1 Minetest Lua Client Modding API Reference 5.6.0
2 ================================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
9 ** WARNING: The client API is currently unstable, and may break/change without warning. **
11 Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
12 scripting in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things that is loaded by and interfaces with Minetest.
17 Transferring client-sided mods from the server to the client is planned, but not implemented yet.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API. You can send such improvements as
21 source code patches on GitHub (https://github.com/minetest/minetest).
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
30 Mods are loaded during client startup from the mod load paths by running
31 the `init.lua` scripts in a shared environment.
33 In order to load client-side mods, the following conditions need to be satisfied:
35 1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true`
37 2) The client-side mod located in `$path_user/clientmods/<modname>` is added to
38 `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`.
40 Note: Depending on the remote server's settings, client-side mods might not
41 be loaded or have limited functionality. See setting `csm_restriction_flags` for reference.
45 * `RUN_IN_PLACE=1` (Windows release, local build)
46 * `$path_user`: `<build directory>`
47 * `$path_share`: `<build directory>`
48 * `RUN_IN_PLACE=0`: (Linux release)
50 * Linux: `/usr/share/minetest`
51 * Windows: `<install directory>/minetest-0.4.x`
53 * Linux: `$HOME/.minetest`
54 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
60 * `$path_share/clientmods/`
61 * `$path_user/clientmods/` (User-installed mods)
63 In a run-in-place version (e.g. the distributed windows version):
65 * `minetest-0.4.x/clientmods/` (User-installed mods)
67 On an installed version on Linux:
69 * `/usr/share/minetest/clientmods/`
70 * `$HOME/.minetest/clientmods/` (User-installed mods)
75 Mods can be put in a subdirectory, if the parent directory, which otherwise
76 should be a mod, contains a file named `modpack.conf`.
77 The file is a key-value store of modpack details.
79 * `name`: The modpack name.
80 * `description`: Description of mod to be shown in the Mods tab of the main
83 Mod directory structure
84 ------------------------
89 | ├── settingtypes.txt
93 ### `settingtypes.txt`
95 The format is documented in `builtin/settingtypes.txt`.
96 It is parsed by the main menu settings dialogue to list mod-specific
97 settings in the "Clientmods" category.
101 The location of this directory.
105 An (optional) settings file that provides meta information about the mod.
107 * `name`: The mod name. Allows Minetest to determine the mod name even if the
108 folder is wrongly named.
109 * `description`: Description of mod to be shown in the Mods tab of the main
111 * `depends`: A comma separated list of dependencies. These are mods that must be
112 loaded before this mod.
113 * `optional_depends`: A comma separated list of optional dependencies.
114 Like a dependency, but no error if the mod doesn't exist.
118 The main Lua script. Running this script should register everything it
119 wants to register. Subsequent execution depends on minetest calling the
120 registered callbacks.
122 **NOTE**: Client mods currently can't provide textures, sounds, or models by
123 themselves. Any media referenced in function calls must already be loaded
124 (provided by mods that exist on the server).
126 Naming convention for registered textual names
127 ----------------------------------------------
128 Registered names should generally be in this format:
130 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
132 This is to prevent conflicting names from corrupting maps and is
133 enforced by the mod loader.
136 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
137 So the name should be `experimental:tnt`.
139 Enforcement can be overridden by prefixing the name with `:`. This can
140 be used for overriding the registrations of some other mod.
142 Example: Any mod can redefine `experimental:tnt` by using the name
147 (also that mod is required to have `experimental` as a dependency)
149 The `:` prefix can also be used for maintaining backwards compatibility.
153 **NOTE: Connecting sounds to objects is not implemented.**
155 Only Ogg Vorbis files are supported.
157 For positional playing of sounds, only single-channel (mono) files are
158 supported. Otherwise OpenAL will play them non-positionally.
160 Mods should generally prefix their sounds with `modname_`, e.g. given
161 the mod name "`foomod`", a sound could be called:
165 Sounds are referred to by their name with a dot, a single digit and the
166 file extension stripped out. When a sound is played, the actual sound file
167 is chosen randomly from the matching sounds.
169 When playing the sound `foomod_foosound`, the sound is chosen randomly
170 from the available ones of the following files:
172 * `foomod_foosound.ogg`
173 * `foomod_foosound.0.ogg`
174 * `foomod_foosound.1.ogg`
176 * `foomod_foosound.9.ogg`
178 Examples of sound parameter tables:
182 gain = 1.0, -- default
184 -- Play locationless, looped
186 gain = 1.0, -- default
189 -- Play in a location
191 pos = {x = 1, y = 2, z = 3},
192 gain = 1.0, -- default
194 -- Play connected to an object, looped
196 object = <an ObjectRef>,
197 gain = 1.0, -- default
201 Looped sounds must either be connected to an object or played locationless.
205 * e.g. `"default_place_node"`
207 * e.g. `{name = "default_place_node"}`
208 * e.g. `{name = "default_place_node", gain = 1.0}`
210 Representations of simple things
211 --------------------------------
215 {x=num, y=num, z=num}
217 For helper functions see "Vector helpers".
221 * `{type="node", under=pos, above=pos}`
222 * `{type="object", ref=ClientObjectRef}`
224 Flag Specifier Format
225 ---------------------
226 Flags using the standardized flag specifier format can be specified in either of
227 two ways, by string or table.
229 The string format is a comma-delimited set of flag names; whitespace and
230 unrecognized flag fields are ignored. Specifying a flag in the string sets the
231 flag, and specifying a flag prefixed by the string `"no"` explicitly
232 clears the flag from whatever the default may be.
234 In addition to the standard string flag format, the schematic flags field can
235 also be a table of flag names to boolean values representing whether or not the
236 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
237 is present, mapped to a boolean of any value, the specified flag is unset.
239 E.g. A flag field of value
241 {place_center_x = true, place_center_y=false, place_center_z=true}
245 {place_center_x = true, noplace_center_y=true, place_center_z=true}
247 which is equivalent to
249 "place_center_x, noplace_center_y, place_center_z"
253 "place_center_x, place_center_z"
255 since, by default, no schematic attributes are set.
259 Formspec defines a menu. It is a string, with a somewhat strange format.
261 Spaces and newlines can be inserted between the blocks, as is used in the
269 list[context;main;0,0;8,4;]
270 list[current_player;main;0,5;8,4;]
275 list[context;fuel;2,3;1,1;]
276 list[context;src;2,1;1,1;]
277 list[context;dst;5,1;2,2;]
278 list[current_player;main;0,5;8,4;]
280 #### Minecraft-like player inventory
283 image[1,0.6;1,2;player.png]
284 list[current_player;main;0,3.5;8,4;]
285 list[current_player;craft;3,0;3,3;]
286 list[current_player;craftpreview;7,1;1,1;]
290 #### `size[<W>,<H>,<fixed_size>]`
291 * Define the size of the menu in inventory slots
292 * `fixed_size`: `true`/`false` (optional)
293 * deprecated: `invsize[<W>,<H>;]`
295 #### `container[<X>,<Y>]`
296 * Start of a container block, moves all physical elements in the container by (X, Y)
297 * Must have matching container_end
298 * Containers can be nested, in which case the offsets are added
299 (child containers are relative to parent containers)
301 #### `container_end[]`
302 * End of a container, following elements are no longer relative to this container
304 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
305 * Show an inventory list
307 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
308 * Show an inventory list
310 #### `listring[<inventory location>;<list name>]`
311 * Allows to create a ring of inventory lists
312 * Shift-clicking on items in one element of the ring
313 will send them to the next inventory list inside the ring
314 * The first occurrence of an element inside the ring will
315 determine the inventory where items will be sent to
318 * Shorthand for doing `listring[<inventory location>;<list name>]`
319 for the last two inventory lists added by list[...]
