1 Minetest Lua Client Modding API Reference 5.2.0
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 ------------------------
94 The location of this directory.
98 An (optional) settings file that provides meta information about the mod.
100 * `name`: The mod name. Allows Minetest to determine the mod name even if the
101 folder is wrongly named.
102 * `description`: Description of mod to be shown in the Mods tab of the main
104 * `depends`: A comma separated list of dependencies. These are mods that must be
105 loaded before this mod.
106 * `optional_depends`: A comma separated list of optional dependencies.
107 Like a dependency, but no error if the mod doesn't exist.
111 The main Lua script. Running this script should register everything it
112 wants to register. Subsequent execution depends on minetest calling the
113 registered callbacks.
115 **NOTE**: Client mods currently can't provide and textures, sounds or models by
116 themselves. Any media referenced in function calls must already be loaded
117 (provided by mods that exist on the server).
119 Naming convention for registered textual names
120 ----------------------------------------------
121 Registered names should generally be in this format:
123 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
125 This is to prevent conflicting names from corrupting maps and is
126 enforced by the mod loader.
129 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
130 So the name should be `experimental:tnt`.
132 Enforcement can be overridden by prefixing the name with `:`. This can
133 be used for overriding the registrations of some other mod.
135 Example: Any mod can redefine `experimental:tnt` by using the name
140 (also that mod is required to have `experimental` as a dependency)
142 The `:` prefix can also be used for maintaining backwards compatibility.
146 **NOTE: Connecting sounds to objects is not implemented.**
148 Only Ogg Vorbis files are supported.
150 For positional playing of sounds, only single-channel (mono) files are
151 supported. Otherwise OpenAL will play them non-positionally.
153 Mods should generally prefix their sounds with `modname_`, e.g. given
154 the mod name "`foomod`", a sound could be called:
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound `foomod_foosound`, the sound is chosen randomly
163 from the available ones of the following files:
165 * `foomod_foosound.ogg`
166 * `foomod_foosound.0.ogg`
167 * `foomod_foosound.1.ogg`
169 * `foomod_foosound.9.ogg`
171 Examples of sound parameter tables:
175 gain = 1.0, -- default
177 -- Play locationless, looped
179 gain = 1.0, -- default
182 -- Play in a location
184 pos = {x = 1, y = 2, z = 3},
185 gain = 1.0, -- default
187 -- Play connected to an object, looped
189 object = <an ObjectRef>,
190 gain = 1.0, -- default
194 Looped sounds must either be connected to an object or played locationless.
198 * e.g. `"default_place_node"`
200 * e.g. `{name = "default_place_node"}`
201 * e.g. `{name = "default_place_node", gain = 1.0}`
203 Representations of simple things
204 --------------------------------
208 {x=num, y=num, z=num}
210 For helper functions see "Vector helpers".
214 * `{type="node", under=pos, above=pos}`
215 * `{type="object", id=ObjectID}`
217 Flag Specifier Format
218 ---------------------
219 Flags using the standardized flag specifier format can be specified in either of
220 two ways, by string or table.
222 The string format is a comma-delimited set of flag names; whitespace and
223 unrecognized flag fields are ignored. Specifying a flag in the string sets the
224 flag, and specifying a flag prefixed by the string `"no"` explicitly
225 clears the flag from whatever the default may be.
227 In addition to the standard string flag format, the schematic flags field can
228 also be a table of flag names to boolean values representing whether or not the
229 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
230 is present, mapped to a boolean of any value, the specified flag is unset.
232 E.g. A flag field of value
234 {place_center_x = true, place_center_y=false, place_center_z=true}
238 {place_center_x = true, noplace_center_y=true, place_center_z=true}
240 which is equivalent to
242 "place_center_x, noplace_center_y, place_center_z"
246 "place_center_x, place_center_z"
248 since, by default, no schematic attributes are set.
