userdata will cause an error.
2927 * **Warning**: JSON is more strict than the Lua table format.
2928 1. You can only use strings and positive integers of at least one as keys.
2929 2. You can not mix string and integer keys.
2930 This is due to the fact that JSON has two distinct array and object values.
2931 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2932 * `minetest.serialize(table)`: returns a string
2933 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2934 into string form readable by `minetest.deserialize`
2935 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2936 * `minetest.deserialize(string)`: returns a table
2937 * Convert a string returned by `minetest.deserialize` into a table
2938 * `string` is loaded in an empty sandbox environment.
2939 * Will load functions, but they cannot access the global environment.
2940 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2941 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2942 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2943 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2944 * Compress a string of data.
2945 * `method` is a string identifying the compression method to be used.
2946 * Supported compression methods:
2947 * Deflate (zlib): `"deflate"`
2948 * `...` indicates method-specific arguments. Currently defined arguments are:
2949 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2950 * `minetest.decompress(compressed_data, method, ...)`: returns data
2951 * Decompress a string of data (using ZLib).
2952 * See documentation on `minetest.compress()` for supported compression methods.
2953 * currently supported.
2954 * `...` indicates method-specific arguments. Currently, no methods use this.
2955 * `minetest.encode_base64(string)`: returns string encoded in base64
2956 * Encodes a string in base64.
2957 * `minetest.decode_base64(string)`: returns string
2958 * Decodes a string encoded in base64.
2959 * `minetest.is_protected(pos, name)`: returns boolean
2960 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2961 actions, defineable by mods, due to some mod-defined ownership-like concept.
2962 Returns false or nil, if the player is allowed to do such actions.
2963 * This function should be overridden by protection mods and should be used to
2964 check if a player can interact at a position.
2965 * This function should call the old version of itself if the position is not
2966 protected by the mod.
2969 local old_is_protected = minetest.is_protected
2970 function minetest.is_protected(pos, name)
2971 if mymod:position_protected_from(pos, name) then
2974 return old_is_protected(pos, name)
2976 * `minetest.record_protection_violation(pos, name)`
2977 * This function calls functions registered with
2978 `minetest.register_on_protection_violation`.
2979 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2980 * Attempt to predict the desired orientation of the facedir-capable node
2981 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2982 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2983 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2984 is an optional table containing extra tweaks to the placement code:
2985 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2986 orientation on the wall.
2987 * `force_wall` : if `true`, always place the node in wall orientation.
2988 * `force_ceiling`: if `true`, always place on the ceiling.
2989 * `force_floor`: if `true`, always place the node on the floor.
2990 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2991 the floor or ceiling
2992 * The first four options are mutually-exclusive; the last in the list takes
2993 precedence over the first.
2994 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2995 * calls `rotate_and_place()` with infinitestacks set according to the state of
2996 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2999 * `minetest.forceload_block(pos[, transient])`
3000 * forceloads the position `pos`.
3001 * returns `true` if area could be forceloaded
3002 * If `transient` is `false` or absent, the forceload will be persistent
3003 (saved between server runs). If `true`, the forceload will be transient
3004 (not saved between server runs).
3006 * `minetest.forceload_free_block(pos[, transient])`
3007 * stops forceloading the position `pos`
3008 * If `transient` is `false` or absent, frees a persistent forceload.
3009 If `true`, frees a transient forceload.
3011 * `minetest.request_insecure_environment()`: returns an environment containing
3012 insecure functions if the calling mod has been listed as trusted in the
3013 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3014 * Only works at init time and must be called from the mod's main scope (not from a function).
3015 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3018 * `minetest.global_exists(name)`
3019 * Checks if a global variable has been set, without triggering a warning.
3022 * `minetest.env`: `EnvRef` of the server environment and world.
3023 * Any function in the minetest namespace can be called using the syntax
3024 `minetest.env:somefunction(somearguments)`
3025 instead of `minetest.somefunction(somearguments)`
3026 * Deprecated, but support is not to be dropped soon
3029 * `minetest.registered_items`
3030 * Map of registered items, indexed by name
3031 * `minetest.registered_nodes`
3032 * Map of registered node definitions, indexed by name
3033 * `minetest.registered_craftitems`
3034 * Map of registered craft item definitions, indexed by name
3035 * `minetest.registered_tools`
3036 * Map of registered tool definitions, indexed by name
3037 * `minetest.registered_entities`
3038 * Map of registered entity prototypes, indexed by name
3039 * `minetest.object_refs`
3040 * Map of object references, indexed by active object id
3041 * `minetest.luaentities`
3042 * Map of Lua entities, indexed by active object id
3043 * `minetest.registered_chatcommands`
3044 * Map of registered chat command definitions, indexed by name
3045 * `minetest.registered_ores`
3046 * List of registered ore definitions.
3047 * `minetest.registered_biomes`
3048 * List of registered biome definitions.
3049 * `minetest.registered_decorations`
3050 * List of registered decoration definitions.
3056 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3059 * `set_string(name, value)`
3060 * `get_string(name)`
3061 * `set_int(name, value)`
3063 * `set_float(name, value)`
3065 * `to_table()`: returns `nil` or a table with keys:
3066 * `fields`: key-value storage
3067 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3068 * `from_table(nil or {})`
3069 * Any non-table value will clear the metadata
3070 * See "Node Metadata" for an example
3071 * returns `true` on success
3073 * returns `true` if this metadata has the same key-value pairs as `other`
3076 Node metadata: reference extra data and functionality stored in a node.
3077 Can be obtained via `minetest.get_meta(pos)`.
3080 * All methods in MetaDataRef
3081 * `get_inventory()`: returns `InvRef`
3082 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3083 This will prevent them from being sent to the client. Note that the "private"
3084 status will only be remembered if an associated key-value pair exists, meaning
3085 it's best to call this when initializing all other meta (e.g. `on_construct`).