321 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
322 * Sets background color of slots as `ColorString`
323 * Sets background color of slots on mouse hovering
325 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
326 * Sets background color of slots as `ColorString`
327 * Sets background color of slots on mouse hovering
328 * Sets color of slots border
330 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
331 * Sets background color of slots as `ColorString`
332 * Sets background color of slots on mouse hovering
333 * Sets color of slots border
334 * Sets default background color of tooltips
335 * Sets default font color of tooltips
337 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
338 * Adds tooltip for an element
339 * `<bgcolor>` tooltip background color as `ColorString` (optional)
340 * `<fontcolor>` tooltip font color as `ColorString` (optional)
342 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
344 * Position and size units are inventory slots
346 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
347 * Show an inventory image of registered item/node
348 * Position and size units are inventory slots
350 #### `bgcolor[<color>;<fullscreen>]`
351 * Sets background color of formspec as `ColorString`
352 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
354 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
355 * Use a background. Inventory rectangles are not drawn then.
356 * Position and size units are inventory slots
357 * Example for formspec 8x4 in 16x resolution: image shall be sized
358 8 times 16px times 4 times 16px.
360 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
361 * Use a background. Inventory rectangles are not drawn then.
362 * Position and size units are inventory slots
363 * Example for formspec 8x4 in 16x resolution:
364 image shall be sized 8 times 16px times 4 times 16px
365 * If `true` the background is clipped to formspec size
366 (`x` and `y` are used as offset values, `w` and `h` are ignored)
368 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
369 * Textual password style field; will be sent to server when a button is clicked
370 * When enter is pressed in field, fields.key_enter_field will be sent with the name
372 * `x` and `y` position the field relative to the top left of the menu
373 * `w` and `h` are the size of the field
374 * Fields are a set height, but will be vertically centred on `h`
375 * Position and size units are inventory slots
376 * `name` is the name of the field as returned in fields to `on_receive_fields`
377 * `label`, if not blank, will be text printed on the top left above the field
378 * See field_close_on_enter to stop enter closing the formspec
380 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
381 * Textual field; will be sent to server when a button is clicked
382 * When enter is pressed in field, fields.key_enter_field will be sent with the name
384 * `x` and `y` position the field relative to the top left of the menu
385 * `w` and `h` are the size of the field
386 * Fields are a set height, but will be vertically centred on `h`
387 * Position and size units are inventory slots
388 * `name` is the name of the field as returned in fields to `on_receive_fields`
389 * `label`, if not blank, will be text printed on the top left above the field
390 * `default` is the default value of the field
391 * `default` may contain variable references such as `${text}'` which
392 will fill the value from the metadata value `text`
393 * **Note**: no extra text or more than a single variable is supported ATM.
394 * See field_close_on_enter to stop enter closing the formspec
396 #### `field[<name>;<label>;<default>]`
397 * As above, but without position/size units
398 * When enter is pressed in field, fields.key_enter_field will be sent with the name
400 * Special field for creating simple forms, such as sign text input
401 * Must be used without a `size[]` element
402 * A "Proceed" button will be added automatically
403 * See field_close_on_enter to stop enter closing the formspec
405 #### `field_close_on_enter[<name>;<close_on_enter>]`
406 * <name> is the name of the field
407 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
408 * defaults to true when not specified (ie: no tag for a field)
410 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
411 * Same as fields above, but with multi-line input
413 #### `label[<X>,<Y>;<label>]`
414 * `x` and `y` work as per field
415 * `label` is the text on the label
416 * Position and size units are inventory slots
418 #### `vertlabel[<X>,<Y>;<label>]`
419 * Textual label drawn vertically
420 * `x` and `y` work as per field
421 * `label` is the text on the label
422 * Position and size units are inventory slots
424 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
425 * Clickable button. When clicked, fields will be sent.
426 * `x`, `y` and `name` work as per field
427 * `w` and `h` are the size of the button
428 * Fixed button height. It will be vertically centred on `h`
429 * `label` is the text on the button
430 * Position and size units are inventory slots
432 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
433 * `x`, `y`, `w`, `h`, and `name` work as per button
434 * `texture name` is the filename of an image
435 * Position and size units are inventory slots
437 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
438 * `x`, `y`, `w`, `h`, and `name` work as per button
439 * `texture name` is the filename of an image
440 * Position and size units are inventory slots
441 * `noclip=true` means the image button doesn't need to be within specified formsize
442 * `drawborder`: draw button border or not
443 * `pressed texture name` is the filename of an image on pressed state
445 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
446 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
447 * `item name` is the registered name of an item/node,
448 tooltip will be made out of its description
449 to override it use tooltip element
450 * Position and size units are inventory slots
452 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
453 * When clicked, fields will be sent and the form will quit.
455 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
456 * When clicked, fields will be sent and the form will quit.
458 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
459 * Scrollable item list showing arbitrary text elements
460 * `x` and `y` position the itemlist relative to the top left of the menu
461 * `w` and `h` are the size of the itemlist
462 * `name` fieldname sent to server on doubleclick value is current selected element
463 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
464 * if you want a listelement to start with "#" write "##".
466 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
467 * Scrollable itemlist showing arbitrary text elements
468 * `x` and `y` position the item list relative to the top left of the menu
469 * `w` and `h` are the size of the item list
470 * `name` fieldname sent to server on doubleclick value is current selected element
471 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
472 * if you want a listelement to start with "#" write "##"
473 * Index to be selected within textlist
474 * `true`/`false`: draw transparent background
475 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
477 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
478 * Show a tab**header** at specific position (ignores formsize)
479 * `x` and `y` position the itemlist relative to the top left of the menu
480 * `name` fieldname data is transferred to Lua
481 * `caption 1`...: name shown on top of tab
482 * `current_tab`: index of selected tab 1...
483 * `transparent` (optional): show transparent
484 * `draw_border` (optional): draw border
486 #### `box[<X>,<Y>;<W>,<H>;<color>]`
487 * Simple colored semitransparent box
488 * `x` and `y` position the box relative to the top left of the menu
489 * `w` and `h` are the size of box
490 * `color` is color specified as a `ColorString`
492 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
493 * Show a dropdown field
494 * **Important note**: There are two different operation modes:
495 1. handle directly on change (only changed dropdown is submitted)
496 2. read the value on pressing a button (all dropdown values are available)
497 * `x` and `y` position of dropdown
499 * Fieldname data is transferred to Lua
500 * Items to be shown in dropdown
501 * Index of currently selected dropdown item
503 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
505 * `x` and `y`: position of checkbox
506 * `name` fieldname data is transferred to Lua
507 * `label` to be shown left of checkbox
508 * `selected` (optional): `true`/`false`
510 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
512 * There are two ways to use it:
513 1. handle the changed event (only changed scrollbar is available)
514 2. read the value on pressing a button (all scrollbars are available)
515 * `x` and `y`: position of trackbar
516 * `w` and `h`: width and height
517 * `orientation`: `vertical`/`horizontal`
518 * Fieldname data is transferred to Lua
519 * Value this trackbar is set to (`0`-`1000`)
520 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
522 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
523 * Show scrollable table using options defined by the previous `tableoptions[]`
524 * Displays cells as defined by the previous `tablecolumns[]`
525 * `x` and `y`: position the itemlist relative to the top left of the menu
526 * `w` and `h` are the size of the itemlist
527 * `name`: fieldname sent to server on row select or doubleclick
528 * `cell 1`...`cell n`: cell contents given in row-major order
529 * `selected idx`: index of row to be selected within table (first row = `1`)
530 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
532 #### `tableoptions[<opt 1>;<opt 2>;...]`
533 * Sets options for `table[]`
535 * default text color (`ColorString`), defaults to `#FFFFFF`
536 * `background=#RRGGBB`
537 * table background color (`ColorString`), defaults to `#000000`
538 * `border=<true/false>`
539 * should the table be drawn with a border? (default: `true`)
540 * `highlight=#RRGGBB`
541 * highlight background color (`ColorString`), defaults to `#466432`
542 * `highlight_text=#RRGGBB`
543 * highlight text color (`ColorString`), defaults to `#FFFFFF`
544 * `opendepth=<value>`
545 * all subtrees up to `depth < value` are open (default value = `0`)
546 * only useful when there is a column of type "tree"
548 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
549 * Sets columns for `table[]`
550 * Types: `text`, `image`, `color`, `indent`, `tree`
551 * `text`: show cell contents as text
552 * `image`: cell contents are an image index, use column options to define images
553 * `color`: cell contents are a ColorString and define color of following cell
554 * `indent`: cell contents are a number and define indentation of following cell
555 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
558 * for `text` and `image`: content alignment within cells.