252 Formspec defines a menu. It is a string, with a somewhat strange format.
254 Spaces and newlines can be inserted between the blocks, as is used in the
262 list[context;main;0,0;8,4;]
263 list[current_player;main;0,5;8,4;]
268 list[context;fuel;2,3;1,1;]
269 list[context;src;2,1;1,1;]
270 list[context;dst;5,1;2,2;]
271 list[current_player;main;0,5;8,4;]
273 #### Minecraft-like player inventory
276 image[1,0.6;1,2;player.png]
277 list[current_player;main;0,3.5;8,4;]
278 list[current_player;craft;3,0;3,3;]
279 list[current_player;craftpreview;7,1;1,1;]
283 #### `size[<W>,<H>,<fixed_size>]`
284 * Define the size of the menu in inventory slots
285 * `fixed_size`: `true`/`false` (optional)
286 * deprecated: `invsize[<W>,<H>;]`
288 #### `container[<X>,<Y>]`
289 * Start of a container block, moves all physical elements in the container by (X, Y)
290 * Must have matching container_end
291 * Containers can be nested, in which case the offsets are added
292 (child containers are relative to parent containers)
294 #### `container_end[]`
295 * End of a container, following elements are no longer relative to this container
297 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
298 * Show an inventory list
300 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
301 * Show an inventory list
303 #### `listring[<inventory location>;<list name>]`
304 * Allows to create a ring of inventory lists
305 * Shift-clicking on items in one element of the ring
306 will send them to the next inventory list inside the ring
307 * The first occurrence of an element inside the ring will
308 determine the inventory where items will be sent to
311 * Shorthand for doing `listring[<inventory location>;<list name>]`
312 for the last two inventory lists added by list[...]
314 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
315 * Sets background color of slots as `ColorString`
316 * Sets background color of slots on mouse hovering
318 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
319 * Sets background color of slots as `ColorString`
320 * Sets background color of slots on mouse hovering
321 * Sets color of slots border
323 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
324 * Sets background color of slots as `ColorString`
325 * Sets background color of slots on mouse hovering
326 * Sets color of slots border
327 * Sets default background color of tooltips
328 * Sets default font color of tooltips
330 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
331 * Adds tooltip for an element
332 * `<bgcolor>` tooltip background color as `ColorString` (optional)
333 * `<fontcolor>` tooltip font color as `ColorString` (optional)
335 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
337 * Position and size units are inventory slots
339 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
340 * Show an inventory image of registered item/node
341 * Position and size units are inventory slots
343 #### `bgcolor[<color>;<fullscreen>]`
344 * Sets background color of formspec as `ColorString`
345 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
347 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
348 * Use a background. Inventory rectangles are not drawn then.
349 * Position and size units are inventory slots
350 * Example for formspec 8x4 in 16x resolution: image shall be sized
351 8 times 16px times 4 times 16px.
353 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
354 * Use a background. Inventory rectangles are not drawn then.
355 * Position and size units are inventory slots
356 * Example for formspec 8x4 in 16x resolution:
357 image shall be sized 8 times 16px times 4 times 16px
358 * If `true` the background is clipped to formspec size
359 (`x` and `y` are used as offset values, `w` and `h` are ignored)
361 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
362 * Textual password style field; will be sent to server when a button is clicked
363 * When enter is pressed in field, fields.key_enter_field will be sent with the name
365 * `x` and `y` position the field relative to the top left of the menu
366 * `w` and `h` are the size of the field
367 * Fields are a set height, but will be vertically centred on `h`
368 * Position and size units are inventory slots
369 * `name` is the name of the field as returned in fields to `on_receive_fields`
370 * `label`, if not blank, will be text printed on the top left above the field
371 * See field_close_on_enter to stop enter closing the formspec
373 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
374 * Textual field; will be sent to server when a button is clicked
375 * When enter is pressed in field, fields.key_enter_field will be sent with the name
377 * `x` and `y` position the field relative to the top left of the menu
378 * `w` and `h` are the size of the field
379 * Fields are a set height, but will be vertically centred on `h`
380 * Position and size units are inventory slots
381 * `name` is the name of the field as returned in fields to `on_receive_fields`
382 * `label`, if not blank, will be text printed on the top left above the field
383 * `default` is the default value of the field
384 * `default` may contain variable references such as `${text}'` which
385 will fill the value from the metadata value `text`
386 * **Note**: no extra text or more than a single variable is supported ATM.
