1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These settings are hidden for this game in the world creation
81 dialog and game start menu.
83 Used to set default settings when running this game.
85 In the same format as the one in builtin.
86 This settingtypes.txt will be parsed by the menu and the settings will be
87 displayed in the "Games" category in the advanced settings tab.
88 * If the game contains a folder called `textures` the server will load it as a
89 texturepack, overriding mod textures.
90 Any server texturepack will override mod textures and the game texturepack.
95 Games can provide custom main menu images. They are put inside a `menu`
96 directory inside the game directory.
98 The images are named `$identifier.png`, where `$identifier` is one of
99 `overlay`, `background`, `footer`, `header`.
100 If you want to specify multiple images for one identifier, add additional
101 images named like `$identifier.$n.png`, with an ascending number $n starting
102 with 1, and a random image will be chosen from the provided ones.
113 Paths are relative to the directories listed in the [Paths] section above.
115 * `games/<gameid>/mods/`
117 * `worlds/<worldname>/worldmods/`
122 It is possible to include a game in a world; in this case, no mods or
123 games are loaded or checked from anywhere else.
125 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
128 Mods should then be placed in `<worldname>/game/mods/`.
133 Mods can be put in a subdirectory, if the parent directory, which otherwise
134 should be a mod, contains a file named `modpack.conf`.
135 The file is a key-value store of modpack details.
137 * `name`: The modpack name.
138 * `description`: Description of mod to be shown in the Mods tab of the main
141 Note: to support 0.4.x, please also create an empty modpack.txt file.
143 Mod directory structure
144 -----------------------
150 │ ├── settingtypes.txt
154 │ │ ├── modname_stuff.png
155 │ │ └── modname_something_else.png
164 The location of this directory can be fetched by using
165 `minetest.get_modpath(modname)`.
169 A `Settings` file that provides meta information about the mod.
171 * `name`: The mod name. Allows Minetest to determine the mod name even if the
172 folder is wrongly named.
173 * `description`: Description of mod to be shown in the Mods tab of the main
175 * `depends`: A comma separated list of dependencies. These are mods that must be
176 loaded before this mod.
177 * `optional_depends`: A comma separated list of optional dependencies.
178 Like a dependency, but no error if the mod doesn't exist.
180 Note: to support 0.4.x, please also provide depends.txt.
184 A screenshot shown in the mod manager within the main menu. It should
185 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
189 **Deprecated:** you should use mod.conf instead.
191 This file is used if there are no dependencies in mod.conf.
193 List of mods that have to be loaded before loading this mod.
195 A single line contains a single modname.
197 Optional dependencies can be defined by appending a question mark
198 to a single modname. This means that if the specified mod
199 is missing, it does not prevent this mod from being loaded.
201 ### `description.txt`
203 **Deprecated:** you should use mod.conf instead.
205 This file is used if there is no description in mod.conf.
207 A file containing a description to be shown in the Mods tab of the main menu.
209 ### `settingtypes.txt`
211 The format is documented in `builtin/settingtypes.txt`.
212 It is parsed by the main menu settings dialogue to list mod-specific
213 settings in the "Mods" category.
217 The main Lua script. Running this script should register everything it
218 wants to register. Subsequent execution depends on minetest calling the
219 registered callbacks.
221 `minetest.settings` can be used to read custom or existing settings at load
222 time, if necessary. (See [`Settings`])
226 Models for entities or meshnodes.
228 ### `textures`, `sounds`, `media`
230 Media files (textures, sounds, whatever) that will be transferred to the
231 client and will be available for use by the mod.
235 Translation files for the clients. (See [Translations])
240 Registered names should generally be in this format:
244 `<whatever>` can have these characters:
248 This is to prevent conflicting names from corrupting maps and is
249 enforced by the mod loader.
251 Registered names can be overridden by prefixing the name with `:`. This can
252 be used for overriding the registrations of some other mod.
254 The `:` prefix can also be used for maintaining backwards compatibility.
258 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
259 So the name should be `experimental:tnt`.
261 Any mod can redefine `experimental:tnt` by using the name
265 when registering it. That mod is required to have `experimental` as a
274 Aliases of itemnames can be added by using
275 `minetest.register_alias(alias, original_name)` or
276 `minetest.register_alias_force(alias, original_name)`.
278 This adds an alias `alias` for the item called `original_name`.
279 From now on, you can use `alias` to refer to the item `original_name`.
281 The only difference between `minetest.register_alias` and
282 `minetest.register_alias_force` is that if an item named `alias` already exists,
283 `minetest.register_alias` will do nothing while
284 `minetest.register_alias_force` will unregister it.
286 This can be used for maintaining backwards compatibility.
288 This can also set quick access names for things, e.g. if
289 you have an item called `epiclylongmodname:stuff`, you could do
291 minetest.register_alias("stuff", "epiclylongmodname:stuff")
293 and be able to use `/giveme stuff`.
298 In a game, a certain number of these must be set to tell core mapgens which
299 of the game's nodes are to be used for core mapgen generation. For example:
301 minetest.register_alias("mapgen_stone", "default:stone")
303 ### Aliases for non-V6 mapgens
305 #### Essential aliases
308 * mapgen_water_source
309 * mapgen_river_water_source
311 `mapgen_river_water_source` is required for mapgens with sloping rivers where
312 it is necessary to have a river liquid node with a short `liquid_range` and
313 `liquid_renewable = false` to avoid flooding.
315 #### Optional aliases
319 Fallback lava node used if cave liquids are not defined in biome definitions.
320 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
324 Fallback node used if dungeon nodes are not defined in biome definitions.
325 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
327 ### Aliases needed for Mapgen V6
330 * mapgen_water_source
333 * mapgen_dirt_with_grass
336 * mapgen_desert_stone
338 * mapgen_dirt_with_snow
347 * mapgen_jungleleaves
350 * mapgen_pine_needles
353 * mapgen_stair_cobble
355 * mapgen_stair_desert_stone
357 ### Setting the node used in Mapgen Singlenode
359 By default the world is filled with air nodes. To set a different node use, for
362 minetest.register_alias("mapgen_singlenode", "default:stone")
370 Mods should generally prefix their textures with `modname_`, e.g. given
371 the mod name `foomod`, a texture could be called:
375 Textures are referred to by their complete name, or alternatively by
376 stripping out the file extension:
378 * e.g. `foomod_foothing.png`
379 * e.g. `foomod_foothing`
384 There are various texture modifiers that can be used
385 to generate textures on-the-fly.
387 ### Texture overlaying
389 Textures can be overlaid by putting a `^` between them.
393 default_dirt.png^default_grass_side.png
395 `default_grass_side.png` is overlaid over `default_dirt.png`.
396 The texture with the lower resolution will be automatically upscaled to
397 the higher resolution texture.
401 Textures can be grouped together by enclosing them in `(` and `)`.
403 Example: `cobble.png^(thing1.png^thing2.png)`
405 A texture for `thing1.png^thing2.png` is created and the resulting
406 texture is overlaid on top of `cobble.png`.
410 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
411 passing complex texture names as arguments. Escaping is done with backslash and
412 is required for `^` and `:`.
414 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
416 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
417 on top of `cobble.png`.
419 ### Advanced texture modifiers
425 * `[crack:<t>:<n>:<p>`
426 * `[cracko:<t>:<n>:<p>`
430 * `<t>`: tile count (in each direction)
431 * `<n>`: animation frame count
432 * `<p>`: current animation frame
434 Draw a step of the crack animation on the texture.
435 `crack` draws it normally, while `cracko` lays it over, keeping transparent
440 default_cobble.png^[crack:10:1
442 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
448 * `<file>`: texture to combine
450 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
451 specified coordinates.
455 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
457 #### `[resize:<w>x<h>`
459 Resizes the texture to the given dimensions.
463 default_sandstone.png^[resize:16x16
467 Makes the base image transparent according to the given ratio.
469 `r` must be between 0 (transparent) and 255 (opaque).
473 default_sandstone.png^[opacity:127
475 #### `[invert:<mode>`
477 Inverts the given channels of the base image.
478 Mode may contain the characters "r", "g", "b", "a".
479 Only the channels that are mentioned in the mode string will be inverted.
483 default_apple.png^[invert:rgb
487 Brightens the texture.
491 tnt_tnt_side.png^[brighten
495 Makes the texture completely opaque.
499 default_leaves.png^[noalpha
501 #### `[makealpha:<r>,<g>,<b>`
503 Convert one color to transparency.
507 default_cobble.png^[makealpha:128,128,128
511 * `<t>`: transformation(s) to apply
513 Rotates and/or flips the image.
515 `<t>` can be a number (between 0 and 7) or a transform name.
516 Rotations are counter-clockwise.
519 1 R90 rotate by 90 degrees
520 2 R180 rotate by 180 degrees
521 3 R270 rotate by 270 degrees
523 5 FXR90 flip X then rotate by 90 degrees
525 7 FYR90 flip Y then rotate by 90 degrees
529 default_stone.png^[transformFXR90
531 #### `[inventorycube{<top>{<left>{<right>`
533 Escaping does not apply here and `^` is replaced by `&` in texture names
536 Create an inventory cube texture using the side textures.
540 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
542 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
543 `dirt.png^grass_side.png` textures
545 #### `[lowpart:<percent>:<file>`
547 Blit the lower `<percent>`% part of `<file>` on the texture.
551 base.png^[lowpart:25:overlay.png
553 #### `[verticalframe:<t>:<n>`
555 * `<t>`: animation frame count
556 * `<n>`: current animation frame
558 Crops the texture to a frame of a vertical animation.
562 default_torch_animated.png^[verticalframe:16:8
566 Apply a mask to the base image.
568 The mask is applied using binary AND.
570 #### `[sheet:<w>x<h>:<x>,<y>`
572 Retrieves a tile at position x,y from the base image
573 which it assumes to be a tilesheet with dimensions w,h.
575 #### `[colorize:<color>:<ratio>`
577 Colorize the textures with the given color.
578 `<color>` is specified as a `ColorString`.
579 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
580 it is an int, then it specifies how far to interpolate between the
581 colors where 0 is only the texture color and 255 is only `<color>`. If
582 omitted, the alpha of `<color>` will be used as the ratio. If it is
583 the word "`alpha`", then each texture pixel will contain the RGB of
584 `<color>` and the alpha of `<color>` multiplied by the alpha of the
587 #### `[multiply:<color>`
589 Multiplies texture colors with the given color.
590 `<color>` is specified as a `ColorString`.
591 Result is more like what you'd expect if you put a color on top of another
592 color, meaning white surfaces get a lot of your new color while black parts
593 don't change very much.
598 The goal of hardware coloring is to simplify the creation of
599 colorful nodes. If your textures use the same pattern, and they only
600 differ in their color (like colored wool blocks), you can use hardware
601 coloring instead of creating and managing many texture files.
602 All of these methods use color multiplication (so a white-black texture
603 with red coloring will result in red-black color).
607 This method is useful if you wish to create nodes/items with
608 the same texture, in different colors, each in a new node/item definition.
612 When you register an item or node, set its `color` field (which accepts a
613 `ColorSpec`) to the desired color.
615 An `ItemStack`'s static color can be overwritten by the `color` metadata
616 field. If you set that field to a `ColorString`, that color will be used.
620 Each tile may have an individual static color, which overwrites every
621 other coloring method. To disable the coloring of a face,
622 set its color to white (because multiplying with white does nothing).
623 You can set the `color` property of the tiles in the node's definition
624 if the tile is in table format.
628 For nodes and items which can have many colors, a palette is more
629 suitable. A palette is a texture, which can contain up to 256 pixels.
630 Each pixel is one possible color for the node/item.
631 You can register one node/item, which can have up to 256 colors.
633 #### Palette indexing
635 When using palettes, you always provide a pixel index for the given
636 node or `ItemStack`. The palette is read from left to right and from
637 top to bottom. If the palette has less than 256 pixels, then it is
638 stretched to contain exactly 256 pixels (after arranging the pixels
639 to one line). The indexing starts from 0.
643 * 16x16 palette, index = 0: the top left corner
644 * 16x16 palette, index = 4: the fifth pixel in the first row
645 * 16x16 palette, index = 16: the pixel below the top left corner
646 * 16x16 palette, index = 255: the bottom right corner
647 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
648 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
649 to ensure the total 256 pixels.
650 * 2x4 palette, index = 32: the top right corner
651 * 2x4 palette, index = 63: the top right corner
652 * 2x4 palette, index = 64: the pixel below the top left corner
654 #### Using palettes with items
656 When registering an item, set the item definition's `palette` field to
657 a texture. You can also use texture modifiers.
659 The `ItemStack`'s color depends on the `palette_index` field of the
660 stack's metadata. `palette_index` is an integer, which specifies the
661 index of the pixel to use.
663 #### Linking palettes with nodes
665 When registering a node, set the item definition's `palette` field to
666 a texture. You can also use texture modifiers.
667 The node's color depends on its `param2`, so you also must set an
668 appropriate `paramtype2`:
670 * `paramtype2 = "color"` for nodes which use their full `param2` for
671 palette indexing. These nodes can have 256 different colors.
672 The palette should contain 256 pixels.
673 * `paramtype2 = "colorwallmounted"` for nodes which use the first
674 five bits (most significant) of `param2` for palette indexing.
675 The remaining three bits are describing rotation, as in `wallmounted`
676 paramtype2. Division by 8 yields the palette index (without stretching the
677 palette). These nodes can have 32 different colors, and the palette
678 should contain 32 pixels.
680 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
681 pixel will be picked from the palette.
682 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
683 pixel will be picked from the palette.
684 * `paramtype2 = "colorfacedir"` for nodes which use the first
685 three bits of `param2` for palette indexing. The remaining
686 five bits are describing rotation, as in `facedir` paramtype2.
687 Division by 32 yields the palette index (without stretching the
688 palette). These nodes can have 8 different colors, and the
689 palette should contain 8 pixels.
691 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
692 first (= 0 + 1) pixel will be picked from the palette.
693 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
694 second (= 1 + 1) pixel will be picked from the palette.
696 To colorize a node on the map, set its `param2` value (according
697 to the node's paramtype2).
699 ### Conversion between nodes in the inventory and on the map
701 Static coloring is the same for both cases, there is no need
704 If the `ItemStack`'s metadata contains the `color` field, it will be
705 lost on placement, because nodes on the map can only use palettes.
707 If the `ItemStack`'s metadata contains the `palette_index` field, it is
708 automatically transferred between node and item forms by the engine,
709 when a player digs or places a colored node.
710 You can disable this feature by setting the `drop` field of the node
711 to itself (without metadata).
712 To transfer the color to a special drop, you need a drop table.
716 minetest.register_node("mod:stone", {
717 description = "Stone",
718 tiles = {"default_stone.png"},
719 paramtype2 = "color",
720 palette = "palette.png",
723 -- assume that mod:cobblestone also has the same palette
724 {items = {"mod:cobblestone"}, inherit_color = true },
729 ### Colored items in craft recipes
731 Craft recipes only support item strings, but fortunately item strings
732 can also contain metadata. Example craft recipe registration:
734 minetest.register_craft({
735 output = minetest.itemstring_with_palette("wool:block", 3),
743 To set the `color` field, you can use `minetest.itemstring_with_color`.
745 Metadata field filtering in the `recipe` field are not supported yet,
746 so the craft output is independent of the color of the ingredients.
751 Sometimes hardware coloring is not enough, because it affects the
752 whole tile. Soft texture overlays were added to Minetest to allow
753 the dynamic coloring of only specific parts of the node's texture.
754 For example a grass block may have colored grass, while keeping the
757 These overlays are 'soft', because unlike texture modifiers, the layers
758 are not merged in the memory, but they are simply drawn on top of each
759 other. This allows different hardware coloring, but also means that
760 tiles with overlays are drawn slower. Using too much overlays might
763 For inventory and wield images you can specify overlays which
764 hardware coloring does not modify. You have to set `inventory_overlay`
765 and `wield_overlay` fields to an image name.
767 To define a node overlay, simply set the `overlay_tiles` field of the node
768 definition. These tiles are defined in the same way as plain tiles:
769 they can have a texture name, color etc.
770 To skip one face, set that overlay tile to an empty string.
772 Example (colored grass block):
774 minetest.register_node("default:dirt_with_grass", {
775 description = "Dirt with Grass",
776 -- Regular tiles, as usual
777 -- The dirt tile disables palette coloring
778 tiles = {{name = "default_grass.png"},
779 {name = "default_dirt.png", color = "white"}},
780 -- Overlay tiles: define them in the same style
781 -- The top and bottom tile does not have overlay
782 overlay_tiles = {"", "",
783 {name = "default_grass_side.png", tileable_vertical = false}},
784 -- Global color, used in inventory
786 -- Palette in the world
787 paramtype2 = "color",
788 palette = "default_foilage.png",
797 Only Ogg Vorbis files are supported.
799 For positional playing of sounds, only single-channel (mono) files are
800 supported. Otherwise OpenAL will play them non-positionally.
802 Mods should generally prefix their sounds with `modname_`, e.g. given
803 the mod name "`foomod`", a sound could be called:
807 Sounds are referred to by their name with a dot, a single digit and the
808 file extension stripped out. When a sound is played, the actual sound file
809 is chosen randomly from the matching sounds.
811 When playing the sound `foomod_foosound`, the sound is chosen randomly
812 from the available ones of the following files:
814 * `foomod_foosound.ogg`
815 * `foomod_foosound.0.ogg`
816 * `foomod_foosound.1.ogg`
818 * `foomod_foosound.9.ogg`
820 Examples of sound parameter tables:
822 -- Play locationless on all clients
824 gain = 1.0, -- default
825 fade = 0.0, -- default, change to a value > 0 to fade the sound in
826 pitch = 1.0, -- default
828 -- Play locationless to one player
831 gain = 1.0, -- default
832 fade = 0.0, -- default, change to a value > 0 to fade the sound in
833 pitch = 1.0, -- default
835 -- Play locationless to one player, looped
838 gain = 1.0, -- default
841 -- Play at a location
843 pos = {x = 1, y = 2, z = 3},
844 gain = 1.0, -- default
845 max_hear_distance = 32, -- default, uses an euclidean metric
847 -- Play connected to an object, looped
849 object = <an ObjectRef>,
850 gain = 1.0, -- default
851 max_hear_distance = 32, -- default, uses an euclidean metric
854 -- Play at a location, heard by anyone *but* the given player
856 pos = {x = 32, y = 0, z = 100},
857 max_hear_distance = 40,
858 exclude_player = name,
861 Looped sounds must either be connected to an object or played locationless to
862 one player using `to_player = name`.
864 A positional sound will only be heard by players that are within
865 `max_hear_distance` of the sound position, at the start of the sound.
867 `exclude_player = name` can be applied to locationless, positional and object-
868 bound sounds to exclude a single player from hearing them.
873 Specifies a sound name, gain (=volume) and pitch.
874 This is either a string or a table.
876 In string form, you just specify the sound name or
877 the empty string for no sound.
879 Table form has the following fields:
882 * `gain`: Volume (`1.0` = 100%)
883 * `pitch`: Pitch (`1.0` = 100%)
885 `gain` and `pitch` are optional and default to `1.0`.
891 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
892 * `{name = "default_place_node"}`: Same as above
893 * `{name = "default_place_node", gain = 0.5}`: 50% volume
894 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
899 These sound files are played back by the engine if provided.
901 * `player_damage`: Played when the local player takes damage (gain = 0.5)
902 * `player_falling_damage`: Played when the local player takes
903 damage by falling (gain = 0.5)
904 * `player_jump`: Played when the local player jumps
905 * `default_dig_<groupname>`: Default node digging sound
906 (see node sound definition for details)
908 Registered definitions
909 ======================
911 Anything added using certain [Registration functions] gets added to one or more
912 of the global [Registered definition tables].
914 Note that in some cases you will stumble upon things that are not contained
915 in these tables (e.g. when a mod has been removed). Always check for
916 existence before trying to access the fields.
920 All nodes register with `minetest.register_node` get added to the table
921 `minetest.registered_nodes`.
923 If you want to check the drawtype of a node, you could do:
925 local function get_nodedef_field(nodename, fieldname)
926 if not minetest.registered_nodes[nodename] then
929 return minetest.registered_nodes[nodename][fieldname]
931 local drawtype = get_nodedef_field(nodename, "drawtype")
939 Nodes are the bulk data of the world: cubes and other things that take the
940 space of a cube. Huge amounts of them are handled efficiently, but they
943 The definition of a node is stored and can be accessed by using
945 minetest.registered_nodes[node.name]
947 See [Registered definitions].
949 Nodes are passed by value between Lua and the engine.
950 They are represented by a table:
952 {name="name", param1=num, param2=num}
954 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
955 them for certain automated functions. If you don't use these functions, you can
956 use them to store arbitrary values.
961 The functions of `param1` and `param2` are determined by certain fields in the
964 The function of `param1` is determined by `paramtype` in node definition.
965 `param1` is reserved for the engine when `paramtype != "none"`.
967 * `paramtype = "light"`
968 * The value stores light with and without sun in its upper and lower 4 bits
970 * Required by a light source node to enable spreading its light.
971 * Required by the following drawtypes as they determine their visual
972 brightness from their internal light value:
982 * `paramtype = "none"`
983 * `param1` will not be used by the engine and can be used to store
986 The function of `param2` is determined by `paramtype2` in node definition.
987 `param2` is reserved for the engine when `paramtype2 != "none"`.
989 * `paramtype2 = "flowingliquid"`
990 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
991 * The liquid level and a flag of the liquid are stored in `param2`
992 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
993 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
994 * `paramtype2 = "wallmounted"`
995 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
996 * The rotation of the node is stored in `param2`
997 * You can make this value by using `minetest.dir_to_wallmounted()`
999 * The value denotes at which direction the node is "mounted":
1000 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1001 * `paramtype2 = "facedir"`
1002 * Supported drawtypes: "normal", "nodebox", "mesh"
1003 * The rotation of the node is stored in `param2`. Furnaces and chests are
1004 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1005 * Values range 0 - 23
1006 * facedir / 4 = axis direction:
1007 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1008 * facedir modulo 4 = rotation around that axis
1009 * `paramtype2 = "leveled"`
1010 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1012 * The level of the top face of the nodebox is stored in `param2`.
1013 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1015 * The nodebox height is (`param2` / 64) nodes.
1016 * The maximum accepted value of `param2` is 127.
1018 * The height of the 'plantlike' section is stored in `param2`.
1019 * The height is (`param2` / 16) nodes.
1020 * `paramtype2 = "degrotate"`
1021 * Only valid for "plantlike" drawtype. The rotation of the node is stored in
1023 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1024 get the actual rotation in degrees of the node.
1025 * `paramtype2 = "meshoptions"`
1026 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1027 optional modifiers of the "plant". `param2` is a bitfield.
1028 * Bits 0 to 2 select the shape.
1029 Use only one of the values below:
1030 * 0 = a "x" shaped plant (ordinary plant)
1031 * 1 = a "+" shaped plant (just rotated 45 degrees)
1032 * 2 = a "*" shaped plant with 3 faces instead of 2
1033 * 3 = a "#" shaped plant with 4 faces instead of 2
1034 * 4 = a "#" shaped plant with 4 faces that lean outwards
1035 * 5-7 are unused and reserved for future meshes.
1036 * Bits 3 to 7 are used to enable any number of optional modifiers.
1037 Just add the corresponding value(s) below to `param2`:
1038 * 8 - Makes the plant slightly vary placement horizontally
1039 * 16 - Makes the plant mesh 1.4x larger
1040 * 32 - Moves each face randomly a small bit down (1/8 max)
1041 * values 64 and 128 (bits 6-7) are reserved for future use.
1042 * Example: `param2 = 0` selects a normal "x" shaped plant
1043 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1044 * `paramtype2 = "color"`
1045 * `param2` tells which color is picked from the palette.
1046 The palette should have 256 pixels.
1047 * `paramtype2 = "colorfacedir"`
1048 * Same as `facedir`, but with colors.
1049 * The first three bits of `param2` tells which color is picked from the
1050 palette. The palette should have 8 pixels.
1051 * `paramtype2 = "colorwallmounted"`
1052 * Same as `wallmounted`, but with colors.
1053 * The first five bits of `param2` tells which color is picked from the
1054 palette. The palette should have 32 pixels.
1055 * `paramtype2 = "glasslikeliquidlevel"`
1056 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1058 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1060 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1061 * `paramtype2 = "none"`
1062 * `param2` will not be used by the engine and can be used to store
1065 Nodes can also contain extra data. See [Node Metadata].
1070 There are a bunch of different looking node types.
1072 Look for examples in `games/devtest` or `games/minetest_game`.
1075 * A node-sized cube.
1077 * Invisible, uses no texture.
1079 * The cubic source node for a liquid.
1081 * The flowing version of a liquid, appears with various heights and slopes.
1083 * Often used for partially-transparent nodes.
1084 * Only external sides of textures are visible.
1085 * `glasslike_framed`
1086 * All face-connected nodes are drawn as one volume within a surrounding
1088 * The frame appearance is generated from the edges of the first texture
1089 specified in `tiles`. The width of the edges used are 1/16th of texture
1090 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1091 * The glass 'shine' (or other desired detail) on each node face is supplied
1092 by the second texture specified in `tiles`.
1093 * `glasslike_framed_optional`
1094 * This switches between the above 2 drawtypes according to the menu setting
1097 * Often used for partially-transparent nodes.
1098 * External and internal sides of textures are visible.
1099 * `allfaces_optional`
1100 * Often used for leaves nodes.
1101 * This switches between `normal`, `glasslike` and `allfaces` according to
1102 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1103 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1104 is used instead, if present. This allows a visually thicker texture to be
1105 used to compensate for how `glasslike` reduces visual thickness.
1107 * A single vertical texture.
1108 * If placed on top of a node, uses the first texture specified in `tiles`.
1109 * If placed against the underside of a node, uses the second texture
1110 specified in `tiles`.
1111 * If placed on the side of a node, uses the third texture specified in
1112 `tiles` and is perpendicular to that node.
1114 * A single texture parallel to, and mounted against, the top, underside or
1117 * Two vertical and diagonal textures at right-angles to each other.
1118 * See `paramtype2 = "meshoptions"` above for other options.
1120 * When above a flat surface, appears as 6 textures, the central 2 as
1121 `plantlike` plus 4 more surrounding those.
1122 * If not above a surface the central 2 do not appear, but the texture
1123 appears against the faces of surrounding nodes if they are present.
1125 * A 3D model suitable for a wooden fence.
1126 * One placed node appears as a single vertical post.
1127 * Adjacently-placed nodes cause horizontal bars to appear between them.
1129 * Often used for tracks for mining carts.
1130 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1131 curved, t-junction, crossing.
1132 * Each placed node automatically switches to a suitable rotated texture
1133 determined by the adjacent `raillike` nodes, in order to create a
1134 continuous track network.
1135 * Becomes a sloping node if placed against stepped nodes.
1137 * Often used for stairs and slabs.
1138 * Allows defining nodes consisting of an arbitrary number of boxes.
1139 * See [Node boxes] below for more information.
1141 * Uses models for nodes.
1142 * Tiles should hold model materials textures.
1143 * Only static meshes are implemented.
1144 * For supported model formats see Irrlicht engine documentation.
1145 * `plantlike_rooted`
1146 * Enables underwater `plantlike` without air bubbles around the nodes.
1147 * Consists of a base cube at the co-ordinates of the node plus a
1148 `plantlike` extension above with a height of `param2 / 16` nodes.
1149 * The `plantlike` extension visually passes through any nodes above the
1150 base cube without affecting them.
1151 * The base cube texture tiles are defined as normal, the `plantlike`
1152 extension uses the defined special tile, for example:
1153 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1155 `*_optional` drawtypes need less rendering time if deactivated
1156 (always client-side).
1161 Node selection boxes are defined using "node boxes".
1163 A nodebox is defined as any of:
1166 -- A normal cube; the default in most things
1170 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1172 fixed = box OR {box1, box2, ...}
1175 -- A variable height box (or boxes) with the top face position defined
1176 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1178 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1180 fixed = box OR {box1, box2, ...}
1183 -- A box like the selection box for torches
1184 -- (wallmounted param2 is used, if applicable)
1185 type = "wallmounted",
1191 -- A node that has optional boxes depending on neighbouring nodes'
1192 -- presence and type. See also `connects_to`.
1194 fixed = box OR {box1, box2, ...}
1195 connect_top = box OR {box1, box2, ...}
1196 connect_bottom = box OR {box1, box2, ...}
1197 connect_front = box OR {box1, box2, ...}
1198 connect_left = box OR {box1, box2, ...}
1199 connect_back = box OR {box1, box2, ...}
1200 connect_right = box OR {box1, box2, ...}
1201 -- The following `disconnected_*` boxes are the opposites of the
1202 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1203 -- on the respective side, the corresponding disconnected box is drawn.
1204 disconnected_top = box OR {box1, box2, ...}
1205 disconnected_bottom = box OR {box1, box2, ...}
1206 disconnected_front = box OR {box1, box2, ...}
1207 disconnected_left = box OR {box1, box2, ...}
1208 disconnected_back = box OR {box1, box2, ...}
1209 disconnected_right = box OR {box1, box2, ...}
1210 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1211 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1212 -- neighbours to the sides
1215 A `box` is defined as:
1217 {x1, y1, z1, x2, y2, z2}
1219 A box of a regular node would look like:
1221 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1226 Map terminology and coordinates
1227 ===============================
1229 Nodes, mapblocks, mapchunks
1230 ---------------------------
1232 A 'node' is the fundamental cubic unit of a world and appears to a player as
1233 roughly 1x1x1 meters in size.