3087 ### `ItemStackMetaRef`
3088 ItemStack metadata: reference extra data and functionality stored in a stack.
3089 Can be obtained via `item:get_meta()`.
3092 * All methods in MetaDataRef
3095 Mod metadata: per mod metadata, saved automatically.
3096 Can be obtained via `minetest.get_mod_storage()` during load time.
3099 * All methods in MetaDataRef
3102 Node Timers: a high resolution persistent per-node timer.
3103 Can be gotten via `minetest.get_node_timer(pos)`.
3106 * `set(timeout,elapsed)`
3107 * set a timer's state
3108 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3109 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3110 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3113 * equivalent to `set(timeout,0)`
3116 * `get_timeout()`: returns current timeout in seconds
3117 * if `timeout` equals `0`, timer is inactive
3118 * `get_elapsed()`: returns current elapsed time in seconds
3119 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3120 * `is_started()`: returns boolean state of timer
3121 * returns `true` if timer is started, otherwise `false`
3124 Moving things in the game are generally these.
3126 This is basically a reference to a C++ `ServerActiveObject`
3129 * `remove()`: remove object (after returning from Lua)
3130 * Note: Doesn't work on players, use `minetest.kick_player` instead
3131 * `get_pos()`: returns `{x=num, y=num, z=num}`
3132 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3133 * `move_to(pos, continuous=false)`: interpolated move
3134 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3135 * `puncher` = another `ObjectRef`,
3136 * `time_from_last_punch` = time since last punch action of the puncher
3137 * `direction`: can be `nil`
3138 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3139 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3140 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3141 * `get_inventory()`: returns an `InvRef`
3142 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3143 * `get_wield_index()`: returns the index of the wielded item
3144 * `get_wielded_item()`: returns an `ItemStack`
3145 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3146 * `set_armor_groups({group1=rating, group2=rating, ...})`
3147 * `get_armor_groups()`: returns a table with the armor group ratings
3148 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
3149 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3150 * `set_attach(parent, bone, position, rotation)`
3152 * `position`: `{x=num, y=num, z=num}` (relative)
3153 * `rotation`: `{x=num, y=num, z=num}`
3154 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3156 * `set_bone_position(bone, position, rotation)`
3158 * `position`: `{x=num, y=num, z=num}` (relative)
3159 * `rotation`: `{x=num, y=num, z=num}`
3160 * `get_bone_position(bone)`: returns position and rotation of the bone
3161 * `set_properties(object property table)`
3162 * `get_properties()`: returns object property table
3163 * `is_player()`: returns true for players, false otherwise
3164 * `get_nametag_attributes()`
3165 * returns a table with the attributes of the nametag of an object
3167 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3170 * `set_nametag_attributes(attributes)`
3171 * sets the attributes of the nametag of an object
3175 text = "My Nametag",
3178 ##### LuaEntitySAO-only (no-op for other objects)
3179 * `set_velocity({x=num, y=num, z=num})`
3180 * `get_velocity()`: returns `{x=num, y=num, z=num}`
3181 * `set_acceleration({x=num, y=num, z=num})`
3182 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
3183 * `set_yaw(radians)`
3184 * `get_yaw()`: returns number in radians
3185 * `set_texture_mod(mod)`
3186 * `get_texture_mod()` returns current texture modifier
3187 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
3188 select_horiz_by_yawpitch=false)`
3189 * Select sprite from spritesheet with optional animation and DM-style
3190 texture selection based on yaw relative to camera
3191 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3194 ##### Player-only (no-op for other objects)
3195 * `get_player_name()`: returns `""` if is not a player
3196 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3197 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3198 * `get_look_dir()`: get camera direction as a unit vector
3199 * `get_look_vertical()`: pitch in radians
3200 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3201 * `get_look_horizontal()`: yaw in radians
3202 * Angle is counter-clockwise from the +z direction.
3203 * `set_look_vertical(radians)`: sets look pitch
3204 * radians - Angle from looking forward, where positive is downwards.
3205 * `set_look_horizontal(radians)`: sets look yaw
3206 * radians - Angle from the +z direction, where positive is counter-clockwise.
3207 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3208 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3209 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3210 * Angle is counter-clockwise from the +x direction.
3211 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3212 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3213 * `get_breath()`: returns players breath
3214 * `set_breath(value)`: sets players breath
3216 * `0`: player is drowning,
3217 * `1`-`10`: remaining number of bubbles
3218 * `11`: bubbles bar is not shown
3219 * `set_attribute(attribute, value)`:
3220 * Sets an extra attribute with value on player.
3221 * `value` must be a string.
3222 * If `value` is `nil`, remove attribute from player.
3223 * `get_attribute(attribute)`:
3224 * Returns value (a string) for extra attribute.
3225 * Returns `nil` if no attribute found.
3226 * `set_inventory_formspec(formspec)`
3227 * Redefine player's inventory form
3228 * Should usually be called in `on_joinplayer`
3229 * `get_inventory_formspec()`: returns a formspec string
3230 * `get_player_control()`: returns table with player pressed keys
3231 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3232 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3233 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3234 * `set_physics_override(override_table)`
3235 * `override_table` is a table with the following fields:
3236 * `speed`: multiplier to default walking speed value (default: `1`)
3237 * `jump`: multiplier to default jump value (default: `1`)
3238 * `gravity`: multiplier to default gravity value (default: `1`)
3239 * `sneak`: whether player can sneak (default: `true`)
3240 * `sneak_glitch`: whether player can use the new move code replications
3241 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3243 * `new_move`: use new move/sneak code. When `false` the exact old code
3244 is used for the specific old sneak behaviour (default: `true`)
3245 * `get_physics_override()`: returns the table given to `set_physics_override`
3246 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3248 * `hud_remove(id)`: remove the HUD element of the specified id
3249 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3250 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3251 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3252 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3253 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
3254 * pass a table containing a `true`/`false` value of each flag to be set or unset
3255 * if a flag equals `nil`, the flag is not modified
3256 * note that setting `minimap` modifies the client's permission to view the minimap -
3257 * the client may locally elect to not view the minimap
3258 * `hud_get_flags()`: returns a table containing status of hud flags
3259 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
3260 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3261 * `count`: number of items, must be between `1` and `23`
3262 * `hud_get_hotbar_itemcount`: returns number of visible items
3263 * `hud_set_hotbar_image(texturename)`
3264 * sets background image for hotbar
3265 * `hud_get_hotbar_image`: returns texturename
3266 * `hud_set_hotbar_selected_image(texturename)`
3267 * sets image for selected item of hotbar
3268 * `hud_get_hotbar_selected_image`: returns texturename
3269 * `set_sky(bgcolor, type, {texture names}, clouds)`
3270 * `bgcolor`: ColorSpec, defaults to white
3271 * `type`: Available types:
3272 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3273 * `"skybox"`: Uses 6 textures, `bgcolor` used
3274 * `"plain"`: Uses 0 textures, `bgcolor` used
3275 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3276 `"plain"` custom skyboxes (default: `true`)
3277 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3278 * `set_clouds(parameters)`: set cloud parameters
3279 * `parameters` is a table with the following optional fields:
3280 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3281 * `color`: basic cloud color, with alpha channel (default `#fff0f0e5`)
3282 * `ambient`: cloud color lower bound, use for a "glow at night" effect (default `#000000`)
3283 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3284 * `thickness`: cloud thickness in nodes (default `16`)
3285 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, y=-2}`)
3286 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3287 * `override_day_night_ratio(ratio or nil)`
3288 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3289 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3290 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3291 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3293 set animation for player model in third person view
3295 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3296 {x=168, y=187}, -- < walk animation key frames
3297 {x=189, y=198}, -- < dig animation key frames
3298 {x=200, y=219}, -- < walk+dig animation key frames
3299 frame_speed=30): -- < animation frame speed
3300 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3301 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3302 * in first person view
3303 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3304 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3307 An `InvRef` is a reference to an inventory.