387 * See field_close_on_enter to stop enter closing the formspec
389 #### `field[<name>;<label>;<default>]`
390 * As above, but without position/size units
391 * When enter is pressed in field, fields.key_enter_field will be sent with the name
393 * Special field for creating simple forms, such as sign text input
394 * Must be used without a `size[]` element
395 * A "Proceed" button will be added automatically
396 * See field_close_on_enter to stop enter closing the formspec
398 #### `field_close_on_enter[<name>;<close_on_enter>]`
399 * <name> is the name of the field
400 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
401 * defaults to true when not specified (ie: no tag for a field)
403 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
404 * Same as fields above, but with multi-line input
406 #### `label[<X>,<Y>;<label>]`
407 * `x` and `y` work as per field
408 * `label` is the text on the label
409 * Position and size units are inventory slots
411 #### `vertlabel[<X>,<Y>;<label>]`
412 * Textual label drawn vertically
413 * `x` and `y` work as per field
414 * `label` is the text on the label
415 * Position and size units are inventory slots
417 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
418 * Clickable button. When clicked, fields will be sent.
419 * `x`, `y` and `name` work as per field
420 * `w` and `h` are the size of the button
421 * Fixed button height. It will be vertically centred on `h`
422 * `label` is the text on the button
423 * Position and size units are inventory slots
425 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
426 * `x`, `y`, `w`, `h`, and `name` work as per button
427 * `texture name` is the filename of an image
428 * Position and size units are inventory slots
430 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
431 * `x`, `y`, `w`, `h`, and `name` work as per button
432 * `texture name` is the filename of an image
433 * Position and size units are inventory slots
434 * `noclip=true` means the image button doesn't need to be within specified formsize
435 * `drawborder`: draw button border or not
436 * `pressed texture name` is the filename of an image on pressed state
438 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
439 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
440 * `item name` is the registered name of an item/node,
441 tooltip will be made out of its description
442 to override it use tooltip element
443 * Position and size units are inventory slots
445 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
446 * When clicked, fields will be sent and the form will quit.
448 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
449 * When clicked, fields will be sent and the form will quit.
451 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
452 * Scrollable item list showing arbitrary text elements
453 * `x` and `y` position the itemlist relative to the top left of the menu
454 * `w` and `h` are the size of the itemlist
455 * `name` fieldname sent to server on doubleclick value is current selected element
456 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
457 * if you want a listelement to start with "#" write "##".
459 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
460 * Scrollable itemlist showing arbitrary text elements
461 * `x` and `y` position the item list relative to the top left of the menu
462 * `w` and `h` are the size of the item list
463 * `name` fieldname sent to server on doubleclick value is current selected element
464 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
465 * if you want a listelement to start with "#" write "##"
466 * Index to be selected within textlist
467 * `true`/`false`: draw transparent background
468 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
470 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
471 * Show a tab**header** at specific position (ignores formsize)
472 * `x` and `y` position the itemlist relative to the top left of the menu
473 * `name` fieldname data is transferred to Lua
474 * `caption 1`...: name shown on top of tab
475 * `current_tab`: index of selected tab 1...
476 * `transparent` (optional): show transparent
477 * `draw_border` (optional): draw border
479 #### `box[<X>,<Y>;<W>,<H>;<color>]`
480 * Simple colored semitransparent box
481 * `x` and `y` position the box relative to the top left of the menu
482 * `w` and `h` are the size of box
483 * `color` is color specified as a `ColorString`
485 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
486 * Show a dropdown field
487 * **Important note**: There are two different operation modes:
488 1. handle directly on change (only changed dropdown is submitted)
489 2. read the value on pressing a button (all dropdown values are available)
490 * `x` and `y` position of dropdown
492 * Fieldname data is transferred to Lua
493 * Items to be shown in dropdown
494 * Index of currently selected dropdown item
496 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
498 * `x` and `y`: position of checkbox
499 * `name` fieldname data is transferred to Lua
500 * `label` to be shown left of checkbox
501 * `selected` (optional): `true`/`false`
503 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
505 * There are two ways to use it:
506 1. handle the changed event (only changed scrollbar is available)