559 Available values: `left` (default), `center`, `right`, `inline`
561 * for `text` and `image`: minimum width in em (default: `0`)
562 * for `indent` and `tree`: indent width in em (default: `1.5`)
563 * `padding=<value>`: padding left of the column, in em (default `0.5`).
564 Exception: defaults to 0 for indent columns
565 * `tooltip=<value>`: tooltip text (default: empty)
566 * `image` column options:
567 * `0=<value>` sets image for image index 0
568 * `1=<value>` sets image for image index 1
569 * `2=<value>` sets image for image index 2
570 * and so on; defined indices need not be contiguous empty or
571 non-numeric cells are treated as `0`.
572 * `color` column options:
573 * `span=<value>`: number of following columns to affect (default: infinite)
575 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
576 pass key press events to formspec!
580 * `vector.new(a[, b, c])`: returns a vector:
581 * A copy of `a` if `a` is a vector.
582 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
583 * `vector.direction(p1, p2)`: returns a vector
584 * `vector.distance(p1, p2)`: returns a number
585 * `vector.length(v)`: returns a number
586 * `vector.normalize(v)`: returns a vector
587 * `vector.floor(v)`: returns a vector, each dimension rounded down
588 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
589 * `vector.apply(v, func)`: returns a vector
590 * `vector.combine(v, w, func)`: returns a vector
591 * `vector.equals(v1, v2)`: returns a boolean
593 For the following functions `x` can be either a vector or a number:
595 * `vector.add(v, x)`: returns a vector
596 * `vector.subtract(v, x)`: returns a vector
597 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
598 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
602 * `dump2(obj, name="_", dumped={})`
603 * Return object serialized as a string, handles reference loops
604 * `dump(obj, dumped={})`
605 * Return object serialized as a string
607 * Get the hypotenuse of a triangle with legs x and y.
608 Useful for distance calculation.
609 * `math.sign(x, tolerance)`
610 * Get the sign of a number.
611 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
612 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
613 * If `max_splits` is negative, do not limit splits.
614 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
615 * e.g. `string:split("a,b", ",") == {"a","b"}`
617 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
618 * `minetest.wrap_text(str, limit)`: returns a string
619 * Adds new lines to the string to keep it within the specified character limit
620 * limit: Maximal amount of characters in one line
621 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
622 * Convert position to a printable string
623 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
624 * `minetest.string_to_pos(string)`: returns a position
625 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
626 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
627 * Converts a string representing an area box into two positions
628 * `minetest.is_yes(arg)`
629 * returns whether `arg` can be interpreted as yes
630 * `minetest.is_nan(arg)`
631 * returns true when the passed number represents NaN.
632 * `table.copy(table)`: returns a table
633 * returns a deep copy of `table`
635 Minetest namespace reference
636 ------------------------------
640 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
641 * `minetest.get_modpath(modname)`: returns virtual path of given mod including
642 the trailing separator. This is useful to load additional Lua files
643 contained in your mod:
644 e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
645 * `minetest.get_language()`: returns two strings
646 * the current gettext locale
647 * the current language code (the same as used for client-side translations)
648 * `minetest.get_version()`: returns a table containing components of the
649 engine version. Components:
650 * `project`: Name of the project, eg, "Minetest"
651 * `string`: Simple version, eg, "1.2.3-dev"
652 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
653 Use this for informational purposes only. The information in the returned
654 table does not represent the capabilities of the engine, nor is it
655 reliable or verifiable. Compatible forks will have a different name and
656 version entirely. To check for the presence of engine features, test
657 whether the functions exported by the wanted features exist. For example:
658 `if minetest.check_for_falling then ... end`.
659 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
660 * `data`: string of data to hash
661 * `raw`: return raw bytes instead of hex digits, default: false
662 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
663 ColorString. If the ColorSpec is invalid, returns `nil`.
664 * `colorspec`: The ColorSpec to convert
665 * `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the
666 restrictions applied to the current mod.
667 * If a flag in this table is set to true, the feature is RESTRICTED.
668 * Possible flags: `load_client_mods`, `chat_messages`, `read_itemdefs`,
669 `read_nodedefs`, `lookup_nodes`, `read_playerinfo`
672 * `minetest.debug(...)`
673 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
674 * `minetest.log([level,] text)`
675 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
676 `"info"`, or `"verbose"`. Default is `"none"`.
678 ### Global callback registration functions
679 Call these functions only at load time!
681 * `minetest.get_send_speed(speed)`
682 * This function is called every time the player's speed is sent to server
683 * The `speed` argument is the actual speed of the player
684 * If you define it, you can return a modified `speed`. This speed will be
685 sent to server instead.
686 * `minetest.open_enderchest()`
687 * This function is called if the client uses the Keybind for it (by default "O")
688 * You can override it
689 * `minetest.register_globalstep(function(dtime))`
690 * Called every client environment step, usually interval of 0.1s
691 * `minetest.register_on_mods_loaded(function())`
692 * Called just after mods have finished loading.
693 * `minetest.register_on_shutdown(function())`
694 * Called before client shutdown
695 * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
696 callbacks **will likely not be run**. Data should be saved at
697 semi-frequent intervals as well as on server shutdown.
698 * `minetest.register_on_receiving_chat_message(function(message))`
699 * Called always when a client receive a message
700 * Return `true` to mark the message as handled, which means that it will not be shown to chat
701 * `minetest.register_on_sending_chat_message(function(message))`
702 * Called always when a client send a message from chat
703 * Return `true` to mark the message as handled, which means that it will not be sent to server
704 * `minetest.register_chatcommand(cmd, chatcommand definition)`
705 * Adds definition to minetest.registered_chatcommands
706 * `minetest.unregister_chatcommand(name)`
707 * Unregisters a chatcommands registered with register_chatcommand.
708 * `minetest.register_list_command(command, desc, setting)`
709 * Registers a chatcommand `command` to manage a list that takes the args `del | add | list <param>`
710 * The list is stored comma-seperated in `setting`
711 * `desc` is the description
712 * `add` adds something to the list
713 * `del` del removes something from the list
714 * `list` lists all items on the list
715 * `minetest.register_on_chatcommand(function(command, params))`
716 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
717 is checked to see if that the command exists, but after the input is parsed.
718 * Return `true` to mark the command as handled, which means that the default
719 handlers will be prevented.
720 * `minetest.register_on_death(function())`
721 * Called when the local player dies
722 * `minetest.register_on_hp_modification(function(hp))`
723 * Called when server modified player's HP
724 * `minetest.register_on_damage_taken(function(hp))`
725 * Called when the local player take damages
726 * `minetest.register_on_formspec_input(function(formname, fields))`
727 * Called when a button is pressed in the local player's inventory form
728 * Newest functions are called first
729 * If function returns `true`, remaining functions are not called
730 * `minetest.register_on_dignode(function(pos, node))`
731 * Called when the local player digs a node
732 * Newest functions are called first
733 * If any function returns true, the node isn't dug
734 * `minetest.register_on_punchnode(function(pos, node))`
735 * Called when the local player punches a node
736 * Newest functions are called first
737 * If any function returns true, the punch is ignored
738 * `minetest.register_on_placenode(function(pointed_thing, node))`
739 * Called when a node has been placed
740 * `minetest.register_on_item_use(function(item, pointed_thing))`
741 * Called when the local player uses an item.