1235 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1236 fundamental region of a world that is stored in the world database, sent to
1237 clients and handled by many parts of the engine.
1238 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1239 'node', however 'block' often appears in the API.
1241 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1242 (80x80x80 nodes) and is the volume of world generated in one operation by
1244 The size in mapblocks has been chosen to optimise map generation.
1249 ### Orientation of axes
1251 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1253 ### Node coordinates
1255 Almost all positions used in the API use node coordinates.
1257 ### Mapblock coordinates
1259 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1260 specify a particular mapblock.
1261 For example blockpos (0,0,0) specifies the mapblock that extends from
1262 node position (0,0,0) to node position (15,15,15).
1264 #### Converting node position to the containing blockpos
1266 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1269 * blockpos = math.floor(nodepos / 16)
1271 #### Converting blockpos to min/max node positions
1273 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1277 nodepos = blockpos * 16
1279 nodepos = blockpos * 16 + 15
1290 The position field is used for all element types.
1292 To account for differing resolutions, the position coordinates are the
1293 percentage of the screen, ranging in value from `0` to `1`.
1295 The name field is not yet used, but should contain a description of what the
1296 HUD element represents.
1298 The `direction` field is the direction in which something is drawn.
1299 `0` draws from left to right, `1` draws from right to left, `2` draws from
1300 top to bottom, and `3` draws from bottom to top.
1302 The `alignment` field specifies how the item will be aligned. It is a table
1303 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1304 moved to the left/up, and `1` is to the right/down. Fractional values can be
1307 The `offset` field specifies a pixel offset from the position. Contrary to
1308 position, the offset is not scaled to screen size. This allows for some
1309 precisely positioned items in the HUD.
1311 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1314 The `z_index` field specifies the order of HUD elements from back to front.
1315 Lower z-index elements are displayed behind higher z-index elements. Elements
1316 with same z-index are displayed in an arbitrary order. Default 0.
1317 Supports negative values. By convention, the following values are recommended:
1319 * -400: Graphical effects, such as vignette
1320 * -300: Name tags, waypoints
1322 * -100: Things that block the player's view, e.g. masks
1323 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1324 minimap, builtin statbars, etc.
1325 * 100: Temporary text messages or notification icons
1326 * 1000: Full-screen effects such as full-black screen or credits.
1327 This includes effects that cover the entire screen
1328 * Other: If your HUD element doesn't fit into any category, pick a number
1329 between the suggested values
1333 Below are the specific uses for fields in each type; fields not listed for that
1338 Displays an image on the HUD.
1340 * `scale`: The scale of the image, with 1 being the original texture size.
1341 Only the X coordinate scale is used (positive values).
1342 Negative values represent that percentage of the screen it
1343 should take; e.g. `x=-100` means 100% (width).
1344 * `text`: The name of the texture that is displayed.
1345 * `alignment`: The alignment of the image.
1346 * `offset`: offset in pixels from position.
1350 Displays text on the HUD.
1352 * `scale`: Defines the bounding rectangle of the text.
1353 A value such as `{x=100, y=100}` should work.
1354 * `text`: The text to be displayed in the HUD element.
1355 * `number`: An integer containing the RGB value of the color used to draw the
1356 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1357 * `alignment`: The alignment of the text.
1358 * `offset`: offset in pixels from position.
1359 * `size`: size of the text.
1360 The player-set font size is multiplied by size.x (y value isn't used).
1364 Displays a horizontal bar made up of half-images with an optional background.
1366 * `text`: The name of the texture to use.
1367 * `text2`: Optional texture name to enable a background / "off state"
1368 texture (useful to visualize the maximal value). Both textures
1369 must have the same size.
1370 * `number`: The number of half-textures that are displayed.
1371 If odd, will end with a vertically center-split texture.
1372 * `item`: Same as `number` but for the "off state" texture
1373 * `direction`: To which direction the images will extend to
1374 * `offset`: offset in pixels from position.
1375 * `size`: If used, will force full-image size to this value (override texture
1380 * `text`: The name of the inventory list to be displayed.
1381 * `number`: Number of items in the inventory to be displayed.
1382 * `item`: Position of item that is selected.
1384 * `offset`: offset in pixels from position.
1388 Displays distance to selected world position.
1390 * `name`: The name of the waypoint.
1391 * `text`: Distance suffix. Can be blank.
1392 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1393 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1394 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1395 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1396 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1397 `precision = n` will show multiples of `1/n`
1398 * `number:` An integer containing the RGB value of the color used to draw the
1400 * `world_pos`: World position of the waypoint.
1401 * `offset`: offset in pixels from position.
1402 * `alignment`: The alignment of the waypoint.
1404 ### `image_waypoint`
1406 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1408 * `scale`: The scale of the image, with 1 being the original texture size.
1409 Only the X coordinate scale is used (positive values).
1410 Negative values represent that percentage of the screen it
1411 should take; e.g. `x=-100` means 100% (width).
1412 * `text`: The name of the texture that is displayed.
1413 * `alignment`: The alignment of the image.
1414 * `world_pos`: World position of the waypoint.
1415 * `offset`: offset in pixels from position.
1419 Representations of simple things
1420 ================================
1425 {x=num, y=num, z=num}
1427 For helper functions see [Spatial Vectors].
1432 * `{type="nothing"}`
1433 * `{type="node", under=pos, above=pos}`
1434 * Indicates a pointed node selection box.
1435 * `under` refers to the node position behind the pointed face.
1436 * `above` refers to the node position in front of the pointed face.
1437 * `{type="object", ref=ObjectRef}`
1439 Exact pointing location (currently only `Raycast` supports these fields):
1441 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1442 point on the selection box which is pointed at. May be in the selection box
1443 if the pointer is in the box too.
1444 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1446 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1447 selected selection box. This specifies which face is pointed at.
1448 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1454 Flag Specifier Format
1455 =====================
1457 Flags using the standardized flag specifier format can be specified in either
1458 of two ways, by string or table.
1460 The string format is a comma-delimited set of flag names; whitespace and
1461 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1462 flag, and specifying a flag prefixed by the string `"no"` explicitly
1463 clears the flag from whatever the default may be.
1465 In addition to the standard string flag format, the schematic flags field can
1466 also be a table of flag names to boolean values representing whether or not the
1467 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1468 is present, mapped to a boolean of any value, the specified flag is unset.
1470 E.g. A flag field of value
1472 {place_center_x = true, place_center_y=false, place_center_z=true}
1476 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1478 which is equivalent to
1480 "place_center_x, noplace_center_y, place_center_z"
1484 "place_center_x, place_center_z"
1486 since, by default, no schematic attributes are set.
1497 There are three kinds of items: nodes, tools and craftitems.
1499 * Node: Can be placed in the world's voxel grid
1500 * Tool: Has a wear property but cannot be stacked. The default use action is to
1501 dig nodes or hit objects according to its tool capabilities.
1502 * Craftitem: Cannot dig nodes or be placed
1507 All item stacks have an amount between 0 and 65535. It is 1 by
1508 default. Tool item stacks can not have an amount greater than 1.
1510 Tools use a wear (damage) value ranging from 0 to 65535. The
1511 value 0 is the default and is used for unworn tools. The values
1512 1 to 65535 are used for worn tools, where a higher value stands for
1513 a higher wear. Non-tools always have a wear value of 0.
1518 Items and item stacks can exist in three formats: Serializes, table format
1521 When an item must be passed to a function, it can usually be in any of
1526 This is called "stackstring" or "itemstring". It is a simple string with
1527 1-3 components: the full item identifier, an optional amount and an optional
1530 <identifier> [<amount>[ <wear>]]
1534 * `'default:apple'`: 1 apple
1535 * `'default:dirt 5'`: 5 dirt
1536 * `'default:pick_stone'`: a new stone pickaxe
1537 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1545 {name="default:dirt", count=5, wear=0, metadata=""}
1547 A wooden pick about 1/3 worn out:
1549 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1553 {name="default:apple", count=1, wear=0, metadata=""}
1557 A native C++ format with many helper methods. Useful for converting
1558 between formats. See the [Class reference] section for details.
1566 In a number of places, there is a group table. Groups define the
1567 properties of a thing (item, node, armor of entity, capabilities of
1568 tool) in such a way that the engine and other mods can can interact with
1569 the thing without actually knowing what the thing is.
1574 Groups are stored in a table, having the group names with keys and the
1575 group ratings as values. Group ratings are integer values within the
1576 range [-32767, 32767]. For example:
1579 groups = {crumbly=3, soil=1}
1581 -- A more special dirt-kind of thing
1582 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1584 Groups always have a rating associated with them. If there is no
1585 useful meaning for a rating for an enabled group, it shall be `1`.
1587 When not defined, the rating of a group defaults to `0`. Thus when you
1588 read groups, you must interpret `nil` and `0` as the same value, `0`.
1590 You can read the rating of a group for an item or a node by using
1592 minetest.get_item_group(itemname, groupname)
1597 Groups of items can define what kind of an item it is (e.g. wool).
1602 In addition to the general item things, groups are used to define whether
1603 a node is destroyable and how long it takes to destroy by a tool.
1608 For entities, groups are, as of now, used only for calculating damage.
1609 The rating is the percentage of damage caused by tools with this damage group.
1610 See [Entity damage mechanism].
1612 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1613 object.set_armor_groups({fleshy=30, cracky=80})
1618 Groups in tools define which groups of nodes and entities they are
1621 Groups in crafting recipes
1622 --------------------------
1624 An example: Make meat soup from any meat, any water and any bowl:
1627 output = 'food:meat_soup_raw',
1633 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1636 Another example: Make red wool from white wool and red dye:
1640 output = 'wool:red',
1641 recipe = {'wool:white', 'group:dye,basecolor_red'},
1647 The asterisk `(*)` after a group name describes that there is no engine
1648 functionality bound to it, and implementation is left up as a suggestion
1651 ### Node, item and tool groups
1653 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1654 that the item should be hidden in item lists.
1657 ### Node-only groups
1659 * `attached_node`: if the node under it is not a walkable block the node will be
1660 dropped as an item. If the node is wallmounted the wallmounted direction is
1662 * `bouncy`: value is bounce speed in percent
1663 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1664 connect to each other
1665 * `dig_immediate`: Player can always pick up node without reducing tool wear
1666 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1667 * `3`: the node always gets the digging time 0 seconds (torch)
1668 * `disable_jump`: Player (and possibly other things) cannot jump from node
1669 or if their feet are in the node. Note: not supported for `new_move = false`
1670 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1671 * `falling_node`: if there is no walkable block under the node it will fall
1672 * `float`: the node will not fall through liquids
1673 * `level`: Can be used to give an additional sense of progression in the game.
1674 * A larger level will cause e.g. a weapon of a lower level make much less
1675 damage, and get worn out much faster, or not be able to get drops
1676 from destroyed nodes.
1677 * `0` is something that is directly accessible at the start of gameplay
1678 * There is no upper limit
1679 * See also: `leveldiff` in [Tools]
1680 * `slippery`: Players and items will slide on the node.
1681 Slipperiness rises steadily with `slippery` value, starting at 1.
1684 ### Tool-only groups
1686 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1687 `"toolrepair"` crafting recipe
1690 ### `ObjectRef` groups
1692 * `immortal`: Skips all damage and breath handling for an object. This group
1693 will also hide the integrated HUD status bars for players, and is
1694 automatically set to all players when damage is disabled on the server.
1695 * `punch_operable`: For entities; disables the regular damage mechanism for
1696 players punching it by hand or a non-tool item, so that it can do something
1697 else than take damage.
1701 Known damage and digging time defining groups
1702 ---------------------------------------------
1704 * `crumbly`: dirt, sand
1705 * `cracky`: tough but crackable stuff like stone.
1706 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1707 plants, wire, sheets of metal
1708 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1709 * `fleshy`: Living things like animals and the player. This could imply
1710 some blood effects when hitting.
1711 * `explody`: Especially prone to explosions
1712 * `oddly_breakable_by_hand`:
1713 Can be added to nodes that shouldn't logically be breakable by the
1714 hand but are. Somewhat similar to `dig_immediate`, but times are more
1715 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1716 speed of a tool if the tool can dig at a faster speed than this
1717 suggests for the hand.
1719 Examples of custom groups
1720 -------------------------
1722 Item groups are often used for defining, well, _groups of items_.
1724 * `meat`: any meat-kind of a thing (rating might define the size or healing
1725 ability or be irrelevant -- it is not defined as of yet)
1726 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1728 * `flammable`: can be set on fire. Rating might define the intensity of the
1729 fire, affecting e.g. the speed of the spreading of an open fire.
1730 * `wool`: any wool (any origin, any color)
1731 * `metal`: any metal
1732 * `weapon`: any weapon
1733 * `heavy`: anything considerably heavy
1735 Digging time calculation specifics
1736 ----------------------------------
1738 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1739 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1740 faster digging time.
1742 The `level` group is used to limit the toughness of nodes a tool can dig
1743 and to scale the digging times / damage to a greater extent.
1745 **Please do understand this**, otherwise you cannot use the system to it's
1748 Tools define their properties by a list of parameters for groups. They
1749 cannot dig other groups; thus it is important to use a standard bunch of
1750 groups to enable interaction with tools.
1763 * Full punch interval
1764 * Maximum drop level
1765 * For an arbitrary list of groups:
1766 * Uses (until the tool breaks)
1767 * Maximum level (usually `0`, `1`, `2` or `3`)
1771 ### Full punch interval
1773 When used as a weapon, the tool will do full damage if this time is spent
1774 between punches. If e.g. half the time is spent, the tool will do half
1777 ### Maximum drop level
1779 Suggests the maximum level of node, when dug with the tool, that will drop
1780 it's useful item. (e.g. iron ore to drop a lump of iron).
1782 This is not automated; it is the responsibility of the node definition
1787 Determines how many uses the tool has when it is used for digging a node,
1788 of this group, of the maximum level. For lower leveled nodes, the use count
1789 is multiplied by `3^leveldiff`.
1790 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1791 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1793 * `uses=10, leveldiff=0`: actual uses: 10
1794 * `uses=10, leveldiff=1`: actual uses: 30
1795 * `uses=10, leveldiff=2`: actual uses: 90
1799 Tells what is the maximum level of a node of this group that the tool will
1804 List of digging times for different ratings of the group, for nodes of the
1807 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1808 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1809 for this group, and unable to dig the rating `1`, which is the toughest.
1810 Unless there is a matching group that enables digging otherwise.
1812 If the result digging time is 0, a delay of 0.15 seconds is added between
1813 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1814 i.e. players can more quickly click the nodes away instead of holding LMB.
1818 List of damage for groups of entities. See [Entity damage mechanism].
1820 Example definition of the capabilities of a tool
1821 ------------------------------------------------
1823 tool_capabilities = {
1824 full_punch_interval=1.5,
1827 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1829 damage_groups = {fleshy=2},
1832 This makes the tool be able to dig nodes that fulfil both of these:
1834 * Have the `crumbly` group
1835 * Have a `level` group less or equal to `2`
1837 Table of resulting digging times:
1839 crumbly 0 1 2 3 4 <- level
1841 1 0.80 1.60 1.60 - -
1842 2 0.60 1.20 1.20 - -
1843 3 0.40 0.80 0.80 - -
1845 level diff: 2 1 0 -1 -2
1847 Table of resulting tool uses:
1856 * At `crumbly==0`, the node is not diggable.
1857 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1858 easy nodes to be quickly breakable.
1859 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1864 Entity damage mechanism
1865 =======================
1870 foreach group in cap.damage_groups:
1871 damage += cap.damage_groups[group]
1872 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1873 * (object.armor_groups[group] / 100.0)
1874 -- Where object.armor_groups[group] is 0 for inexistent values
1877 Client predicts damage based on damage groups. Because of this, it is able to
1878 give an immediate response when an entity is damaged or dies; the response is
1879 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1881 Currently a smoke puff will appear when an entity dies.
1883 The group `immortal` completely disables normal damage.
1885 Entities can define a special armor group, which is `punch_operable`. This
1886 group disables the regular damage mechanism for players punching it by hand or
1887 a non-tool item, so that it can do something else than take damage.
1889 On the Lua side, every punch calls:
1891 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1894 This should never be called directly, because damage is usually not handled by
1897 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1898 accessed unless absolutely required, to encourage interoperability.
1899 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1900 * `tool_capabilities` can be `nil`.
1901 * `direction` is a unit vector, pointing from the source of the punch to
1903 * `damage` damage that will be done to entity
1904 Return value of this function will determine if damage is done by this function
1905 (retval true) or shall be done by engine (retval false)
1907 To punch an entity/object in Lua, call:
1909 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1911 * Return value is tool wear.
1912 * Parameters are equal to the above callback.
1913 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1914 will be automatically filled in based on the location of `puncher`.
1925 The instance of a node in the world normally only contains the three values
1926 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1927 It is called "node metadata"; See `NodeMetaRef`.
1929 Node metadata contains two things:
1934 Some of the values in the key-value store are handled specially:
1936 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1937 * `infotext`: Text shown on the screen when the node is pointed at
1941 local meta = minetest.get_meta(pos)
1942 meta:set_string("formspec",
1944 "list[context;main;0,0;8,4;]"..
1945 "list[current_player;main;0,5;8,4;]")
1946 meta:set_string("infotext", "Chest");
1947 local inv = meta:get_inventory()
1948 inv:set_size("main", 8*4)
1949 print(dump(meta:to_table()))
1952 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1953 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1954 [10] = "", [11] = "", [12] = "", [13] = "",
1955 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1956 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1957 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1958 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1962 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1970 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1972 Item metadata only contains a key-value store.
1974 Some of the values in the key-value store are handled specially:
1976 * `description`: Set the item stack's description. Defaults to
1978 * `color`: A `ColorString`, which sets the stack's color.
1979 * `palette_index`: If the item has a palette, this is used to get the
1980 current color from the palette.
1984 local meta = stack:get_meta()
1985 meta:set_string("key", "value")
1986 print(dump(meta:to_table()))
1994 Formspec defines a menu. This supports inventories and some of the
1995 typical widgets like buttons, checkboxes, text input fields, etc.
1996 It is a string, with a somewhat strange format.
1998 A formspec is made out of formspec elements, which includes widgets
1999 like buttons but also can be used to set stuff like background color.
2001 Many formspec elements have a `name`, which is a unique identifier which
2002 is used when the server receives user input. You must not use the name
2003 "quit" for formspec elements.
2005 Spaces and newlines can be inserted between the blocks, as is used in the
2008 Position and size units are inventory slots unless the new coordinate system
2009 is enabled. `X` and `Y` position the formspec element relative to the top left
2010 of the menu or container. `W` and `H` are its width and height values.
2012 If the new system is enabled, all elements have unified coordinates for all
2013 elements with no padding or spacing in between. This is highly recommended
2014 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2017 Inventories with a `player:<name>` inventory location are only sent to the
2018 player named `<name>`.
2020 When displaying text which can contain formspec code, e.g. text set by a player,
2021 use `minetest.formspec_escape`.
2022 For coloured text you can use `minetest.colorize`.
2024 Since formspec version 3, elements drawn in the order they are defined. All
2025 background elements are drawn before all other elements.
2027 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2028 reserved to pass key press events to formspec!
2030 **WARNING**: Minetest allows you to add elements to every single formspec instance
2031 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2032 appearing when you don't expect them to, or why things are styled differently
2033 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2041 list[context;main;0,0;8,4;]
2042 list[current_player;main;0,5;8,4;]
2047 list[context;fuel;2,3;1,1;]
2048 list[context;src;2,1;1,1;]
2049 list[context;dst;5,1;2,2;]
2050 list[current_player;main;0,5;8,4;]
2052 ### Minecraft-like player inventory
2055 image[1,0.6;1,2;player.png]
2056 list[current_player;main;0,3.5;8,4;]
2057 list[current_player;craft;3,0;3,3;]
2058 list[current_player;craftpreview;7,1;1,1;]
2063 ### `formspec_version[<version>]`
2065 * Set the formspec version to a certain number. If not specified,
2066 version 1 is assumed.
2067 * Must be specified before `size` element.
2068 * Clients older than this version can neither show newer elements nor display
2069 elements with new arguments correctly.
2070 * Available since feature `formspec_version_element`.
2072 ### `size[<W>,<H>,<fixed_size>]`
2074 * Define the size of the menu in inventory slots
2075 * `fixed_size`: `true`/`false` (optional)
2076 * deprecated: `invsize[<W>,<H>;]`
2078 ### `position[<X>,<Y>]`
2080 * Must be used after `size` element.
2081 * Defines the position on the game window of the formspec's `anchor` point.
2082 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2084 * [0.0, 0.0] sets the position to the top left corner of the game window.
2085 * [1.0, 1.0] sets the position to the bottom right of the game window.
2086 * Defaults to the center of the game window [0.5, 0.5].
2088 ### `anchor[<X>,<Y>]`
2090 * Must be used after both `size` and `position` (if present) elements.
2091 * Defines the location of the anchor point within the formspec.
2092 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2094 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2095 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2096 * Defaults to the center of the formspec [0.5, 0.5].
2098 * `position` and `anchor` elements need suitable values to avoid a formspec
2099 extending off the game window due to particular game window sizes.
2103 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2104 * Disables player:set_formspec_prepend() from applying to this formspec.
2106 ### `real_coordinates[<bool>]`
2108 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2109 * When set to true, all following formspec elements will use the new coordinate system.
2110 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2111 (if present), the form size will use the new coordinate system.
2112 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2113 They must enable it explicitly.
2114 * For information on converting forms to the new coordinate system, see `Migrating
2115 to Real Coordinates`.
2117 ### `container[<X>,<Y>]`
2119 * Start of a container block, moves all physical elements in the container by
2121 * Must have matching `container_end`
2122 * Containers can be nested, in which case the offsets are added
2123 (child containers are relative to parent containers)
2125 ### `container_end[]`
2127 * End of a container, following elements are no longer relative to this
2130 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2132 * Start of a scroll_container block. All contained elements will ...
2133 * take the scroll_container coordinate as position origin,
2134 * be additionally moved by the current value of the scrollbar with the name
2135 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2136 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2137 * `orientation`: possible values are `vertical` and `horizontal`.
2138 * `scroll factor`: optional, defaults to `0.1`.
2139 * Nesting is possible.
2140 * Some elements might work a little different if they are in a scroll_container.
2141 * Note: If you want the scroll_container to actually work, you also need to add a
2142 scrollbar element with the specified name. Furthermore, it is highly recommended
2143 to use a scrollbaroptions element on this scrollbar.
2145 ### `scroll_container_end[]`
2147 * End of a scroll_container, following elements are no longer bound to this
2150 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2152 * Show an inventory list if it has been sent to the client. Nothing will
2153 be shown if the inventory list is of size 0.
2154 * **Note**: With the new coordinate system, the spacing between inventory
2155 slots is one-fourth the size of an inventory slot.
2157 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2159 * Show an inventory list if it has been sent to the client. Nothing will
2160 be shown if the inventory list is of size 0.
2161 * **Note**: With the new coordinate system, the spacing between inventory
2162 slots is one-fourth the size of an inventory slot.
2164 ### `listring[<inventory location>;<list name>]`
2166 * Allows to create a ring of inventory lists
2167 * Shift-clicking on items in one element of the ring
2168 will send them to the next inventory list inside the ring
2169 * The first occurrence of an element inside the ring will
2170 determine the inventory where items will be sent to
2174 * Shorthand for doing `listring[<inventory location>;<list name>]`
2175 for the last two inventory lists added by list[...]
2177 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2179 * Sets background color of slots as `ColorString`
2180 * Sets background color of slots on mouse hovering
2182 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2184 * Sets background color of slots as `ColorString`
2185 * Sets background color of slots on mouse hovering
2186 * Sets color of slots border
2188 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2190 * Sets background color of slots as `ColorString`
2191 * Sets background color of slots on mouse hovering
2192 * Sets color of slots border
2193 * Sets default background color of tooltips
2194 * Sets default font color of tooltips
2196 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2198 * Adds tooltip for an element
2199 * `bgcolor` tooltip background color as `ColorString` (optional)
2200 * `fontcolor` tooltip font color as `ColorString` (optional)
2202 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2204 * Adds tooltip for an area. Other tooltips will take priority when present.
2205 * `bgcolor` tooltip background color as `ColorString` (optional)
2206 * `fontcolor` tooltip font color as `ColorString` (optional)
2208 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2212 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2214 * Show an animated image. The image is drawn like a "vertical_frames" tile
2215 animation (See [Tile animation definition]), but uses a frame count/duration
2217 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2218 * `texture name`: The image to use.
2219 * `frame count`: The number of frames animating the image.
2220 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2221 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2223 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2225 * Show an inventory image of registered item/node
2227 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2229 * Sets background color of formspec.
2230 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2231 of the non-fullscreen and the fullscreen background.
2232 * `fullscreen` (optional) can be one of the following:
2233 * `false`: Only the non-fullscreen background color is drawn. (default)
2234 * `true`: Only the fullscreen background color is drawn.
2235 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2236 * `neither`: No background color is drawn.
2237 * Note: Leave a parameter empty to not modify the value.
2238 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2239 are not bools are only available since formspec version 3.
2241 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2243 * Example for formspec 8x4 in 16x resolution: image shall be sized
2244 8 times 16px times 4 times 16px.
2246 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2248 * Example for formspec 8x4 in 16x resolution:
2249 image shall be sized 8 times 16px times 4 times 16px
2250 * If `auto_clip` is `true`, the background is clipped to the formspec size
2251 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2253 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2255 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2256 * Middle is a rect which defines the middle of the 9-slice.
2257 * `x` - The middle will be x pixels from all sides.
2258 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2259 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2260 will be added to the width and height of the texture, allowing it to be used as the
2261 distance from the far end.
2262 * All numbers in middle are integers.
2263 * Example for formspec 8x4 in 16x resolution:
2264 image shall be sized 8 times 16px times 4 times 16px
2265 * If `auto_clip` is `true`, the background is clipped to the formspec size
2266 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2267 * Available since formspec version 2
2269 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2271 * Textual password style field; will be sent to server when a button is clicked
2272 * When enter is pressed in field, fields.key_enter_field will be sent with the
2274 * With the old coordinate system, fields are a set height, but will be vertically
2275 centred on `H`. With the new coordinate system, `H` will modify the height.
2276 * `name` is the name of the field as returned in fields to `on_receive_fields`
2277 * `label`, if not blank, will be text printed on the top left above the field
2278 * See `field_close_on_enter` to stop enter closing the formspec
2280 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2282 * Textual field; will be sent to server when a button is clicked
2283 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2284 the name of this field.
2285 * With the old coordinate system, fields are a set height, but will be vertically
2286 centred on `H`. With the new coordinate system, `H` will modify the height.
2287 * `name` is the name of the field as returned in fields to `on_receive_fields`
2288 * `label`, if not blank, will be text printed on the top left above the field
2289 * `default` is the default value of the field
2290 * `default` may contain variable references such as `${text}` which
2291 will fill the value from the metadata value `text`
2292 * **Note**: no extra text or more than a single variable is supported ATM.
2293 * See `field_close_on_enter` to stop enter closing the formspec
2295 ### `field[<name>;<label>;<default>]`
2297 * As above, but without position/size units
2298 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2299 the name of this field.
2300 * Special field for creating simple forms, such as sign text input
2301 * Must be used without a `size[]` element
2302 * A "Proceed" button will be added automatically
2303 * See `field_close_on_enter` to stop enter closing the formspec
2305 ### `field_close_on_enter[<name>;<close_on_enter>]`
2307 * <name> is the name of the field
2308 * if <close_on_enter> is false, pressing enter in the field will submit the
2309 form but not close it.
2310 * defaults to true when not specified (ie: no tag for a field)
2312 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2314 * Same as fields above, but with multi-line input
2315 * If the text overflows, a vertical scrollbar is added.
2316 * If the name is empty, the textarea is read-only and
2317 the background is not shown, which corresponds to a multi-line label.
2319 ### `label[<X>,<Y>;<label>]`
2321 * The label formspec element displays the text set in `label`
2322 at the specified position.
2323 * **Note**: If the new coordinate system is enabled, labels are
2324 positioned from the center of the text, not the top.
2325 * The text is displayed directly without automatic line breaking,
2326 so label should not be used for big text chunks. Newlines can be
2327 used to make labels multiline.
2328 * **Note**: With the new coordinate system, newlines are spaced with
2329 half a coordinate. With the old system, newlines are spaced 2/5 of
2332 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2333 * Displays a static formatted text with hyperlinks.
2334 * **Note**: This element is currently unstable and subject to change.
2335 * `x`, `y`, `w` and `h` work as per field
2336 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2337 * `text` is the formatted text using `Markup Language` described below.
2339 ### `vertlabel[<X>,<Y>;<label>]`
2340 * Textual label drawn vertically
2341 * `label` is the text on the label
2342 * **Note**: If the new coordinate system is enabled, vertlabels are
2343 positioned from the center of the text, not the left.
2345 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2347 * Clickable button. When clicked, fields will be sent.
2348 * With the old coordinate system, buttons are a set height, but will be vertically
2349 centred on `H`. With the new coordinate system, `H` will modify the height.