507 2. read the value on pressing a button (all scrollbars are available)
508 * `x` and `y`: position of trackbar
509 * `w` and `h`: width and height
510 * `orientation`: `vertical`/`horizontal`
511 * Fieldname data is transferred to Lua
512 * Value this trackbar is set to (`0`-`1000`)
513 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
515 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
516 * Show scrollable table using options defined by the previous `tableoptions[]`
517 * Displays cells as defined by the previous `tablecolumns[]`
518 * `x` and `y`: position the itemlist relative to the top left of the menu
519 * `w` and `h` are the size of the itemlist
520 * `name`: fieldname sent to server on row select or doubleclick
521 * `cell 1`...`cell n`: cell contents given in row-major order
522 * `selected idx`: index of row to be selected within table (first row = `1`)
523 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
525 #### `tableoptions[<opt 1>;<opt 2>;...]`
526 * Sets options for `table[]`
528 * default text color (`ColorString`), defaults to `#FFFFFF`
529 * `background=#RRGGBB`
530 * table background color (`ColorString`), defaults to `#000000`
531 * `border=<true/false>`
532 * should the table be drawn with a border? (default: `true`)
533 * `highlight=#RRGGBB`
534 * highlight background color (`ColorString`), defaults to `#466432`
535 * `highlight_text=#RRGGBB`
536 * highlight text color (`ColorString`), defaults to `#FFFFFF`
537 * `opendepth=<value>`
538 * all subtrees up to `depth < value` are open (default value = `0`)
539 * only useful when there is a column of type "tree"
541 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
542 * Sets columns for `table[]`
543 * Types: `text`, `image`, `color`, `indent`, `tree`
544 * `text`: show cell contents as text
545 * `image`: cell contents are an image index, use column options to define images
546 * `color`: cell contents are a ColorString and define color of following cell
547 * `indent`: cell contents are a number and define indentation of following cell
548 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
551 * for `text` and `image`: content alignment within cells.
552 Available values: `left` (default), `center`, `right`, `inline`
554 * for `text` and `image`: minimum width in em (default: `0`)
555 * for `indent` and `tree`: indent width in em (default: `1.5`)
556 * `padding=<value>`: padding left of the column, in em (default `0.5`).
557 Exception: defaults to 0 for indent columns
558 * `tooltip=<value>`: tooltip text (default: empty)
559 * `image` column options:
560 * `0=<value>` sets image for image index 0
561 * `1=<value>` sets image for image index 1
562 * `2=<value>` sets image for image index 2
563 * and so on; defined indices need not be contiguous empty or
564 non-numeric cells are treated as `0`.
565 * `color` column options:
566 * `span=<value>`: number of following columns to affect (default: infinite)
568 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
569 pass key press events to formspec!
573 * `vector.new(a[, b, c])`: returns a vector:
574 * A copy of `a` if `a` is a vector.
575 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
576 * `vector.direction(p1, p2)`: returns a vector
577 * `vector.distance(p1, p2)`: returns a number
578 * `vector.length(v)`: returns a number
579 * `vector.normalize(v)`: returns a vector
580 * `vector.floor(v)`: returns a vector, each dimension rounded down
581 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
582 * `vector.apply(v, func)`: returns a vector
583 * `vector.equals(v1, v2)`: returns a boolean
585 For the following functions `x` can be either a vector or a number:
587 * `vector.add(v, x)`: returns a vector
588 * `vector.subtract(v, x)`: returns a vector
589 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
590 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
594 * `dump2(obj, name="_", dumped={})`
595 * Return object serialized as a string, handles reference loops
596 * `dump(obj, dumped={})`
597 * Return object serialized as a string
599 * Get the hypotenuse of a triangle with legs x and y.
600 Useful for distance calculation.
601 * `math.sign(x, tolerance)`
602 * Get the sign of a number.
603 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
604 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
605 * If `max_splits` is negative, do not limit splits.
606 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
607 * e.g. `string:split("a,b", ",") == {"a","b"}`
609 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
610 * `minetest.wrap_text(str, limit)`: returns a string
611 * Adds new lines to the string to keep it within the specified character limit
612 * limit: Maximal amount of characters in one line
613 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
614 * Convert position to a printable string
615 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
616 * `minetest.string_to_pos(string)`: returns a position
617 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
618 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
619 * Converts a string representing an area box into two positions
620 * `minetest.is_yes(arg)`
621 * returns whether `arg` can be interpreted as yes
622 * `minetest.is_nan(arg)`
623 * returns true true when the passed number represents NaN.