742 * Newest functions are called first.
743 * If any function returns true, the item use is not sent to server.
744 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
745 * Called when an incoming mod channel message is received
746 * You must have joined some channels before, and server must acknowledge the
748 * If message comes from a server mod, `sender` field is an empty string.
749 * `minetest.register_on_modchannel_signal(function(channel_name, signal))`
750 * Called when a valid incoming mod channel signal is received
751 * Signal id permit to react to server mod channel events
752 * Possible values are:
757 4: event_on_not_joined_channel
759 * `minetest.register_on_inventory_open(function(inventory))`
760 * Called when the local player open inventory
761 * Newest functions are called first
762 * If any function returns true, inventory doesn't open
763 * `minetest.register_on_recieve_physics_override(function(override))`
764 * Called when recieving physics_override from server
765 * Newest functions are called first
766 * If any function returns true, the physics override does not change
767 * `minetest.register_on_play_sound(function(SimpleSoundSpec))`
768 * Called when recieving a play sound command from server
769 * Newest functions are called first
770 * If any function returns true, the sound does not play
771 * `minetest.register_on_spawn_partice(function(particle definition))`
772 * Called when recieving a spawn particle command from server
773 * Newest functions are called first
774 * If any function returns true, the particle does not spawn
775 * `minetest.register_on_object_add(function(obj))`
776 * Called every time an object is added
777 * `minetest.register_on_object_properties_change(function(obj))`
778 * Called every time the properties of an object are changed server-side
779 * May modify the object's properties without the fear of infinite recursion
780 * `minetest.register_on_object_hp_change(function(obj))`
781 * Called every time the hp of an object are changes server-side
784 * `minetest.settings`: Settings object containing all of the settings from the
785 main config file (`minetest.conf`).
786 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
787 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
790 * `minetest.sound_play(spec, parameters)`: returns a handle
791 * `spec` is a `SimpleSoundSpec`
792 * `parameters` is a sound parameter table
793 * `minetest.sound_stop(handle)`
794 * `handle` is a handle returned by `minetest.sound_play`
795 * `minetest.sound_fade(handle, step, gain)`
796 * `handle` is a handle returned by `minetest.sound_play`
797 * `step` determines how fast a sound will fade.
798 Negative step will lower the sound volume, positive step will increase
800 * `gain` the target gain for the fade.
803 * `minetest.after(time, func, ...)`
804 * Call the function `func` after `time` seconds, may be fractional
805 * Optional: Variable number of arguments that are passed to `func`
806 * `minetest.get_us_time()`
807 * Returns time with microsecond precision. May not return wall time.
808 * `minetest.get_timeofday()`
809 * Returns the time of day: `0` for midnight, `0.5` for midday
812 * `minetest.interact(action, pointed_thing)`
813 * Sends an interaction to the server
814 * `pointed_thing` is a pointed_thing
816 * "start_digging": Use to punch nodes / objects
817 * "stop_digging": Use to abort digging a "start_digging" command
818 * "digging_completed": Use to finish a "start_digging" command or dig a node instantly
819 * "place": Use to rightclick nodes and objects
820 * "use": Use to leftclick an item in air (pointed_thing.type is usually "nothing")
821 * "activate": Same as "use", but rightclick
822 * `minetest.place_node(pos)`
823 * Places the wielded node/item of the player at pos.
824 * `minetest.dig_node(pos)`
825 * Instantly digs the node at pos. This may fuck up with anticheat.
826 * `minetest.get_node_or_nil(pos)`
827 * Returns the node at the given position as table in the format
828 `{name="node_name", param1=0, param2=0}`, returns `nil`
829 for unloaded areas or flavor limited areas.
830 * `minetest.get_node_light(pos, timeofday)`
831 * Gets the light value at the given position. Note that the light value
832 "inside" the node at the given position is returned, so you usually want
833 to get the light value of a neighbor.
834 * `pos`: The position where to measure the light.
835 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
836 * Returns a number between `0` and `15` or `nil`
837 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
838 * `radius`: using a maximum metric
839 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
840 * `search_center` is an optional boolean (default: `false`)
841 If true `pos` is also checked for the nodes
842 * `minetest.find_nodes_near(pos, radius, nodenames, [search_center])`: returns a
844 * `radius`: using a maximum metric
845 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
846 * `search_center` is an optional boolean (default: `false`)
847 If true `pos` is also checked for the nodes
848 * `minetest.find_nodes_near_under_air(pos, radius, nodenames, [search_center])`: returns a
850 * `radius`: using a maximum metric
851 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
852 * `search_center` is an optional boolean (default: `false`)
853 If true `pos` is also checked for the nodes
854 * Return value: Table with all node positions with a node air above
855 * `minetest.find_nodes_near_under_air_except(pos, radius, nodenames, [search_center])`: returns a
857 * `radius`: using a maximum metric
858 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`, specifies the nodes to be ignored
859 * `search_center` is an optional boolean (default: `false`)
860 If true `pos` is also checked for the nodes
861 * Return value: Table with all node positions with a node air above
862 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
863 * `pos1` and `pos2` are the min and max positions of the area to search.
864 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
865 * If `grouped` is true the return value is a table indexed by node name
866 which contains lists of positions.
867 * If `grouped` is false or absent the return values are as follows:
868 first value: Table with all node positions
869 second value: Table with the count of each node with the node name
871 * Area volume is limited to 4,096,000 nodes
872 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
874 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
875 * Return value: Table with all node positions with a node air above
876 * Area volume is limited to 4,096,000 nodes
877 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
878 * Checks if there is anything other than air between pos1 and pos2.
879 * Returns false if something is blocking the sight.
880 * Returns the position of the blocking node when `false`
881 * `pos1`: First position
882 * `pos2`: Second position
883 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
884 * Creates a `Raycast` object.
885 * `pos1`: start of the ray
886 * `pos2`: end of the ray
887 * `objects`: if false, only nodes will be returned. Default is `true`.
888 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
889 * `minetest.get_pointed_thing()` returns `PointedThing`
890 * Returns the thing currently pointed by player
891 * `minetest.get_pointed_thing_position(pointed_thing, above)`
892 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
893 does not refer to a node or entity.
894 * If the optional `above` parameter is true and the `pointed_thing` refers
895 to a node, then it will return the `above` position of the `pointed_thing`.
896 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
897 * returns table containing path that can be walked on
898 * returns a table of 3D points representing a path from `pos1` to `pos2` or
900 * Reasons for failure:
901 * No path exists at all
902 * No path exists within `searchdistance` (see below)
903 * Start or end pos is buried in land
904 * `pos1`: start position
905 * `pos2`: end position
906 * `searchdistance`: maximum distance from the search positions to search in.
907 In detail: Path must be completely inside a cuboid. The minimum
908 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
909 Larger values will increase the size of this cuboid in all directions
910 * `max_jump`: maximum height difference to consider walkable
911 * `max_drop`: maximum height difference to consider droppable
912 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
913 Difference between `"A*"` and `"A*_noprefetch"` is that
914 `"A*"` will pre-calculate the cost-data, the other will calculate it
916 * `minetest.find_nodes_with_meta(pos1, pos2)`
917 * Get a table of positions of nodes that have metadata within a region
919 * `minetest.get_meta(pos)`
920 * Get a `NodeMetaRef` at that position
921 * `minetest.get_node_level(pos)`
922 * get level of leveled node (water, snow)
923 * `minetest.get_node_max_level(pos)`
924 * get max available level for leveled node
927 * `minetest.send_damage(hp)`
928 * Sends fall damage to server
929 * `minetest.send_chat_message(message)`
930 * Act as if `message` was typed by the player into the terminal.