2350 * `label` is the text on the button
2352 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2354 * `texture name` is the filename of an image
2355 * **Note**: Height is supported on both the old and new coordinate systems
2358 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2360 * `texture name` is the filename of an image
2361 * `noclip=true` means the image button doesn't need to be within specified
2363 * `drawborder`: draw button border or not
2364 * `pressed texture name` is the filename of an image on pressed state
2366 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2368 * `item name` is the registered name of an item/node
2369 * The item description will be used as the tooltip. This can be overridden with
2372 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2374 * When clicked, fields will be sent and the form will quit.
2375 * Same as `button` in all other respects.
2377 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2379 * When clicked, fields will be sent and the form will quit.
2380 * Same as `image_button` in all other respects.
2382 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2384 * Scrollable item list showing arbitrary text elements
2385 * `name` fieldname sent to server on doubleclick value is current selected
2387 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2389 * if you want a listelement to start with "#" write "##".
2391 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2393 * Scrollable itemlist showing arbitrary text elements
2394 * `name` fieldname sent to server on doubleclick value is current selected
2396 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2397 * if you want a listelement to start with "#" write "##"
2398 * Index to be selected within textlist
2399 * `true`/`false`: draw transparent background
2400 * See also `minetest.explode_textlist_event`
2401 (main menu: `core.explode_textlist_event`).
2403 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2405 * Show a tab**header** at specific position (ignores formsize)
2406 * `X` and `Y`: position of the tabheader
2407 * *Note*: Width and height are automatically chosen with this syntax
2408 * `name` fieldname data is transferred to Lua
2409 * `caption 1`...: name shown on top of tab
2410 * `current_tab`: index of selected tab 1...
2411 * `transparent` (optional): if true, tabs are semi-transparent
2412 * `draw_border` (optional): if true, draw a thin line at tab base
2414 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2416 * Show a tab**header** at specific position (ignores formsize)
2417 * **Important note**: This syntax for tabheaders can only be used with the
2418 new coordinate system.
2419 * `X` and `Y`: position of the tabheader
2420 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2421 * `name` fieldname data is transferred to Lua
2422 * `caption 1`...: name shown on top of tab
2423 * `current_tab`: index of selected tab 1...
2424 * `transparent` (optional): show transparent
2425 * `draw_border` (optional): draw border
2427 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2429 * Show a tab**header** at specific position (ignores formsize)
2430 * **Important note**: This syntax for tabheaders can only be used with the
2431 new coordinate system.
2432 * `X` and `Y`: position of the tabheader
2433 * `W` and `H`: width and height of the tabheader
2434 * `name` fieldname data is transferred to Lua
2435 * `caption 1`...: name shown on top of tab
2436 * `current_tab`: index of selected tab 1...
2437 * `transparent` (optional): show transparent
2438 * `draw_border` (optional): draw border
2440 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2442 * Simple colored box
2443 * `color` is color specified as a `ColorString`.
2444 If the alpha component is left blank, the box will be semitransparent.
2446 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2448 * Show a dropdown field
2449 * **Important note**: There are two different operation modes:
2450 1. handle directly on change (only changed dropdown is submitted)
2451 2. read the value on pressing a button (all dropdown values are available)
2452 * `X` and `Y`: position of the dropdown
2453 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2454 * Fieldname data is transferred to Lua
2455 * Items to be shown in dropdown
2456 * Index of currently selected dropdown item
2458 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2460 * Show a dropdown field
2461 * **Important note**: This syntax for dropdowns can only be used with the
2462 new coordinate system.
2463 * **Important note**: There are two different operation modes:
2464 1. handle directly on change (only changed dropdown is submitted)
2465 2. read the value on pressing a button (all dropdown values are available)
2466 * `X` and `Y`: position of the dropdown
2467 * `W` and `H`: width and height of the dropdown
2468 * Fieldname data is transferred to Lua
2469 * Items to be shown in dropdown
2470 * Index of currently selected dropdown item
2472 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2475 * `name` fieldname data is transferred to Lua
2476 * `label` to be shown left of checkbox
2477 * `selected` (optional): `true`/`false`
2478 * **Note**: If the new coordinate system is enabled, checkboxes are
2479 positioned from the center of the checkbox, not the top.
2481 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2483 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2484 * There are two ways to use it:
2485 1. handle the changed event (only changed scrollbar is available)
2486 2. read the value on pressing a button (all scrollbars are available)
2487 * `orientation`: `vertical`/`horizontal`
2488 * Fieldname data is transferred to Lua
2489 * Value of this trackbar is set to (`0`-`1000`) by default
2490 * See also `minetest.explode_scrollbar_event`
2491 (main menu: `core.explode_scrollbar_event`).
2493 ### `scrollbaroptions[opt1;opt2;...]`
2494 * Sets options for all following `scrollbar[]` elements
2496 * Sets scrollbar minimum value, defaults to `0`.
2498 * Sets scrollbar maximum value, defaults to `1000`.
2499 If the max is equal to the min, the scrollbar will be disabled.
2501 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2503 * If this is set to a negative number, the value will be reset to `10`.
2505 * Sets scrollbar step value used by page up and page down.
2506 * If this is set to a negative number, the value will be reset to `100`.
2508 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2509 units the thumb spans out of the range of the scrollbar values.
2510 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2511 would span a tenth of the scrollbar space.
2512 * If this is set to zero or less, the value will be reset to `1`.
2513 * `arrows=<show/hide/default>`
2514 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2515 when the scrollbar gets too small, but shows them otherwise.
2517 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2519 * Show scrollable table using options defined by the previous `tableoptions[]`
2520 * Displays cells as defined by the previous `tablecolumns[]`
2521 * `name`: fieldname sent to server on row select or doubleclick
2522 * `cell 1`...`cell n`: cell contents given in row-major order
2523 * `selected idx`: index of row to be selected within table (first row = `1`)
2524 * See also `minetest.explode_table_event`
2525 (main menu: `core.explode_table_event`).
2527 ### `tableoptions[<opt 1>;<opt 2>;...]`
2529 * Sets options for `table[]`
2531 * default text color (`ColorString`), defaults to `#FFFFFF`
2532 * `background=#RRGGBB`
2533 * table background color (`ColorString`), defaults to `#000000`
2534 * `border=<true/false>`
2535 * should the table be drawn with a border? (default: `true`)
2536 * `highlight=#RRGGBB`
2537 * highlight background color (`ColorString`), defaults to `#466432`
2538 * `highlight_text=#RRGGBB`
2539 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2540 * `opendepth=<value>`
2541 * all subtrees up to `depth < value` are open (default value = `0`)
2542 * only useful when there is a column of type "tree"
2544 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2546 * Sets columns for `table[]`
2547 * Types: `text`, `image`, `color`, `indent`, `tree`
2548 * `text`: show cell contents as text
2549 * `image`: cell contents are an image index, use column options to define
2551 * `color`: cell contents are a ColorString and define color of following
2553 * `indent`: cell contents are a number and define indentation of following
2555 * `tree`: same as indent, but user can open and close subtrees
2559 * for `text` and `image`: content alignment within cells.
2560 Available values: `left` (default), `center`, `right`, `inline`
2562 * for `text` and `image`: minimum width in em (default: `0`)
2563 * for `indent` and `tree`: indent width in em (default: `1.5`)
2564 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2565 Exception: defaults to 0 for indent columns
2566 * `tooltip=<value>`: tooltip text (default: empty)
2567 * `image` column options:
2568 * `0=<value>` sets image for image index 0
2569 * `1=<value>` sets image for image index 1
2570 * `2=<value>` sets image for image index 2
2571 * and so on; defined indices need not be contiguous empty or
2572 non-numeric cells are treated as `0`.
2573 * `color` column options:
2574 * `span=<value>`: number of following columns to affect
2575 (default: infinite).
2577 ### `style[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2579 * Set the style for the element(s) matching `selector` by name.
2580 * `selector` can be one of:
2581 * `<name>` - An element name. Includes `*`, which represents every element.
2582 * `<name>:<state>` - An element name, a colon, and one or more states.
2583 * `state` is a list of states separated by the `+` character.
2584 * If a state is provided, the style will only take effect when the element is in that state.
2585 * All provided states must be active for the style to apply.
2586 * Note: this **must** be before the element is defined.
2587 * See [Styling Formspecs].
2590 ### `style_type[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2592 * Set the style for the element(s) matching `selector` by type.
2593 * `selector` can be one of:
2594 * `<type>` - An element type. Includes `*`, which represents every element.
2595 * `<type>:<state>` - An element type, a colon, and one or more states.
2596 * `state` is a list of states separated by the `+` character.
2597 * If a state is provided, the style will only take effect when the element is in that state.
2598 * All provided states must be active for the style to apply.
2599 * See [Styling Formspecs].
2601 Migrating to Real Coordinates
2602 -----------------------------
2604 In the old system, positions included padding and spacing. Padding is a gap between
2605 the formspec window edges and content, and spacing is the gaps between items. For
2606 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2607 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2608 in the new coordinate system from scratch.
2610 To recreate an old layout with padding, you'll need to pass the positions and sizes
2611 through the following formula to re-introduce padding:
2614 pos = (oldpos + 1)*spacing + padding
2620 You'll need to change the `size[]` tag like this:
2623 size = (oldsize-1)*spacing + padding*2 + 1
2626 A few elements had random offsets in the old system. Here is a table which shows these
2627 offsets when migrating:
2629 | Element | Position | Size | Notes
2630 |---------|------------|---------|-------
2631 | box | +0.3, +0.1 | 0, -0.4 |
2632 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2633 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2634 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2639 Formspec elements can be themed using the style elements:
2641 style[<name 1>,<name 2>;<prop1>;<prop2>;...]
2642 style[<name 1>:<state>,<name 2>:<state>;<prop1>;<prop2>;...]
2643 style_type[<type 1>,<type 2>;<prop1>;<prop2>;...]
2644 style_type[<type 1>:<state>,<type 2>:<state>;<prop1>;<prop2>;...]
2648 property_name=property_value
2652 style_type[button;bgcolor=#006699]
2653 style[world_delete;bgcolor=red;textcolor=yellow]
2654 button[4,3.95;2.6,1;world_delete;Delete]
2656 A name/type can optionally be a comma separated list of names/types, like so:
2658 world_delete,world_create,world_configure
2661 A `*` type can be used to select every element in the formspec.
2663 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2665 world_delete:hovered+pressed
2668 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2670 Setting a property to nothing will reset it to the default value. For example:
2672 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2673 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2676 ### Supported Element Types
2678 Some types may inherit styles from parent types.
2680 * animated_image, inherits from image
2682 * button_exit, inherits from button
2689 * pwdfield, inherits from field
2692 * vertlabel, inherits from field
2698 ### Valid Properties
2701 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2703 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2704 * Default to false in formspec_version version 3 or higher
2705 * button, button_exit, image_button, item_image_button
2706 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2707 * bgcolor - color, sets button tint.
2708 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2709 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2710 * bgimg - standard background image. Defaults to none.
2711 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2712 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2713 See background9[] documentation for more details. This property also pads the
2714 button's content when set.
2715 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2716 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2717 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2718 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2719 * padding - rect, adds space between the edges of the button and the content. This value is
2720 relative to bgimg_middle.
2721 * textcolor - color, default white.
2723 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2725 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2727 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2729 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2730 * field, pwdfield, textarea
2731 * border - set to false to hide the textbox background and border. Default true.
2732 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2733 * textcolor - color. Default white.
2735 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2736 * Default to false in formspec_version version 3 or higher
2738 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2740 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2741 * image_button (additional properties)
2742 * fgimg - standard image. Defaults to none.
2743 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2744 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2745 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2747 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2748 * textcolor - color. Default white.
2753 * default - Equivalent to providing no states
2754 * button, button_exit, image_button, item_image_button
2755 * hovered - Active when the mouse is hovering over the element
2756 * pressed - Active when the button is pressed
2761 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2762 The markup language is currently unstable and subject to change. Use with caution.
2763 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2764 Tags can have attributes, in that case, attributes are in the opening tag in
2765 form of a key/value separated with equal signs. Attribute values should not be quoted.
2767 These are the technically basic tags but see below for usual tags. Base tags are:
2769 `<style color=... font=... size=...>...</style>`
2771 Changes the style of the text.
2773 * `color`: Text color. Given color is a `colorspec`.
2774 * `size`: Text size.
2775 * `font`: Text font (`mono` or `normal`).
2777 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2782 * `background`: Text background, a `colorspec` or `none`.
2783 * `margin`: Page margins in pixel.
2784 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2786 Inheriting styles (affects child elements):
2787 * `color`: Default text color. Given color is a `colorspec`.
2788 * `hovercolor`: Color of <action> tags when mouse is over.
2789 * `size`: Default text size.
2790 * `font`: Default text font (`mono` or `normal`).
2791 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2793 This tag needs to be placed only once as it changes the global settings of the
2794 text. Anyway, if several tags are placed, each changed will be made in the order
2797 `<tag name=... color=... hovercolor=... font=... size=...>`
2799 Defines or redefines tag style. This can be used to define new tags.
2800 * `name`: Name of the tag to define or change.
2801 * `color`: Text color. Given color is a `colorspec`.
2802 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2803 * `size`: Text size.
2804 * `font`: Text font (`mono` or `normal`).
2806 Following tags are the usual tags for text layout. They are defined by default.
2807 Other tags can be added using `<tag ...>` tag.
2809 `<normal>...</normal>`: Normal size text
2811 `<big>...</big>`: Big text
2813 `<bigger>...</bigger>`: Bigger text
2815 `<center>...</center>`: Centered text
2817 `<left>...</left>`: Left-aligned text
2819 `<right>...</right>`: Right-aligned text
2821 `<justify>...</justify>`: Justified text
2823 `<mono>...</mono>`: Monospaced font
2825 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2827 `<action name=...>...</action>`
2829 Make that text a clickable text triggering an action.
2831 * `name`: Name of the action (mandatory).
2833 When clicked, the formspec is send to the server. The value of the text field
2834 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2837 `<img name=... float=... width=... height=...>`
2839 Draws an image which is present in the client media cache.
2841 * `name`: Name of the texture (mandatory).
2842 * `float`: If present, makes the image floating (`left` or `right`).
2843 * `width`: Force image width instead of taking texture width.
2844 * `height`: Force image height instead of taking texture height.
2846 If only width or height given, texture aspect is kept.
2848 `<item name=... float=... width=... height=... rotate=...>`
2850 Draws an item image.
2852 * `name`: Item string of the item to draw (mandatory).
2853 * `float`: If present, makes the image floating (`left` or `right`).
2854 * `width`: Item image width.
2855 * `height`: Item image height.
2856 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2857 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2858 `inventory_items_animations` is set to true.
2859 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2860 X, Y and Z being angles around each three axes. Works only if
2861 `inventory_items_animations` is set to true.
2869 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2870 * `"current_player"`: Player to whom the menu is shown
2871 * `"player:<name>"`: Any player
2872 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2873 * `"detached:<name>"`: A detached inventory
2875 Player Inventory lists
2876 ----------------------
2878 * `main`: list containing the default inventory
2879 * `craft`: list containing the craft input
2880 * `craftpreview`: list containing the craft prediction
2881 * `craftresult`: list containing the crafted output
2882 * `hand`: list containing an override for the empty hand
2883 * Is not created automatically, use `InvRef:set_size`
2884 * Is only used to enhance the empty hand's tool capabilities
2892 `#RGB` defines a color in hexadecimal format.
2894 `#RGBA` defines a color in hexadecimal format and alpha channel.
2896 `#RRGGBB` defines a color in hexadecimal format.
2898 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2900 Named colors are also supported and are equivalent to
2901 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2902 To specify the value of the alpha channel, append `#AA` to the end of the color
2903 name (e.g. `colorname#08`). For named colors the hexadecimal string
2904 representing the alpha value must (always) be two hexadecimal digits.
2909 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2912 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2913 * `colorspec = {a=255, r=0, g=255, b=0}`
2914 * numerical form: The raw integer value of an ARGB8 quad:
2915 * `colorspec = 0xFF00FF00`
2916 * string form: A ColorString (defined above):
2917 * `colorspec = "green"`
2925 Most text can contain escape sequences, that can for example color the text.
2926 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2927 The following functions provide escape sequences:
2929 * `minetest.get_color_escape_sequence(color)`:
2930 * `color` is a ColorString
2931 * The escape sequence sets the text color to `color`
2932 * `minetest.colorize(color, message)`:
2934 `minetest.get_color_escape_sequence(color) ..
2936 minetest.get_color_escape_sequence("#ffffff")`
2937 * `minetest.get_background_escape_sequence(color)`
2938 * `color` is a ColorString
2939 * The escape sequence sets the background of the whole text element to
2940 `color`. Only defined for item descriptions and tooltips.
2941 * `minetest.strip_foreground_colors(str)`
2942 * Removes foreground colors added by `get_color_escape_sequence`.
2943 * `minetest.strip_background_colors(str)`
2944 * Removes background colors added by `get_background_escape_sequence`.
2945 * `minetest.strip_colors(str)`
2946 * Removes all color escape sequences.
2953 A spatial vector is similar to a position, but instead using
2954 absolute world coordinates, it uses *relative* coordinates, relative to
2955 no particular point.
2957 Internally, it is implemented as a table with the 3 fields
2958 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2960 For the following functions, `v`, `v1`, `v2` are vectors,
2961 `p1`, `p2` are positions:
2963 * `vector.new(a[, b, c])`:
2965 * A copy of `a` if `a` is a vector.
2966 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2967 * `vector.direction(p1, p2)`:
2968 * Returns a vector of length 1 with direction `p1` to `p2`.
2969 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2970 * `vector.distance(p1, p2)`:
2971 * Returns zero or a positive number, the distance between `p1` and `p2`.
2972 * `vector.length(v)`:
2973 * Returns zero or a positive number, the length of vector `v`.
2974 * `vector.normalize(v)`:
2975 * Returns a vector of length 1 with direction of vector `v`.
2976 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2977 * `vector.floor(v)`:
2978 * Returns a vector, each dimension rounded down.
2979 * `vector.round(v)`:
2980 * Returns a vector, each dimension rounded to nearest integer.
2981 * `vector.apply(v, func)`:
2982 * Returns a vector where the function `func` has been applied to each
2984 * `vector.equals(v1, v2)`:
2985 * Returns a boolean, `true` if the vectors are identical.
2986 * `vector.sort(v1, v2)`:
2987 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2988 * `vector.angle(v1, v2)`:
2989 * Returns the angle between `v1` and `v2` in radians.
2990 * `vector.dot(v1, v2)`
2991 * Returns the dot product of `v1` and `v2`
2992 * `vector.cross(v1, v2)`
2993 * Returns the cross product of `v1` and `v2`
2995 For the following functions `x` can be either a vector or a number:
2997 * `vector.add(v, x)`:
2999 * If `x` is a vector: Returns the sum of `v` and `x`.
3000 * If `x` is a number: Adds `x` to each component of `v`.
3001 * `vector.subtract(v, x)`:
3003 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3004 * If `x` is a number: Subtracts `x` from each component of `v`.
3005 * `vector.multiply(v, x)`:
3006 * Returns a scaled vector or Schur product.
3007 * `vector.divide(v, x)`:
3008 * Returns a scaled vector or Schur quotient.
3010 For the following functions `a` is an angle in radians and `r` is a rotation
3011 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3014 * `vector.rotate(v, r)`:
3015 * Applies the rotation `r` to `v` and returns the result.
3016 * `vector.rotate({x = 0, y = 0, z = 1}, r)` and
3017 `vector.rotate({x = 0, y = 1, z = 0}, r)` return vectors pointing
3018 forward and up relative to an entity's rotation `r`.
3019 * `vector.rotate_around_axis(v1, v2, a)`:
3020 * Returns `v1` rotated around axis `v2` by `a` radians according to
3021 the right hand rule.
3022 * `vector.dir_to_rotation(direction[, up])`:
3023 * Returns a rotation vector for `direction` pointing forward using `up`
3025 * If `up` is omitted, the roll of the returned vector defaults to zero.
3026 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3034 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3035 human-readable, handles reference loops.
3036 * `obj`: arbitrary variable
3037 * `name`: string, default: `"_"`
3038 * `dumped`: table, default: `{}`
3039 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3040 * `obj`: arbitrary variable
3041 * `dumped`: table, default: `{}`
3042 * `math.hypot(x, y)`
3043 * Get the hypotenuse of a triangle with legs x and y.
3044 Useful for distance calculation.
3045 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3046 * Get the sign of a number.
3047 * tolerance: number, default: `0.0`
3048 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3050 * `math.factorial(x)`: returns the factorial of `x`
3051 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3052 * `separator`: string, default: `","`
3053 * `include_empty`: boolean, default: `false`
3054 * `max_splits`: number, if it's negative, splits aren't limited,
3056 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3057 string or a pattern (regex), default: `false`
3058 * e.g. `"a,b":split","` returns `{"a","b"}`
3059 * `string:trim()`: returns the string without whitespace pre- and suffixes
3060 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3061 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3062 * Adds newlines to the string to keep it within the specified character
3064 * Note that the returned lines may be longer than the limit since it only
3065 splits at word borders.
3066 * `limit`: number, maximal amount of characters in one line
3067 * `as_table`: boolean, if set to true, a table of lines instead of a string
3068 is returned, default: `false`
3069 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3070 * `pos`: table {x=X, y=Y, z=Z}
3071 * Converts the position `pos` to a human-readable, printable string
3072 * `decimal_places`: number, if specified, the x, y and z values of
3073 the position are rounded to the given decimal place.
3074 * `minetest.string_to_pos(string)`: returns a position or `nil`
3075 * Same but in reverse.
3076 * If the string can't be parsed to a position, nothing is returned.
3077 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3078 * Converts a string representing an area box into two positions
3079 * `minetest.formspec_escape(string)`: returns a string
3080 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3082 * `minetest.is_yes(arg)`
3083 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3084 * `minetest.is_nan(arg)`
3085 * returns true when the passed number represents NaN.
3086 * `minetest.get_us_time()`
3087 * returns time with microsecond precision. May not return wall time.
3088 * `table.copy(table)`: returns a table
3089 * returns a deep copy of `table`
3090 * `table.indexof(list, val)`: returns the smallest numerical index containing
3091 the value `val` in the table `list`. Non-numerical indices are ignored.
3092 If `val` could not be found, `-1` is returned. `list` must not have
3094 * `table.insert_all(table, other_table)`:
3095 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3097 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3098 * If multiple keys in `t` map to the same value, the result is undefined.
3099 * `table.shuffle(table, [from], [to], [random_func])`:
3100 * Shuffles elements `from` to `to` in `table` in place
3101 * `from` defaults to `1`
3102 * `to` defaults to `#table`
3103 * `random_func` defaults to `math.random`. This function receives two
3104 integers as arguments and should return a random integer inclusively
3106 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3108 * returns the exact position on the surface of a pointed node
3109 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
3111 Returns a table with the following fields:
3112 * `diggable`: `true` if node can be dug, `false` otherwise.
3113 * `time`: Time it would take to dig the node.
3114 * `wear`: How much wear would be added to the tool.
3115 `time` and `wear` are meaningless if node's not diggable
3117 * `groups`: Table of the node groups of the node that would be dug
3118 * `tool_capabilities`: Tool capabilities table of the tool
3119 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3120 Simulates an item that punches an object.
3121 Returns a table with the following fields:
3122 * `hp`: How much damage the punch would cause.
3123 * `wear`: How much wear would be added to the tool.
3125 * `groups`: Damage groups of the object
3126 * `tool_capabilities`: Tool capabilities table of the item
3127 * `time_from_last_punch`: time in seconds since last punch action
3135 Texts can be translated client-side with the help of `minetest.translate` and
3138 Translating a string
3139 --------------------
3141 Two functions are provided to translate strings: `minetest.translate` and
3142 `minetest.get_translator`.
3144 * `minetest.get_translator(textdomain)` is a simple wrapper around
3145 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3146 equivalent to `minetest.translate(textdomain, str, ...)`.
3147 It is intended to be used in the following way, so that it avoids verbose
3148 repetitions of `minetest.translate`:
3150 local S = minetest.get_translator(textdomain)
3153 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3155 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3156 the given `textdomain` for disambiguation. The textdomain must match the
3157 textdomain specified in the translation file in order to get the string
3158 translated. This can be used so that a string is translated differently in
3160 It is advised to use the name of the mod as textdomain whenever possible, to
3161 avoid clashes with other mods.
3162 This function must be given a number of arguments equal to the number of
3163 arguments the translated string expects.
3164 Arguments are literal strings -- they will not be translated, so if you want
3165 them to be, they need to come as outputs of `minetest.translate` as well.
3167 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3168 by the translation of "Red". We can do the following:
3170 local S = minetest.get_translator()
3171 S("@1 Wool", S("Red"))
3173 This will be displayed as "Red Wool" on old clients and on clients that do
3174 not have localization enabled. However, if we have for instance a translation
3175 file named `wool.fr.tr` containing the following:
3180 this will be displayed as "Laine Rouge" on clients with a French locale.
3182 Operations on translated strings
3183 --------------------------------
3185 The output of `minetest.translate` is a string, with escape sequences adding
3186 additional information to that string so that it can be translated on the
3187 different clients. In particular, you can't expect operations like string.length
3188 to work on them like you would expect them to, or string.gsub to work in the
3189 expected manner. However, string concatenation will still work as expected
3190 (note that you should only use this for things like formspecs; do not translate
3191 sentences by breaking them into parts; arguments should be used instead), and
3192 operations such as `minetest.colorize` which are also concatenation.
3194 Translation file format
3195 -----------------------
3197 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3198 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3199 The file should be a text file, with the following format:
3201 * Lines beginning with `# textdomain:` (the space is significant) can be used
3202 to specify the text domain of all following translations in the file.
3203 * All other empty lines or lines beginning with `#` are ignored.
3204 * Other lines should be in the format `original=translated`. Both `original`
3205 and `translated` can contain escape sequences beginning with `@` to insert
3206 arguments, literal `@`, `=` or newline (See [Escapes] below).
3207 There must be no extraneous whitespace around the `=` or at the beginning or
3208 the end of the line.
3213 Strings that need to be translated can contain several escapes, preceded by `@`.
3215 * `@@` acts as a literal `@`.
3216 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3217 string that will be inlined when translated. Due to how translations are
3218 implemented, the original translation string **must** have its arguments in
3219 increasing order, without gaps or repetitions, starting from 1.
3220 * `@=` acts as a literal `=`. It is not required in strings given to
3221 `minetest.translate`, but is in translation files to avoid being confused
3222 with the `=` separating the original from the translation.
3223 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3224 As with `@=`, this escape is not required in strings given to
3225 `minetest.translate`, but is in translation files.
3226 * `@n` acts as a literal newline as well.
3228 Server side translations
3229 ------------------------
3231 On some specific cases, server translation could be useful. For example, filter
3232 a list on labels and send results to client. A method is supplied to achieve
3235 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3236 translations for `lang_code` language. It gives the same result as if the string
3237 was translated by the client.
3239 The `lang_code` to use for a given player can be retrieved from
3240 the table returned by `minetest.get_player_information(name)`.
3242 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3243 You do not need to use this to get translated strings to show up on the client.
3248 Perlin noise creates a continuously-varying value depending on the input values.
3249 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3250 The result is used during map generation to create the terrain shape, vary heat
3251 and humidity to distribute biomes, vary the density of decorations or vary the
3254 Structure of perlin noise
3255 -------------------------
3257 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3258 The smooth wavy noise it generates has a single characteristic scale, almost
3259 like a 'wavelength', so on its own does not create fine detail.
3260 Due to this perlin noise combines several octaves to create variation on
3261 multiple scales. Each additional octave has a smaller 'wavelength' than the
3264 This combination results in noise varying very roughly between -2.0 and 2.0 and
3265 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3266 and offset the noise variation.
3268 The final perlin noise variation is created as follows:
3270 noise = offset + scale * (octave1 +
3271 octave2 * persistence +
3272 octave3 * persistence ^ 2 +
3273 octave4 * persistence ^ 3 +
3279 Noise Parameters are commonly called `NoiseParams`.
3283 After the multiplication by `scale` this is added to the result and is the final
3284 step in creating the noise value.
3285 Can be positive or negative.
3289 Once all octaves have been combined, the result is multiplied by this.
3290 Can be positive or negative.
3294 For octave1, this is roughly the change of input value needed for a very large
3295 variation in the noise value generated by octave1. It is almost like a
3296 'wavelength' for the wavy noise variation.
3297 Each additional octave has a 'wavelength' that is smaller than the previous
3298 octave, to create finer detail. `spread` will therefore roughly be the typical
3299 size of the largest structures in the final noise variation.
3301 `spread` is a vector with values for x, y, z to allow the noise variation to be
3302 stretched or compressed in the desired axes.
3303 Values are positive numbers.
3307 This is a whole number that determines the entire pattern of the noise
3308 variation. Altering it enables different noise patterns to be created.
3309 With other parameters equal, different seeds produce different noise patterns
3310 and identical seeds produce identical noise patterns.
3312 For this parameter you can randomly choose any whole number. Usually it is
3313 preferable for this to be different from other seeds, but sometimes it is useful
3314 to be able to create identical noise patterns.
3316 In some noise APIs the world seed is added to the seed specified in noise
3317 parameters. This is done to make the resulting noise pattern vary in different
3318 worlds, and be 'world-specific'.
3322 The number of simple noise generators that are combined.
3323 A whole number, 1 or more.
3324 Each additional octave adds finer detail to the noise but also increases the
3325 noise calculation load.