624 * `table.copy(table)`: returns a table
625 * returns a deep copy of `table`
627 Minetest namespace reference
628 ------------------------------
632 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
633 * `minetest.get_modpath(modname)`: returns virtual path of given mod including
634 the trailing separator. This is useful to load additional Lua files
635 contained in your mod:
636 e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
637 * `minetest.get_language()`: returns the currently set gettext language.
638 * `minetest.get_version()`: returns a table containing components of the
639 engine version. Components:
640 * `project`: Name of the project, eg, "Minetest"
641 * `string`: Simple version, eg, "1.2.3-dev"
642 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
643 Use this for informational purposes only. The information in the returned
644 table does not represent the capabilities of the engine, nor is it
645 reliable or verifiable. Compatible forks will have a different name and
646 version entirely. To check for the presence of engine features, test
647 whether the functions exported by the wanted features exist. For example:
648 `if minetest.check_for_falling then ... end`.
649 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
650 * `data`: string of data to hash
651 * `raw`: return raw bytes instead of hex digits, default: false
654 * `minetest.debug(...)`
655 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
656 * `minetest.log([level,] text)`
657 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
658 `"info"`, or `"verbose"`. Default is `"none"`.
660 ### Global callback registration functions
661 Call these functions only at load time!
663 * `minetest.register_globalstep(function(dtime))`
664 * Called every client environment step, usually interval of 0.1s
665 * `minetest.register_on_mods_loaded(function())`
666 * Called just after mods have finished loading.
667 * `minetest.register_on_shutdown(function())`
668 * Called before client shutdown
669 * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
670 callbacks **will likely not be run**. Data should be saved at
671 semi-frequent intervals as well as on server shutdown.
672 * `minetest.register_on_receiving_chat_message(function(message))`
673 * Called always when a client receive a message
674 * Return `true` to mark the message as handled, which means that it will not be shown to chat
675 * `minetest.register_on_sending_chat_message(function(message))`
676 * Called always when a client send a message from chat
677 * Return `true` to mark the message as handled, which means that it will not be sent to server
678 * `minetest.register_chatcommand(cmd, chatcommand definition)`
679 * Adds definition to minetest.registered_chatcommands
680 * `minetest.unregister_chatcommand(name)`
681 * Unregisters a chatcommands registered with register_chatcommand.
682 * `minetest.register_on_death(function())`
683 * Called when the local player dies
684 * `minetest.register_on_hp_modification(function(hp))`
685 * Called when server modified player's HP
686 * `minetest.register_on_damage_taken(function(hp))`
687 * Called when the local player take damages
688 * `minetest.register_on_formspec_input(function(formname, fields))`
689 * Called when a button is pressed in the local player's inventory form
690 * Newest functions are called first
691 * If function returns `true`, remaining functions are not called
692 * `minetest.register_on_dignode(function(pos, node))`
693 * Called when the local player digs a node
694 * Newest functions are called first
695 * If any function returns true, the node isn't dug
696 * `minetest.register_on_punchnode(function(pos, node))`
697 * Called when the local player punches a node
698 * Newest functions are called first
699 * If any function returns true, the punch is ignored
700 * `minetest.register_on_placenode(function(pointed_thing, node))`
701 * Called when a node has been placed
702 * `minetest.register_on_item_use(function(item, pointed_thing))`
703 * Called when the local player uses an item.
704 * Newest functions are called first.
705 * If any function returns true, the item use is not sent to server.
706 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
707 * Called when an incoming mod channel message is received
708 * You must have joined some channels before, and server must acknowledge the
710 * If message comes from a server mod, `sender` field is an empty string.
711 * `minetest.register_on_modchannel_signal(function(channel_name, signal))`
712 * Called when a valid incoming mod channel signal is received
713 * Signal id permit to react to server mod channel events
714 * Possible values are:
719 4: event_on_not_joined_channel
721 * `minetest.register_on_inventory_open(function(inventory))`
722 * Called when the local player open inventory
723 * Newest functions are called first
724 * If any function returns true, inventory doesn't open
726 * `minetest.sound_play(spec, parameters)`: returns a handle
727 * `spec` is a `SimpleSoundSpec`
728 * `parameters` is a sound parameter table
729 * `minetest.sound_stop(handle)`
732 * `minetest.after(time, func, ...)`
733 * Call the function `func` after `time` seconds, may be fractional
734 * Optional: Variable number of arguments that are passed to `func`
735 * `minetest.get_us_time()`
736 * Returns time with microsecond precision. May not return wall time.