3310 * `is_empty(listname)`: return `true` if list is empty
3311 * `get_size(listname)`: get size of a list
3312 * `set_size(listname, size)`: set size of a list
3313 * returns `false` on error (e.g. invalid `listname` or `size`)
3314 * `get_width(listname)`: get width of a list
3315 * `set_width(listname, width)`: set width of list; currently used for crafting
3316 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3317 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3318 * `get_list(listname)`: return full list
3319 * `set_list(listname, list)`: set full list (size will not change)
3320 * `get_lists()`: returns list of inventory lists
3321 * `set_lists(lists)`: sets inventory lists (size will not change)
3322 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3323 * `room_for_item(listname, stack):` returns `true` if the stack of items
3324 can be fully added to the list
3325 * `contains_item(listname, stack)`: returns `true` if the stack of items
3326 can be fully taken from the list
3327 * `remove_item(listname, stack)`: take as many items as specified from the list,
3328 returns the items that were actually removed (as an `ItemStack`) -- note that
3329 any item metadata is ignored, so attempting to remove a specific unique
3330 item this way will likely remove the wrong one -- to do that use `set_stack`
3331 with an empty `ItemStack`
3332 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3333 * returns `{type="undefined"}` in case location is not known
3336 A fast access data structure to store areas, and find areas near a given position or area.
3337 Every area has a `data` string attribute to store additional information.
3338 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3339 If you chose the parameter-less constructor, a fast implementation will be automatically
3343 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3344 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3345 Returns nil if specified area id does not exist.
3346 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3347 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3349 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3350 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3351 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3352 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3353 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3354 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3355 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3356 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3357 or insertions are likely to fail due to conflicts.
3358 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3359 Only needed for efficiency, and only some implementations profit.
3360 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3361 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3362 Calling invalidates the cache, so that its elements have to be newly generated.
3365 enabled = boolean, -- whether to enable, default true
3366 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3367 prefiltered lists for, minimum 16, default 64
3368 limit = number, -- the cache's size, minimum 20, default 1000
3370 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3371 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3372 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3373 Returns success and, optionally, an error message.
3374 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3377 An `ItemStack` is a stack of items.
3379 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3380 an itemstring, a table or `nil`.
3383 * `is_empty()`: Returns `true` if stack is empty.
3384 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3385 * `set_name(item_name)`: Returns boolean whether item was cleared
3386 * `get_count()`: Returns number of items on the stack.
3387 * `set_count(count)`: Returns boolean whether item was cleared
3388 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3389 * `set_wear(wear)`: Returns boolean whether item was cleared
3390 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3391 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3392 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3393 * `clear()`: removes all items from the stack, making it empty.
3394 * `replace(item)`: replace the contents of this stack.
3395 * `item` can also be an itemstring or table.
3396 * `to_string()`: Returns the stack in itemstring form.
3397 * `to_table()`: Returns the stack in Lua table form.
3398 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3399 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3400 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3401 * `get_definition()`: Returns the item definition table.
3402 * `get_tool_capabilities()`: Returns the digging properties of the item,
3403 or those of the hand if none are defined for this item type
3404 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3405 * `add_item(item)`: Put some item or stack onto this stack.
3406 Returns leftover `ItemStack`.
3407 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3409 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3410 Returns taken `ItemStack`.
3411 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3412 Returns taken `ItemStack`.
3415 A 16-bit pseudorandom number generator.
3416 Uses a well-known LCG algorithm introduced by K&R.
3418 It can be created via `PseudoRandom(seed)`.
3421 * `next()`: return next integer random number [`0`...`32767`]
3422 * `next(min, max)`: return next integer random number [`min`...`max`]
3423 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3424 due to the simple implementation making bad distribution otherwise.
3427 A 32-bit pseudorandom number generator.
3428 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3430 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3433 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3434 * `next(min, max)`: return next integer random number [`min`...`max`]
3435 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3436 * This is only a rough approximation of a normal distribution with:
3437 * `mean = (max - min) / 2`, and
3438 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
3439 * Increasing `num_trials` improves accuracy of the approximation
3442 Interface for the operating system's crypto-secure PRNG.
3444 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3445 be found on the system.
3448 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3451 A perlin noise generator.
3452 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3453 or `PerlinNoise(noiseparams)`.
3454 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3455 or `minetest.get_perlin(noiseparams)`.
3458 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3459 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3461 ### `PerlinNoiseMap`
3462 A fast, bulk perlin noise generator.
3464 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3465 `minetest.get_perlin_map(noiseparams, size)`.
3467 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3468 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3471 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3472 nil, this table will be used to store the result instead of creating a new table.
3476 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3477 with values starting at `pos={x=,y=}`
3478 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3479 of 3D noise with values starting at `pos={x=,y=,z=}`
3480 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3481 with values starting at `pos={x=,y=}`
3482 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3483 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3484 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3485 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3486 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3487 takes a chunk of `slice_size`.
3488 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3489 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3490 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3491 the starting position of the most recently calculated noise.
3492 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3493 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3494 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3498 #### About VoxelManip
3499 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3500 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3501 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3502 to with other methods of setting nodes. For example, nodes will not have their construction and
3503 destruction callbacks run, and no rollback information is logged.
3505 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3506 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3507 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
3509 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3510 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3511 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
3512 using both methods of map manipulation to determine which is most appropriate for your usage.
3514 #### Using VoxelManip
3515 A VoxelManip object can be created any time using either:
3516 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3518 If the optional position parameters are present for either of these routines, the specified region
3519 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3520 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3522 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3523 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3524 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3525 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3527 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3528 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3529 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3531 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3532 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3533 `VoxelManip:get_light_data()` for node light levels, and
3534 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3536 See section 'Flat array format' for more details.
3538 It is very important to understand that the tables returned by any of the above three functions
3539 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3540 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3541 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3542 otherwise explicitly stated.
3544 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3545 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3546 `VoxelManip:set_light_data()` for node light levels, and
3547 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3549 The parameter to each of the above three functions can use any table at all in the same flat array
3550 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
3552 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3553 to the map by calling `VoxelManip:write_to_map()`.
3556 ##### Flat array format
3558 `Nx = p2.X - p1.X + 1`,
3559 `Ny = p2.Y - p1.Y + 1`, and
3560 `Nz = p2.Z - p1.Z + 1`.