3326 3 is a typical minimum for a high quality, complex and natural-looking noise
3327 variation. 1 octave has a slight 'gridlike' appearence.
3329 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3330 size of the finest detail you require. For example:
3331 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3332 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3333 512, 256, 128, 64, 32, 16 nodes.
3334 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3338 Each additional octave has an amplitude that is the amplitude of the previous
3339 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3340 as is often helpful and natural to do so.
3341 Since this controls the balance of fine detail to large-scale detail
3342 `persistence` can be thought of as the 'roughness' of the noise.
3344 A positive or negative non-zero number, often between 0.3 and 1.0.
3345 A common medium value is 0.5, such that each octave has half the amplitude of
3346 the previous octave.
3347 This may need to be tuned when altering `lacunarity`; when doing so consider
3348 that a common medium value is 1 / lacunarity.
3352 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3353 previous octave multiplied by 1 / lacunarity, to create finer detail.
3354 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3356 A positive number no smaller than 1.0.
3357 Values below 2.0 create higher quality noise at the expense of requiring more
3358 octaves to cover a paticular range of 'wavelengths'.
3362 Leave this field unset for no special handling.
3363 Currently supported are `defaults`, `eased` and `absvalue`:
3367 Specify this if you would like to keep auto-selection of eased/not-eased while
3368 specifying some other flags.
3372 Maps noise gradient values onto a quintic S-curve before performing
3373 interpolation. This results in smooth, rolling noise.
3374 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3376 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3378 Easing a 3D noise significantly increases the noise calculation load, so use
3383 The absolute value of each octave's noise variation is used when combining the
3384 octaves. The final perlin noise variation is created as follows:
3386 noise = offset + scale * (abs(octave1) +
3387 abs(octave2) * persistence +
3388 abs(octave3) * persistence ^ 2 +
3389 abs(octave4) * persistence ^ 3 +
3394 For 2D or 3D perlin noise or perlin noise maps:
3399 spread = {x = 500, y = 500, z = 500},
3404 flags = "defaults, absvalue",
3407 For 2D noise the Z component of `spread` is still defined but is ignored.
3408 A single noise parameter table can be used for 2D or 3D noise.
3419 These tell in what manner the ore is generated.
3421 All default ores are of the uniformly-distributed scatter type.
3425 Randomly chooses a location and generates a cluster of ore.
3427 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3428 at that point is greater than the `noise_threshold`, giving the ability to
3429 create a non-equal distribution of ore.
3433 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3434 described by `noise_params` and `noise_threshold`. This is essentially an
3435 improved version of the so-called "stratus" ore seen in some unofficial mods.
3437 This sheet consists of vertical columns of uniform randomly distributed height,
3438 varying between the inclusive range `column_height_min` and `column_height_max`.
3439 If `column_height_min` is not specified, this parameter defaults to 1.
3440 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3441 for reverse compatibility. New code should prefer `column_height_max`.
3443 The `column_midpoint_factor` parameter controls the position of the column at
3444 which ore emanates from.
3445 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3446 equally starting from each direction.
3447 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3448 this parameter is not specified, the default is 0.5.
3450 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3455 Creates a sheet of ore in a cloud-like puff shape.
3457 As with the `sheet` ore type, the size and shape of puffs are described by
3458 `noise_params` and `noise_threshold` and are placed at random vertical
3459 positions within the currently generated chunk.
3461 The vertical top and bottom displacement of each puff are determined by the
3462 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3466 Creates a deformed sphere of ore according to 3d perlin noise described by
3467 `noise_params`. The maximum size of the blob is `clust_size`, and
3468 `clust_scarcity` has the same meaning as with the `scatter` type.
3472 Creates veins of ore varying in density by according to the intersection of two
3473 instances of 3d perlin noise with different seeds, both described by
3476 `random_factor` varies the influence random chance has on placement of an ore
3477 inside the vein, which is `1` by default. Note that modifying this parameter
3478 may require adjusting `noise_threshold`.
3480 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3483 This ore type is difficult to control since it is sensitive to small changes.
3484 The following is a decent set of parameters to work from:
3489 spread = {x=200, y=200, z=200},
3496 noise_threshold = 1.6
3498 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3499 computationally expensive than any other ore.
3503 Creates a single undulating ore stratum that is continuous across mapchunk
3504 borders and horizontally spans the world.
3506 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3507 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3508 defines the stratum's vertical thickness (in units of nodes). Due to being
3509 continuous across mapchunk borders the stratum's vertical thickness is
3512 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3513 to y_max in a simple horizontal stratum.
3515 A parameter `stratum_thickness` can be provided instead of the noise parameter
3516 `np_stratum_thickness`, to create a constant thickness.
3518 Leaving out one or both noise parameters makes the ore generation less
3519 intensive, useful when adding multiple strata.
3521 `y_min` and `y_max` define the limits of the ore generation and for performance
3522 reasons should be set as close together as possible but without clipping the
3523 stratum's Y variation.
3525 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3526 solid-ore stratum would require a `clust_scarcity` of 1.
3528 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3529 `random_factor` are ignored by this ore type.
3534 See section [Flag Specifier Format].
3536 Currently supported flags:
3537 `puff_cliffs`, `puff_additive_composition`.
3541 If set, puff ore generation will not taper down large differences in
3542 displacement when approaching the edge of a puff. This flag has no effect for
3543 ore types other than `puff`.
3545 ### `puff_additive_composition`
3547 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3548 in a negative displacement, the sub-column at that point is not generated. With
3549 this attribute set, puff ore generation will instead generate the absolute
3550 difference in noise displacement values. This flag has no effect for ore types
3559 The varying types of decorations that can be placed.
3564 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3565 a list, if a decoration list is specified). Can specify a certain node it must
3566 spawn next to, such as water or lava, for example. Can also generate a
3567 decoration of random height between a specified lower and upper bound.
3568 This type of decoration is intended for placement of grass, flowers, cacti,
3569 papyri, waterlilies and so on.
3574 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3575 Can specify a probability of a node randomly appearing when placed.
3576 This decoration type is intended to be used for multi-node sized discrete
3577 structures, such as trees, cave spikes, rocks, and so on.
3586 --------------------
3588 A schematic specifier identifies a schematic by either a filename to a
3589 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3590 in the form of a table. This table specifies the following fields:
3592 * The `size` field is a 3D vector containing the dimensions of the provided
3593 schematic. (required field)
3594 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3595 sets the probability of a particular horizontal slice of the schematic being
3596 placed. (optional field)
3597 `ypos` = 0 for the lowest horizontal slice of a schematic.
3598 The default of `prob` is 255.
3599 * The `data` field is a flat table of MapNode tables making up the schematic,
3600 in the order of `[z [y [x]]]`. (required field)
3601 Each MapNode table contains:
3602 * `name`: the name of the map node to place (required)
3603 * `prob` (alias `param1`): the probability of this node being placed
3605 * `param2`: the raw param2 value of the node being placed onto the map
3607 * `force_place`: boolean representing if the node should forcibly overwrite
3608 any previous contents (default: false)
3610 About probability values:
3612 * A probability value of `0` or `1` means that node will never appear
3614 * A probability value of `254` or `255` means the node will always appear
3616 * If the probability value `p` is greater than `1`, then there is a
3617 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3620 Schematic attributes
3621 --------------------
3623 See section [Flag Specifier Format].
3625 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3628 * `place_center_x`: Placement of this decoration is centered along the X axis.
3629 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3630 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3631 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3637 Lua Voxel Manipulator
3638 =====================
3643 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3644 facility. The purpose of this object is for fast, low-level, bulk access to
3645 reading and writing Map content. As such, setting map nodes through VoxelManip
3646 will lack many of the higher level features and concepts you may be used to
3647 with other methods of setting nodes. For example, nodes will not have their
3648 construction and destruction callbacks run, and no rollback information is
3651 It is important to note that VoxelManip is designed for speed, and *not* ease
3652 of use or flexibility. If your mod requires a map manipulation facility that
3653 will handle 100% of all edge cases, or the use of high level node placement
3654 features, perhaps `minetest.set_node()` is better suited for the job.
3656 In addition, VoxelManip might not be faster, or could even be slower, for your
3657 specific use case. VoxelManip is most effective when setting large areas of map
3658 at once - for example, if only setting a 3x3x3 node area, a
3659 `minetest.set_node()` loop may be more optimal. Always profile code using both
3660 methods of map manipulation to determine which is most appropriate for your
3663 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3664 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3669 A VoxelManip object can be created any time using either:
3670 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3672 If the optional position parameters are present for either of these routines,
3673 the specified region will be pre-loaded into the VoxelManip object on creation.
3674 Otherwise, the area of map you wish to manipulate must first be loaded into the
3675 VoxelManip object using `VoxelManip:read_from_map()`.
3677 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3678 formed by these positions indicate the minimum and maximum (respectively)
3679 positions of the area actually loaded in the VoxelManip, which may be larger
3680 than the area requested. For convenience, the loaded area coordinates can also
3681 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3683 Now that the VoxelManip object is populated with map data, your mod can fetch a
3684 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3685 which retrieves an individual node in a MapNode formatted table at the position
3686 requested is the simplest method to use, but also the slowest.
3688 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3691 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3693 * `VoxelManip:get_light_data()` for node light levels, and
3694 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3696 See section [Flat array format] for more details.
3698 It is very important to understand that the tables returned by any of the above
3699 three functions represent a snapshot of the VoxelManip's internal state at the
3700 time of the call. This copy of the data will not magically update itself if
3701 another function modifies the internal VoxelManip state.
3702 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3703 internal state unless otherwise explicitly stated.
3705 Once the bulk data has been edited to your liking, the internal VoxelManip
3706 state can be set using:
3708 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3710 * `VoxelManip:set_light_data()` for node light levels, and
3711 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3713 The parameter to each of the above three functions can use any table at all in
3714 the same flat array format as produced by `get_data()` etc. and is not required
3715 to be a table retrieved from `get_data()`.
3717 Once the internal VoxelManip state has been modified to your liking, the
3718 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3720 ### Flat array format
3723 `Nx = p2.X - p1.X + 1`,
3724 `Ny = p2.Y - p1.Y + 1`, and
3725 `Nz = p2.Z - p1.Z + 1`.
3727 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3728 including the value of the expression `Nx * Ny * Nz`.
3730 Positions offset from p1 are present in the array with the format of:
3733 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3734 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3736 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3737 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3739 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3741 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3744 and the array index for a position p contained completely in p1..p2 is:
3746 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3748 Note that this is the same "flat 3D array" format as
3749 `PerlinNoiseMap:get3dMap_flat()`.
3750 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3751 of the index for a single point in a flat VoxelManip array.
3755 A Content ID is a unique integer identifier for a specific node type.
3756 These IDs are used by VoxelManip in place of the node name string for
3757 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3758 `minetest.get_content_id()` to look up the Content ID for the specified node
3759 name, and `minetest.get_name_from_content_id()` to look up the node name string
3760 for a given Content ID.
3761 After registration of a node, its Content ID will remain the same throughout
3762 execution of the mod.
3763 Note that the node being queried needs to have already been been registered.
3765 The following builtin node types have their Content IDs defined as constants:
3767 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3768 * `minetest.CONTENT_AIR`: ID for "air" nodes
3769 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3771 ### Mapgen VoxelManip objects
3773 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3774 VoxelManip object used by the core's Map Generator (commonly abbreviated
3775 Mapgen). Most of the rules previously described still apply but with a few
3778 * The Mapgen VoxelManip object is retrieved using:
3779 `minetest.get_mapgen_object("voxelmanip")`
3780 * This VoxelManip object already has the region of map just generated loaded
3781 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3782 a Mapgen VoxelManip.
3783 * The `on_generated()` callbacks of some mods may place individual nodes in the
3784 generated area using non-VoxelManip map modification methods. Because the
3785 same Mapgen VoxelManip object is passed through each `on_generated()`
3786 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3787 consistency with the current map state. For this reason, calling any of the
3788 following functions:
3789 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3790 will also update the Mapgen VoxelManip object's internal state active on the
3792 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3793 necessary to update lighting information using either:
3794 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3796 ### Other API functions operating on a VoxelManip
3798 If any VoxelManip contents were set to a liquid node,
3799 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3800 flowing. It is recommended to call this function only after having written all
3801 buffered data back to the VoxelManip object, save for special situations where
3802 the modder desires to only have certain liquid nodes begin flowing.
3804 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3805 will generate all registered decorations and ores throughout the full area
3806 inside of the specified VoxelManip object.
3808 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3809 `minetest.place_schematic()`, except instead of placing the specified schematic
3810 directly on the map at the specified position, it will place the schematic
3811 inside the VoxelManip.
3815 * Attempting to read data from a VoxelManip object before map is read will
3816 result in a zero-length array table for `VoxelManip:get_data()`, and an
3817 "ignore" node at any position for `VoxelManip:get_node_at()`.
3818 * If either a region of map has not yet been generated or is out-of-bounds of
3819 the map, that region is filled with "ignore" nodes.
3820 * Other mods, or the core itself, could possibly modify the area of map
3821 currently loaded into a VoxelManip object. With the exception of Mapgen
3822 VoxelManips (see above section), the internal buffers are not updated. For
3823 this reason, it is strongly encouraged to complete the usage of a particular
3824 VoxelManip object in the same callback it had been created.
3825 * If a VoxelManip object will be used often, such as in an `on_generated()`
3826 callback, consider passing a file-scoped table as the optional parameter to
3827 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3828 to write map data to instead of returning a new table each call. This greatly
3829 enhances performance by avoiding unnecessary memory allocations.
3834 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3835 containing the region formed by `p1` and `p2`.
3836 * returns actual emerged `pmin`, actual emerged `pmax`
3837 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3839 * **important**: data must be set using `VoxelManip:set_data()` before
3841 * if `light` is true, then lighting is automatically recalculated.
3842 The default value is true.
3843 If `light` is false, no light calculations happen, and you should correct
3844 all modified blocks with `minetest.fix_light()` as soon as possible.
3845 Keep in mind that modifying the map where light is incorrect can cause
3847 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3848 the `VoxelManip` at that position
3849 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3851 * `get_data([buffer])`: Retrieves the node content data loaded into the
3852 `VoxelManip` object.
3853 * returns raw node data in the form of an array of node content IDs
3854 * if the param `buffer` is present, this table will be used to store the
3856 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3857 * `update_map()`: Does nothing, kept for compatibility.
3858 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3860 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3861 * To be used only by a `VoxelManip` object from
3862 `minetest.get_mapgen_object`.
3863 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3865 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3866 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3868 * Each value is the bitwise combination of day and night light values
3870 * `light = day + (night * 16)`
3871 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3872 in the `VoxelManip`.
3873 * expects lighting data in the same format that `get_light_data()` returns
3874 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3875 `VoxelManip` object.
3876 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3878 * If the param `buffer` is present, this table will be used to store the
3880 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3882 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3884 * To be used only by a `VoxelManip` object from
3885 `minetest.get_mapgen_object`.
3886 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3887 area if left out or nil. For almost all uses these should be left out
3888 or nil to use the default.
3889 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3890 generated mapchunk above are propagated down into the mapchunk, defaults
3891 to `true` if left out.
3892 * `update_liquids()`: Update liquid flow
3893 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3894 manipulator had been modified since the last read from map, due to a call to
3895 `minetest.set_data()` on the loaded area elsewhere.
3896 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3901 A helper class for voxel areas.
3902 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
3903 The coordinates are *inclusive*, like most other things in Minetest.
3907 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3908 `MinEdge` and `MaxEdge`.
3909 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3911 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3913 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3914 * The position (x, y, z) is not checked for being inside the area volume,
3915 being outside can cause an incorrect index result.
3916 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3917 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3918 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3919 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3920 is not checked for being inside the area volume.
3921 * `position(i)`: returns the absolute position vector corresponding to index
3923 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3924 `MinEdge` and `MaxEdge`.
3925 * `containsp(p)`: same as above, except takes a vector
3926 * `containsi(i)`: same as above, except takes an index `i`
3927 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3929 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3931 * `iterp(minp, maxp)`: same as above, except takes a vector
3933 ### Y stride and z stride of a flat array
3935 For a particular position in a voxel area, whose flat array index is known,
3936 it is often useful to know the index of a neighboring or nearby position.
3937 The table below shows the changes of index required for 1 node movements along
3938 the axes in a voxel area:
3940 Movement Change of index
3950 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
3952 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
3961 A mapgen object is a construct used in map generation. Mapgen objects can be
3962 used by an `on_generate` callback to speed up operations by avoiding
3963 unnecessary recalculations, these can be retrieved using the
3964 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3965 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3966 callback, `nil` is returned.
3968 The following Mapgen objects are currently available:
3972 This returns three values; the `VoxelManip` object to be used, minimum and
3973 maximum emerged position, in that order. All mapgens support this object.
3977 Returns an array containing the y coordinates of the ground levels of nodes in
3978 the most recently generated chunk by the current mapgen.
3982 Returns an array containing the biome IDs of nodes in the most recently
3983 generated chunk by the current mapgen.
3987 Returns an array containing the temperature values of nodes in the most
3988 recently generated chunk by the current mapgen.
3992 Returns an array containing the humidity values of nodes in the most recently
3993 generated chunk by the current mapgen.
3997 Returns a table mapping requested generation notification types to arrays of
3998 positions at which the corresponding generated structures are located within
3999 the current chunk. To set the capture of positions of interest to be recorded
4000 on generate, use `minetest.set_gen_notify()`.
4001 For decorations, the returned positions are the ground surface 'place_on'
4002 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4003 node above the returned position and possibly displaced by 'place_offset_y'.
4005 Possible fields of the table returned are:
4011 * `large_cave_begin`
4015 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4016 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4024 Functions receive a "luaentity" as `self`:
4026 * It has the member `.name`, which is the registered name `("mod:thing")`
4027 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4028 * The original prototype stuff is visible directly via a metatable
4032 * `on_activate(self, staticdata, dtime_s)`
4033 * Called when the object is instantiated.
4034 * `dtime_s` is the time passed since the object was unloaded, which can be
4035 used for updating the entity state.
4036 * `on_step(self, dtime)`
4037 * Called on every server tick, after movement and collision processing.
4038 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4040 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4041 * Called when somebody punches the object.
4042 * Note that you probably want to handle most punches using the automatic
4044 * `puncher`: an `ObjectRef` (can be `nil`)
4045 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4047 * `tool_capabilities`: capability table of used tool (can be `nil`)
4048 * `dir`: unit vector of direction of punch. Always defined. Points from the
4049 puncher to the punched.
4050 * `damage`: damage that will be done to entity.
4051 * Can return `true` to prevent the default damage mechanism.
4052 * `on_death(self, killer)`
4053 * Called when the object dies.
4054 * `killer`: an `ObjectRef` (can be `nil`)
4055 * `on_rightclick(self, clicker)`
4056 * `on_attach_child(self, child)`
4057 * `child`: an `ObjectRef` of the child that attaches
4058 * `on_detach_child(self, child)`
4059 * `child`: an `ObjectRef` of the child that detaches
4060 * `on_detach(self, parent)`
4061 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4062 * This happens before the parent object is removed from the world
4063 * `get_staticdata(self)`
4064 * Should return a string that will be passed to `on_activate` when the
4065 object is instantiated the next time.
4077 axiom, --string initial tree axiom
4078 rules_a, --string rules set A
4079 rules_b, --string rules set B
4080 rules_c, --string rules set C
4081 rules_d, --string rules set D
4082 trunk, --string trunk node name
4083 leaves, --string leaves node name
4084 leaves2, --string secondary leaves node name
4085 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4086 angle, --num angle in deg
4087 iterations, --num max # of iterations, usually 2 -5
4088 random_level, --num factor to lower nr of iterations, usually 0 - 3
4089 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4090 -- 2x2 nodes or 3x3 in cross shape
4091 thin_branches, --boolean true -> use thin (1 node) branches
4092 fruit, --string fruit node name
4093 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4094 seed, --num random seed, if no seed is provided, the engine
4098 Key for special L-System symbols used in axioms
4099 -----------------------------------------------
4101 * `G`: move forward one unit with the pen up
4102 * `F`: move forward one unit with the pen down drawing trunks and branches
4103 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4104 * `T`: move forward one unit with the pen down drawing trunks only
4105 * `R`: move forward one unit with the pen down placing fruit
4106 * `A`: replace with rules set A
4107 * `B`: replace with rules set B
4108 * `C`: replace with rules set C
4109 * `D`: replace with rules set D
4110 * `a`: replace with rules set A, chance 90%
4111 * `b`: replace with rules set B, chance 80%
4112 * `c`: replace with rules set C, chance 70%
4113 * `d`: replace with rules set D, chance 60%
4114 * `+`: yaw the turtle right by `angle` parameter
4115 * `-`: yaw the turtle left by `angle` parameter
4116 * `&`: pitch the turtle down by `angle` parameter
4117 * `^`: pitch the turtle up by `angle` parameter
4118 * `/`: roll the turtle to the right by `angle` parameter
4119 * `*`: roll the turtle to the left by `angle` parameter
4120 * `[`: save in stack current state info
4121 * `]`: recover from stack state info
4126 Spawn a small apple tree:
4128 pos = {x=230,y=20,z=4}
4131 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4132 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4133 trunk="default:tree",
4134 leaves="default:leaves",
4138 trunk_type="single",
4141 fruit="default:apple"
4143 minetest.spawn_tree(pos,apple_tree)
4148 'minetest' namespace reference
4149 ==============================
4154 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4156 * `minetest.get_modpath(modname)`: returns e.g.
4157 `"/home/user/.minetest/usermods/modname"`.
4158 * Useful for loading additional `.lua` modules or static data from mod
4159 * `minetest.get_modnames()`: returns a list of installed mods
4160 * Return a list of installed mods, sorted alphabetically
4161 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4162 * Useful for storing custom data
4163 * `minetest.is_singleplayer()`
4164 * `minetest.features`: Table containing API feature flags
4167 glasslike_framed = true, -- 0.4.7
4168 nodebox_as_selectionbox = true, -- 0.4.7
4169 get_all_craft_recipes_works = true, -- 0.4.7
4170 -- The transparency channel of textures can optionally be used on
4172 use_texture_alpha = true,
4173 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4174 no_legacy_abms = true,
4175 -- Texture grouping is possible using parentheses (0.4.11)
4176 texture_names_parens = true,
4177 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4178 area_store_custom_ids = true,
4179 -- add_entity supports passing initial staticdata to on_activate
4181 add_entity_with_staticdata = true,
4182 -- Chat messages are no longer predicted (0.4.16)
4183 no_chat_message_prediction = true,
4184 -- The transparency channel of textures can optionally be used on
4185 -- objects (ie: players and lua entities) (5.0.0)
4186 object_use_texture_alpha = true,
4187 -- Object selectionbox is settable independently from collisionbox
4189 object_independent_selectionbox = true,
4190 -- Specifies whether binary data can be uploaded or downloaded using
4191 -- the HTTP API (5.1.0)
4192 httpfetch_binary_data = true,
4193 -- Whether formspec_version[<version>] may be used (5.1.0)
4194 formspec_version_element = true,
4195 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4196 area_store_persistent_ids = true,
4197 -- Whether minetest.find_path is functional (5.2.0)
4198 pathfinder_works = true,
4199 -- Whether Collision info is available to an objects' on_step (5.3.0)
4200 object_step_has_moveresult = true,
4203 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4204 * `arg`: string or table in format `{foo=true, bar=true}`
4205 * `missing_features`: `{foo=true, bar=true}`
4206 * `minetest.get_player_information(player_name)`: Table containing information
4207 about a player. Example return value:
4210 address = "127.0.0.1", -- IP address of client
4211 ip_version = 4, -- IPv4 / IPv6
4212 connection_uptime = 200, -- seconds since client connected
4213 protocol_version = 32, -- protocol version used by client
4214 formspec_version = 2, -- supported formspec version
4215 lang_code = "fr" -- Language code used for translation
4216 -- the following keys can be missing if no stats have been collected yet
4217 min_rtt = 0.01, -- minimum round trip time
4218 max_rtt = 0.2, -- maximum round trip time
4219 avg_rtt = 0.02, -- average round trip time
4220 min_jitter = 0.01, -- minimum packet time jitter
4221 max_jitter = 0.5, -- maximum packet time jitter
4222 avg_jitter = 0.03, -- average packet time jitter
4223 -- the following information is available in a debug build only!!!
4224 -- DO NOT USE IN MODS
4225 --ser_vers = 26, -- serialization version used by client
4226 --major = 0, -- major version number
4227 --minor = 4, -- minor version number
4228 --patch = 10, -- patch version number
4229 --vers_string = "0.4.9-git", -- full version string
4230 --state = "Active" -- current client state
4233 * `minetest.mkdir(path)`: returns success.
4234 * Creates a directory specified by `path`, creating parent directories
4235 if they don't exist.
4236 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4238 * nil: return all entries,
4239 * true: return only subdirectory names, or
4240 * false: return only file names.
4241 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4242 * Replaces contents of file at path with new contents in a safe (atomic)
4243 way. Use this instead of below code when writing e.g. database files:
4244 `local f = io.open(path, "wb"); f:write(content); f:close()`
4245 * `minetest.get_version()`: returns a table containing components of the
4246 engine version. Components:
4247 * `project`: Name of the project, eg, "Minetest"
4248 * `string`: Simple version, eg, "1.2.3-dev"
4249 * `hash`: Full git version (only set if available),
4250 eg, "1.2.3-dev-01234567-dirty".
4251 Use this for informational purposes only. The information in the returned
4252 table does not represent the capabilities of the engine, nor is it
4253 reliable or verifiable. Compatible forks will have a different name and
4254 version entirely. To check for the presence of engine features, test
4255 whether the functions exported by the wanted features exist. For example:
4256 `if minetest.check_for_falling then ... end`.
4257 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4258 * `data`: string of data to hash
4259 * `raw`: return raw bytes instead of hex digits, default: false
4264 * `minetest.debug(...)`
4265 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4266 * `minetest.log([level,] text)`
4267 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4268 `"info"`, or `"verbose"`. Default is `"none"`.
4270 Registration functions
4271 ----------------------
4273 Call these functions only at load time!
4277 * `minetest.register_node(name, node definition)`
4278 * `minetest.register_craftitem(name, item definition)`
4279 * `minetest.register_tool(name, item definition)`
4280 * `minetest.override_item(name, redefinition)`
4281 * Overrides fields of an item registered with register_node/tool/craftitem.
4282 * Note: Item must already be defined, (opt)depend on the mod defining it.
4283 * Example: `minetest.override_item("default:mese",
4284 {light_source=minetest.LIGHT_MAX})`
4285 * `minetest.unregister_item(name)`
4286 * Unregisters the item from the engine, and deletes the entry with key
4287 `name` from `minetest.registered_items` and from the associated item table
4288 according to its nature: `minetest.registered_nodes`, etc.
4289 * `minetest.register_entity(name, entity definition)`
4290 * `minetest.register_abm(abm definition)`
4291 * `minetest.register_lbm(lbm definition)`
4292 * `minetest.register_alias(alias, original_name)`
4293 * Also use this to set the 'mapgen aliases' needed in a game for the core
4294 mapgens. See [Mapgen aliases] section above.
4295 * `minetest.register_alias_force(alias, original_name)`
4296 * `minetest.register_ore(ore definition)`
4297 * Returns an integer object handle uniquely identifying the registered
4299 * The order of ore registrations determines the order of ore generation.
4300 * `minetest.register_biome(biome definition)`
4301 * Returns an integer object handle uniquely identifying the registered
4302 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4303 * `minetest.unregister_biome(name)`
4304 * Unregisters the biome from the engine, and deletes the entry with key
4305 `name` from `minetest.registered_biomes`.
4306 * Warning: This alters the biome to biome ID correspondences, so any
4307 decorations or ores using the 'biomes' field must afterwards be cleared
4309 * `minetest.register_decoration(decoration definition)`
4310 * Returns an integer object handle uniquely identifying the registered
4311 decoration on success. To get the decoration ID, use
4312 `minetest.get_decoration_id`.
4313 * The order of decoration registrations determines the order of decoration
4315 * `minetest.register_schematic(schematic definition)`
4316 * Returns an integer object handle uniquely identifying the registered
4317 schematic on success.
4318 * If the schematic is loaded from a file, the `name` field is set to the
4320 * If the function is called when loading the mod, and `name` is a relative
4321 path, then the current mod path will be prepended to the schematic
4323 * `minetest.clear_registered_biomes()`
4324 * Clears all biomes currently registered.
4325 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4326 correspondences, so any decorations or ores using the 'biomes' field must
4327 afterwards be cleared and re-registered.
4328 * `minetest.clear_registered_decorations()`
4329 * Clears all decorations currently registered.
4330 * `minetest.clear_registered_ores()`
4331 * Clears all ores currently registered.
4332 * `minetest.clear_registered_schematics()`
4333 * Clears all schematics currently registered.
4337 * `minetest.register_craft(recipe)`
4338 * Check recipe table syntax for different types below.
4339 * `minetest.clear_craft(recipe)`
4340 * Will erase existing craft based either on output item or on input recipe.
4341 * Specify either output or input only. If you specify both, input will be
4342 ignored. For input use the same recipe table syntax as for
4343 `minetest.register_craft(recipe)`. For output specify only the item,
4345 * Returns false if no erase candidate could be found, otherwise returns true.