737 * `minetest.get_timeofday()`
738 * Returns the time of day: `0` for midnight, `0.5` for midday
741 * `minetest.get_node_or_nil(pos)`
742 * Returns the node at the given position as table in the format
743 `{name="node_name", param1=0, param2=0}`, returns `nil`
744 for unloaded areas or flavor limited areas.
745 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
746 * `radius`: using a maximum metric
747 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
748 * `search_center` is an optional boolean (default: `false`)
749 If true `pos` is also checked for the nodes
750 * `minetest.get_meta(pos)`
751 * Get a `NodeMetaRef` at that position
752 * `minetest.get_node_level(pos)`
753 * get level of leveled node (water, snow)
754 * `minetest.get_node_max_level(pos)`
755 * get max available level for leveled node
758 * `minetest.get_wielded_item()`
759 * Returns the itemstack the local player is holding
760 * `minetest.send_chat_message(message)`
761 * Act as if `message` was typed by the player into the terminal.
762 * `minetest.run_server_chatcommand(cmd, param)`
763 * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
764 * `minetest.clear_out_chat_queue()`
765 * Clears the out chat queue
766 * `minetest.localplayer`
767 * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
770 * `minetest.get_privilege_list()`
771 * Returns a list of privileges the current player has in the format `{priv1=true,...}`
772 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
773 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
774 * Convert between two privilege representations
776 ### Client Environment
777 * `minetest.get_player_names()`
778 * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
779 * `minetest.disconnect()`
780 * Disconnect from the server and exit to main menu.
781 * Returns `false` if the client is already disconnecting otherwise returns `true`.
782 * `minetest.get_server_info()`
783 * Returns [server info](#server-info).
784 * `minetest.send_respawn()`
785 * Sends a respawn request to the server.
788 * `minetest.get_mod_storage()`:
789 * returns reference to mod private `StorageRef`
790 * must be called during mod load time
793 ![Mod channels communication scheme](docs/mod channels.png)
795 * `minetest.mod_channel_join(channel_name)`
796 * Client joins channel `channel_name`, and creates it, if necessary. You
797 should listen from incoming messages with `minetest.register_on_modchannel_message`
798 call to receive incoming messages. Warning, this function is asynchronous.
801 * `minetest.add_particle(particle definition)`
803 * `minetest.add_particlespawner(particlespawner definition)`
804 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
805 * Returns an `id`, and -1 if adding didn't succeed
807 * `minetest.delete_particlespawner(id)`
808 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
811 * `minetest.parse_json(string[, nullvalue])`: returns something
812 * Convert a string containing JSON data into the Lua equivalent
813 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
814 * On success returns a table, a string, a number, a boolean or `nullvalue`
815 * On failure outputs an error message and returns `nil`
816 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
817 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
818 * Convert a Lua table into a JSON string
819 * styled: Outputs in a human-readable format if this is set, defaults to false
820 * Unserializable things like functions and userdata are saved as null.
821 * **Warning**: JSON is more strict than the Lua table format.
822 1. You can only use strings and positive integers of at least one as keys.
823 2. You can not mix string and integer keys.
824 This is due to the fact that JSON has two distinct array and object values.
825 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
826 * `minetest.serialize(table)`: returns a string
827 * Convert a table containing tables, strings, numbers, booleans and `nil`s
828 into string form readable by `minetest.deserialize`
829 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
830 * `minetest.deserialize(string)`: returns a table
831 * Convert a string returned by `minetest.deserialize` into a table
832 * `string` is loaded in an empty sandbox environment.
833 * Will load functions, but they cannot access the global environment.
834 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
835 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
836 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
837 * `minetest.compress(data, method, ...)`: returns `compressed_data`
838 * Compress a string of data.
839 * `method` is a string identifying the compression method to be used.
840 * Supported compression methods:
841 * Deflate (zlib): `"deflate"`
842 * `...` indicates method-specific arguments. Currently defined arguments are:
843 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
844 * `minetest.decompress(compressed_data, method, ...)`: returns data
845 * Decompress a string of data (using ZLib).
846 * See documentation on `minetest.compress()` for supported compression methods.