3562 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3563 the expression `Nx * Ny * Nz`.
3565 Positions offset from p1 are present in the array with the format of:
3569 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3570 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3572 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3573 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3575 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3577 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3581 and the array index for a position p contained completely in p1..p2 is:
3583 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3585 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3586 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3587 for a single point in a flat VoxelManip array.
3590 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3591 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3592 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3593 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3594 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3595 Note that the node being queried needs to have already been been registered.
3597 The following builtin node types have their Content IDs defined as constants:
3599 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3600 * `minetest.CONTENT_AIR`: ID for "air" nodes
3601 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3603 ##### Mapgen VoxelManip objects
3604 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3605 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3606 but with a few differences:
3608 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3609 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3610 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3611 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3612 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3613 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3614 consistency with the current map state. For this reason, calling any of the following functions:
3615 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3616 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3617 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3618 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3620 ##### Other API functions operating on a VoxelManip
3621 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3622 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3623 written all buffered data back to the VoxelManip object, save for special situations where the modder
3624 desires to only have certain liquid nodes begin flowing.
3626 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3627 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3629 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3630 except instead of placing the specified schematic directly on the map at the specified position, it
3631 will place the schematic inside of the VoxelManip.
3634 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3635 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3636 `VoxelManip:get_node_at()`.
3637 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3638 filled with "ignore" nodes.
3639 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3640 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3641 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3642 object in the same callback it had been created.
3643 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3644 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3645 buffer the function can use to write map data to instead of returning a new table each call. This
3646 greatly enhances performance by avoiding unnecessary memory allocations.
3649 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3650 the region formed by `p1` and `p2`.
3651 * returns actual emerged `pmin`, actual emerged `pmax`
3652 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3653 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3654 * if `light` is true, then lighting is automatically recalculated.
3655 The default value is true.
3656 If `light` is false, no light calculations happen, and you should correct
3657 all modified blocks with `minetest.fix_light()` as soon as possible.
3658 Keep in mind that modifying the map where light is incorrect can cause
3660 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3661 the `VoxelManip` at that position
3662 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3663 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3664 * returns raw node data in the form of an array of node content IDs
3665 * if the param `buffer` is present, this table will be used to store the result instead
3666 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3667 * `update_map()`: Does nothing, kept for compatibility.
3668 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3669 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3670 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3671 * (`p1`, `p2`) is the area in which lighting is set;
3672 defaults to the whole area if left out
3673 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3674 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3675 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3676 * `light = day + (night * 16)`
3677 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3679 * expects lighting data in the same format that `get_light_data()` returns
3680 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3681 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3682 * If the param `buffer` is present, this table will be used to store the result instead
3683 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3684 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3685 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3686 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3688 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3689 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3690 * `update_liquids()`: Update liquid flow
3691 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3692 had been modified since the last read from map, due to a call to
3693 `minetest.set_data()` on the loaded area elsewhere
3694 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3697 A helper class for voxel areas.
3698 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3699 The coordinates are *inclusive*, like most other things in Minetest.
3702 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3703 `MinEdge` and `MaxEdge`
3704 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3705 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3706 * useful for things like `VoxelManip`, raw Schematic specifiers,
3707 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3708 * `indexp(p)`: same as above, except takes a vector
3709 * `position(i)`: returns the absolute position vector corresponding to index `i`
3710 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3711 * `containsp(p)`: same as above, except takes a vector
3712 * `containsi(i)`: same as above, except takes an index `i`
3713 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3714 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3715 * `iterp(minp, maxp)`: same as above, except takes a vector
3718 An interface to read config files in the format of `minetest.conf`.
3720 It can be created via `Settings(filename)`.
3723 * `get(key)`: returns a value
3724 * `get_bool(key)`: returns a boolean
3726 * Setting names can't contain whitespace or any of `="{}#`.
3727 * Setting values can't contain the sequence `\n"""`.
3728 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
3729 * `set_bool(key, value)`
3730 * See documentation for set() above.
3731 * `remove(key)`: returns a boolean (`true` for success)
3732 * `get_names()`: returns `{key1,...}`
3733 * `write()`: returns a boolean (`true` for success)
3734 * Writes changes to file.
3735 * `to_table()`: returns `{[key1]=value1,...}`
3739 A mapgen object is a construct used in map generation. Mapgen objects can be used
3740 by an `on_generate` callback to speed up operations by avoiding unnecessary
3741 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3742 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3743 was called outside of an `on_generate()` callback, `nil` is returned.
3745 The following Mapgen objects are currently available:
3748 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3749 emerged position, in that order. All mapgens support this object.
3752 Returns an array containing the y coordinates of the ground levels of nodes in
3753 the most recently generated chunk by the current mapgen.
3756 Returns an array containing the biome IDs of nodes in the most recently
3757 generated chunk by the current mapgen.
3760 Returns an array containing the temperature values of nodes in the most
3761 recently generated chunk by the current mapgen.
3764 Returns an array containing the humidity values of nodes in the most recently
3765 generated chunk by the current mapgen.
3768 Returns a table mapping requested generation notification types to arrays of
3769 positions at which the corresponding generated structures are located at within
3770 the current chunk. To set the capture of positions of interest to be recorded
3771 on generate, use `minetest.set_gen_notify()`.
3773 Possible fields of the table returned are:
3779 * `large_cave_begin`
3783 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3784 numeric unique decoration ID.
3788 * Functions receive a "luaentity" as `self`:
3789 * It has the member `.name`, which is the registered name `("mod:thing")`
3790 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3791 * The original prototype stuff is visible directly via a metatable
3793 * `on_activate(self, staticdata, dtime_s)`
3794 * Called when the object is instantiated.
3795 * `dtime_s` is the time passed since the object was unloaded, which can
3796 be used for updating the entity state.
3797 * `on_step(self, dtime)`
3798 * Called on every server tick, after movement and collision processing.
3799 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3801 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3802 * Called when somebody punches the object.
3803 * Note that you probably want to handle most punches using the
3804 automatic armor group system.
3805 * `puncher`: an `ObjectRef` (can be `nil`)
3806 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3807 * `tool_capabilities`: capability table of used tool (can be `nil`)
3808 * `dir`: unit vector of direction of punch. Always defined. Points from
3809 the puncher to the punched.
3810 * `on_rightclick(self, clicker)`
3811 * `get_staticdata(self)`
3812 * Should return a string that will be passed to `on_activate` when
3813 the object is instantiated the next time.
3818 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3819 Often these bugs appear as subtle shadows in water.