931 * `minetest.run_server_chatcommand(cmd, param)`
932 * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
933 * `minetest.clear_out_chat_queue()`
934 * Clears the out chat queue
935 * `minetest.drop_selected_item()`
936 * Drops the selected item
937 * `minetest.localplayer`
938 * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
941 * `minetest.get_privilege_list()`
942 * Returns a list of privileges the current player has in the format `{priv1=true,...}`
943 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
944 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
945 * Convert between two privilege representations
947 ### Client Environment
948 * `minetest.object_refs`
949 * Map of object references, indexed by active object id
950 * `minetest.get_player_names()`
951 * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
952 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
954 * `radius`: using an euclidean metric
955 * `minetest.get_nearby_objects(radius)`
956 * alias for minetest.get_objects_inside_radius(minetest.localplayer:get_pos(), radius)
957 * `minetest.disconnect()`
958 * Disconnect from the server and exit to main menu.
959 * Returns `false` if the client is already disconnecting otherwise returns `true`.
960 * `minetest.get_server_info()`
961 * Returns [server info](#server-info).
962 * `minetest.send_respawn()`
963 * Sends a respawn request to the server.
967 * `minetest.request_http_api()`:
968 * returns `HTTPApiTable` containing http functions if the calling mod has
969 been granted access by being listed in the `secure.http_mods` or
970 `secure.trusted_mods` setting, otherwise returns `nil`.
971 * The returned table contains the functions `fetch`, `fetch_async` and
972 `fetch_async_get` described below.
973 * Only works at init time and must be called from the mod's main scope
974 (not from a function).
975 * Function only exists if minetest server was built with cURL support.
976 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
978 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
979 * Performs given request asynchronously and calls callback upon completion
980 * callback: `function(HTTPRequestResult res)`
981 * Use this HTTP function if you are unsure, the others are for advanced use
982 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
983 * Performs given request asynchronously and returns handle for
984 `HTTPApiTable.fetch_async_get`
985 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
986 * Return response data for given asynchronous HTTP request
988 ### `HTTPRequest` definition
990 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
993 url = "http://example.org",
996 -- Timeout for connection in seconds. Default is 3 seconds.
998 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
999 -- Optional, if specified a POST request with post_data is performed.
1000 -- Accepts both a string and a table. If a table is specified, encodes
1001 -- table as x-www-form-urlencoded key-value pairs.
1002 -- If post_data is not specified, a GET request is performed instead.
1004 user_agent = "ExampleUserAgent",
1005 -- Optional, if specified replaces the default minetest user agent with
1008 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
1009 -- Optional, if specified adds additional headers to the HTTP request.
1010 -- You must make sure that the header strings follow HTTP specification
1014 -- Optional, if true performs a multipart HTTP request.
1015 -- Default is false.
1018 ### `HTTPRequestResult` definition
1020 Passed to `HTTPApiTable.fetch` callback. Returned by
1021 `HTTPApiTable.fetch_async_get`.
1025 -- If true, the request has finished (either succeeded, failed or timed
1029 -- If true, the request was successful
1032 -- If true, the request timed out
1041 * `minetest.get_mod_storage()`:
1042 * returns reference to mod private `StorageRef`
1043 * must be called during mod load time
1046 ![Mod channels communication scheme](docs/mod channels.png)
1048 * `minetest.mod_channel_join(channel_name)`
1049 * Client joins channel `channel_name`, and creates it, if necessary. You
1050 should listen from incoming messages with `minetest.register_on_modchannel_message`
1051 call to receive incoming messages. Warning, this function is asynchronous.
1054 * `minetest.add_particle(particle definition)`
1056 * `minetest.add_particlespawner(particlespawner definition)`
1057 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
1058 * Returns an `id`, and -1 if adding didn't succeed
1060 * `minetest.delete_particlespawner(id)`
1061 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
1064 * `minetest.set_keypress(key, value)`
1065 * Act as if a key was pressed (value = true) / released (value = false)
1066 * The key must be an keymap_* setting
1067 * e.g. minetest.set_keypress("jump", true) will cause te player to jump until minetest.set_keypress("jump", false) is called or the player presses & releases the space bar himself
1068 * `minetest.get_inventory(location)`
1069 * Returns the inventory at location
1070 * `minetest.find_item(item)`
1071 * finds and an item in the inventory
1072 * returns index on success or nil if item is not found
1073 * `minetest.switch_to_item(item)`
1074 * `item` is an Itemstring
1075 * searches to item in inventory, sets the wield index to it if found
1076 * returns true on success, false if item was not found
1077 * `minetest.register_cheat(name, category, setting | function)`
1078 * Register an entry for the cheat menu
1079 * If the Category is nonexistant, it will be created
1080 * If the 3rd argument is a string it will be interpreted as a setting and toggled
1081 when the player selects the entry in the cheat menu
1082 * If the 3rd argument is a function it will be called
1083 when the player selects the entry in the cheat menu
1084 * `minetest.parse_json(string[, nullvalue])`: returns something
1085 * Convert a string containing JSON data into the Lua equivalent
1086 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
1087 * On success returns a table, a string, a number, a boolean or `nullvalue`
1088 * On failure outputs an error message and returns `nil`
1089 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
1090 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
1091 * Convert a Lua table into a JSON string
1092 * styled: Outputs in a human-readable format if this is set, defaults to false
1093 * Unserializable things like functions and userdata are saved as null.
1094 * **Warning**: JSON is more strict than the Lua table format.
1095 1. You can only use strings and positive integers of at least one as keys.
1096 2. You can not mix string and integer keys.
1097 This is due to the fact that JSON has two distinct array and object values.
1098 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
1099 * `minetest.serialize(table)`: returns a string
1100 * Convert a table containing tables, strings, numbers, booleans and `nil`s
1101 into string form readable by `minetest.deserialize`
1102 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
1103 * `minetest.deserialize(string)`: returns a table
1104 * Convert a string returned by `minetest.deserialize` into a table
1105 * `string` is loaded in an empty sandbox environment.
1106 * Will load functions, but they cannot access the global environment.
1107 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
1108 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
1109 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
1110 * `minetest.compress(data, method, ...)`: returns `compressed_data`
1111 * Compress a string of data.
1112 * `method` is a string identifying the compression method to be used.
1113 * Supported compression methods:
1114 * Deflate (zlib): `"deflate"`
1115 * `...` indicates method-specific arguments. Currently defined arguments are:
1116 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
1117 * `minetest.decompress(compressed_data, method, ...)`: returns data
1118 * Decompress a string of data (using ZLib).
1119 * See documentation on `minetest.compress()` for supported compression methods.
1120 * currently supported.
1121 * `...` indicates method-specific arguments. Currently, no methods use this.
1122 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
1123 * Each argument is a 8 Bit unsigned integer
1124 * Returns the ColorString from rgb or rgba values
1125 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
1126 * `minetest.encode_base64(string)`: returns string encoded in base64
1127 * Encodes a string in base64.
1128 * `minetest.decode_base64(string)`: returns string or nil on failure
1129 * Padding characters are only supported starting at version 5.4.0, where
1130 5.5.0 and newer perform proper checks.
1131 * Decodes a string encoded in base64.
1132 * `minetest.gettext(string)` : returns string
1133 * look up the translation of a string in the gettext message catalog
1134 * `fgettext_ne(string, ...)`
1135 * call minetest.gettext(string), replace "$1"..."$9" with the given
1136 extra arguments and return the result
1137 * `fgettext(string, ...)` : returns string
1138 * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
1139 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
1140 * returns the exact position on the surface of a pointed node
1141 * `minetest.global_exists(name)`
1142 * Checks if a global variable has been set, without triggering a warning.