4346 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4347 ignored if the recipe contains output. Erasing is then done independently
4348 from the crafting method.
4349 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4350 * `minetest.override_chatcommand(name, redefinition)`
4351 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4352 * `minetest.unregister_chatcommand(name)`
4353 * Unregisters a chatcommands registered with `register_chatcommand`.
4354 * `minetest.register_privilege(name, definition)`
4355 * `definition` can be a description or a definition table (see [Privilege
4357 * If it is a description, the priv will be granted to singleplayer and admin
4359 * To allow players with `basic_privs` to grant, see the `basic_privs`
4360 minetest.conf setting.
4361 * `minetest.register_authentication_handler(authentication handler definition)`
4362 * Registers an auth handler that overrides the builtin one.
4363 * This function can be called by a single mod once only.
4365 Global callback registration functions
4366 --------------------------------------
4368 Call these functions only at load time!
4370 * `minetest.register_globalstep(function(dtime))`
4371 * Called every server step, usually interval of 0.1s
4372 * `minetest.register_on_mods_loaded(function())`
4373 * Called after mods have finished loading and before the media is cached or the
4375 * `minetest.register_on_shutdown(function())`
4376 * Called before server shutdown
4377 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4378 registered callbacks **will likely not be run**. Data should be saved at
4379 semi-frequent intervals as well as on server shutdown.
4380 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4381 * Called when a node has been placed
4382 * If return `true` no item is taken from `itemstack`
4383 * `placer` may be any valid ObjectRef or nil.
4384 * **Not recommended**; use `on_construct` or `after_place_node` in node
4385 definition whenever possible.
4386 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4387 * Called when a node has been dug.
4388 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4389 definition whenever possible.
4390 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4391 * Called when a node is punched
4392 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4393 * Called after generating a piece of world. Modifying nodes inside the area
4394 is a bit faster than usually.
4395 * `minetest.register_on_newplayer(function(ObjectRef))`
4396 * Called when a new player enters the world for the first time
4397 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4398 * Called when a player is punched
4399 * Note: This callback is invoked even if the punched player is dead.
4400 * `player`: ObjectRef - Player that was punched
4401 * `hitter`: ObjectRef - Player that hit
4402 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4404 * `tool_capabilities`: Capability table of used tool (can be nil)
4405 * `dir`: Unit vector of direction of punch. Always defined. Points from
4406 the puncher to the punched.
4407 * `damage`: Number that represents the damage calculated by the engine
4408 * should return `true` to prevent the default damage mechanism
4409 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4410 * Called when the player gets damaged or healed
4411 * `player`: ObjectRef of the player
4412 * `hp_change`: the amount of change. Negative when it is damage.
4413 * `reason`: a PlayerHPChangeReason table.
4414 * The `type` field will have one of the following values:
4415 * `set_hp`: A mod or the engine called `set_hp` without
4416 giving a type - use this for custom damage types.
4417 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4419 * `node_damage`: `damage_per_second` from a neighbouring node.
4420 `reason.node` will hold the node name or nil.
4423 * Any of the above types may have additional fields from mods.
4424 * `reason.from` will be `mod` or `engine`.
4425 * `modifier`: when true, the function should return the actual `hp_change`.
4426 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4427 Modifiers can return true as a second argument to stop the execution of further functions.
4428 Non-modifiers receive the final HP change calculated by the modifiers.
4429 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4430 * Called when a player dies
4431 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4432 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4433 * Called when player is to be respawned
4434 * Called _before_ repositioning of player occurs
4435 * return true in func to disable regular player placement
4436 * `minetest.register_on_prejoinplayer(function(name, ip))`
4437 * Called when a client connects to the server, prior to authentication
4438 * If it returns a string, the client is disconnected with that string as
4440 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4441 * Called when a player joins the game
4442 * `last_login`: The timestamp of the previous login, or nil if player is new
4443 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4444 * Called when a player leaves the game
4445 * `timed_out`: True for timeout, false for other reasons.
4446 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4447 * Called when a client attempts to log into an account.
4448 * `name`: The name of the account being authenticated.
4449 * `ip`: The IP address of the client
4450 * `is_success`: Whether the client was successfully authenticated
4451 * For newly registered accounts, `is_success` will always be true
4452 * `minetest.register_on_auth_fail(function(name, ip))`
4453 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4454 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4455 * Called when a player cheats
4456 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4458 * `interacted_too_far`
4459 * `interacted_while_dead`
4460 * `finished_unknown_dig`
4463 * `minetest.register_on_chat_message(function(name, message))`
4464 * Called always when a player says something
4465 * Return `true` to mark the message as handled, which means that it will
4466 not be sent to other players.
4467 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4468 * Called when the server received input from `player` in a formspec with
4469 the given `formname`. Specifically, this is called on any of the
4471 * a button was pressed,
4472 * Enter was pressed while the focus was on a text field
4473 * a checkbox was toggled,
4474 * something was selecteed in a drop-down list,
4475 * a different tab was selected,
4476 * selection was changed in a textlist or table,
4477 * an entry was double-clicked in a textlist or table,
4478 * a scrollbar was moved, or
4479 * the form was actively closed by the player.
4480 * Fields are sent for formspec elements which define a field. `fields`
4481 is a table containing each formspecs element value (as string), with
4482 the `name` parameter as index for each. The value depends on the
4483 formspec element type:
4484 * `animated_image`: Returns the index of the current frame.
4485 * `button` and variants: If pressed, contains the user-facing button
4486 text as value. If not pressed, is `nil`
4487 * `field`, `textarea` and variants: Text in the field
4488 * `dropdown`: Text of selected item
4489 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4490 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4491 * `textlist`: See `minetest.explode_textlist_event`
4492 * `table`: See `minetest.explode_table_event`
4493 * `scrollbar`: See `minetest.explode_scrollbar_event`
4494 * Special case: `["quit"]="true"` is sent when the user actively
4495 closed the form by mouse click, keypress or through a button_exit[]
4497 * Special case: `["key_enter"]="true"` is sent when the user pressed
4498 the Enter key and the focus was either nowhere (causing the formspec
4499 to be closed) or on a button. If the focus was on a text field,
4500 additionally, the index `key_enter_field` contains the name of the
4501 text field. See also: `field_close_on_enter`.
4502 * Newest functions are called first
4503 * If function returns `true`, remaining functions are not called
4504 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4505 * Called when `player` crafts something
4506 * `itemstack` is the output
4507 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4509 * `craft_inv` is the inventory with the crafting grid
4510 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4512 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4513 * The same as before, except that it is called before the player crafts, to
4514 make craft prediction, and it should not change anything.
4515 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4516 * Determines how much of a stack may be taken, put or moved to a
4518 * `player` (type `ObjectRef`) is the player who modified the inventory
4519 `inventory` (type `InvRef`).
4520 * List of possible `action` (string) values and their
4521 `inventory_info` (table) contents:
4522 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4523 * `put`: `{listname=string, index=number, stack=ItemStack}`
4524 * `take`: Same as `put`
4525 * Return a numeric value to limit the amount of items to be taken, put or
4526 moved. A value of `-1` for `take` will make the source stack infinite.
4527 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4528 * Called after a take, put or move event from/to/in a player inventory
4529 * Function arguments: see `minetest.register_allow_player_inventory_action`
4530 * Does not accept or handle any return value.
4531 * `minetest.register_on_protection_violation(function(pos, name))`
4532 * Called by `builtin` and mods when a player violates protection at a
4533 position (eg, digs a node or punches a protected entity).
4534 * The registered functions can be called using
4535 `minetest.record_protection_violation`.
4536 * The provided function should check that the position is protected by the
4537 mod calling this function before it prints a message, if it does, to
4538 allow for multiple protection mods.
4539 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4540 * Called when an item is eaten, by `minetest.item_eat`
4541 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4542 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4543 * Called when `granter` grants the priv `priv` to `name`.
4544 * Note that the callback will be called twice if it's done by a player,
4545 once with granter being the player name, and again with granter being nil.
4546 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4547 * Called when `revoker` revokes the priv `priv` from `name`.
4548 * Note that the callback will be called twice if it's done by a player,
4549 once with revoker being the player name, and again with revoker being nil.
4550 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4551 * Called when `name` user connects with `ip`.
4552 * Return `true` to by pass the player limit
4553 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4554 * Called when an incoming mod channel message is received
4555 * You should have joined some channels to receive events.
4556 * If message comes from a server mod, `sender` field is an empty string.
4561 * `minetest.settings`: Settings object containing all of the settings from the
4562 main config file (`minetest.conf`).
4563 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4564 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4569 * `minetest.string_to_privs(str[, delim])`:
4570 * Converts string representation of privs into table form
4571 * `delim`: String separating the privs. Defaults to `","`.
4572 * Returns `{ priv1 = true, ... }`
4573 * `minetest.privs_to_string(privs[, delim])`:
4574 * Returns the string representation of `privs`
4575 * `delim`: String to delimit privs. Defaults to `","`.
4576 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4577 * `minetest.check_player_privs(player_or_name, ...)`:
4578 returns `bool, missing_privs`
4579 * A quickhand for checking privileges.
4580 * `player_or_name`: Either a Player object or the name of a player.
4581 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4582 a table, e.g. `{ priva = true, privb = true }`.
4584 * `minetest.check_password_entry(name, entry, password)`
4585 * Returns true if the "password entry" for a player with name matches given
4586 password, false otherwise.
4587 * The "password entry" is the password representation generated by the
4588 engine as returned as part of a `get_auth()` call on the auth handler.
4589 * Only use this function for making it possible to log in via password from
4590 external protocols such as IRC, other uses are frowned upon.
4591 * `minetest.get_password_hash(name, raw_password)`
4592 * Convert a name-password pair to a password hash that Minetest can use.
4593 * The returned value alone is not a good basis for password checks based
4594 on comparing the password hash in the database with the password hash
4595 from the function, with an externally provided password, as the hash
4596 in the db might use the new SRP verifier format.
4597 * For this purpose, use `minetest.check_password_entry` instead.
4598 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4600 * The player needs to be online for this to be successful.
4602 * `minetest.get_auth_handler()`: Return the currently active auth handler
4603 * See the [Authentication handler definition]
4604 * Use this to e.g. get the authentication data for a player:
4605 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4606 * `minetest.notify_authentication_modified(name)`
4607 * Must be called by the authentication handler for privilege changes.
4608 * `name`: string; if omitted, all auth data should be considered modified
4609 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4611 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4613 * `minetest.auth_reload()`
4614 * See `reload()` in authentication handler definition
4616 `minetest.set_player_password`, `minetest.set_player_privs`,
4617 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4623 * `minetest.chat_send_all(text)`
4624 * `minetest.chat_send_player(name, text)`
4625 * `minetest.format_chat_message(name, message)`
4626 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4627 Refer to the documentation of the setting for a list of valid placeholders.
4628 * Takes player name and message, and returns the formatted string to be sent to players.
4629 * Can be redefined by mods if required, for things like colored names or messages.
4630 * **Only** the first occurrence of each placeholder will be replaced.
4635 * `minetest.set_node(pos, node)`
4636 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4637 * Set node at position `pos`
4638 * `node`: table `{name=string, param1=number, param2=number}`
4639 * If param1 or param2 is omitted, it's set to `0`.
4640 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4641 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4642 * Set node on all positions set in the first argument.
4643 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4644 * For node specification or position syntax see `minetest.set_node` call
4645 * Faster than set_node due to single call, but still considerably slower
4646 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4647 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4648 in spread out positions which would cause LVMs to waste memory.
4649 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4651 * `minetest.swap_node(pos, node)`
4652 * Set node at position, but don't remove metadata
4653 * `minetest.remove_node(pos)`
4654 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4655 * `minetest.get_node(pos)`
4656 * Returns the node at the given position as table in the format
4657 `{name="node_name", param1=0, param2=0}`,
4658 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4659 * `minetest.get_node_or_nil(pos)`
4660 * Same as `get_node` but returns `nil` for unloaded areas.
4661 * `minetest.get_node_light(pos, timeofday)`
4662 * Gets the light value at the given position. Note that the light value
4663 "inside" the node at the given position is returned, so you usually want
4664 to get the light value of a neighbor.
4665 * `pos`: The position where to measure the light.
4666 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4667 * Returns a number between `0` and `15` or `nil`
4668 * `minetest.place_node(pos, node)`
4669 * Place node with the same effects that a player would cause
4670 * `minetest.dig_node(pos)`
4671 * Dig node with the same effects that a player would cause
4672 * Returns `true` if successful, `false` on failure (e.g. protected location)
4673 * `minetest.punch_node(pos)`
4674 * Punch node with the same effects that a player would cause
4675 * `minetest.spawn_falling_node(pos)`
4676 * Change node into falling node
4677 * Returns `true` if successful, `false` on failure
4679 * `minetest.find_nodes_with_meta(pos1, pos2)`
4680 * Get a table of positions of nodes that have metadata within a region
4682 * `minetest.get_meta(pos)`
4683 * Get a `NodeMetaRef` at that position
4684 * `minetest.get_node_timer(pos)`
4685 * Get `NodeTimerRef`
4687 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4689 * Returns `ObjectRef`, or `nil` if failed
4690 * `minetest.add_item(pos, item)`: Spawn item
4691 * Returns `ObjectRef`, or `nil` if failed
4692 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4693 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4695 * `radius`: using an euclidean metric
4696 * `minetest.set_timeofday(val)`
4697 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4698 * `minetest.get_timeofday()`
4699 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4701 * `minetest.get_day_count()`: returns number days elapsed since world was
4703 * accounts for time changes.
4704 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4706 * `radius`: using a maximum metric
4707 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4708 * `search_center` is an optional boolean (default: `false`)
4709 If true `pos` is also checked for the nodes
4710 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4712 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4713 * First return value: Table with all node positions
4714 * Second return value: Table with the count of each node with the node name
4716 * Area volume is limited to 4,096,000 nodes
4717 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4719 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4720 * Return value: Table with all node positions with a node air above
4721 * Area volume is limited to 4,096,000 nodes
4722 * `minetest.get_perlin(noiseparams)`
4723 * Return world-specific perlin noise.
4724 * The actual seed used is the noiseparams seed plus the world seed.
4725 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4726 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
4727 * Return world-specific perlin noise.
4728 * `minetest.get_voxel_manip([pos1, pos2])`
4729 * Return voxel manipulator object.
4730 * Loads the manipulator from the map if positions are passed.
4731 * `minetest.set_gen_notify(flags, {deco_ids})`
4732 * Set the types of on-generate notifications that should be collected.
4733 * `flags` is a flag field with the available flags:
4741 * The second parameter is a list of IDs of decorations which notification
4743 * `minetest.get_gen_notify()`
4744 * Returns a flagstring and a table with the `deco_id`s.
4745 * `minetest.get_decoration_id(decoration_name)`
4746 * Returns the decoration ID number for the provided decoration name string,
4747 or `nil` on failure.
4748 * `minetest.get_mapgen_object(objectname)`
4749 * Return requested mapgen object if available (see [Mapgen objects])
4750 * `minetest.get_heat(pos)`
4751 * Returns the heat at the position, or `nil` on failure.
4752 * `minetest.get_humidity(pos)`
4753 * Returns the humidity at the position, or `nil` on failure.
4754 * `minetest.get_biome_data(pos)`
4755 * Returns a table containing:
4756 * `biome` the biome id of the biome at that position
4757 * `heat` the heat at the position
4758 * `humidity` the humidity at the position
4759 * Or returns `nil` on failure.
4760 * `minetest.get_biome_id(biome_name)`
4761 * Returns the biome id, as used in the biomemap Mapgen object and returned
4762 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4763 * `minetest.get_biome_name(biome_id)`
4764 * Returns the biome name string for the provided biome id, or `nil` on
4766 * If no biomes have been registered, such as in mgv6, returns `default`.
4767 * `minetest.get_mapgen_params()`
4768 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4769 * Returns a table containing:
4775 * `minetest.set_mapgen_params(MapgenParams)`
4776 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4778 * Set map generation parameters.
4779 * Function cannot be called after the registration period; only
4780 initialization and `on_mapgen_init`.
4781 * Takes a table as an argument with the fields:
4787 * Leave field unset to leave that parameter unchanged.
4788 * `flags` contains a comma-delimited string of flags to set, or if the
4789 prefix `"no"` is attached, clears instead.
4790 * `flags` is in the same format and has the same options as `mg_flags` in
4792 * `minetest.get_mapgen_setting(name)`
4793 * Gets the *active* mapgen setting (or nil if none exists) in string
4794 format with the following order of precedence:
4795 1) Settings loaded from map_meta.txt or overrides set during mod
4797 2) Settings set by mods without a metafile override
4798 3) Settings explicitly set in the user config file, minetest.conf
4799 4) Settings set as the user config default
4800 * `minetest.get_mapgen_setting_noiseparams(name)`
4801 * Same as above, but returns the value as a NoiseParams table if the
4802 setting `name` exists and is a valid NoiseParams.
4803 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4804 * Sets a mapgen param to `value`, and will take effect if the corresponding
4805 mapgen setting is not already present in map_meta.txt.
4806 * `override_meta` is an optional boolean (default: `false`). If this is set
4807 to true, the setting will become the active setting regardless of the map
4809 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4810 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4811 * Same as above, except value is a NoiseParams table.
4812 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4813 * Sets the noiseparams setting of `name` to the noiseparams table specified
4815 * `set_default` is an optional boolean (default: `true`) that specifies
4816 whether the setting should be applied to the default config or current
4818 * `minetest.get_noiseparams(name)`
4819 * Returns a table of the noiseparams for name.
4820 * `minetest.generate_ores(vm, pos1, pos2)`
4821 * Generate all registered ores within the VoxelManip `vm` and in the area
4822 from `pos1` to `pos2`.
4823 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4824 * `minetest.generate_decorations(vm, pos1, pos2)`
4825 * Generate all registered decorations within the VoxelManip `vm` and in the
4826 area from `pos1` to `pos2`.
4827 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4828 * `minetest.clear_objects([options])`
4829 * Clear all objects in the environment
4830 * Takes an optional table as an argument with the field `mode`.
4831 * mode = `"full"` : Load and go through every mapblock, clearing
4833 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4834 clear objects in unloaded mapblocks only when the
4835 mapblocks are next activated.
4836 * `minetest.load_area(pos1[, pos2])`
4837 * Load the mapblocks containing the area from `pos1` to `pos2`.
4838 `pos2` defaults to `pos1` if not specified.
4839 * This function does not trigger map generation.
4840 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4841 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4842 asynchronously fetched from memory, loaded from disk, or if inexistent,
4844 * If `callback` is a valid Lua function, this will be called for each block
4846 * The function signature of callback is:
4847 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4848 * `blockpos` is the *block* coordinates of the block that had been
4850 * `action` could be one of the following constant values:
4851 * `minetest.EMERGE_CANCELLED`
4852 * `minetest.EMERGE_ERRORED`
4853 * `minetest.EMERGE_FROM_MEMORY`
4854 * `minetest.EMERGE_FROM_DISK`
4855 * `minetest.EMERGE_GENERATED`
4856 * `calls_remaining` is the number of callbacks to be expected after
4858 * `param` is the user-defined parameter passed to emerge_area (or
4859 nil if the parameter was absent).
4860 * `minetest.delete_area(pos1, pos2)`
4861 * delete all mapblocks in the area from pos1 to pos2, inclusive
4862 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4863 * Checks if there is anything other than air between pos1 and pos2.
4864 * Returns false if something is blocking the sight.
4865 * Returns the position of the blocking node when `false`
4866 * `pos1`: First position
4867 * `pos2`: Second position
4868 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4869 * Creates a `Raycast` object.
4870 * `pos1`: start of the ray
4871 * `pos2`: end of the ray
4872 * `objects`: if false, only nodes will be returned. Default is `true`.
4873 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4874 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4875 * returns table containing path that can be walked on
4876 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4878 * Reasons for failure:
4879 * No path exists at all
4880 * No path exists within `searchdistance` (see below)
4881 * Start or end pos is buried in land
4882 * `pos1`: start position
4883 * `pos2`: end position
4884 * `searchdistance`: maximum distance from the search positions to search in.
4885 In detail: Path must be completely inside a cuboid. The minimum
4886 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
4887 Larger values will increase the size of this cuboid in all directions
4888 * `max_jump`: maximum height difference to consider walkable
4889 * `max_drop`: maximum height difference to consider droppable
4890 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
4891 Difference between `"A*"` and `"A*_noprefetch"` is that
4892 `"A*"` will pre-calculate the cost-data, the other will calculate it
4894 * `minetest.spawn_tree (pos, {treedef})`
4895 * spawns L-system tree at given `pos` with definition in `treedef` table
4896 * `minetest.transforming_liquid_add(pos)`
4897 * add node to liquid update queue
4898 * `minetest.get_node_max_level(pos)`
4899 * get max available level for leveled node
4900 * `minetest.get_node_level(pos)`
4901 * get level of leveled node (water, snow)
4902 * `minetest.set_node_level(pos, level)`
4903 * set level of leveled node, default `level` equals `1`
4904 * if `totallevel > maxlevel`, returns rest (`total-max`).
4905 * `minetest.add_node_level(pos, level)`
4906 * increase level of leveled node by level, default `level` equals `1`
4907 * if `totallevel > maxlevel`, returns rest (`total-max`)
4908 * `level` must be between -127 and 127
4909 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4910 * resets the light in a cuboid-shaped part of
4911 the map and removes lighting bugs.
4912 * Loads the area if it is not loaded.
4913 * `pos1` is the corner of the cuboid with the least coordinates
4914 (in node coordinates), inclusive.
4915 * `pos2` is the opposite corner of the cuboid, inclusive.
4916 * The actual updated cuboid might be larger than the specified one,
4917 because only whole map blocks can be updated.
4918 The actual updated area consists of those map blocks that intersect
4919 with the given cuboid.
4920 * However, the neighborhood of the updated area might change
4921 as well, as light can spread out of the cuboid, also light
4923 * returns `false` if the area is not fully generated,
4925 * `minetest.check_single_for_falling(pos)`
4926 * causes an unsupported `group:falling_node` node to fall and causes an
4927 unattached `group:attached_node` node to fall.
4928 * does not spread these updates to neighbours.
4929 * `minetest.check_for_falling(pos)`
4930 * causes an unsupported `group:falling_node` node to fall and causes an
4931 unattached `group:attached_node` node to fall.
4932 * spread these updates to neighbours and can cause a cascade
4934 * `minetest.get_spawn_level(x, z)`
4935 * Returns a player spawn y co-ordinate for the provided (x, z)
4936 co-ordinates, or `nil` for an unsuitable spawn point.
4937 * For most mapgens a 'suitable spawn point' is one with y between
4938 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4939 so `nil` will be returned for many (x, z) co-ordinates.
4940 * The spawn level returned is for a player spawn in unmodified terrain.
4941 * The spawn level is intentionally above terrain level to cope with
4942 full-node biome 'dust' nodes.
4947 You can find mod channels communication scheme in `doc/mod_channels.png`.
4949 * `minetest.mod_channel_join(channel_name)`
4950 * Server joins channel `channel_name`, and creates it if necessary. You
4951 should listen for incoming messages with
4952 `minetest.register_on_modchannel_message`
4957 `minetest.get_inventory(location)`: returns an `InvRef`
4960 * `{type="player", name="celeron55"}`
4961 * `{type="node", pos={x=, y=, z=}}`
4962 * `{type="detached", name="creative"}`
4963 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4965 * `callbacks`: See [Detached inventory callbacks]
4966 * `player_name`: Make detached inventory available to one player
4967 exclusively, by default they will be sent to every player (even if not
4969 Note that this parameter is mostly just a workaround and will be removed
4971 * Creates a detached inventory. If it already exists, it is cleared.
4972 * `minetest.remove_detached_inventory(name)`
4973 * Returns a `boolean` indicating whether the removal succeeded.
4974 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4975 returns left over ItemStack.
4976 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4981 * `minetest.show_formspec(playername, formname, formspec)`
4982 * `playername`: name of player to show formspec
4983 * `formname`: name passed to `on_player_receive_fields` callbacks.
4984 It should follow the `"modname:<whatever>"` naming convention
4985 * `formspec`: formspec to display
4986 * `minetest.close_formspec(playername, formname)`
4987 * `playername`: name of player to close formspec
4988 * `formname`: has to exactly match the one given in `show_formspec`, or the
4989 formspec will not close.
4990 * calling `show_formspec(playername, formname, "")` is equal to this
4992 * to close a formspec regardless of the formname, call
4993 `minetest.close_formspec(playername, "")`.
4994 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4995 * `minetest.formspec_escape(string)`: returns a string
4996 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4998 * `minetest.explode_table_event(string)`: returns a table
4999 * returns e.g. `{type="CHG", row=1, column=2}`
5001 * `"INV"`: no row selected
5003 * `"DCL"`: double-click
5004 * `minetest.explode_textlist_event(string)`: returns a table
5005 * returns e.g. `{type="CHG", index=1}`
5007 * `"INV"`: no row selected
5009 * `"DCL"`: double-click
5010 * `minetest.explode_scrollbar_event(string)`: returns a table
5011 * returns e.g. `{type="CHG", value=500}`
5013 * `"INV"`: something failed
5014 * `"CHG"`: has been changed
5015 * `"VAL"`: not changed
5020 * `minetest.inventorycube(img1, img2, img3)`
5021 * Returns a string for making an image of a cube (useful as an item image)
5022 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5023 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5024 does not refer to a node or entity.
5025 * If the optional `above` parameter is true and the `pointed_thing` refers
5026 to a node, then it will return the `above` position of the `pointed_thing`.
5027 * `minetest.dir_to_facedir(dir, is6d)`
5028 * Convert a vector to a facedir value, used in `param2` for
5029 `paramtype2="facedir"`.
5030 * passing something non-`nil`/`false` for the optional second parameter
5031 causes it to take the y component into account.
5032 * `minetest.facedir_to_dir(facedir)`
5033 * Convert a facedir back into a vector aimed directly out the "back" of a
5035 * `minetest.dir_to_wallmounted(dir)`
5036 * Convert a vector to a wallmounted value, used for
5037 `paramtype2="wallmounted"`.
5038 * `minetest.wallmounted_to_dir(wallmounted)`
5039 * Convert a wallmounted value back into a vector aimed directly out the
5041 * `minetest.dir_to_yaw(dir)`
5042 * Convert a vector into a yaw (angle)
5043 * `minetest.yaw_to_dir(yaw)`
5044 * Convert yaw (angle) to a vector
5045 * `minetest.is_colored_paramtype(ptype)`
5046 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5047 color information (`color`, `colorwallmounted` or `colorfacedir`).
5048 * `minetest.strip_param2_color(param2, paramtype2)`
5049 * Removes everything but the color information from the
5050 given `param2` value.
5051 * Returns `nil` if the given `paramtype2` does not contain color
5053 * `minetest.get_node_drops(node, toolname)`
5054 * Returns list of itemstrings that are dropped by `node` when dug
5056 * `node`: node as table or node name
5057 * `toolname`: name of the tool item (can be `nil`)
5058 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5059 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5060 * `input.width` = for example `3`
5061 * `input.items` = for example
5062 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5063 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5064 * `output.time` = a number, if unsuccessful: `0`
5065 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5066 placed in `decremented_input.items`. Replacements can be placed in
5067 `decremented_input` if the stack of the replaced item has a count of 1.
5068 * `decremented_input` = like `input`
5069 * `minetest.get_craft_recipe(output)`: returns input
5070 * returns last registered recipe for output item (node)
5071 * `output` is a node or item type such as `"default:torch"`
5072 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5073 * `input.width` = for example `3`
5074 * `input.items` = for example
5075 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5076 * `input.items` = `nil` if no recipe found
5077 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5078 * returns indexed table with all registered recipes for query item (node)
5079 or `nil` if no recipe was found.
5080 * recipe entry table:
5081 * `method`: 'normal' or 'cooking' or 'fuel'
5082 * `width`: 0-3, 0 means shapeless recipe
5083 * `items`: indexed [1-9] table with recipe items
5084 * `output`: string with item name and quantity
5085 * Example query for `"default:gold_ingot"` will return table:
5088 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5089 items = {1 = "default:gold_lump"}},
5090 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5091 items = {1 = "default:goldblock"}}
5093 * `minetest.handle_node_drops(pos, drops, digger)`
5094 * `drops`: list of itemstrings
5095 * Handles drops from nodes after digging: Default action is to put them
5096 into digger's inventory.
5097 * Can be overridden to get different functionality (e.g. dropping items on
5099 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5101 * Creates an item string which contains palette index information
5102 for hardware colorization. You can use the returned string
5103 as an output in a craft recipe.
5104 * `item`: the item stack which becomes colored. Can be in string,
5105 table and native form.
5106 * `palette_index`: this index is added to the item stack
5107 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5108 * Creates an item string which contains static color information
5109 for hardware colorization. Use this method if you wish to colorize
5110 an item that does not own a palette. You can use the returned string
5111 as an output in a craft recipe.
5112 * `item`: the item stack which becomes colored. Can be in string,
5113 table and native form.
5114 * `colorstring`: the new color of the item stack
5119 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5120 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5121 * Find who has done something to a node, or near a node
5122 * `actor`: `"player:<name>"`, also `"liquid"`.
5123 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5124 `boolean, log_messages`.
5125 * Revert latest actions of someone
5126 * `actor`: `"player:<name>"`, also `"liquid"`.