3824 axiom, --string initial tree axiom
3825 rules_a, --string rules set A
3826 rules_b, --string rules set B
3827 rules_c, --string rules set C
3828 rules_d, --string rules set D
3829 trunk, --string trunk node name
3830 leaves, --string leaves node name
3831 leaves2, --string secondary leaves node name
3832 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3833 angle, --num angle in deg
3834 iterations, --num max # of iterations, usually 2 -5
3835 random_level, --num factor to lower nr of iterations, usually 0 - 3
3836 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3837 -- 2x2 nodes or 3x3 in cross shape
3838 thin_branches, --boolean true -> use thin (1 node) branches
3839 fruit, --string fruit node name
3840 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3841 seed, --num random seed; if no seed is provided, the engine will create one
3844 ### Key for Special L-System Symbols used in Axioms
3846 * `G`: move forward one unit with the pen up
3847 * `F`: move forward one unit with the pen down drawing trunks and branches
3848 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3849 * `T`: move forward one unit with the pen down drawing trunks only
3850 * `R`: move forward one unit with the pen down placing fruit
3851 * `A`: replace with rules set A
3852 * `B`: replace with rules set B
3853 * `C`: replace with rules set C
3854 * `D`: replace with rules set D
3855 * `a`: replace with rules set A, chance 90%
3856 * `b`: replace with rules set B, chance 80%
3857 * `c`: replace with rules set C, chance 70%
3858 * `d`: replace with rules set D, chance 60%
3859 * `+`: yaw the turtle right by `angle` parameter
3860 * `-`: yaw the turtle left by `angle` parameter
3861 * `&`: pitch the turtle down by `angle` parameter
3862 * `^`: pitch the turtle up by `angle` parameter
3863 * `/`: roll the turtle to the right by `angle` parameter
3864 * `*`: roll the turtle to the left by `angle` parameter
3865 * `[`: save in stack current state info
3866 * `]`: recover from stack state info
3869 Spawn a small apple tree:
3871 pos = {x=230,y=20,z=4}
3874 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3875 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3876 trunk="default:tree",
3877 leaves="default:leaves",
3881 trunk_type="single",
3884 fruit="default:apple"
3886 minetest.spawn_tree(pos,apple_tree)
3891 ### Object Properties
3896 collide_with_objects = true, -- collide with other objects if physical = true
3898 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
3899 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
3900 visual_size = {x = 1, y = 1},
3902 textures = {}, -- number of required textures depends on visual
3903 colors = {}, -- number of required colors depends on visual
3904 spritediv = {x = 1, y = 1},
3905 initial_sprite_basepos = {x = 0, y = 0},
3907 makes_footstep_sound = false,
3908 automatic_rotate = false,
3910 automatic_face_movement_dir = 0.0,
3911 -- ^ Automatically set yaw to movement direction, offset in degrees,
3912 -- 'false' to disable.
3913 automatic_face_movement_max_rotation_per_sec = -1,
3914 -- ^ Limit automatic rotation to this value in degrees per second,
3915 -- value < 0 no limit.
3916 backface_culling = true, -- false to disable backface_culling for model
3917 nametag = "", -- by default empty, for players their name is shown if empty
3918 nametag_color = <color>, -- sets color of nametag as ColorSpec
3919 infotext = "", -- by default empty, text to be shown when pointed at object
3922 ### Entity definition (`register_entity`)
3925 -- Deprecated: Everything in object properties is read directly from here
3927 initial_properties = --[[<initial object properties>]],
3929 on_activate = function(self, staticdata, dtime_s),
3930 on_step = function(self, dtime),
3931 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3932 on_rightclick = function(self, clicker),
3933 get_staticdata = function(self),
3934 -- ^ Called sometimes; the string returned is passed to on_activate when
3935 -- the entity is re-activated from static state
3937 -- Also you can define arbitrary member variables here (see item definition for
3939 _custom_field = whatever,
3942 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3945 label = "Lava cooling",
3946 -- ^ Descriptive label for profiling purposes (optional).
3947 -- Definitions with identical labels will be listed as one.
3948 -- In the following two fields, also group:groupname will work.
3949 nodenames = {"default:lava_source"},
3950 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3951 ^ If left out or empty, any neighbor will do ]]
3952 interval = 1.0, -- Operation interval in seconds
3953 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3954 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3955 ^ The chance value is temporarily reduced when returning to
3956 an area to simulate time lost by the area being unattended.
3957 ^ Note chance value can often be reduced to 1 ]]
3958 action = func(pos, node, active_object_count, active_object_count_wider),
3961 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3964 label = "Upgrade legacy doors",
3965 -- ^ Descriptive label for profiling purposes (optional).
3966 -- Definitions with identical labels will be listed as one.
3967 name = "modname:replace_legacy_door",
3968 nodenames = {"default:lava_source"},
3969 -- ^ List of node names to trigger the LBM on.
3970 -- Also non-registered nodes will work.
3971 -- Groups (as of group:groupname) will work as well.
3972 run_at_every_load = false,
3973 -- ^ Whether to run the LBM's action every time a block gets loaded,
3974 -- and not just for blocks that were saved last time before LBMs were
3975 -- introduced to the world.
3976 action = func(pos, node),
3979 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3982 description = "Steel Axe",
3983 groups = {}, -- key = name, value = rating; rating = 1..3.
3984 if rating not applicable, use 1.
3985 e.g. {wool = 1, fluffy = 3}
3986 {soil = 2, outerspace = 1, crumbly = 1}
3987 {bendy = 2, snappy = 1},
3988 {hard = 1, metal = 1, spikes = 1}
3989 inventory_image = "default_tool_steelaxe.png",
3993 ^ An image file containing the palette of a node.
3994 ^ You can set the currently used color as the
3995 ^ "palette_index" field of the item stack metadata.
3996 ^ The palette is always stretched to fit indices
3997 ^ between 0 and 255, to ensure compatibility with
3998 ^ "colorfacedir" and "colorwallmounted" nodes.
4000 color = "0xFFFFFFFF",
4002 ^ The color of the item. The palette overrides this.
4004 wield_scale = {x = 1, y = 1, z = 1},
4007 liquids_pointable = false,
4008 tool_capabilities = {
4009 full_punch_interval = 1.0,
4013 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4015 damage_groups = {groupname = damage},
4017 node_placement_prediction = nil,
4019 ^ If nil and item is node, prediction is made automatically
4020 ^ If nil and item is not a node, no prediction is made
4021 ^ If "" and item is anything, no prediction is made
4022 ^ Otherwise should be name of node which the client immediately places
4023 on ground when the player places the item. Server will always update
4024 actual result to client in a short moment.
4027 breaks = "default_tool_break", -- tools only
4028 place = --[[<SimpleSoundSpec>]],
4031 on_place = func(itemstack, placer, pointed_thing),
4033 ^ Shall place item and return the leftover itemstack
4034 ^ The placer may be any ObjectRef or nil.