1143 * `minetest.make_screenshot()`
1144 * Triggers the MT makeScreenshot functionality
1145 * `minetest.request_insecure_environment()`: returns an environment containing
1146 insecure functions if the calling mod has been listed as trusted in the
1147 `secure.trusted_mods` setting or security is disabled, otherwise returns
1149 * Only works at init time and must be called from the mod's main scope
1150 (ie: the init.lua of the mod, not from another Lua file or within a function).
1151 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
1152 IT IN A LOCAL VARIABLE!**
1155 * `minetest.ui.minimap`
1156 * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
1157 * If client disabled minimap (using enable_minimap setting) this reference will be nil.
1159 * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
1160 * `minetest.show_formspec(formname, formspec)` : returns true on success
1161 * Shows a formspec to the player
1162 * `minetest.close_formspec(formname)`
1163 * `formname`: has to exactly match the one given in `show_formspec`, or the
1164 formspec will not close.
1165 * calling `show_formspec(formname, "")` is equal to this
1167 * to close a formspec regardless of the formname, call
1168 `minetest.close_formspec("")`.
1169 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
1170 * `minetest.display_chat_message(message)` returns true on success
1171 * Shows a chat message to the current player.
1178 An interface to use mod channels on client and server
1181 * `leave()`: leave the mod channel.
1182 * Client leaves channel `channel_name`.
1183 * No more incoming or outgoing messages can be sent to this channel from client mods.
1184 * This invalidate all future object usage
1185 * Ensure your set mod_channel to nil after that to free Lua resources
1186 * `is_writeable()`: returns true if channel is writable and mod can send over it.
1187 * `send_all(message)`: Send `message` though the mod channel.
1188 * If mod channel is not writable or invalid, message will be dropped.
1189 * Message size is limited to 65535 characters by protocol.
1192 An interface to manipulate minimap on client UI
1195 * `show()`: shows the minimap (if not disabled by server)
1196 * `hide()`: hides the minimap
1197 * `set_pos(pos)`: sets the minimap position on screen
1198 * `get_pos()`: returns the minimap current position
1199 * `set_angle(deg)`: sets the minimap angle in degrees
1200 * `get_angle()`: returns the current minimap angle in degrees
1201 * `set_mode(mode)`: sets the minimap mode (0 to 6)
1202 * `get_mode()`: returns the current minimap mode
1203 * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
1204 * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
1207 An interface to get or set information about the camera and camera-node.
1208 Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
1211 * `set_camera_mode(mode)`
1212 * Pass `0` for first-person, `1` for third person, and `2` for third person front
1213 * `get_camera_mode()`
1214 * Returns 0, 1, or 2 as described above
1216 * Returns a table with X, Y, maximum and actual FOV in degrees:
1228 * Returns position of camera with view bobbing
1230 * Returns eye offset vector
1232 * Returns eye direction unit vector
1233 * `get_look_vertical()`
1234 * Returns pitch in radians
1235 * `get_look_horizontal()`
1236 * Returns yaw in radians
1237 * `get_aspect_ratio()`
1238 * Returns aspect ratio of screen
1241 An interface to retrieve information about the player.
1242 This object will only be available after the client is initialized. Earlier accesses will yield a `nil` value.
1247 * returns current player current position
1249 * sets the position (anticheat may not like this)
1251 * returns the yaw (degrees)
1253 * sets the yaw (degrees)
1255 * returns the pitch (degrees)
1256 * `set_pitch(pitch)`
1257 * sets the pitch (degrees)
1259 * returns player speed vector
1260 * `set_velocity(vel)`
1261 * sets player speed vector
1265 * returns player name
1266 * `get_wield_index()`
1267 * returns the index of the wielded item (starts at 1)
1268 * `set_wield_index()`
1269 * sets the index (starts at 1)
1270 * `get_wielded_item()`
1271 * returns the itemstack the player is holding
1273 * returns true if player is attached
1274 * `is_touching_ground()`
1275 * returns true if player touching ground
1277 * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
1278 * `is_in_liquid_stable()`
1279 * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
1280 * `get_move_resistance()`
1281 * returns move resistance of current node, the higher the slower the player moves
1283 * returns true if player is climbing
1284 * `swimming_vertical()`
1285 * returns true if player is swimming in vertical
1286 * `get_physics_override()`
1295 sneak_glitch = boolean,
1300 * `set_physics_override(override_table)`
1301 * `override_table` is a table with the following fields:
1302 * `speed`: multiplier to default walking speed value (default: `1`)
1303 * `jump`: multiplier to default jump value (default: `1`)
1304 * `gravity`: multiplier to default gravity value (default: `1`)
1305 * `sneak`: whether player can sneak (default: `true`)
1306 * `sneak_glitch`: whether player can use the new move code replications
1307 of the old sneak side-effects: sneak ladders and 2 node sneak jump
1309 * `new_move`: use new move/sneak code. When `false` the exact old code
1310 is used for the specific old sneak behaviour (default: `true`)
1311 * `get_override_pos()`
1312 * returns override position
1314 * returns last player position before the current client step
1315 * `get_last_velocity()`
1316 * returns last player speed
1318 * returns the player's breath
1319 * `get_movement_acceleration()`
1320 * returns acceleration of the player in different environments:
1330 * `get_movement_speed()`
1331 * returns player's speed in different environments:
1344 * returns player's movement in different environments:
1348 liquid_fluidity = float,
1349 liquid_sink = float,
1350 liquid_fluidity_smooth = float,
1355 * `get_last_look_horizontal()`:
1356 * returns last look horizontal angle
1357 * `get_last_look_vertical()`:
1358 * returns last look vertical angle
1360 * returns pressed player controls
1377 * `get_armor_groups()`
1378 * returns a table with the armor group ratings
1379 * `hud_add(definition)`
1380 * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
1381 * See [`HUD definition`](#hud-definition-hud_add-hud_get)
1383 * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
1385 * remove the HUD element of the specified id, returns `true` on success
1386 * `hud_change(id, stat, value)`
1387 * change a value of a previously added HUD element
1388 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
1389 * Returns `true` on success, otherwise returns `nil`
1391 * Returns the ClientObjectRef for the player
1394 An interface to read config files in the format of `minetest.conf`.
1396 It can be created via `Settings(filename)`.
1399 * `get(key)`: returns a value
1400 * `get_bool(key)`: returns a boolean
1402 * `remove(key)`: returns a boolean (`true` for success)
1403 * `get_names()`: returns `{key1,...}`
1404 * `write()`: returns a boolean (`true` for success)
1405 * write changes to file
1406 * `to_table()`: returns `{[key1]=value1,...}`
1409 Node metadata: reference extra data and functionality stored in a node.
1410 Can be obtained via `minetest.get_meta(pos)`.
1413 * `get_string(name)`
1416 * `to_table()`: returns `nil` or a table with keys:
1417 * `fields`: key-value storage
1418 * `inventory`: `{list1 = {}, ...}}`
1422 Moving things in the game are generally these.
1423 This is basically a reference to a C++ `GenericCAO`.
1427 * `get_pos()`: returns `{x=num, y=num, z=num}`
1428 * `get_velocity()`: returns the velocity, a vector
1429 * `get_acceleration()`: returns the acceleration, a vector
1430 * `get_rotation()`: returns the rotation, a vector (radians)
1431 * `is_player()`: returns true if the object is a player
1432 * `is_local_player()`: returns true if the object is the local player
1433 * `get_attach()`: returns parent or nil if it isn't attached.