847 * currently supported.
848 * `...` indicates method-specific arguments. Currently, no methods use this.
849 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
850 * Each argument is a 8 Bit unsigned integer
851 * Returns the ColorString from rgb or rgba values
852 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
853 * `minetest.encode_base64(string)`: returns string encoded in base64
854 * Encodes a string in base64.
855 * `minetest.decode_base64(string)`: returns string
856 * Decodes a string encoded in base64.
857 * `minetest.gettext(string)` : returns string
858 * look up the translation of a string in the gettext message catalog
859 * `fgettext_ne(string, ...)`
860 * call minetest.gettext(string), replace "$1"..."$9" with the given
861 extra arguments and return the result
862 * `fgettext(string, ...)` : returns string
863 * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
864 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
865 * returns the exact position on the surface of a pointed node
866 * `minetest.global_exists(name)`
867 * Checks if a global variable has been set, without triggering a warning.
870 * `minetest.ui.minimap`
871 * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
872 * If client disabled minimap (using enable_minimap setting) this reference will be nil.
874 * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
875 * `minetest.show_formspec(formname, formspec)` : returns true on success
876 * Shows a formspec to the player
877 * `minetest.display_chat_message(message)` returns true on success
878 * Shows a chat message to the current player.
885 An interface to use mod channels on client and server
888 * `leave()`: leave the mod channel.
889 * Client leaves channel `channel_name`.
890 * No more incoming or outgoing messages can be sent to this channel from client mods.
891 * This invalidate all future object usage
892 * Ensure your set mod_channel to nil after that to free Lua resources
893 * `is_writeable()`: returns true if channel is writable and mod can send over it.
894 * `send_all(message)`: Send `message` though the mod channel.
895 * If mod channel is not writable or invalid, message will be dropped.
896 * Message size is limited to 65535 characters by protocol.
899 An interface to manipulate minimap on client UI
902 * `show()`: shows the minimap (if not disabled by server)
903 * `hide()`: hides the minimap
904 * `set_pos(pos)`: sets the minimap position on screen
905 * `get_pos()`: returns the minimap current position
906 * `set_angle(deg)`: sets the minimap angle in degrees
907 * `get_angle()`: returns the current minimap angle in degrees
908 * `set_mode(mode)`: sets the minimap mode (0 to 6)
909 * `get_mode()`: returns the current minimap mode
910 * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
911 * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
914 An interface to get or set information about the camera and camera-node.
915 Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
918 * `set_camera_mode(mode)`
919 * Pass `0` for first-person, `1` for third person, and `2` for third person front
920 * `get_camera_mode()`
921 * Returns 0, 1, or 2 as described above
935 * Returns position of camera with view bobbing
937 * Returns eye offset vector
939 * Returns eye direction unit vector
940 * `get_look_vertical()`
941 * Returns pitch in radians
942 * `get_look_horizontal()`
943 * Returns yaw in radians
944 * `get_aspect_ratio()`
945 * Returns aspect ratio of screen
948 An interface to retrieve information about the player.
953 * returns current player current position
955 * returns player speed vector
959 * returns player name
961 * returns true if player is attached
962 * `is_touching_ground()`
963 * returns true if player touching ground
965 * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
966 * `is_in_liquid_stable()`
967 * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
968 * `get_liquid_viscosity()`
969 * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
971 * returns true if player is climbing
972 * `swimming_vertical()`
973 * returns true if player is swimming in vertical
974 * `get_physics_override()`
983 sneak_glitch = boolean
987 * `get_override_pos()`
988 * returns override position
990 * returns last player position before the current client step
991 * `get_last_velocity()`
992 * returns last player speed
994 * returns the player's breath
995 * `get_movement_acceleration()`
996 * returns acceleration of the player in different environments:
1006 * `get_movement_speed()`
1007 * returns player's speed in different environments:
1020 * returns player's movement in different environments:
1024 liquid_fluidity = float,
1025 liquid_sink = float,
1026 liquid_fluidity_smooth = float,
1031 * `get_last_look_horizontal()`:
1032 * returns last look horizontal angle
1033 * `get_last_look_vertical()`:
1034 * returns last look vertical angle
1035 * `get_key_pressed()`:
1036 * returns last key typed by the player
1037 * `hud_add(definition)`
1038 * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
1039 * See [`HUD definition`](#hud-definition-hud_add-hud_get)