4035 ^ default: minetest.item_place ]]
4036 on_secondary_use = func(itemstack, user, pointed_thing),
4038 ^ Same as on_place but called when pointing at nothing.
4039 ^ The user may be any ObjectRef or nil.
4040 ^ pointed_thing : always { type = "nothing" }
4042 on_drop = func(itemstack, dropper, pos),
4044 ^ Shall drop item and return the leftover itemstack
4045 ^ The dropper may be any ObjectRef or nil.
4046 ^ default: minetest.item_drop ]]
4047 on_use = func(itemstack, user, pointed_thing),
4050 ^ Function must return either nil if no item shall be removed from
4051 inventory, or an itemstack to replace the original itemstack.
4052 e.g. itemstack:take_item(); return itemstack
4053 ^ Otherwise, the function is free to do what it wants.
4054 ^ The user may be any ObjectRef or nil.
4055 ^ The default functions handle regular use cases.
4057 after_use = func(itemstack, user, node, digparams),
4060 ^ If defined, should return an itemstack and will be called instead of
4061 wearing out the tool. If returns nil, does nothing.
4062 If after_use doesn't exist, it is the same as:
4063 function(itemstack, user, node, digparams)
4064 itemstack:add_wear(digparams.wear)
4067 ^ The user may be any ObjectRef or nil.
4069 _custom_field = whatever,
4071 ^ Add your own custom fields. By convention, all custom field names
4072 should start with `_` to avoid naming collisions with future engine
4079 * `{name="image.png", animation={Tile Animation definition}}`
4080 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4081 tileable_horizontal=bool}`
4082 * backface culling enabled by default for most nodes
4083 * tileable flags are info for shaders, how they should treat texture
4084 when displacement mapping is used
4085 Directions are from the point of view of the tile texture,
4086 not the node it's on
4087 * `{name="image.png", color=ColorSpec}`
4088 * the texture's color will be multiplied with this color.
4089 * the tile's color overrides the owning node's color in all cases.
4090 * deprecated, yet still supported field names:
4093 ### Tile animation definition
4096 type = "vertical_frames",
4098 -- ^ specify width of a frame in pixels
4100 -- ^ specify height of a frame in pixels
4102 -- ^ specify full loop length
4108 -- ^ specify width in number of frames
4110 -- ^ specify height in number of frames
4112 -- ^ specify length of a single frame
4115 ### Node definition (`register_node`)
4118 -- <all fields allowed in item definitions>,
4120 drawtype = "normal", -- See "Node drawtypes"
4121 visual_scale = 1.0, --[[
4122 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4123 ^ "firelike", "mesh".
4124 ^ For plantlike and firelike, the image will start at the bottom of the
4125 ^ node, for the other drawtypes the image will be centered on the node.
4126 ^ Note that positioning for "torchlike" may still change. ]]
4127 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4128 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4129 ^ List can be shortened to needed length ]]
4130 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4131 ^ Same as `tiles`, but these textures are drawn on top of the
4132 ^ base tiles. You can use this to colorize only specific parts of
4133 ^ your texture. If the texture name is an empty string, that
4134 ^ overlay is not drawn. Since such tiles are drawn twice, it
4135 ^ is not recommended to use overlays on very common nodes.
4136 special_tiles = {tile definition 1, Tile definition 2}, --[[
4137 ^ Special textures of node; used rarely (old field name: special_materials)
4138 ^ List can be shortened to needed length ]]
4139 color = ColorSpec, --[[
4140 ^ The node's original color will be multiplied with this color.
4141 ^ If the node has a palette, then this setting only has an effect
4142 ^ in the inventory and on the wield item. ]]
4143 use_texture_alpha = false, -- Use texture's alpha channel
4144 palette = "palette.png", --[[
4145 ^ The node's `param2` is used to select a pixel from the image
4146 ^ (pixels are arranged from left to right and from top to bottom).
4147 ^ The node's color will be multiplied with the selected pixel's
4148 ^ color. Tiles can override this behavior.
4149 ^ Only when `paramtype2` supports palettes. ]]
4150 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4151 paramtype = "none", -- See "Nodes" --[[
4152 ^ paramtype = "light" allows light to propagate from or through the node with light value
4153 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4154 paramtype2 = "none", -- See "Nodes"
4155 place_param2 = nil, -- Force value for param2 when player places node
4156 is_ground_content = true, -- If false, the cave generator will not carve through this
4157 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4158 walkable = true, -- If true, objects collide with node
4159 pointable = true, -- If true, can be pointed at
4160 diggable = true, -- If false, can never be dug
4161 climbable = false, -- If true, can be climbed on (ladder)
4162 buildable_to = false, -- If true, placed nodes can replace this node
4163 floodable = false, --[[
4164 ^ If true, liquids flow into and replace this node.
4165 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4166 liquidtype = "none", -- "none"/"source"/"flowing"
4167 liquid_alternative_flowing = "", -- Flowing version of source liquid
4168 liquid_alternative_source = "", -- Source version of flowing liquid
4169 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4170 liquid_renewable = true, --[[
4171 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4173 ^ Block contains level in param2. Value is default level, used for snow.
4174 ^ Don't forget to use "leveled" type nodebox. ]]
4175 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4176 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4177 light_source = 0, --[[
4178 ^ Amount of light emitted by node.
4179 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4180 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4181 damage_per_second = 0, -- If player is inside node, this damage is caused
4182 node_box = {type="regular"}, -- See "Node boxes"
4183 connects_to = nodenames, --[[
4184 * Used for nodebox nodes with the type == "connected"
4185 * Specifies to what neighboring nodes connections will be drawn
4186 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4187 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4188 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4190 selection_box = {type="regular"}, -- See "Node boxes" --[[
4191 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4192 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4193 legacy_wallmounted = false, -- Support maps made in and before January 2012
4194 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4195 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4196 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4197 ^ caveats: not all models will properly wave
4198 ^ plantlike drawtype nodes can only wave like plants
4199 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4201 footstep = <SimpleSoundSpec>,
4202 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4203 dug = <SimpleSoundSpec>,
4204 place = <SimpleSoundSpec>,
4205 place_failed = <SimpleSoundSpec>,
4207 drop = "", -- Name of dropped node when dug. Default is the node itself.
4210 max_items = 1, -- Maximum number of items to drop.
4211 items = { -- Choose max_items randomly from this list.
4213 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4214 rarity = 1, -- Probability of dropping is 1 / rarity.