5128 Defaults for the `on_place` and `on_drop` item definition functions
5129 -------------------------------------------------------------------
5131 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5132 * Place item as a node
5133 * `param2` overrides `facedir` and wallmounted `param2`
5134 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5135 for the newly placed node to prevent a callback and placement loop
5136 * returns `itemstack, position`
5137 * `position`: the location the node was placed to. `nil` if nothing was placed.
5138 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5140 * returns the leftover itemstack
5141 * **Note**: This function is deprecated and will never be called.
5142 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5143 * Wrapper that calls `minetest.item_place_node` if appropriate
5144 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5145 * **Note**: is not called when wielded item overrides `on_place`
5146 * `param2` overrides facedir and wallmounted `param2`
5147 * returns `itemstack, position`
5148 * `position`: the location the node was placed to. `nil` if nothing was placed.
5149 * `minetest.item_drop(itemstack, dropper, pos)`
5151 * returns the leftover itemstack
5152 * `minetest.item_eat(hp_change[, replace_with_item])`
5153 * Returns `function(itemstack, user, pointed_thing)` as a
5154 function wrapper for `minetest.do_item_eat`.
5155 * `replace_with_item` is the itemstring which is added to the inventory.
5156 If the player is eating a stack, then replace_with_item goes to a
5159 Defaults for the `on_punch` and `on_dig` node definition callbacks
5160 ------------------------------------------------------------------
5162 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5163 * Calls functions registered by `minetest.register_on_punchnode()`
5164 * `minetest.node_dig(pos, node, digger)`
5165 * Checks if node can be dug, puts item into inventory, removes node
5166 * Calls functions registered by `minetest.registered_on_dignodes()`
5171 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5172 * `spec` is a `SimpleSoundSpec`
5173 * `parameters` is a sound parameter table
5174 * `ephemeral` is a boolean (default: false)
5175 Ephemeral sounds will not return a handle and can't be stopped or faded.
5176 It is recommend to use this for short sounds that happen in response to
5177 player actions (e.g. door closing).
5178 * `minetest.sound_stop(handle)`
5179 * `handle` is a handle returned by `minetest.sound_play`
5180 * `minetest.sound_fade(handle, step, gain)`
5181 * `handle` is a handle returned by `minetest.sound_play`
5182 * `step` determines how fast a sound will fade.
5183 Negative step will lower the sound volume, positive step will increase
5185 * `gain` the target gain for the fade.
5190 * `minetest.after(time, func, ...)`
5191 * Call the function `func` after `time` seconds, may be fractional
5192 * Optional: Variable number of arguments that are passed to `func`
5197 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5198 server shutdown. Will display `message` to clients.
5199 * `reconnect` == true displays a reconnect button
5200 * `delay` adds an optional delay (in seconds) before shutdown.
5201 Negative delay cancels the current active shutdown.
5202 Zero delay triggers an immediate shutdown.
5203 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5204 * `minetest.get_server_status(name, joined)`
5205 * Returns the server status string when a player joins or when the command
5206 `/status` is called. Returns `nil` or an empty string when the message is
5208 * `joined`: Boolean value, indicates whether the function was called when
5210 * This function may be overwritten by mods to customize the status message.
5211 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5212 * `minetest.remove_player(name)`: remove player from database (if they are not
5214 * As auth data is not removed, minetest.player_exists will continue to
5215 return true. Call the below method as well if you want to remove auth
5217 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5218 * `minetest.remove_player_auth(name)`: remove player authentication data
5219 * Returns boolean indicating success (false if player nonexistant)
5220 * `minetest.dynamic_add_media(filepath)`
5221 * Adds the file at the given path to the media sent to clients by the server
5222 on startup and also pushes this file to already connected clients.
5223 The file must be a supported image, sound or model format. It must not be
5224 modified, deleted, moved or renamed after calling this function.
5225 The list of dynamically added media is not persisted.
5226 * Returns boolean indicating success (duplicate files count as error)
5227 * The media will be ready to use (in e.g. entity textures, sound_play)
5228 immediately after calling this function.
5229 Old clients that lack support for this feature will not see the media
5230 unless they reconnect to the server.
5231 * Since media transferred this way does not use client caching or HTTP
5232 transfers, dynamic media should not be used with big files or performance
5238 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5239 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5240 IP address or name formatted as string
5241 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5242 * Returns boolean indicating success
5243 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5245 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5247 * Returns boolean indicating success (false if player nonexistant)
5252 * `minetest.add_particle(particle definition)`
5253 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5254 expirationtime, size, collisiondetection, texture, playername)`
5256 * `minetest.add_particlespawner(particlespawner definition)`
5257 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5258 over `time` seconds.
5259 * Returns an `id`, and -1 if adding didn't succeed
5260 * Deprecated: `minetest.add_particlespawner(amount, time,
5264 minexptime, maxexptime,
5266 collisiondetection, texture, playername)`
5268 * `minetest.delete_particlespawner(id, player)`
5269 * Delete `ParticleSpawner` with `id` (return value from
5270 `minetest.add_particlespawner`).
5271 * If playername is specified, only deletes on the player's client,
5272 otherwise on all clients.
5277 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5278 * Create a schematic from the volume of map specified by the box formed by
5280 * Apply the specified probability and per-node force-place to the specified
5281 nodes according to the `probability_list`.
5282 * `probability_list` is an array of tables containing two fields, `pos`
5284 * `pos` is the 3D vector specifying the absolute coordinates of the
5285 node being modified,
5286 * `prob` is an integer value from `0` to `255` that encodes
5287 probability and per-node force-place. Probability has levels
5288 0-127, then 128 may be added to encode per-node force-place.
5289 For probability stated as 0-255, divide by 2 and round down to
5290 get values 0-127, then add 128 to apply per-node force-place.
5291 * If there are two or more entries with the same pos value, the
5293 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5295 * If `probability_list` equals `nil`, no probabilities are applied.
5296 * Apply the specified probability to the specified horizontal slices
5297 according to the `slice_prob_list`.
5298 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5300 * `ypos` indicates the y position of the slice with a probability
5301 applied, the lowest slice being `ypos = 0`.
5302 * If slice probability list equals `nil`, no slice probabilities
5304 * Saves schematic in the Minetest Schematic format to filename.
5306 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5307 * Place the schematic specified by schematic (see [Schematic specifier]) at
5309 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5310 * If the `rotation` parameter is omitted, the schematic is not rotated.
5311 * `replacements` = `{["old_name"] = "convert_to", ...}`
5312 * `force_placement` is a boolean indicating whether nodes other than `air`
5313 and `ignore` are replaced by the schematic.
5314 * Returns nil if the schematic could not be loaded.
5315 * **Warning**: Once you have loaded a schematic from a file, it will be
5316 cached. Future calls will always use the cached version and the
5317 replacement list defined for it, regardless of whether the file or the
5318 replacement list parameter have changed. The only way to load the file
5319 anew is to restart the server.
5320 * `flags` is a flag field with the available flags:
5325 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5326 * This function is analogous to minetest.place_schematic, but places a
5327 schematic onto the specified VoxelManip object `vmanip` instead of the
5329 * Returns false if any part of the schematic was cut-off due to the
5330 VoxelManip not containing the full area required, and true if the whole
5331 schematic was able to fit.
5332 * Returns nil if the schematic could not be loaded.
5333 * After execution, any external copies of the VoxelManip contents are
5335 * `flags` is a flag field with the available flags:
5340 * `minetest.serialize_schematic(schematic, format, options)`
5341 * Return the serialized schematic specified by schematic
5342 (see [Schematic specifier])
5343 * in the `format` of either "mts" or "lua".
5344 * "mts" - a string containing the binary MTS data used in the MTS file
5346 * "lua" - a string containing Lua code representing the schematic in table
5348 * `options` is a table containing the following optional parameters:
5349 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5350 generated will have (X, Z) position comments for every X row
5351 generated in the schematic data for easier reading.
5352 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5353 the Lua code generated will use that number of spaces as indentation
5354 instead of a tab character.
5356 * `minetest.read_schematic(schematic, options)`
5357 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5358 * `schematic` is the schematic to read (see: [Schematic specifier])
5359 * `options` is a table containing the following optional parameters:
5360 * `write_yslice_prob`: string value:
5361 * `none`: no `write_yslice_prob` table is inserted,
5362 * `low`: only probabilities that are not 254 or 255 are written in
5363 the `write_ylisce_prob` table,
5364 * `all`: write all probabilities to the `write_yslice_prob` table.
5365 * The default for this option is `all`.
5366 * Any invalid value will be interpreted as `all`.
5371 * `minetest.request_http_api()`:
5372 * returns `HTTPApiTable` containing http functions if the calling mod has
5373 been granted access by being listed in the `secure.http_mods` or
5374 `secure.trusted_mods` setting, otherwise returns `nil`.
5375 * The returned table contains the functions `fetch`, `fetch_async` and
5376 `fetch_async_get` described below.
5377 * Only works at init time and must be called from the mod's main scope
5378 (not from a function).
5379 * Function only exists if minetest server was built with cURL support.
5380 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5382 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5383 * Performs given request asynchronously and calls callback upon completion
5384 * callback: `function(HTTPRequestResult res)`
5385 * Use this HTTP function if you are unsure, the others are for advanced use
5386 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5387 * Performs given request asynchronously and returns handle for
5388 `HTTPApiTable.fetch_async_get`
5389 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5390 * Return response data for given asynchronous HTTP request
5395 * `minetest.get_mod_storage()`:
5396 * returns reference to mod private `StorageRef`
5397 * must be called during mod load time
5402 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5403 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5404 * `minetest.player_exists(name)`: boolean, whether player exists
5405 (regardless of online status)
5406 * `minetest.hud_replace_builtin(name, hud_definition)`
5407 * Replaces definition of a builtin hud element
5408 * `name`: `"breath"` or `"health"`
5409 * `hud_definition`: definition to replace builtin definition
5410 * `minetest.send_join_message(player_name)`
5411 * This function can be overridden by mods to change the join message.
5412 * `minetest.send_leave_message(player_name, timed_out)`
5413 * This function can be overridden by mods to change the leave message.
5414 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5415 * `pos`: table {x=number, y=number, z=number},
5416 * Gives a unique hash number for a node position (16+16+16=48bit)
5417 * `minetest.get_position_from_hash(hash)`: returns a position
5418 * Inverse transform of `minetest.hash_node_position`
5419 * `minetest.get_item_group(name, group)`: returns a rating
5420 * Get rating of a group of an item. (`0` means: not in group)
5421 * `minetest.get_node_group(name, group)`: returns a rating
5422 * Deprecated: An alias for the former.
5423 * `minetest.raillike_group(name)`: returns a rating
5424 * Returns rating of the connect_to_raillike group corresponding to name
5425 * If name is not yet the name of a connect_to_raillike group, a new group
5426 id is created, with that name.
5427 * `minetest.get_content_id(name)`: returns an integer
5428 * Gets the internal content ID of `name`
5429 * `minetest.get_name_from_content_id(content_id)`: returns a string
5430 * Gets the name of the content with that content ID
5431 * `minetest.parse_json(string[, nullvalue])`: returns something
5432 * Convert a string containing JSON data into the Lua equivalent
5433 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5434 * On success returns a table, a string, a number, a boolean or `nullvalue`
5435 * On failure outputs an error message and returns `nil`
5436 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5437 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5439 * Convert a Lua table into a JSON string
5440 * styled: Outputs in a human-readable format if this is set, defaults to
5442 * Unserializable things like functions and userdata will cause an error.
5443 * **Warning**: JSON is more strict than the Lua table format.
5444 1. You can only use strings and positive integers of at least one as
5446 2. You can not mix string and integer keys.
5447 This is due to the fact that JSON has two distinct array and object
5449 * Example: `write_json({10, {a = false}})`,
5450 returns `"[10, {\"a\": false}]"`
5451 * `minetest.serialize(table)`: returns a string
5452 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5453 into string form readable by `minetest.deserialize`
5454 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5455 * `minetest.deserialize(string[, safe])`: returns a table
5456 * Convert a string returned by `minetest.serialize` into a table
5457 * `string` is loaded in an empty sandbox environment.
5458 * Will load functions if safe is false or omitted. Although these functions
5459 cannot directly access the global environment, they could bypass this
5460 restriction with maliciously crafted Lua bytecode if mod security is
5462 * This function should not be used on untrusted data, regardless of the
5463 value of `safe`. It is fine to serialize then deserialize user-provided
5464 data, but directly providing user input to deserialize is always unsafe.
5465 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5466 returns `{foo='bar'}`
5467 * Example: `deserialize('print("foo")')`, returns `nil`
5468 (function call fails), returns
5469 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5470 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5471 * Compress a string of data.
5472 * `method` is a string identifying the compression method to be used.
5473 * Supported compression methods:
5474 * Deflate (zlib): `"deflate"`
5475 * `...` indicates method-specific arguments. Currently defined arguments
5477 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5478 * `minetest.decompress(compressed_data, method, ...)`: returns data
5479 * Decompress a string of data (using ZLib).
5480 * See documentation on `minetest.compress()` for supported compression
5482 * `...` indicates method-specific arguments. Currently, no methods use this
5483 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5484 * Each argument is a 8 Bit unsigned integer
5485 * Returns the ColorString from rgb or rgba values
5486 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5487 * `minetest.encode_base64(string)`: returns string encoded in base64
5488 * Encodes a string in base64.
5489 * `minetest.decode_base64(string)`: returns string or nil for invalid base64
5490 * Decodes a string encoded in base64.
5491 * `minetest.is_protected(pos, name)`: returns boolean
5492 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5493 placing) the node at position `pos`.
5494 * `name` will be `""` for non-players or unknown players.
5495 * This function should be overridden by protection mods. It is highly
5496 recommended to grant access to players with the `protection_bypass` privilege.
5497 * Cache and call the old version of this function if the position is
5498 not protected by the mod. This will allow using multiple protection mods.
5501 local old_is_protected = minetest.is_protected
5502 function minetest.is_protected(pos, name)
5503 if mymod:position_protected_from(pos, name) then
5506 return old_is_protected(pos, name)
5508 * `minetest.record_protection_violation(pos, name)`
5509 * This function calls functions registered with
5510 `minetest.register_on_protection_violation`.
5511 * `minetest.is_creative_enabled(name)`: returns boolean
5512 * Returning `true` means that Creative Mode is enabled for player `name`.
5513 * `name` will be `""` for non-players or if the player is unknown.
5514 * This function should be overridden by Creative Mode-related mods to
5515 implement a per-player Creative Mode.
5516 * By default, this function returns `true` if the setting
5517 `creative_mode` is `true` and `false` otherwise.
5518 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5519 * Returns the position of the first node that `player_name` may not modify
5520 in the specified cuboid between `pos1` and `pos2`.
5521 * Returns `false` if no protections were found.
5522 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5523 The points are spaced evenly throughout the volume and have a spacing
5524 similar to, but no larger than, `interval`.
5525 * All corners and edges of the defined volume are checked.
5526 * `interval` defaults to 4.
5527 * `interval` should be carefully chosen and maximised to avoid an excessive
5528 number of points being checked.
5529 * Like `minetest.is_protected`, this function may be extended or
5530 overwritten by mods to provide a faster implementation to check the
5531 cuboid for intersections.
5532 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5533 orient_flags, prevent_after_place])`
5534 * Attempt to predict the desired orientation of the facedir-capable node
5535 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5536 or hanging from the ceiling).
5537 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5538 stacks are handled normally.
5539 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5540 * `invert_wall`: if `true`, place wall-orientation on the ground and
5541 ground-orientation on the wall.
5542 * `force_wall` : if `true`, always place the node in wall orientation.
5543 * `force_ceiling`: if `true`, always place on the ceiling.
5544 * `force_floor`: if `true`, always place the node on the floor.
5545 * `force_facedir`: if `true`, forcefully reset the facedir to north
5546 when placing on the floor or ceiling.
5547 * The first four options are mutually-exclusive; the last in the list
5548 takes precedence over the first.
5549 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5550 * Returns the new itemstack after placement
5551 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5552 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5553 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5554 parameter and `prevent_after_place` set to `true`.
5556 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5557 tool_capabilities, dir, distance, damage)`
5558 * Returns the amount of knockback applied on the punched player.
5559 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5560 * `distance`: distance between puncher and punched player
5561 * This function can be overriden by mods that wish to modify this behaviour.
5562 * You may want to cache and call the old function to allow multiple mods to
5563 change knockback behaviour.
5565 * `minetest.forceload_block(pos[, transient])`
5566 * forceloads the position `pos`.
5567 * returns `true` if area could be forceloaded
5568 * If `transient` is `false` or absent, the forceload will be persistent
5569 (saved between server runs). If `true`, the forceload will be transient
5570 (not saved between server runs).
5572 * `minetest.forceload_free_block(pos[, transient])`
5573 * stops forceloading the position `pos`
5574 * If `transient` is `false` or absent, frees a persistent forceload.
5575 If `true`, frees a transient forceload.
5577 * `minetest.request_insecure_environment()`: returns an environment containing
5578 insecure functions if the calling mod has been listed as trusted in the
5579 `secure.trusted_mods` setting or security is disabled, otherwise returns
5581 * Only works at init time and must be called from the mod's main scope
5582 (ie: the init.lua of the mod, not from another Lua file or within a function).
5583 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5584 IT IN A LOCAL VARIABLE!**
5586 * `minetest.global_exists(name)`
5587 * Checks if a global variable has been set, without triggering a warning.
5592 * `minetest.env`: `EnvRef` of the server environment and world.
5593 * Any function in the minetest namespace can be called using the syntax
5594 `minetest.env:somefunction(somearguments)`
5595 instead of `minetest.somefunction(somearguments)`
5596 * Deprecated, but support is not to be dropped soon
5601 ### Registered definition tables
5603 * `minetest.registered_items`
5604 * Map of registered items, indexed by name
5605 * `minetest.registered_nodes`
5606 * Map of registered node definitions, indexed by name
5607 * `minetest.registered_craftitems`
5608 * Map of registered craft item definitions, indexed by name
5609 * `minetest.registered_tools`
5610 * Map of registered tool definitions, indexed by name
5611 * `minetest.registered_entities`
5612 * Map of registered entity prototypes, indexed by name
5613 * `minetest.object_refs`
5614 * Map of object references, indexed by active object id
5615 * `minetest.luaentities`
5616 * Map of Lua entities, indexed by active object id
5617 * `minetest.registered_abms`
5618 * List of ABM definitions
5619 * `minetest.registered_lbms`
5620 * List of LBM definitions
5621 * `minetest.registered_aliases`
5622 * Map of registered aliases, indexed by name
5623 * `minetest.registered_ores`
5624 * Map of registered ore definitions, indexed by the `name` field.
5625 * If `name` is nil, the key is the object handle returned by
5626 `minetest.register_ore`.
5627 * `minetest.registered_biomes`
5628 * Map of registered biome definitions, indexed by the `name` field.
5629 * If `name` is nil, the key is the object handle returned by
5630 `minetest.register_biome`.
5631 * `minetest.registered_decorations`
5632 * Map of registered decoration definitions, indexed by the `name` field.
5633 * If `name` is nil, the key is the object handle returned by
5634 `minetest.register_decoration`.
5635 * `minetest.registered_schematics`
5636 * Map of registered schematic definitions, indexed by the `name` field.
5637 * If `name` is nil, the key is the object handle returned by
5638 `minetest.register_schematic`.
5639 * `minetest.registered_chatcommands`
5640 * Map of registered chat command definitions, indexed by name
5641 * `minetest.registered_privileges`
5642 * Map of registered privilege definitions, indexed by name
5644 ### Registered callback tables
5646 All callbacks registered with [Global callback registration functions] are added
5647 to corresponding `minetest.registered_*` tables.
5655 Sorted alphabetically.
5660 A fast access data structure to store areas, and find areas near a given
5662 Every area has a `data` string attribute to store additional information.
5663 You can create an empty `AreaStore` by calling `AreaStore()`, or
5664 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5665 If you chose the parameter-less constructor, a fast implementation will be
5666 automatically chosen for you.
5670 * `get_area(id, include_borders, include_data)`
5671 * Returns the area information about the specified ID.
5672 * Returned values are either of these:
5674 nil -- Area not found
5675 true -- Without `include_borders` and `include_data`
5677 min = pos, max = pos -- `include_borders == true`
5678 data = string -- `include_data == true`
5681 * `get_areas_for_pos(pos, include_borders, include_data)`
5682 * Returns all areas as table, indexed by the area ID.
5683 * Table values: see `get_area`.
5684 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5685 * Returns all areas that contain all nodes inside the area specified by `edge1`
5686 and `edge2` (inclusive).
5687 * `accept_overlap`: if `true`, areas are returned that have nodes in
5688 common (intersect) with the specified area.
5689 * Returns the same values as `get_areas_for_pos`.
5690 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5691 * Returns the new area's ID, or nil if the insertion failed.
5692 * The (inclusive) positions `edge1` and `edge2` describe the area.
5693 * `data` is a string stored with the area.
5694 * `id` (optional): will be used as the internal area ID if it is an unique
5695 number between 0 and 2^32-2.
5696 * `reserve(count)`: reserves resources for at most `count` many contained
5698 Only needed for efficiency, and only some implementations profit.
5699 * `remove_area(id)`: removes the area with the given id from the store, returns
5701 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5702 Calling invalidates the cache, so that its elements have to be newly
5704 * `params` is a table with the following fields:
5706 enabled = boolean, -- Whether to enable, default true
5707 block_radius = int, -- The radius (in nodes) of the areas the cache
5708 -- generates prefiltered lists for, minimum 16,
5710 limit = int, -- The cache size, minimum 20, default 1000
5711 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5713 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5715 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5717 Returns success and, optionally, an error message.
5718 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5724 An `InvRef` is a reference to an inventory.
5728 * `is_empty(listname)`: return `true` if list is empty
5729 * `get_size(listname)`: get size of a list
5730 * `set_size(listname, size)`: set size of a list
5731 * returns `false` on error (e.g. invalid `listname` or `size`)
5732 * `get_width(listname)`: get width of a list
5733 * `set_width(listname, width)`: set width of list; currently used for crafting
5734 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5735 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5736 * `get_list(listname)`: return full list
5737 * `set_list(listname, list)`: set full list (size will not change)
5738 * `get_lists()`: returns list of inventory lists
5739 * `set_lists(lists)`: sets inventory lists (size will not change)
5740 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5742 * `room_for_item(listname, stack):` returns `true` if the stack of items
5743 can be fully added to the list
5744 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5745 the stack of items can be fully taken from the list.
5746 If `match_meta` is false, only the items' names are compared
5748 * `remove_item(listname, stack)`: take as many items as specified from the
5749 list, returns the items that were actually removed (as an `ItemStack`)
5750 -- note that any item metadata is ignored, so attempting to remove a specific
5751 unique item this way will likely remove the wrong one -- to do that use
5752 `set_stack` with an empty `ItemStack`.
5753 * `get_location()`: returns a location compatible to
5754 `minetest.get_inventory(location)`.
5755 * returns `{type="undefined"}` in case location is not known
5760 An `ItemStack` is a stack of items.
5762 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5763 an itemstring, a table or `nil`.
5767 * `is_empty()`: returns `true` if stack is empty.
5768 * `get_name()`: returns item name (e.g. `"default:stone"`).
5769 * `set_name(item_name)`: returns a boolean indicating whether the item was
5771 * `get_count()`: Returns number of items on the stack.
5772 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5773 * `count`: number, unsigned 16 bit integer
5774 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5775 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5776 * `wear`: number, unsigned 16 bit integer
5777 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5778 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5780 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5781 * `get_description()`: returns the description shown in inventory list tooltips.
5782 * `clear()`: removes all items from the stack, making it empty.
5783 * `replace(item)`: replace the contents of this stack.
5784 * `item` can also be an itemstring or table.
5785 * `to_string()`: returns the stack in itemstring form.
5786 * `to_table()`: returns the stack in Lua table form.
5787 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5789 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5790 * `is_known()`: returns `true` if the item name refers to a defined item type.
5791 * `get_definition()`: returns the item definition table.
5792 * `get_tool_capabilities()`: returns the digging properties of the item,
5793 or those of the hand if none are defined for this item type
5794 * `add_wear(amount)`
5795 * Increases wear by `amount` if the item is a tool
5796 * `amount`: number, integer
5797 * `add_item(item)`: returns leftover `ItemStack`
5798 * Put some item or stack onto this stack
5799 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5801 * `take_item(n)`: returns taken `ItemStack`
5802 * Take (and remove) up to `n` items from this stack
5803 * `n`: number, default: `1`
5804 * `peek_item(n)`: returns taken `ItemStack`
5805 * Copy (don't remove) up to `n` items from this stack
5806 * `n`: number, default: `1`
5811 ItemStack metadata: reference extra data and functionality stored in a stack.
5812 Can be obtained via `item:get_meta()`.
5816 * All methods in MetaDataRef
5817 * `set_tool_capabilities([tool_capabilities])`
5818 * Overrides the item's tool capabilities
5819 * A nil value will clear the override data and restore the original
5825 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5826 and [`PlayerMetaRef`].
5830 * `contains(key)`: Returns true if key present, otherwise false.
5831 * Returns `nil` when the MetaData is inexistent.
5832 * `get(key)`: Returns `nil` if key not present, else the stored string.
5833 * `set_string(key, value)`: Value of `""` will delete the key.
5834 * `get_string(key)`: Returns `""` if key not present.
5835 * `set_int(key, value)`
5836 * `get_int(key)`: Returns `0` if key not present.
5837 * `set_float(key, value)`
5838 * `get_float(key)`: Returns `0` if key not present.
5839 * `to_table()`: returns `nil` or a table with keys:
5840 * `fields`: key-value storage
5841 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5842 * `from_table(nil or {})`
5843 * Any non-table value will clear the metadata
5844 * See [Node Metadata] for an example
5845 * returns `true` on success
5847 * returns `true` if this metadata has the same key-value pairs as `other`
5852 An interface to use mod channels on client and server
5856 * `leave()`: leave the mod channel.
5857 * Server leaves channel `channel_name`.
5858 * No more incoming or outgoing messages can be sent to this channel from
5860 * This invalidate all future object usage.
5861 * Ensure you set mod_channel to nil after that to free Lua resources.
5862 * `is_writeable()`: returns true if channel is writeable and mod can send over
5864 * `send_all(message)`: Send `message` though the mod channel.
5865 * If mod channel is not writeable or invalid, message will be dropped.
5866 * Message size is limited to 65535 characters by protocol.
5871 Node metadata: reference extra data and functionality stored in a node.
5872 Can be obtained via `minetest.get_meta(pos)`.
5876 * All methods in MetaDataRef
5877 * `get_inventory()`: returns `InvRef`
5878 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5879 This will prevent them from being sent to the client. Note that the "private"
5880 status will only be remembered if an associated key-value pair exists,
5881 meaning it's best to call this when initializing all other meta (e.g.
5887 Node Timers: a high resolution persistent per-node timer.
5888 Can be gotten via `minetest.get_node_timer(pos)`.
5892 * `set(timeout,elapsed)`
5893 * set a timer's state
5894 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5895 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5896 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5900 * equivalent to `set(timeout,0)`
5903 * `get_timeout()`: returns current timeout in seconds
5904 * if `timeout` equals `0`, timer is inactive
5905 * `get_elapsed()`: returns current elapsed time in seconds
5906 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5908 * `is_started()`: returns boolean state of timer
5909 * returns `true` if timer is started, otherwise `false`
5914 Moving things in the game are generally these.
5915 This is basically a reference to a C++ `ServerActiveObject`.
5917 ### Advice on handling `ObjectRefs`
5919 When you receive an `ObjectRef` as a callback argument or from another API
5920 function, it is possible to store the reference somewhere and keep it around.
5921 It will keep functioning until the object is unloaded or removed.
5923 However, doing this is **NOT** recommended as there is (intentionally) no method
5924 to test if a previously acquired `ObjectRef` is still valid.
5925 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
5926 Lua back to the engine.
5927 Doing so is much less error-prone and you will never need to wonder if the
5928 object you are working with still exists.
5933 * `get_pos()`: returns `{x=num, y=num, z=num}`
5934 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5935 * `move_to(pos, continuous=false)`
5936 * Does an interpolated move for Lua entities for visually smooth transitions.
5937 * If `continuous` is true, the Lua entity will not be moved to the current
5938 position before starting the interpolated move.
5939 * For players this does the same as `set_pos`,`continuous` is ignored.