1434 * `get_nametag()`: returns the nametag (deprecated, use get_properties().nametag instead)
1435 * `get_item_textures()`: returns the textures (deprecated, use get_properties().textures instead)
1436 * `get_max_hp()`: returns the maximum heath (deprecated, use get_properties().hp_max instead)
1437 * `set_properties(object property table)`
1438 * `get_properties()`: returns object property table
1439 * `punch()`: punches the object
1440 * `rightclick()`: rightclicks the object
1441 * `remove()`: removes the object permanently
1442 * `set_nametag_images(images)`: Provides a list of images to be drawn below the nametag
1446 A raycast on the map. It works with selection boxes.
1447 Can be used as an iterator in a for loop as:
1449 local ray = Raycast(...)
1450 for pointed_thing in ray do
1454 The map is loaded as the ray advances. If the map is modified after the
1455 `Raycast` is created, the changes may or may not have an effect on the object.
1457 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
1458 `minetest.raycast(pos1, pos2, objects, liquids)` where:
1460 * `pos1`: start of the ray
1461 * `pos2`: end of the ray
1462 * `objects`: if false, only nodes will be returned. Default is true.
1463 * `liquids`: if false, liquid nodes won't be returned. Default is false.
1467 * `next()`: returns a `pointed_thing` with exact pointing location
1468 * Returns the next thing pointed by the ray or nil.
1472 * `minetest.inventorycube(img1, img2, img3)`
1473 * Returns a string for making an image of a cube (useful as an item image)
1474 * `minetest.get_node_def(nodename)`
1475 * Returns [node definition](#node-definition) table of `nodename`
1476 * `minetest.get_item_def(itemstring)`
1477 * Returns item definition table of `itemstring`
1478 * `minetest.override_item(itemstring, redefinition)`
1479 * Overrides fields of an item registered with register_node/tool/craftitem.
1480 * Note: Item must already be defined by the server
1481 * Example: `minetest.override_item("default:mese",
1482 {light_source=minetest.LIGHT_MAX})`
1483 * Doesnt really work yet an causes strange bugs, I'm working to make is better
1486 #### Tile definition
1489 * `{name="image.png", animation={Tile Animation definition}}`
1490 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
1491 * backface culling enabled by default for most nodes
1492 * align style determines whether the texture will be rotated with the node
1493 or kept aligned with its surroundings. "user" means that client
1494 setting will be used, similar to `glasslike_framed_optional`.
1495 Note: supported by solid nodes and nodeboxes only.
1496 * scale is used to make texture span several (exactly `scale`) nodes,
1497 instead of just one, in each direction. Works for world-aligned
1499 Note that as the effect is applied on per-mapblock basis, `16` should
1500 be equally divisible by `scale` or you may get wrong results.
1501 * `{name="image.png", color=ColorSpec}`
1502 * the texture's color will be multiplied with this color.
1503 * the tile's color overrides the owning node's color in all cases.
1505 ##### Tile definition
1508 type = "vertical_frames",
1511 -- Width of a frame in pixels
1514 -- Height of a frame in pixels
1524 -- Width in number of frames
1527 -- Height in number of frames
1530 -- Length of a single frame
1533 #### Node Definition
1537 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1538 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
1539 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
1540 -- Same as `tiles`, but these textures are drawn on top of the base
1541 -- tiles. This is used to colorize only specific parts of the
1542 -- texture. If the texture name is an empty string, that overlay is not
1544 special_tiles = {tile definition 1, Tile definition 2},
1545 -- Special textures of node; used rarely.
1546 has_on_construct = bool, -- Whether the node has the on_construct callback defined
1547 has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
1548 has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
1549 name = string, -- The name of the node e.g. "air", "default:dirt"
1550 groups = table, -- The groups of the node
1551 paramtype = string, -- Paramtype of the node
1552 paramtype2 = string, -- ParamType2 of the node
1553 drawtype = string, -- Drawtype of the node
1554 mesh = <string>, -- Mesh name if existant
1555 minimap_color = <Color>, -- Color of node on minimap *May not exist*
1556 visual_scale = number, -- Visual scale of node
1557 alpha = number, -- Alpha of the node. Only used for liquids
1558 color = <Color>, -- Color of node *May not exist*
1559 palette_name = <string>, -- Filename of palette *May not exist*
1560 palette = <{ -- List of colors
1564 waving = number, -- 0 of not waving, 1 if waving
1565 connect_sides = number, -- Used for connected nodes
1566 connects_to = { -- List of nodes to connect to
1570 post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
1571 leveled = number, -- Max level for node
1572 sunlight_propogates = bool, -- Whether light passes through the block
1573 light_source = number, -- Light emitted by the block
1574 is_ground_content = bool, -- Whether caves should cut through the node
1575 walkable = bool, -- Whether the player collides with the node
1576 pointable = bool, -- Whether the player can select the node
1577 diggable = bool, -- Whether the player can dig the node
1578 climbable = bool, -- Whether the player can climb up the node
1579 buildable_to = bool, -- Whether the player can replace the node by placing a node on it
1580 rightclickable = bool, -- Whether the player can place nodes pointing at this node
1581 damage_per_second = number, -- HP of damage per second when the player is in the node
1582 liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
1583 liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
1584 liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
1585 liquid_viscosity = <number>, -- How slow the liquid flows *May not exist*
1586 liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
1587 liquid_range = <number>, -- How far the liquid flows *May not exist*
1588 drowning = bool, -- Whether the player will drown in the node
1589 floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
1590 node_box = table, -- Nodebox to draw the node with
1591 collision_box = table, -- Nodebox to set the collision area
1592 selection_box = table, -- Nodebox to set the area selected by the player
1593 sounds = { -- Table of sounds that the block makes
1594 sound_footstep = SimpleSoundSpec,
1595 sound_dig = SimpleSoundSpec,
1596 sound_dug = SimpleSoundSpec
1598 legacy_facedir_simple = bool, -- Whether to use old facedir
1599 legacy_wallmounted = bool -- Whether to use old wallmounted
1600 move_resistance = <number>, -- How slow players can move through the node *May not exist*
1604 #### Item Definition
1608 name = string, -- Name of the item e.g. "default:stone"
1609 description = string, -- Description of the item e.g. "Stone"
1610 type = string, -- Item type: "none", "node", "craftitem", "tool"
1611 inventory_image = string, -- Image in the inventory
1612 wield_image = string, -- Image in wieldmesh
1613 palette_image = string, -- Image for palette
1614 color = Color, -- Color for item
1615 wield_scale = Vector, -- Wieldmesh scale
1616 stack_max = number, -- Number of items stackable together
1617 usable = bool, -- Has on_use callback defined
1618 liquids_pointable = bool, -- Whether you can point at liquids with the item
1619 tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
1620 groups = table, -- Groups of the item
1621 sound_place = SimpleSoundSpec, -- Sound played when placed
1622 sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
1623 node_placement_prediction = string -- Node placed in client until server catches up
1628 ### Chat command definition (`register_chatcommand`)
1631 params = "<name> <privilege>", -- Short parameter description
1632 description = "Remove privilege from player", -- Full description
1633 func = function(param), -- Called when command is run.
1634 -- Returns boolean success and text output.
1639 address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
1640 ip = "203.0.113.156", -- The IP address of the server.
1641 port = 30000, -- The port the client is connected to.
1642 protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
1646 ### HUD Definition (`hud_add`, `hud_get`)
1649 hud_elem_type = "image", -- see HUD element types, default "text"
1650 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1651 position = {x=0.5, y=0.5},
1652 -- ^ Left corner position of element, default `{x=0,y=0}`.
1653 name = "<name>", -- default ""
1654 scale = {x=2, y=2}, -- default {x=0,y=0}
1655 text = "<text>", -- default ""
1656 number = 2, -- default 0
1657 item = 3, -- default 0
1658 -- ^ Selected item in inventory. 0 for no item selected.