4219 on_construct = func(pos), --[[
4220 ^ Node constructor; called after adding node
4221 ^ Can set up metadata and stuff like that
4222 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4224 on_destruct = func(pos), --[[
4225 ^ Node destructor; called before removing node
4226 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4228 after_destruct = func(pos, oldnode), --[[
4229 ^ Node destructor; called after removing node
4230 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4232 on_flood = func(pos, oldnode, newnode), --[[
4233 ^ Called when a liquid (newnode) is about to flood oldnode, if
4234 ^ it has `floodable = true` in the nodedef. Not called for bulk
4235 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4236 ^ return true the node is not flooded, but on_flood callback will
4237 ^ most likely be called over and over again every liquid update
4238 ^ interval. Default: nil.
4239 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4241 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4242 ^ Called after constructing node when node was placed using
4243 minetest.item_place_node / minetest.place_node
4244 ^ If return true no item is taken from itemstack
4246 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4247 ^ oldmetadata is in table format
4248 ^ Called after destructing node when node was dug using
4249 minetest.node_dig / minetest.dig_node
4251 can_dig = function(pos, [player]) --[[
4252 ^ returns true if node can be dug, or false if not
4255 on_punch = func(pos, node, puncher, pointed_thing), --[[
4256 ^ default: minetest.node_punch
4257 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4258 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4260 ^ if defined, itemstack will hold clicker's wielded item
4261 ^ Shall return the leftover itemstack
4262 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
4264 on_dig = func(pos, node, digger), --[[
4265 ^ default: minetest.node_dig
4266 ^ By default: checks privileges, wears out tool and removes node ]]
4268 on_timer = function(pos,elapsed), --[[
4270 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4271 ^ elapsed is the total time passed since the timer was started
4272 ^ return true to run the timer for another cycle with the same timeout value ]]
4274 on_receive_fields = func(pos, formname, fields, sender), --[[
4275 ^ fields = {name1 = value1, name2 = value2, ...}
4276 ^ Called when an UI form (e.g. sign text input) returns data
4279 allow_metadata_inventory_move = func(pos, from_list, from_index,
4280 to_list, to_index, count, player), --[[
4281 ^ Called when a player wants to move items inside the inventory
4282 ^ Return value: number of items allowed to move ]]
4284 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4285 ^ Called when a player wants to put something into the inventory
4286 ^ Return value: number of items allowed to put
4287 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4289 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4290 ^ Called when a player wants to take something out of the inventory
4291 ^ Return value: number of items allowed to take
4292 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4294 on_metadata_inventory_move = func(pos, from_list, from_index,
4295 to_list, to_index, count, player),
4296 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4297 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4298 ^ Called after the actual action has happened, according to what was allowed.
4299 ^ No return value ]]
4301 on_blast = func(pos, intensity), --[[
4302 ^ intensity: 1.0 = mid range of regular TNT
4303 ^ If defined, called when an explosion touches the node, instead of
4304 removing the node ]]
4307 ### Recipe for `register_craft` (shaped)
4310 output = 'default:pick_stone',
4312 {'default:cobble', 'default:cobble', 'default:cobble'},
4313 {'', 'default:stick', ''},
4314 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4316 replacements = --[[<optional list of item pairs,
4317 replace one input item with another item on crafting>]]
4320 ### Recipe for `register_craft` (shapeless)
4324 output = 'mushrooms:mushroom_stew',
4327 "mushrooms:mushroom_brown",
4328 "mushrooms:mushroom_red",
4330 replacements = --[[<optional list of item pairs,
4331 replace one input item with another item on crafting>]]
4334 ### Recipe for `register_craft` (tool repair)
4337 type = "toolrepair",
4338 additional_wear = -0.02,
4341 ### Recipe for `register_craft` (cooking)
4345 output = "default:glass",
4346 recipe = "default:sand",
4350 ### Recipe for `register_craft` (furnace fuel)
4354 recipe = "default:leaves",
4358 ### Ore definition (`register_ore`)
4361 ore_type = "scatter", -- See "Ore types"
4362 ore = "default:stone_with_coal",
4363 wherein = "default:stone",
4364 -- ^ a list of nodenames is supported too
4365 clust_scarcity = 8*8*8,
4366 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4367 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4369 -- ^ Number of ores in a cluster
4371 -- ^ Size of the bounding box of the cluster
4372 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4376 -- ^ Attributes for this ore generation
4377 noise_threshold = 0.5,
4378 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4379 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4380 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4381 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4382 random_factor = 1.0,
4383 -- ^ Multiplier of the randomness contribution to the noise value at any
4384 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4385 -- ^ This parameter is only valid for ore_type == "vein".
4386 biomes = {"desert", "rainforest"}
4387 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4388 -- ^ and ignored if the Mapgen being used does not support biomes.
4389 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4392 ### Biome definition (`register_biome`)
4395 The Biome API is still in an experimental phase and subject to change.
4399 node_dust = "default:snow",
4400 -- ^ Node dropped onto upper surface after all else is generated.
4401 node_top = "default:dirt_with_snow",
4403 -- ^ Node forming surface layer of biome and thickness of this layer.
4404 node_filler = "default:permafrost",
4406 -- ^ Node forming lower layer of biome and thickness of this layer.
4407 node_stone = "default:bluestone",
4408 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4409 node_water_top = "default:ice",
4410 depth_water_top = 10,
4411 -- ^ Node forming a surface layer in seawater with the defined thickness.
4413 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4414 node_river_water = "default:ice",
4415 -- ^ Node that replaces river water in mapgens that use default:river_water.
4416 node_riverbed = "default:gravel",
4418 -- ^ Node placed under river water and thickness of this layer.
4421 -- ^ Lower and upper limits for biome.
4422 -- ^ Because biome is not recalculated for every node in a node column
4423 -- ^ some biome materials can exceed their limits, especially stone.
4424 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4425 -- ^ top and at each of these surfaces:
4426 -- ^ Ground below air, water below air, ground below water.
4427 -- ^ The selected biome then stays in effect for all nodes below until
4428 -- ^ column base or the next biome recalculation.
4430 humidity_point = 50,
4431 -- ^ Characteristic average temperature and humidity for the biome.
4432 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4433 -- ^ and humidity as axes. The resulting voronoi cells determine which
4434 -- ^ heat/humidity points belong to which biome, and therefore determine
4435 -- ^ the area and location of each biome in the world.
4436 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4437 -- ^ diagram to result in roughly equal size biomes.
4438 -- ^ Heat and humidity have average values of 50, vary mostly between
4439 -- ^ 0 and 100 but also often exceed these values.
4440 -- ^ Heat is not in degrees celcius, both values are abstract.