5940 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5941 * `puncher` = another `ObjectRef`,
5942 * `time_from_last_punch` = time since last punch action of the puncher
5943 * `direction`: can be `nil`
5944 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5945 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5946 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5947 * See reason in register_on_player_hpchange
5948 * Is limited to the range of 0 ... 65535 (2^16 - 1)
5949 * For players: HP are also limited by `hp_max` specified in the player's
5951 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5952 * `get_wield_list()`: returns the name of the inventory list the wielded item
5954 * `get_wield_index()`: returns the index of the wielded item
5955 * `get_wielded_item()`: returns an `ItemStack`
5956 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5958 * `set_armor_groups({group1=rating, group2=rating, ...})`
5959 * `get_armor_groups()`: returns a table with the armor group ratings
5960 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5961 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5962 * `frame_speed`: number, default: `15.0`
5963 * `frame_blend`: number, default: `0.0`
5964 * `frame_loop`: boolean, default: `true`
5965 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5967 * `set_animation_frame_speed(frame_speed)`
5968 * `frame_speed`: number, default: `15.0`
5969 * `set_attach(parent, bone, position, rotation)`
5971 * `position`: `{x=num, y=num, z=num}` (relative)
5972 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5973 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5976 * `set_bone_position(bone, position, rotation)`
5978 * `position`: `{x=num, y=num, z=num}` (relative)
5979 * `rotation`: `{x=num, y=num, z=num}`
5980 * `get_bone_position(bone)`: returns position and rotation of the bone
5981 * `set_properties(object property table)`
5982 * `get_properties()`: returns object property table
5983 * `is_player()`: returns true for players, false otherwise
5984 * `get_nametag_attributes()`
5985 * returns a table with the attributes of the nametag of an object
5987 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5990 * `set_nametag_attributes(attributes)`
5991 * sets the attributes of the nametag of an object
5995 text = "My Nametag",
5998 #### Lua entity only (no-op for other objects)
6000 * `remove()`: remove object
6001 * The object is removed after returning from Lua. However the `ObjectRef`
6002 itself instantly becomes unusable with all further method calls having
6003 no effect and returning `nil`.
6004 * `set_velocity(vel)`
6005 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6006 * `add_velocity(vel)`
6007 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6008 * In comparison to using get_velocity, adding the velocity and then using
6009 set_velocity, add_velocity is supposed to avoid synchronization problems.
6010 * `get_velocity()`: returns the velocity, a vector
6011 * `set_acceleration(acc)`
6013 * `get_acceleration()`: returns the acceleration, a vector
6014 * `set_rotation(rot)`
6015 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6016 and Z is roll (bank).
6017 * `get_rotation()`: returns the rotation, a vector (radians)
6018 * `set_yaw(radians)`: sets the yaw (heading).
6019 * `get_yaw()`: returns number in radians
6020 * `set_texture_mod(mod)`
6021 * `get_texture_mod()` returns current texture modifier
6022 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
6023 * Select sprite from spritesheet with optional animation and Dungeon Master
6024 style texture selection based on yaw relative to camera
6025 * `p`: {x=number, y=number}, the coordinate of the first frame
6026 (x: column, y: row), default: `{x=0, y=0}`
6027 * `num_frames`: number, default: `1`
6028 * `framelength`: number, default: `0.2`
6029 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
6030 Master mob, default: `false`
6031 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6034 #### Player only (no-op for other objects)
6036 * `get_player_name()`: returns `""` if is not a player
6037 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
6038 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6039 * `add_player_velocity(vel)`
6040 * Adds to player velocity, this happens client-side and only once.
6041 * Does not apply during free_move.
6042 * Note that since the player speed is normalized at each move step,
6043 increasing e.g. Y velocity beyond what would usually be achieved
6044 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6045 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
6046 pressing the jump key (assuming default settings)
6047 * `get_look_dir()`: get camera direction as a unit vector
6048 * `get_look_vertical()`: pitch in radians
6049 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6051 * `get_look_horizontal()`: yaw in radians
6052 * Angle is counter-clockwise from the +z direction.
6053 * `set_look_vertical(radians)`: sets look pitch
6054 * radians: Angle from looking forward, where positive is downwards.
6055 * `set_look_horizontal(radians)`: sets look yaw
6056 * radians: Angle from the +z direction, where positive is counter-clockwise.
6057 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6058 `get_look_vertical`.
6059 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6061 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6062 `get_look_horizontal`.
6063 * Angle is counter-clockwise from the +x direction.
6064 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6065 `set_look_vertical`.
6066 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6067 `set_look_horizontal`.
6068 * `get_breath()`: returns player's breath
6069 * `set_breath(value)`: sets player's breath
6071 * `0`: player is drowning
6072 * max: bubbles bar is not shown
6073 * See [Object properties] for more information
6074 * Is limited to range 0 ... 65535 (2^16 - 1)
6075 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6077 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6078 Defaults to `false`.
6079 * `transition_time`: If defined, enables smooth FOV transition.
6080 Interpreted as the time (in seconds) to reach target FOV.
6081 If set to 0, FOV change is instantaneous. Defaults to 0.
6082 * Set `fov` to 0 to clear FOV override.
6083 * `get_fov()`: Returns the following:
6084 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6085 * Boolean indicating whether the FOV value is a multiplier.
6086 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6087 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6088 * Sets an extra attribute with value on player.
6089 * `value` must be a string, or a number which will be converted to a
6091 * If `value` is `nil`, remove attribute from player.
6092 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6093 * Returns value (a string) for extra attribute.
6094 * Returns `nil` if no attribute found.
6095 * `get_meta()`: Returns a PlayerMetaRef.
6096 * `set_inventory_formspec(formspec)`
6097 * Redefine player's inventory form
6098 * Should usually be called in `on_joinplayer`
6099 * `get_inventory_formspec()`: returns a formspec string
6100 * `set_formspec_prepend(formspec)`:
6101 * the formspec string will be added to every formspec shown to the user,
6102 except for those with a no_prepend[] tag.
6103 * This should be used to set style elements such as background[] and
6104 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6105 * Only affects formspecs shown after this is called.
6106 * `get_formspec_prepend(formspec)`: returns a formspec string.
6107 * `get_player_control()`: returns table with player pressed keys
6108 * The table consists of fields with boolean value representing the pressed
6109 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
6110 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
6111 sneak=true, aux1=false, down=false, up=false}`
6112 * `get_player_control_bits()`: returns integer with bit packed player pressed
6114 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
6116 * `set_physics_override(override_table)`
6117 * `override_table` is a table with the following fields:
6118 * `speed`: multiplier to default walking speed value (default: `1`)
6119 * `jump`: multiplier to default jump value (default: `1`)
6120 * `gravity`: multiplier to default gravity value (default: `1`)
6121 * `sneak`: whether player can sneak (default: `true`)
6122 * `sneak_glitch`: whether player can use the new move code replications
6123 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6125 * `new_move`: use new move/sneak code. When `false` the exact old code
6126 is used for the specific old sneak behaviour (default: `true`)
6127 * `get_physics_override()`: returns the table given to `set_physics_override`
6128 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6130 * `hud_remove(id)`: remove the HUD element of the specified id
6131 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6133 * element `stat` values:
6134 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6135 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6136 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6137 * `flags`: A table with the following fields set to boolean values
6145 * If a flag equals `nil`, the flag is not modified
6146 * `minimap`: Modifies the client's permission to view the minimap.
6147 The client may locally elect to not view the minimap.
6148 * `minimap_radar` is only usable when `minimap` is true
6149 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6150 * See `hud_set_flags` for a list of flags that can be toggled.
6151 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6152 * `count`: number of items, must be between `1` and `32`
6153 * `hud_get_hotbar_itemcount`: returns number of visible items
6154 * `hud_set_hotbar_image(texturename)`
6155 * sets background image for hotbar
6156 * `hud_get_hotbar_image`: returns texturename
6157 * `hud_set_hotbar_selected_image(texturename)`
6158 * sets image for selected item of hotbar
6159 * `hud_get_hotbar_selected_image`: returns texturename
6160 * `set_sky(parameters)`
6161 * `parameters` is a table with the following optional fields:
6162 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6163 * `type`: Available types:
6164 * `"regular"`: Uses 0 textures, `base_color` ignored
6165 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6166 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6167 * `textures`: A table containing up to six textures in the following
6168 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6169 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6170 * `sky_color`: A table containing the following values, alpha is ignored:
6171 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6172 sky during the day. (default: `#8cbafa`)
6173 * `day_horizon`: ColorSpec, for the bottom half of the
6174 `"regular"` sky during the day. (default: `#9bc1f0`)
6175 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6176 sky during dawn/sunset. (default: `#b4bafa`)
6177 The resulting sky color will be a darkened version of the ColorSpec.
6178 Warning: The darkening of the ColorSpec is subject to change.
6179 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6180 sky during dawn/sunset. (default: `#bac1f0`)
6181 The resulting sky color will be a darkened version of the ColorSpec.
6182 Warning: The darkening of the ColorSpec is subject to change.
6183 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6184 sky during the night. (default: `#006aff`)
6185 The resulting sky color will be a dark version of the ColorSpec.
6186 Warning: The darkening of the ColorSpec is subject to change.
6187 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6188 sky during the night. (default: `#4090ff`)
6189 The resulting sky color will be a dark version of the ColorSpec.
6190 Warning: The darkening of the ColorSpec is subject to change.
6191 * `indoors`: ColorSpec, for when you're either indoors or
6192 underground. Only applies to the `"regular"` sky.
6193 (default: `#646464`)
6194 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6195 at sunrise and sunset.
6196 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6197 at sunrise and sunset.
6198 * `fog_tint_type`: string, changes which mode the directional fog
6199 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6200 `"default"` uses the classic Minetest sun and moon tinting.
6201 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6202 * `get_sky()`: returns base_color, type, table of textures, clouds.
6203 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6205 * `set_sun(parameters)`:
6206 * `parameters` is a table with the following optional fields:
6207 * `visible`: Boolean for whether the sun is visible.
6209 * `texture`: A regular texture for the sun. Setting to `""`
6210 will re-enable the mesh sun. (default: `"sun.png"`)
6211 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6212 (default: `"sun_tonemap.png"`)
6213 * `sunrise`: A regular texture for the sunrise texture.
6214 (default: `"sunrisebg.png"`)
6215 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6217 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6218 * `get_sun()`: returns a table with the current sun parameters as in
6220 * `set_moon(parameters)`:
6221 * `parameters` is a table with the following optional fields:
6222 * `visible`: Boolean for whether the moon is visible.
6224 * `texture`: A regular texture for the moon. Setting to `""`
6225 will re-enable the mesh moon. (default: `"moon.png"`)
6226 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6227 (default: `"moon_tonemap.png"`)
6228 * `scale`: Float controlling the overall size of the moon (default: `1`)
6229 * `get_moon()`: returns a table with the current moon parameters as in
6231 * `set_stars(parameters)`:
6232 * `parameters` is a table with the following optional fields:
6233 * `visible`: Boolean for whether the stars are visible.
6235 * `count`: Integer number to set the number of stars in
6236 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6238 * `star_color`: ColorSpec, sets the colors of the stars,
6239 alpha channel is used to set overall star brightness.
6240 (default: `#ebebff69`)
6241 * `scale`: Float controlling the overall size of the stars (default: `1`)
6242 * `get_stars()`: returns a table with the current stars parameters as in
6244 * `set_clouds(parameters)`: set cloud parameters
6245 * `parameters` is a table with the following optional fields:
6246 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6247 * `color`: basic cloud color with alpha channel, ColorSpec
6248 (default `#fff0f0e5`).
6249 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6250 ColorSpec (alpha ignored, default `#000000`)
6251 * `height`: cloud height, i.e. y of cloud base (default per conf,
6253 * `thickness`: cloud thickness in nodes (default `16`)
6254 * `speed`: 2D cloud speed + direction in nodes per second
6255 (default `{x=0, z=-2}`).
6256 * `get_clouds()`: returns a table with the current cloud parameters as in
6258 * `override_day_night_ratio(ratio or nil)`
6259 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6261 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6262 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6263 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
6264 set animation for player model in third person view
6266 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
6267 {x=168, y=187}, -- walk animation key frames
6268 {x=189, y=198}, -- dig animation key frames
6269 {x=200, y=219}, -- walk+dig animation key frames
6270 frame_speed=30) -- animation frame speed
6271 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
6273 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
6275 * in first person view
6276 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6277 * `get_eye_offset()`: returns `offset_first` and `offset_third`
6278 * `send_mapblock(blockpos)`:
6279 * Sends a server-side loaded mapblock to the player.
6280 * Returns `false` if failed.
6281 * Resource intensive - use sparsely
6282 * To get blockpos, integer divide pos by 16
6287 A 32-bit pseudorandom number generator.
6288 Uses PCG32, an algorithm of the permuted congruential generator family,
6289 offering very strong randomness.
6291 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6295 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6296 * `next(min, max)`: return next integer random number [`min`...`max`]
6297 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6298 random number [`min`...`max`].
6299 * This is only a rough approximation of a normal distribution with:
6300 * `mean = (max - min) / 2`, and
6301 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6302 * Increasing `num_trials` improves accuracy of the approximation
6307 A perlin noise generator.
6308 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6309 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6310 plus the world seed, to create world-specific noise.
6312 `PerlinNoise(noiseparams)`
6313 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6315 `minetest.get_perlin(noiseparams)`
6316 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6320 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6321 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6326 A fast, bulk perlin noise generator.
6328 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6329 `minetest.get_perlin_map(noiseparams, size)`.
6330 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6331 plus the world seed, to create world-specific noise.
6333 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6334 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6337 For each of the functions with an optional `buffer` parameter: If `buffer` is
6338 not nil, this table will be used to store the result instead of creating a new
6343 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6344 with values starting at `pos={x=,y=}`
6345 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6346 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6347 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6348 array of 2D noise with values starting at `pos={x=,y=}`
6349 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6350 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6351 is stored internally.
6352 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6353 is stored internally.
6354 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6355 returns a slice of the most recently computed noise results. The result slice
6356 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6357 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6359 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6360 It is important to note that `slice_offset` offset coordinates begin at 1,
6361 and are relative to the starting position of the most recently calculated
6363 To grab a single vertical column of noise starting at map coordinates
6364 x = 1023, y=1000, z = 1000:
6365 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6366 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6372 Uses the same method of storage as the deprecated player attribute API, so
6373 data there will also be in player meta.
6374 Can be obtained using `player:get_meta()`.
6378 * All methods in MetaDataRef
6383 A 16-bit pseudorandom number generator.
6384 Uses a well-known LCG algorithm introduced by K&R.
6386 It can be created via `PseudoRandom(seed)`.
6390 * `next()`: return next integer random number [`0`...`32767`]
6391 * `next(min, max)`: return next integer random number [`min`...`max`]
6392 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6393 due to the simple implementation making bad distribution otherwise.
6398 A raycast on the map. It works with selection boxes.
6399 Can be used as an iterator in a for loop as:
6401 local ray = Raycast(...)
6402 for pointed_thing in ray do
6406 The map is loaded as the ray advances. If the map is modified after the
6407 `Raycast` is created, the changes may or may not have an effect on the object.
6409 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6410 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6412 * `pos1`: start of the ray
6413 * `pos2`: end of the ray
6414 * `objects`: if false, only nodes will be returned. Default is true.
6415 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6419 * `next()`: returns a `pointed_thing` with exact pointing location
6420 * Returns the next thing pointed by the ray or nil.
6425 Interface for the operating system's crypto-secure PRNG.
6427 It can be created via `SecureRandom()`. The constructor returns nil if a
6428 secure random device cannot be found on the system.
6432 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6433 random bytes, as a string.
6438 An interface to read config files in the format of `minetest.conf`.
6440 It can be created via `Settings(filename)`.
6444 * `get(key)`: returns a value
6445 * `get_bool(key, [default])`: returns a boolean
6446 * `default` is the value returned if `key` is not found.
6447 * Returns `nil` if `key` is not found and `default` not specified.
6448 * `get_np_group(key)`: returns a NoiseParams table
6450 * Returns `{flag = true/false, ...}` according to the set flags.
6451 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6452 flags like `mgv5_spflags`.
6454 * Setting names can't contain whitespace or any of `="{}#`.
6455 * Setting values can't contain the sequence `\n"""`.
6456 * Setting names starting with "secure." can't be set on the main settings
6457 object (`minetest.settings`).
6458 * `set_bool(key, value)`
6459 * See documentation for set() above.
6460 * `set_np_group(key, value)`
6461 * `value` is a NoiseParams table.
6462 * Also, see documentation for set() above.
6463 * `remove(key)`: returns a boolean (`true` for success)
6464 * `get_names()`: returns `{key1,...}`
6465 * `write()`: returns a boolean (`true` for success)
6466 * Writes changes to file.
6467 * `to_table()`: returns `{[key1]=value1,...}`
6471 The settings have the format `key = value`. Example:
6483 Mod metadata: per mod metadata, saved automatically.
6484 Can be obtained via `minetest.get_mod_storage()` during load time.
6486 WARNING: This storage backend is incaptable to save raw binary data due
6487 to restrictions of JSON.
6491 * All methods in MetaDataRef
6502 Used by `ObjectRef` methods. Part of an Entity definition.
6503 These properties are not persistent, but are applied automatically to the
6504 corresponding Lua entity using the given registration fields.
6505 Player properties need to be saved manually.
6509 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6512 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6515 -- For players only. Zoom FOV in degrees.
6516 -- Note that zoom loads and/or generates world beyond the server's
6517 -- maximum send and generate distances, so acts like a telescope.
6518 -- Smaller zoom_fov values increase the distance loaded/generated.
6519 -- Defaults to 15 in creative mode, 0 in survival mode.
6520 -- zoom_fov = 0 disables zooming for the player.
6523 -- For players only. Camera height above feet position in nodes.
6524 -- Defaults to 1.625.
6527 -- Collide with `walkable` nodes.
6529 collide_with_objects = true,
6530 -- Collide with other objects if physical = true
6532 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6533 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6534 -- Selection box uses collision box dimensions when not set.
6535 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6539 -- Overrides selection box when false
6541 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6542 -- "cube" is a node-sized cube.
6543 -- "sprite" is a flat texture always facing the player.
6544 -- "upright_sprite" is a vertical flat texture.
6545 -- "mesh" uses the defined mesh model.
6546 -- "wielditem" is used for dropped items.
6547 -- (see builtin/game/item_entity.lua).
6548 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6549 -- If the item has a 'wield_image' the object will be an extrusion of
6551 -- If 'itemname' is a cubic node or nodebox the object will appear
6552 -- identical to 'itemname'.
6553 -- If 'itemname' is a plantlike node the object will be an extrusion
6555 -- Otherwise for non-node items, the object will be an extrusion of
6556 -- 'inventory_image'.
6557 -- If 'itemname' contains a ColorString or palette index (e.g. from
6558 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6559 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6561 visual_size = {x = 1, y = 1, z = 1},
6562 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6563 -- to scale the entity along both horizontal axes.
6566 -- File name of mesh when using "mesh" visual
6569 -- Number of required textures depends on visual.
6570 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6571 -- "sprite" uses 1 texture.
6572 -- "upright_sprite" uses 2 textures: {front, back}.
6573 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6576 -- Number of required colors depends on visual
6578 use_texture_alpha = false,
6579 -- Use texture's alpha channel.
6580 -- Excludes "upright_sprite" and "wielditem".
6581 -- Note: currently causes visual issues when viewed through other
6582 -- semi-transparent materials such as water.
6584 spritediv = {x = 1, y = 1},
6585 -- Used with spritesheet textures for animation and/or frame selection
6586 -- according to position relative to player.
6587 -- Defines the number of columns and rows in the spritesheet:
6590 initial_sprite_basepos = {x = 0, y = 0},
6591 -- Used with spritesheet textures.
6592 -- Defines the {column, row} position of the initially used frame in the
6596 -- If false, object is invisible and can't be pointed.
6598 makes_footstep_sound = false,
6599 -- If true, is able to make footstep sounds of nodes
6600 -- (see node sound definition for details).
6602 automatic_rotate = 0,
6603 -- Set constant rotation in radians per second, positive or negative.
6604 -- Object rotates along the local Y-axis, and works with set_rotation.
6605 -- Set to 0 to disable constant rotation.
6608 -- If positive number, object will climb upwards when it moves
6609 -- horizontally against a `walkable` node, if the height difference
6610 -- is within `stepheight`.
6612 automatic_face_movement_dir = 0.0,
6613 -- Automatically set yaw to movement direction, offset in degrees.
6614 -- 'false' to disable.
6616 automatic_face_movement_max_rotation_per_sec = -1,
6617 -- Limit automatic rotation to this value in degrees per second.
6618 -- No limit if value <= 0.
6620 backface_culling = true,
6621 -- Set to false to disable backface_culling for model
6624 -- Add this much extra lighting when calculating texture color.
6625 -- Value < 0 disables light's effect on texture color.
6626 -- For faking self-lighting, UI style entities, or programmatic coloring
6630 -- By default empty, for players their name is shown if empty
6632 nametag_color = <ColorSpec>,
6633 -- Sets color of nametag
6636 -- By default empty, text to be shown when pointed at object
6639 -- If false, never save this object statically. It will simply be
6640 -- deleted when the block gets unloaded.
6641 -- The get_staticdata() callback is never called then.
6642 -- Defaults to 'true'.
6644 damage_texture_modifier = "^[brighten",
6645 -- Texture modifier to be applied for a short duration when object is hit
6651 Used by `minetest.register_entity`.
6654 initial_properties = {
6656 mesh = "boats_boat.obj",
6659 -- A table of object properties, see the `Object properties` section.
6660 -- Object properties being read directly from the entity definition
6661 -- table is deprecated. Define object properties in this
6662 -- `initial_properties` table instead.
6664 on_activate = function(self, staticdata, dtime_s),
6666 on_step = function(self, dtime, moveresult),
6667 -- Called every server step
6668 -- dtime: Elapsed time
6669 -- moveresult: Table with collision info (only available if physical=true)
6671 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6673 on_rightclick = function(self, clicker),
6675 get_staticdata = function(self),
6676 -- Called sometimes; the string returned is passed to on_activate when
6677 -- the entity is re-activated from static state
6679 _custom_field = whatever,
6680 -- You can define arbitrary member variables here (see Item definition
6681 -- for more info) by using a '_' prefix
6684 Collision info passed to `on_step`:
6687 touching_ground = boolean,
6689 standing_on_object = boolean,
6692 type = string, -- "node" or "object",
6693 axis = string, -- "x", "y" or "z"
6694 node_pos = vector, -- if type is "node"
6695 object = ObjectRef, -- if type is "object"
6696 old_velocity = vector,
6697 new_velocity = vector,
6703 ABM (ActiveBlockModifier) definition
6704 ------------------------------------
6706 Used by `minetest.register_abm`.
6709 label = "Lava cooling",
6710 -- Descriptive label for profiling purposes (optional).
6711 -- Definitions with identical labels will be listed as one.
6713 nodenames = {"default:lava_source"},
6714 -- Apply `action` function to these nodes.
6715 -- `group:groupname` can also be used here.
6717 neighbors = {"default:water_source", "default:water_flowing"},
6718 -- Only apply `action` to nodes that have one of, or any
6719 -- combination of, these neighbors.
6720 -- If left out or empty, any neighbor will do.
6721 -- `group:groupname` can also be used here.
6724 -- Operation interval in seconds
6727 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6731 -- If true, catch-up behaviour is enabled: The `chance` value is
6732 -- temporarily reduced when returning to an area to simulate time lost
6733 -- by the area being unattended. Note that the `chance` value can often
6736 action = function(pos, node, active_object_count, active_object_count_wider),
6737 -- Function triggered for each qualifying node.
6738 -- `active_object_count` is number of active objects in the node's
6740 -- `active_object_count_wider` is number of active objects in the node's
6741 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6742 -- mapblocks are unloaded an estmate is calculated for them based on
6743 -- loaded mapblocks.
6746 LBM (LoadingBlockModifier) definition
6747 -------------------------------------
6749 Used by `minetest.register_lbm`.
6751 A loading block modifier (LBM) is used to define a function that is called for
6752 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6756 label = "Upgrade legacy doors",
6757 -- Descriptive label for profiling purposes (optional).
6758 -- Definitions with identical labels will be listed as one.
6760 name = "modname:replace_legacy_door",
6762 nodenames = {"default:lava_source"},
6763 -- List of node names to trigger the LBM on.
6764 -- Also non-registered nodes will work.
6765 -- Groups (as of group:groupname) will work as well.
6767 run_at_every_load = false,
6768 -- Whether to run the LBM's action every time a block gets loaded,
6769 -- and not only the first time the block gets loaded after the LBM
6772 action = function(pos, node),
6779 * `{name="image.png", animation={Tile Animation definition}}`
6780 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6781 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6782 * backface culling enabled by default for most nodes
6783 * tileable flags are info for shaders, how they should treat texture
6784 when displacement mapping is used.
6785 Directions are from the point of view of the tile texture,
6786 not the node it's on.
6787 * align style determines whether the texture will be rotated with the node
6788 or kept aligned with its surroundings. "user" means that client
6789 setting will be used, similar to `glasslike_framed_optional`.
6790 Note: supported by solid nodes and nodeboxes only.
6791 * scale is used to make texture span several (exactly `scale`) nodes,
6792 instead of just one, in each direction. Works for world-aligned
6794 Note that as the effect is applied on per-mapblock basis, `16` should
6795 be equally divisible by `scale` or you may get wrong results.
6796 * `{name="image.png", color=ColorSpec}`
6797 * the texture's color will be multiplied with this color.
6798 * the tile's color overrides the owning node's color in all cases.
6799 * deprecated, yet still supported field names:
6802 Tile animation definition
6803 -------------------------
6806 type = "vertical_frames",
6809 -- Width of a frame in pixels
6812 -- Height of a frame in pixels
6822 -- Width in number of frames
6825 -- Height in number of frames
6828 -- Length of a single frame
6834 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6835 `minetest.register_tool`.
6838 description = "Steel Axe",
6841 -- key = name, value = rating; rating = 1..3.
6842 -- If rating not applicable, use 1.
6843 -- e.g. {wool = 1, fluffy = 3}
6844 -- {soil = 2, outerspace = 1, crumbly = 1}
6845 -- {bendy = 2, snappy = 1},
6846 -- {hard = 1, metal = 1, spikes = 1}
6848 inventory_image = "default_tool_steelaxe.png",
6850 inventory_overlay = "overlay.png",
6851 -- An overlay which does not get colorized
6858 -- An image file containing the palette of a node.
6859 -- You can set the currently used color as the "palette_index" field of
6860 -- the item stack metadata.
6861 -- The palette is always stretched to fit indices between 0 and 255, to
6862 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6864 color = "0xFFFFFFFF",
6865 -- The color of the item. The palette overrides this.
6867 wield_scale = {x = 1, y = 1, z = 1},
6869 -- The default value of 99 may be configured by
6870 -- users using the setting "default_stack_max"
6875 liquids_pointable = false,
6877 -- See "Tools" section for an example including explanation
6878 tool_capabilities = {
6879 full_punch_interval = 1.0,
6883 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6884 uses = 20, maxlevel = 2},
6886 damage_groups = {groupname = damage},
6887 -- Damage values must be between -32768 and 32767 (2^15)
6889 punch_attack_uses = nil,
6890 -- Amount of uses this tool has for attacking players and entities
6891 -- by punching them (0 = infinite uses).
6892 -- For compatibility, this is automatically set from the first
6893 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6894 -- It is recommend to set this explicitly instead of relying on the
6895 -- fallback behavior.
6898 node_placement_prediction = nil,
6899 -- If nil and item is node, prediction is made automatically.
6900 -- If nil and item is not a node, no prediction is made.
6901 -- If "" and item is anything, no prediction is made.
6902 -- Otherwise should be name of node which the client immediately places
6903 -- on ground when the player places the item. Server will always update
6904 -- actual result to client in a short moment.
6906 node_dig_prediction = "air",
6907 -- if "", no prediction is made.
6908 -- if "air", node is removed.
6909 -- Otherwise should be name of node which the client immediately places
6910 -- upon digging. Server will always update actual result shortly.
6913 -- Definition of items sounds to be played at various events.
6914 -- All fields in this table are optional.
6916 breaks = <SimpleSoundSpec>,
6917 -- When tool breaks due to wear. Ignored for non-tools
6919 eat = <SimpleSoundSpec>,
6920 -- When item is eaten with `minetest.do_item_eat`
6923 on_place = function(itemstack, placer, pointed_thing),
6924 -- Shall place item and return the leftover itemstack.
6925 -- The placer may be any ObjectRef or nil.
6926 -- default: minetest.item_place
6928 on_secondary_use = function(itemstack, user, pointed_thing),
6929 -- Same as on_place but called when not pointing at a node.
6930 -- The user may be any ObjectRef or nil.
6933 on_drop = function(itemstack, dropper, pos),
6934 -- Shall drop item and return the leftover itemstack.
6935 -- The dropper may be any ObjectRef or nil.
6936 -- default: minetest.item_drop
6938 on_use = function(itemstack, user, pointed_thing),
6940 -- Function must return either nil if no item shall be removed from
6941 -- inventory, or an itemstack to replace the original itemstack.
6942 -- e.g. itemstack:take_item(); return itemstack
6943 -- Otherwise, the function is free to do what it wants.
6944 -- The user may be any ObjectRef or nil.
6945 -- The default functions handle regular use cases.
6947 after_use = function(itemstack, user, node, digparams),
6949 -- If defined, should return an itemstack and will be called instead of
6950 -- wearing out the tool. If returns nil, does nothing.
6951 -- If after_use doesn't exist, it is the same as:
6952 -- function(itemstack, user, node, digparams)
6953 -- itemstack:add_wear(digparams.wear)
6956 -- The user may be any ObjectRef or nil.
6958 _custom_field = whatever,
6959 -- Add your own custom fields. By convention, all custom field names
6960 -- should start with `_` to avoid naming collisions with future engine
6967 Used by `minetest.register_node`.
6970 -- <all fields allowed in item definitions>,
6972 drawtype = "normal", -- See "Node drawtypes"
6975 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6976 -- "firelike", "mesh", "nodebox", "allfaces".
6977 -- For plantlike and firelike, the image will start at the bottom of the
6978 -- node. For torchlike, the image will start at the surface to which the
6979 -- node "attaches". For the other drawtypes the image will be centered
6982 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6983 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6984 -- Old field name was 'tile_images'.