1659 direction = 0, -- default 0
1660 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1661 alignment = {x=0, y=0}, -- default {x=0, y=0}
1662 -- ^ See "HUD Element Types"
1663 offset = {x=0, y=0}, -- default {x=0, y=0}
1664 -- ^ See "HUD Element Types"
1665 size = { x=100, y=100 }, -- default {x=0, y=0}
1666 -- ^ Size of element in pixels
1668 -- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
1674 Most text can contain escape sequences, that can for example color the text.
1675 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1676 The following functions provide escape sequences:
1677 * `minetest.get_color_escape_sequence(color)`:
1678 * `color` is a [ColorString](#colorstring)
1679 * The escape sequence sets the text color to `color`
1680 * `minetest.colorize(color, message)`:
1682 `minetest.get_color_escape_sequence(color) ..
1684 minetest.get_color_escape_sequence("#ffffff")`
1685 * `minetest.rainbow(message)`:
1686 * Rainbow colorizes the message.
1687 * `minetest.get_background_escape_sequence(color)`
1688 * `color` is a [ColorString](#colorstring)
1689 * The escape sequence sets the background of the whole text element to
1690 `color`. Only defined for item descriptions and tooltips.
1691 * `minetest.strip_foreground_colors(str)`
1692 * Removes foreground colors added by `get_color_escape_sequence`.
1693 * `minetest.strip_background_colors(str)`
1694 * Removes background colors added by `get_background_escape_sequence`.
1695 * `minetest.strip_colors(str)`
1696 * Removes all color escape sequences.
1700 `#RGB` defines a color in hexadecimal format.
1702 `#RGBA` defines a color in hexadecimal format and alpha channel.
1704 `#RRGGBB` defines a color in hexadecimal format.
1706 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1708 Named colors are also supported and are equivalent to
1709 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1710 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
1711 the color name (e.g. `colorname#08`).
1715 `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
1719 The position field is used for all element types.
1721 To account for differing resolutions, the position coordinates are the percentage
1722 of the screen, ranging in value from `0` to `1`.
1724 The name field is not yet used, but should contain a description of what the
1725 HUD element represents. The direction field is the direction in which something
1728 `0` draws from left to right, `1` draws from right to left, `2` draws from
1729 top to bottom, and `3` draws from bottom to top.
1731 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1732 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1733 Fractional values can be used.
1735 The `offset` field specifies a pixel offset from the position. Contrary to position,
1736 the offset is not scaled to screen size. This allows for some precisely-positioned
1739 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1741 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1743 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1744 in the experimental stages.
1747 Displays an image on the HUD.
1749 * `scale`: The scale of the image, with 1 being the original texture size.
1750 Only the X coordinate scale is used (positive values).
1751 Negative values represent that percentage of the screen it
1752 should take; e.g. `x=-100` means 100% (width).
1753 * `text`: The name of the texture that is displayed.
1754 * `alignment`: The alignment of the image.
1755 * `offset`: offset in pixels from position.
1758 Displays text on the HUD.
1760 * `scale`: Defines the bounding rectangle of the text.
1761 A value such as `{x=100, y=100}` should work.
1762 * `text`: The text to be displayed in the HUD element.
1763 * `number`: An integer containing the RGB value of the color used to draw the text.
1764 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1765 * `alignment`: The alignment of the text.
1766 * `offset`: offset in pixels from position.
1769 Displays a horizontal bar made up of half-images.
1771 * `text`: The name of the texture that is used.
1772 * `number`: The number of half-textures that are displayed.
1773 If odd, will end with a vertically center-split texture.
1775 * `offset`: offset in pixels from position.
1776 * `size`: If used, will force full-image size to this value (override texture pack image size)
1779 * `text`: The name of the inventory list to be displayed.
1780 * `number`: Number of items in the inventory to be displayed.
1781 * `item`: Position of item that is selected.
1783 * `offset`: offset in pixels from position.
1787 Displays distance to selected world position.
1789 * `name`: The name of the waypoint.
1790 * `text`: Distance suffix. Can be blank.
1791 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1792 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1793 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1794 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1795 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1796 `precision = n` will show multiples of `1/n`
1797 * `number:` An integer containing the RGB value of the color used to draw the
1799 * `world_pos`: World position of the waypoint.
1800 * `offset`: offset in pixels from position.
1801 * `alignment`: The alignment of the waypoint.
1803 ### `image_waypoint`
1805 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1807 * `scale`: The scale of the image, with 1 being the original texture size.
1808 Only the X coordinate scale is used (positive values).
1809 Negative values represent that percentage of the screen it
1810 should take; e.g. `x=-100` means 100% (width).
1811 * `text`: The name of the texture that is displayed.
1812 * `alignment`: The alignment of the image.
1813 * `world_pos`: World position of the waypoint.
1814 * `offset`: offset in pixels from position.
1816 ### Particle definition (`add_particle`)
1819 pos = {x=0, y=0, z=0},
1820 velocity = {x=0, y=0, z=0},
1821 acceleration = {x=0, y=0, z=0},
1822 -- ^ Spawn particle at pos with velocity and acceleration
1824 -- ^ Disappears after expirationtime seconds
1826 collisiondetection = false,
1827 -- ^ collisiondetection: if true collides with physical objects
1828 collision_removal = false,
1829 -- ^ collision_removal: if true then particle is removed when it collides,
1830 -- ^ requires collisiondetection = true to have any effect
1832 -- ^ vertical: if true faces player using y axis only
1833 texture = "image.png",
1834 -- ^ Uses texture (string)
1835 animation = {Tile Animation definition},
1836 -- ^ optional, specifies how to animate the particle texture
1838 -- ^ optional, specify particle self-luminescence in darkness
1841 ### `ParticleSpawner` definition (`add_particlespawner`)
1846 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1847 minpos = {x=0, y=0, z=0},
1848 maxpos = {x=0, y=0, z=0},
1849 minvel = {x=0, y=0, z=0},
1850 maxvel = {x=0, y=0, z=0},
1851 minacc = {x=0, y=0, z=0},
1852 maxacc = {x=0, y=0, z=0},
1857 -- ^ The particle's properties are random values in between the bounds:
1858 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1859 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1860 collisiondetection = false,
1861 -- ^ collisiondetection: if true uses collision detection
1862 collision_removal = false,
1863 -- ^ collision_removal: if true then particle is removed when it collides,
1864 -- ^ requires collisiondetection = true to have any effect
1866 -- ^ vertical: if true faces player using y axis only
1867 texture = "image.png",
1868 -- ^ Uses texture (string)
1872 A reference to a C++ InventoryAction. You can move, drop and craft items in all accessible inventories using InventoryActions.
1876 * `InventoryAction(type)`:
1877 * creates a new InventoryAction
1878 * type is on of "move", "drop", or "craft", else returns nil
1879 * indexing starts at 1
1881 * applies the InventoryAction (InventoryActions can be applied multible times)
1882 * `from(inventorylocation, listname, stack)`
1883 * this is valid for move or drop actions
1884 * when `apply()` is called items are moved / dropped from `listname` `inventorylocation` in` at `stack`
1885 * `to(inventorylocation, listname, stack)`
1886 * this is valid for move actions
1887 * when `apply()` is called items are moved to `listname` in`inventorylocation` at `stack`
1888 * `craft(inventoryaction)`
1889 * this is valid for craft actions
1890 * when `apply()` is called a craft event for this inventory will be triggered
1891 * `set_count(count)`
1892 * this is valid for all actions
1893 * it specifies how many items to drop / craft / move
1894 * `0` means move all items
1895 * default count: `0`
1898 `local move_act = InventoryAction("move")
1899 move_act:from("current_player", "main", 1)
1900 move_act:to("current_player", "craft", 1)
1901 move_act:set_count(1)
1902 local craft_act = InventoryAction("craft")
1903 craft_act:craft("current_player")
1904 local drop_act = InventoryAction("drop")
1905 drop_act:from("current_player", "craft_result",10)
1910 * e.g. In first hotbar slot there are tree logs: Move one to craft field, then craft wood out of it and immediately drop it