4443 ### Decoration definition (`register_decoration`)
4446 deco_type = "simple", -- See "Decoration types"
4447 place_on = "default:dirt_with_grass",
4448 -- ^ Node (or list of nodes) that the decoration can be placed on
4450 -- ^ Size of divisions made in the chunk being generated.
4451 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4453 -- ^ Ratio of the area to be uniformly filled by the decoration.
4454 -- ^ Used only if noise_params is not specified.
4455 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4456 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4457 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4458 biomes = {"Oceanside", "Hills", "Plains"},
4459 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4460 -- ^ and ignored if the Mapgen being used does not support biomes.
4461 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4464 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4465 -- ^ This parameter refers to the `y` position of the decoration base, so
4466 -- the actual maximum height would be `height_max + size.Y`.
4467 spawn_by = "default:water",
4468 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4469 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4470 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4472 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4473 -- ^ If absent or -1, decorations occur next to any nodes.
4474 flags = "liquid_surface, force_placement",
4475 -- ^ Flags for all decoration types.
4476 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4477 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4478 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4479 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4481 ----- Simple-type parameters
4482 decoration = "default:grass",
4483 -- ^ The node name used as the decoration.
4484 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4486 -- ^ Number of nodes high the decoration is made.
4487 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4489 -- ^ Number of nodes the decoration can be at maximum.
4490 -- ^ If absent, the parameter 'height' is used as a constant.
4492 -- ^ Param2 value of placed decoration node.
4494 ----- Schematic-type parameters
4495 schematic = "foobar.mts",
4496 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4497 -- ^ specified Minetest schematic file.
4498 -- ^ - OR -, could be the ID of a previously registered schematic
4499 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4500 -- ^ and an optional table yslice_prob:
4502 size = {x=4, y=6, z=4},
4504 {name="default:cobble", param1=255, param2=0},
4505 {name="default:dirt_with_grass", param1=255, param2=0},
4506 {name="ignore", param1=255, param2=0},
4507 {name="air", param1=255, param2=0},
4516 -- ^ See 'Schematic specifier' for details.
4517 replacements = {["oldname"] = "convert_to", ...},
4518 flags = "place_center_x, place_center_y, place_center_z",
4519 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4520 rotation = "90" -- rotate schematic 90 degrees on placement
4521 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4524 ### Chat command definition (`register_chatcommand`)
4527 params = "<name> <privilege>", -- Short parameter description
4528 description = "Remove privilege from player", -- Full description
4529 privs = {privs=true}, -- Require the "privs" privilege to run
4530 func = function(name, param), -- Called when command is run.
4531 -- Returns boolean success and text output.
4534 ### Detached inventory callbacks
4537 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4538 -- ^ Called when a player wants to move items inside the inventory
4539 -- ^ Return value: number of items allowed to move
4541 allow_put = func(inv, listname, index, stack, player),
4542 -- ^ Called when a player wants to put something into the inventory
4543 -- ^ Return value: number of items allowed to put
4544 -- ^ Return value: -1: Allow and don't modify item count in inventory
4546 allow_take = func(inv, listname, index, stack, player),
4547 -- ^ Called when a player wants to take something out of the inventory
4548 -- ^ Return value: number of items allowed to take
4549 -- ^ Return value: -1: Allow and don't modify item count in inventory
4551 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4552 on_put = func(inv, listname, index, stack, player),
4553 on_take = func(inv, listname, index, stack, player),
4554 -- ^ Called after the actual action has happened, according to what was allowed.
4555 -- ^ No return value
4558 ### HUD Definition (`hud_add`, `hud_get`)
4561 hud_elem_type = "image", -- see HUD element types
4562 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4563 position = {x=0.5, y=0.5},
4564 -- ^ Left corner position of element
4570 -- ^ Selected item in inventory. 0 for no item selected.
4572 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4573 alignment = {x=0, y=0},
4574 -- ^ See "HUD Element Types"
4575 offset = {x=0, y=0},
4576 -- ^ See "HUD Element Types"
4577 size = { x=100, y=100 },
4578 -- ^ Size of element in pixels
4581 ### Particle definition (`add_particle`)
4584 pos = {x=0, y=0, z=0},
4585 velocity = {x=0, y=0, z=0},
4586 acceleration = {x=0, y=0, z=0},
4587 -- ^ Spawn particle at pos with velocity and acceleration
4589 -- ^ Disappears after expirationtime seconds
4591 collisiondetection = false,
4592 -- ^ collisiondetection: if true collides with physical objects
4593 collision_removal = false,
4594 -- ^ collision_removal: if true then particle is removed when it collides,
4595 -- ^ requires collisiondetection = true to have any effect
4597 -- ^ vertical: if true faces player using y axis only
4598 texture = "image.png",
4599 -- ^ Uses texture (string)
4600 playername = "singleplayer",
4601 -- ^ optional, if specified spawns particle only on the player's client
4602 animation = {Tile Animation definition},
4603 -- ^ optional, specifies how to animate the particle texture
4605 -- ^ optional, specify particle self-luminescence in darkness
4609 ### `ParticleSpawner` definition (`add_particlespawner`)
4614 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4615 minpos = {x=0, y=0, z=0},
4616 maxpos = {x=0, y=0, z=0},
4617 minvel = {x=0, y=0, z=0},
4618 maxvel = {x=0, y=0, z=0},
4619 minacc = {x=0, y=0, z=0},
4620 maxacc = {x=0, y=0, z=0},
4625 -- ^ The particle's properties are random values in between the bounds:
4626 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4627 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4628 collisiondetection = false,
4629 -- ^ collisiondetection: if true uses collision detection
4630 collision_removal = false,
4631 -- ^ collision_removal: if true then particle is removed when it collides,
4632 -- ^ requires collisiondetection = true to have any effect
4633 attached = ObjectRef,
4634 -- ^ attached: if defined, particle positions, velocities and accelerations
4635 -- ^ are relative to this object's position and yaw.
4637 -- ^ vertical: if true faces player using y axis only
4638 texture = "image.png",
4639 -- ^ Uses texture (string)
4640 playername = "singleplayer"
4641 -- ^ Playername is optional, if specified spawns particle only on the player's client
4644 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4647 url = "http://example.org",
4649 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4650 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4651 -- ^ Optional, if specified a POST request with post_data is performed.
4652 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4653 -- ^ as x-www-form-urlencoded key-value pairs.
4654 -- ^ If post_data ist not specified, a GET request is performed instead.
4655 user_agent = "ExampleUserAgent",
4656 -- ^ Optional, if specified replaces the default minetest user agent with given string
4657 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4658 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4659 -- ^ that the header strings follow HTTP specification ("Key: Value").
4661 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4664 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4668 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4670 -- ^ If true, the request was succesful
4672 -- ^ If true, the request timed out
4674 -- ^ HTTP status code