6985 -- List can be shortened to needed length.
6987 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6988 -- Same as `tiles`, but these textures are drawn on top of the base
6989 -- tiles. You can use this to colorize only specific parts of your
6990 -- texture. If the texture name is an empty string, that overlay is not
6991 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6992 -- overlays on very common nodes.
6994 special_tiles = {tile definition 1, Tile definition 2},
6995 -- Special textures of node; used rarely.
6996 -- Old field name was 'special_materials'.
6997 -- List can be shortened to needed length.
7000 -- The node's original color will be multiplied with this color.
7001 -- If the node has a palette, then this setting only has an effect in
7002 -- the inventory and on the wield item.
7004 use_texture_alpha = false,
7005 -- Use texture's alpha channel
7007 palette = "palette.png",
7008 -- The node's `param2` is used to select a pixel from the image.
7009 -- Pixels are arranged from left to right and from top to bottom.
7010 -- The node's color will be multiplied with the selected pixel's color.
7011 -- Tiles can override this behavior.
7012 -- Only when `paramtype2` supports palettes.
7014 post_effect_color = "green#0F",
7015 -- Screen tint if player is inside node, see "ColorSpec"
7017 paramtype = "none", -- See "Nodes"
7019 paramtype2 = "none", -- See "Nodes"
7021 place_param2 = nil, -- Force value for param2 when player places node
7023 is_ground_content = true,
7024 -- If false, the cave generator and dungeon generator will not carve
7025 -- through this node.
7026 -- Specifically, this stops mod-added nodes being removed by caves and
7027 -- dungeons when those generate in a neighbor mapchunk and extend out
7028 -- beyond the edge of that mapchunk.
7030 sunlight_propagates = false,
7031 -- If true, sunlight will go infinitely through this node
7033 walkable = true, -- If true, objects collide with node
7035 pointable = true, -- If true, can be pointed at
7037 diggable = true, -- If false, can never be dug
7039 climbable = false, -- If true, can be climbed on (ladder)
7041 buildable_to = false, -- If true, placed nodes can replace this node
7044 -- If true, liquids flow into and replace this node.
7045 -- Warning: making a liquid node 'floodable' will cause problems.
7047 liquidtype = "none", -- "none" / "source" / "flowing"
7049 liquid_alternative_flowing = "", -- Flowing version of source liquid
7051 liquid_alternative_source = "", -- Source version of flowing liquid
7053 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7055 liquid_renewable = true,
7056 -- If true, a new liquid source can be created by placing two or more
7060 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7061 -- Allows defining the nodebox height without using param2.
7062 -- The nodebox height is 'leveled' / 64 nodes.
7063 -- The maximum value of 'leveled' is `leveled_max`.
7066 -- Maximum value for `leveled` (0-127), enforced in
7067 -- `minetest.set_node_level` and `minetest.add_node_level`.
7069 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
7072 -- Player will take this amount of damage if no bubbles are left
7075 -- Amount of light emitted by node.
7076 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7077 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7080 damage_per_second = 0,
7081 -- If player is inside node, this damage is caused
7083 node_box = {type="regular"}, -- See "Node boxes"
7085 connects_to = nodenames,
7086 -- Used for nodebox nodes with the type == "connected".
7087 -- Specifies to what neighboring nodes connections will be drawn.
7088 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7090 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7091 -- Tells connected nodebox nodes to connect only to these sides of this
7095 -- File name of mesh when using "mesh" drawtype
7100 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7103 -- Custom selection box definition. Multiple boxes can be defined.
7104 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7105 -- definition is used for the selection box.
7110 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7113 -- Custom collision box definition. Multiple boxes can be defined.
7114 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7115 -- definition is used for the collision box.
7116 -- Both of the boxes above are defined as:
7117 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
7119 -- Support maps made in and before January 2012
7120 legacy_facedir_simple = false,
7121 legacy_wallmounted = false,
7124 -- Valid for drawtypes:
7125 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7126 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7127 -- 2 - wave node like leaves (whole node moves side-to-side)
7128 -- 3 - wave node like liquids (whole node moves up and down)
7129 -- Not all models will properly wave.
7130 -- plantlike drawtype can only wave like plants.
7131 -- allfaces_optional drawtype can only wave like leaves.
7132 -- liquid, flowingliquid drawtypes can only wave like liquids.
7135 -- Definition of node sounds to be played at various events.
7136 -- All fields in this table are optional.
7138 footstep = <SimpleSoundSpec>,
7139 -- If walkable, played when object walks on it. If node is
7140 -- climbable or a liquid, played when object moves through it
7142 dig = <SimpleSoundSpec> or "__group",
7143 -- While digging node.
7144 -- If `"__group"`, then the sound will be
7145 -- `default_dig_<groupname>`, where `<groupname>` is the
7146 -- name of the tool's digging group with the fastest digging time.
7147 -- In case of a tie, one of the sounds will be played (but we
7148 -- cannot predict which one)
7149 -- Default value: `"__group"`
7151 dug = <SimpleSoundSpec>,
7154 place = <SimpleSoundSpec>,
7155 -- Node was placed. Also played after falling
7157 place_failed = <SimpleSoundSpec>,
7158 -- When node placement failed
7160 fall = <SimpleSoundSpec>,
7161 -- When node starts to fall
7165 -- Name of dropped item when dug.
7166 -- Default dropped item is the node itself.
7167 -- Using a table allows multiple items, drop chances and tool filtering.
7168 -- Tool filtering was undocumented until recently, tool filtering by string
7169 -- matching is deprecated.
7172 -- Maximum number of item lists to drop.
7173 -- The entries in 'items' are processed in order. For each:
7174 -- Tool filtering is applied, chance of drop is applied, if both are
7175 -- successful the entire item list is dropped.
7176 -- Entry processing continues until the number of dropped item lists
7177 -- equals 'max_items'.
7178 -- Therefore, entries should progress from low to high drop chance.
7182 -- 1 in 1000 chance of dropping a diamond.
7183 -- Default rarity is '1'.
7185 items = {"default:diamond"},
7188 -- Only drop if using a tool whose name is identical to one
7190 tools = {"default:shovel_mese", "default:shovel_diamond"},
7192 items = {"default:dirt"},
7193 -- Whether all items in the dropped item list inherit the
7194 -- hardware coloring palette color from the dug node.
7195 -- Default is 'false'.
7196 inherit_color = true,
7199 -- Only drop if using a tool whose name contains
7200 -- "default:shovel_" (this tool filtering by string matching
7202 tools = {"~default:shovel_"},
7204 -- The item list dropped.
7205 items = {"default:sand", "default:desert_sand"},
7210 on_construct = function(pos),
7211 -- Node constructor; called after adding node.
7212 -- Can set up metadata and stuff like that.
7213 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7216 on_destruct = function(pos),
7217 -- Node destructor; called before removing node.
7218 -- Not called for bulk node placement.
7221 after_destruct = function(pos, oldnode),
7222 -- Node destructor; called after removing node.
7223 -- Not called for bulk node placement.
7226 on_flood = function(pos, oldnode, newnode),
7227 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7228 -- `floodable = true` in the nodedef. Not called for bulk node placement
7229 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7230 -- node is not flooded, but on_flood callback will most likely be called
7231 -- over and over again every liquid update interval.
7233 -- Warning: making a liquid node 'floodable' will cause problems.
7235 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7236 -- Called when oldnode is about be converted to an item, but before the
7237 -- node is deleted from the world or the drops are added. This is
7238 -- generally the result of either the node being dug or an attached node
7239 -- becoming detached.
7240 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7241 -- drops is a table of ItemStacks, so any metadata to be preserved can
7242 -- be added directly to one or more of the dropped items. See
7243 -- "ItemStackMetaRef".
7246 after_place_node = function(pos, placer, itemstack, pointed_thing),
7247 -- Called after constructing node when node was placed using
7248 -- minetest.item_place_node / minetest.place_node.
7249 -- If return true no item is taken from itemstack.
7250 -- `placer` may be any valid ObjectRef or nil.
7253 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7254 -- oldmetadata is in table format.
7255 -- Called after destructing node when node was dug using
7256 -- minetest.node_dig / minetest.dig_node.
7259 can_dig = function(pos, [player]),
7260 -- Returns true if node can be dug, or false if not.
7263 on_punch = function(pos, node, puncher, pointed_thing),
7264 -- default: minetest.node_punch
7265 -- Called when puncher (an ObjectRef) punches the node at pos.
7266 -- By default calls minetest.register_on_punchnode callbacks.
7268 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7270 -- Called when clicker (an ObjectRef) "rightclicks"
7271 -- ("rightclick" here stands for the placement key) while pointing at
7272 -- the node at pos with 'node' being the node table.
7273 -- itemstack will hold clicker's wielded item.
7274 -- Shall return the leftover itemstack.
7275 -- Note: pointed_thing can be nil, if a mod calls this function.
7276 -- This function does not get triggered by clients <=0.4.16 if the
7277 -- "formspec" node metadata field is set.
7279 on_dig = function(pos, node, digger),
7280 -- default: minetest.node_dig
7281 -- By default checks privileges, wears out tool and removes node.
7283 on_timer = function(pos, elapsed),
7285 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7286 -- elapsed is the total time passed since the timer was started.
7287 -- return true to run the timer for another cycle with the same timeout
7290 on_receive_fields = function(pos, formname, fields, sender),
7291 -- fields = {name1 = value1, name2 = value2, ...}
7292 -- Called when an UI form (e.g. sign text input) returns data.
7293 -- See minetest.register_on_player_receive_fields for more info.
7296 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7297 -- Called when a player wants to move items inside the inventory.
7298 -- Return value: number of items allowed to move.
7300 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7301 -- Called when a player wants to put something into the inventory.
7302 -- Return value: number of items allowed to put.
7303 -- Return value -1: Allow and don't modify item count in inventory.
7305 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7306 -- Called when a player wants to take something out of the inventory.
7307 -- Return value: number of items allowed to take.
7308 -- Return value -1: Allow and don't modify item count in inventory.
7310 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7311 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7312 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7313 -- Called after the actual action has happened, according to what was
7317 on_blast = function(pos, intensity),
7318 -- intensity: 1.0 = mid range of regular TNT.
7319 -- If defined, called when an explosion touches the node, instead of
7320 -- removing the node.
7326 Used by `minetest.register_craft`.
7331 output = 'default:pick_stone',
7333 {'default:cobble', 'default:cobble', 'default:cobble'},
7334 {'', 'default:stick', ''},
7335 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7337 replacements = <list of item pairs>,
7338 -- replacements: replace one input item with another item on crafting
7346 output = 'mushrooms:mushroom_stew',
7349 "mushrooms:mushroom_brown",
7350 "mushrooms:mushroom_red",
7352 replacements = <list of item pairs>,
7358 type = "toolrepair",
7359 additional_wear = -0.02,
7362 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7368 output = "default:glass",
7369 recipe = "default:sand",
7377 recipe = "bucket:bucket_lava",
7379 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7385 Used by `minetest.register_ore`.
7387 See [Ores] section above for essential information.
7390 ore_type = "scatter",
7392 ore = "default:stone_with_coal",
7395 -- Facedir rotation. Default is 0 (unchanged rotation)
7397 wherein = "default:stone",
7398 -- A list of nodenames is supported too
7400 clust_scarcity = 8 * 8 * 8,
7401 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7402 -- If the desired average distance between ores is 'd', set this to
7406 -- Number of ores in a cluster
7409 -- Size of the bounding box of the cluster.
7410 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7411 -- nodes are coal ore.
7415 -- Lower and upper limits for ore
7418 -- Attributes for the ore generation, see 'Ore attributes' section above
7420 noise_threshold = 0.5,
7421 -- If noise is above this threshold, ore is placed. Not needed for a
7422 -- uniform distribution.
7427 spread = {x = 100, y = 100, z = 100},
7432 -- NoiseParams structure describing one of the perlin noises used for
7433 -- ore distribution.
7434 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7435 -- Omit from "scatter" ore for a uniform ore distribution.
7436 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7439 biomes = {"desert", "rainforest"},
7440 -- List of biomes in which this ore occurs.
7441 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7442 -- being used does not support biomes.
7443 -- Can be a list of (or a single) biome names, IDs, or definitions.
7445 -- Type-specific parameters
7448 column_height_min = 1,
7449 column_height_max = 16,
7450 column_midpoint_factor = 0.5,
7456 spread = {x = 100, y = 100, z = 100},
7464 spread = {x = 100, y = 100, z = 100},
7471 random_factor = 1.0,
7474 np_stratum_thickness = {
7477 spread = {x = 100, y = 100, z = 100},
7482 stratum_thickness = 8,
7488 Used by `minetest.register_biome`.
7490 The maximum number of biomes that can be used is 65535. However, using an
7491 excessive number of biomes will slow down map generation. Depending on desired
7492 performance and computing power the practical limit is much lower.
7497 node_dust = "default:snow",
7498 -- Node dropped onto upper surface after all else is generated
7500 node_top = "default:dirt_with_snow",
7502 -- Node forming surface layer of biome and thickness of this layer
7504 node_filler = "default:permafrost",
7506 -- Node forming lower layer of biome and thickness of this layer
7508 node_stone = "default:bluestone",
7509 -- Node that replaces all stone nodes between roughly y_min and y_max.
7511 node_water_top = "default:ice",
7512 depth_water_top = 10,
7513 -- Node forming a surface layer in seawater with the defined thickness
7516 -- Node that replaces all seawater nodes not in the surface layer
7518 node_river_water = "default:ice",
7519 -- Node that replaces river water in mapgens that use
7520 -- default:river_water
7522 node_riverbed = "default:gravel",
7524 -- Node placed under river water and thickness of this layer
7526 node_cave_liquid = "default:lava_source",
7527 node_cave_liquid = {"default:water_source", "default:lava_source"},
7528 -- Nodes placed inside 50% of the medium size caves.
7529 -- Multiple nodes can be specified, each cave will use a randomly
7530 -- chosen node from the list.
7531 -- If this field is left out or 'nil', cave liquids fall back to
7532 -- classic behaviour of lava and water distributed using 3D noise.
7533 -- For no cave liquid, specify "air".
7535 node_dungeon = "default:cobble",
7536 -- Node used for primary dungeon structure.
7537 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7538 -- alias, if that is also absent, dungeon nodes fall back to the biome
7540 -- If present, the following two nodes are also used.
7542 node_dungeon_alt = "default:mossycobble",
7543 -- Node used for randomly-distributed alternative structure nodes.
7544 -- If alternative structure nodes are not wanted leave this absent for
7545 -- performance reasons.
7547 node_dungeon_stair = "stairs:stair_cobble",
7548 -- Node used for dungeon stairs.
7549 -- If absent, stairs fall back to 'node_dungeon'.
7553 -- Upper and lower limits for biome.
7554 -- Alternatively you can use xyz limits as shown below.
7556 max_pos = {x = 31000, y = 128, z = 31000},
7557 min_pos = {x = -31000, y = 9, z = -31000},
7558 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7559 -- Biome is limited to a cuboid defined by these positions.
7560 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7561 -- 31000 in 'max_pos'.
7564 -- Vertical distance in nodes above 'y_max' over which the biome will
7565 -- blend with the biome above.
7566 -- Set to 0 for no vertical blend. Defaults to 0.
7569 humidity_point = 50,
7570 -- Characteristic temperature and humidity for the biome.
7571 -- These values create 'biome points' on a voronoi diagram with heat and
7572 -- humidity as axes. The resulting voronoi cells determine the
7573 -- distribution of the biomes.
7574 -- Heat and humidity have average values of 50, vary mostly between
7575 -- 0 and 100 but can exceed these values.
7578 Decoration definition
7579 ---------------------
7581 See [Decoration types]. Used by `minetest.register_decoration`.
7584 deco_type = "simple",
7586 place_on = "default:dirt_with_grass",
7587 -- Node (or list of nodes) that the decoration can be placed on
7590 -- Size of the square divisions of the mapchunk being generated.
7591 -- Determines the resolution of noise variation if used.
7592 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7593 -- equal to the chunk size.
7596 -- The value determines 'decorations per surface node'.
7597 -- Used only if noise_params is not specified.
7598 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7599 -- a different and much faster method.
7604 spread = {x = 100, y = 100, z = 100},
7611 -- NoiseParams structure describing the perlin noise used for decoration
7613 -- A noise value is calculated for each square division and determines
7614 -- 'decorations per surface node' within each division.
7615 -- If the noise value >= 10.0 complete coverage is enabled and
7616 -- decoration placement uses a different and much faster method.
7618 biomes = {"Oceanside", "Hills", "Plains"},
7619 -- List of biomes in which this decoration occurs. Occurs in all biomes
7620 -- if this is omitted, and ignored if the Mapgen being used does not
7622 -- Can be a list of (or a single) biome names, IDs, or definitions.
7626 -- Lower and upper limits for decoration.
7627 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7629 spawn_by = "default:water",
7630 -- Node (or list of nodes) that the decoration only spawns next to.
7631 -- Checks two horizontal planes of 8 neighbouring nodes (including
7632 -- diagonal neighbours), one plane level with the 'place_on' node and a
7633 -- plane one node above that.
7636 -- Number of spawn_by nodes that must be surrounding the decoration
7637 -- position to occur.
7638 -- If absent or -1, decorations occur next to any nodes.
7640 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7641 -- Flags for all decoration types.
7642 -- "liquid_surface": Instead of placement on the highest solid surface
7643 -- in a mapchunk column, placement is on the highest liquid surface.
7644 -- Placement is disabled if solid nodes are found above the liquid
7646 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7647 -- by the decoration.
7648 -- "all_floors", "all_ceilings": Instead of placement on the highest
7649 -- surface in a mapchunk the decoration is placed on all floor and/or
7650 -- ceiling surfaces, for example in caves and dungeons.
7651 -- Ceiling decorations act as an inversion of floor decorations so the
7652 -- effect of 'place_offset_y' is inverted.
7653 -- Y-slice probabilities do not function correctly for ceiling
7654 -- schematic decorations as the behaviour is unchanged.
7655 -- If a single decoration registration has both flags the floor and
7656 -- ceiling decorations will be aligned vertically.
7658 ----- Simple-type parameters
7660 decoration = "default:grass",
7661 -- The node name used as the decoration.
7662 -- If instead a list of strings, a randomly selected node from the list
7663 -- is placed as the decoration.
7666 -- Decoration height in nodes.
7667 -- If height_max is not 0, this is the lower limit of a randomly
7671 -- Upper limit of the randomly selected height.
7672 -- If absent, the parameter 'height' is used as a constant.
7675 -- Param2 value of decoration nodes.
7676 -- If param2_max is not 0, this is the lower limit of a randomly
7680 -- Upper limit of the randomly selected param2.
7681 -- If absent, the parameter 'param2' is used as a constant.
7684 -- Y offset of the decoration base node relative to the standard base
7686 -- Can be positive or negative. Default is 0.
7687 -- Effect is inverted for "all_ceilings" decorations.
7688 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7689 -- to the 'place_on' node.
7691 ----- Schematic-type parameters
7693 schematic = "foobar.mts",
7694 -- If schematic is a string, it is the filepath relative to the current
7695 -- working directory of the specified Minetest schematic file.
7696 -- Could also be the ID of a previously registered schematic.
7699 size = {x = 4, y = 6, z = 4},
7701 {name = "default:cobble", param1 = 255, param2 = 0},
7702 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7703 {name = "air", param1 = 255, param2 = 0},
7707 {ypos = 2, prob = 128},
7708 {ypos = 5, prob = 64},
7712 -- Alternative schematic specification by supplying a table. The fields
7713 -- size and data are mandatory whereas yslice_prob is optional.
7714 -- See 'Schematic specifier' for details.
7716 replacements = {["oldname"] = "convert_to", ...},
7718 flags = "place_center_x, place_center_y, place_center_z",
7719 -- Flags for schematic decorations. See 'Schematic attributes'.
7722 -- Rotation can be "0", "90", "180", "270", or "random"
7725 -- If the flag 'place_center_y' is set this parameter is ignored.
7726 -- Y offset of the schematic base node layer relative to the 'place_on'
7728 -- Can be positive or negative. Default is 0.
7729 -- Effect is inverted for "all_ceilings" decorations.
7730 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7731 -- to the 'place_on' node.
7734 Chat command definition
7735 -----------------------
7737 Used by `minetest.register_chatcommand`.
7740 params = "<name> <privilege>", -- Short parameter description
7742 description = "Remove privilege from player", -- Full description
7744 privs = {privs=true}, -- Require the "privs" privilege to run
7746 func = function(name, param),
7747 -- Called when command is run. Returns boolean success and text output.
7750 Note that in params, use of symbols is as follows:
7752 * `<>` signifies a placeholder to be replaced when the command is used. For
7753 example, when a player name is needed: `<name>`
7754 * `[]` signifies param is optional and not required when the command is used.
7755 For example, if you require param1 but param2 is optional:
7756 `<param1> [<param2>]`
7757 * `|` signifies exclusive or. The command requires one param from the options
7758 provided. For example: `<param1> | <param2>`
7759 * `()` signifies grouping. For example, when param1 and param2 are both
7760 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7762 Privilege definition
7763 --------------------
7765 Used by `minetest.register_privilege`.
7769 -- Privilege description
7771 give_to_singleplayer = true,
7772 -- Whether to grant the privilege to singleplayer.
7774 give_to_admin = true,
7775 -- Whether to grant the privilege to the server admin.
7776 -- Uses value of 'give_to_singleplayer' by default.
7778 on_grant = function(name, granter_name),
7779 -- Called when given to player 'name' by 'granter_name'.
7780 -- 'granter_name' will be nil if the priv was granted by a mod.
7782 on_revoke = function(name, revoker_name),
7783 -- Called when taken from player 'name' by 'revoker_name'.
7784 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7786 -- Note that the above two callbacks will be called twice if a player is
7787 -- responsible, once with the player name, and then with a nil player
7789 -- Return true in the above callbacks to stop register_on_priv_grant or
7790 -- revoke being called.
7793 Detached inventory callbacks
7794 ----------------------------
7796 Used by `minetest.create_detached_inventory`.
7799 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7800 -- Called when a player wants to move items inside the inventory.
7801 -- Return value: number of items allowed to move.
7803 allow_put = function(inv, listname, index, stack, player),
7804 -- Called when a player wants to put something into the inventory.
7805 -- Return value: number of items allowed to put.
7806 -- Return value -1: Allow and don't modify item count in inventory.
7808 allow_take = function(inv, listname, index, stack, player),
7809 -- Called when a player wants to take something out of the inventory.
7810 -- Return value: number of items allowed to take.
7811 -- Return value -1: Allow and don't modify item count in inventory.
7813 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7814 on_put = function(inv, listname, index, stack, player),
7815 on_take = function(inv, listname, index, stack, player),
7816 -- Called after the actual action has happened, according to what was
7826 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7829 hud_elem_type = "image", -- See HUD element types
7830 -- Type of element, can be "image", "text", "statbar", or "inventory"
7832 position = {x=0.5, y=0.5},
7833 -- Left corner position of element
7837 scale = {x = 2, y = 2},
7846 -- Selected item in inventory. 0 for no item selected.
7849 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7851 alignment = {x=0, y=0},
7853 offset = {x=0, y=0},
7855 size = { x=100, y=100 },
7856 -- Size of element in pixels
7859 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
7865 Used by `minetest.add_particle`.
7868 pos = {x=0, y=0, z=0},
7869 velocity = {x=0, y=0, z=0},
7870 acceleration = {x=0, y=0, z=0},
7871 -- Spawn particle at pos with velocity and acceleration
7874 -- Disappears after expirationtime seconds
7877 -- Scales the visual size of the particle texture.
7878 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
7879 -- particle (just like actual node dig particles).
7881 collisiondetection = false,
7882 -- If true collides with `walkable` nodes and, depending on the
7883 -- `object_collision` field, objects too.
7885 collision_removal = false,
7886 -- If true particle is removed when it collides.
7887 -- Requires collisiondetection = true to have any effect.
7889 object_collision = false,
7890 -- If true particle collides with objects that are defined as
7891 -- `physical = true,` and `collide_with_objects = true,`.
7892 -- Requires collisiondetection = true to have any effect.
7895 -- If true faces player using y axis only
7897 texture = "image.png",
7898 -- The texture of the particle
7900 playername = "singleplayer",
7901 -- Optional, if specified spawns particle only on the player's client
7903 animation = {Tile Animation definition},
7904 -- Optional, specifies how to animate the particle texture
7907 -- Optional, specify particle self-luminescence in darkness.
7910 node = {name = "ignore", param2 = 0},
7911 -- Optional, if specified the particle will have the same appearance as
7912 -- node dig particles for the given node.
7913 -- `texture` and `animation` will be ignored if this is set.
7916 -- Optional, only valid in combination with `node`
7917 -- If set to a valid number 1-6, specifies the tile from which the
7918 -- particle texture is picked.
7919 -- Otherwise, the default behavior is used. (currently: any random tile)
7923 `ParticleSpawner` definition
7924 ----------------------------
7926 Used by `minetest.add_particlespawner`.
7930 -- Number of particles spawned over the time period `time`.
7933 -- Lifespan of spawner in seconds.
7934 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7935 -- a per-second basis.
7937 minpos = {x=0, y=0, z=0},
7938 maxpos = {x=0, y=0, z=0},
7939 minvel = {x=0, y=0, z=0},
7940 maxvel = {x=0, y=0, z=0},
7941 minacc = {x=0, y=0, z=0},
7942 maxacc = {x=0, y=0, z=0},
7947 -- The particles' properties are random values between the min and max
7949 -- applies to: pos, velocity, acceleration, expirationtime, size
7950 -- If `node` is set, min and maxsize can be set to 0 to spawn
7951 -- randomly-sized particles (just like actual node dig particles).
7953 collisiondetection = false,
7954 -- If true collide with `walkable` nodes and, depending on the
7955 -- `object_collision` field, objects too.
7957 collision_removal = false,
7958 -- If true particles are removed when they collide.
7959 -- Requires collisiondetection = true to have any effect.
7961 object_collision = false,
7962 -- If true particles collide with objects that are defined as
7963 -- `physical = true,` and `collide_with_objects = true,`.
7964 -- Requires collisiondetection = true to have any effect.
7966 attached = ObjectRef,
7967 -- If defined, particle positions, velocities and accelerations are
7968 -- relative to this object's position and yaw
7971 -- If true face player using y axis only
7973 texture = "image.png",
7974 -- The texture of the particle
7976 playername = "singleplayer",
7977 -- Optional, if specified spawns particles only on the player's client
7979 animation = {Tile Animation definition},
7980 -- Optional, specifies how to animate the particles' texture
7983 -- Optional, specify particle self-luminescence in darkness.
7986 node = {name = "ignore", param2 = 0},
7987 -- Optional, if specified the particles will have the same appearance as
7988 -- node dig particles for the given node.
7989 -- `texture` and `animation` will be ignored if this is set.
7992 -- Optional, only valid in combination with `node`
7993 -- If set to a valid number 1-6, specifies the tile from which the
7994 -- particle texture is picked.
7995 -- Otherwise, the default behavior is used. (currently: any random tile)
7998 `HTTPRequest` definition
7999 ------------------------
8001 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8004 url = "http://example.org",
8007 -- Timeout for connection in seconds. Default is 3 seconds.
8009 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8010 -- Optional, if specified a POST request with post_data is performed.
8011 -- Accepts both a string and a table. If a table is specified, encodes
8012 -- table as x-www-form-urlencoded key-value pairs.
8013 -- If post_data is not specified, a GET request is performed instead.
8015 user_agent = "ExampleUserAgent",
8016 -- Optional, if specified replaces the default minetest user agent with
8019 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8020 -- Optional, if specified adds additional headers to the HTTP request.
8021 -- You must make sure that the header strings follow HTTP specification
8025 -- Optional, if true performs a multipart HTTP request.
8026 -- Default is false.
8029 `HTTPRequestResult` definition
8030 ------------------------------
8032 Passed to `HTTPApiTable.fetch` callback. Returned by
8033 `HTTPApiTable.fetch_async_get`.
8037 -- If true, the request has finished (either succeeded, failed or timed
8041 -- If true, the request was successful
8044 -- If true, the request timed out
8052 Authentication handler definition
8053 ---------------------------------
8055 Used by `minetest.register_authentication_handler`.
8058 get_auth = function(name),
8059 -- Get authentication data for existing player `name` (`nil` if player
8061 -- Returns following structure:
8062 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8064 create_auth = function(name, password),
8065 -- Create new auth data for player `name`.
8066 -- Note that `password` is not plain-text but an arbitrary
8067 -- representation decided by the engine.
8069 delete_auth = function(name),
8070 -- Delete auth data of player `name`.
8071 -- Returns boolean indicating success (false if player is nonexistent).
8073 set_password = function(name, password),
8074 -- Set password of player `name` to `password`.
8075 -- Auth data should be created if not present.
8077 set_privileges = function(name, privileges),
8078 -- Set privileges of player `name`.
8079 -- `privileges` is in table form, auth data should be created if not
8082 reload = function(),
8083 -- Reload authentication data from the storage location.
8084 -- Returns boolean indicating success.
8086 record_login = function(name),
8087 -- Called when player joins, used for keeping track of last_login
8089 iterate = function(),
8090 -- Returns an iterator (use with `for` loops) for all player names
8091 -- currently in the auth database