1041 * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
1043 * remove the HUD element of the specified id, returns `true` on success
1044 * `hud_change(id, stat, value)`
1045 * change a value of a previously added HUD element
1046 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
1047 * Returns `true` on success, otherwise returns `nil`
1050 An interface to read config files in the format of `minetest.conf`.
1052 It can be created via `Settings(filename)`.
1055 * `get(key)`: returns a value
1056 * `get_bool(key)`: returns a boolean
1058 * `remove(key)`: returns a boolean (`true` for success)
1059 * `get_names()`: returns `{key1,...}`
1060 * `write()`: returns a boolean (`true` for success)
1061 * write changes to file
1062 * `to_table()`: returns `{[key1]=value1,...}`
1065 Node metadata: reference extra data and functionality stored in a node.
1066 Can be obtained via `minetest.get_meta(pos)`.
1069 * `get_string(name)`
1072 * `to_table()`: returns `nil` or a table with keys:
1073 * `fields`: key-value storage
1074 * `inventory`: `{list1 = {}, ...}}`
1078 * `minetest.get_node_def(nodename)`
1079 * Returns [node definition](#node-definition) table of `nodename`
1080 * `minetest.get_item_def(itemstring)`
1081 * Returns item definition table of `itemstring`
1083 #### Node Definition
1087 has_on_construct = bool, -- Whether the node has the on_construct callback defined
1088 has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
1089 has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
1090 name = string, -- The name of the node e.g. "air", "default:dirt"
1091 groups = table, -- The groups of the node
1092 paramtype = string, -- Paramtype of the node
1093 paramtype2 = string, -- ParamType2 of the node
1094 drawtype = string, -- Drawtype of the node
1095 mesh = <string>, -- Mesh name if existant
1096 minimap_color = <Color>, -- Color of node on minimap *May not exist*
1097 visual_scale = number, -- Visual scale of node
1098 alpha = number, -- Alpha of the node. Only used for liquids
1099 color = <Color>, -- Color of node *May not exist*
1100 palette_name = <string>, -- Filename of palette *May not exist*
1101 palette = <{ -- List of colors
1105 waving = number, -- 0 of not waving, 1 if waving
1106 connect_sides = number, -- Used for connected nodes
1107 connects_to = { -- List of nodes to connect to
1111 post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
1112 leveled = number, -- Max level for node
1113 sunlight_propogates = bool, -- Whether light passes through the block
1114 light_source = number, -- Light emitted by the block
1115 is_ground_content = bool, -- Whether caves should cut through the node
1116 walkable = bool, -- Whether the player collides with the node
1117 pointable = bool, -- Whether the player can select the node
1118 diggable = bool, -- Whether the player can dig the node
1119 climbable = bool, -- Whether the player can climb up the node
1120 buildable_to = bool, -- Whether the player can replace the node by placing a node on it
1121 rightclickable = bool, -- Whether the player can place nodes pointing at this node
1122 damage_per_second = number, -- HP of damage per second when the player is in the node
1123 liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
1124 liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
1125 liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
1126 liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
1127 liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
1128 liquid_range = <number>, -- How far the liquid flows *May not exist*
1129 drowning = bool, -- Whether the player will drown in the node
1130 floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
1131 node_box = table, -- Nodebox to draw the node with
1132 collision_box = table, -- Nodebox to set the collision area
1133 selection_box = table, -- Nodebox to set the area selected by the player
1134 sounds = { -- Table of sounds that the block makes
1135 sound_footstep = SimpleSoundSpec,
1136 sound_dig = SimpleSoundSpec,
1137 sound_dug = SimpleSoundSpec
1139 legacy_facedir_simple = bool, -- Whether to use old facedir
1140 legacy_wallmounted = bool -- Whether to use old wallmounted
1144 #### Item Definition
1148 name = string, -- Name of the item e.g. "default:stone"
1149 description = string, -- Description of the item e.g. "Stone"
1150 type = string, -- Item type: "none", "node", "craftitem", "tool"
1151 inventory_image = string, -- Image in the inventory
1152 wield_image = string, -- Image in wieldmesh
1153 palette_image = string, -- Image for palette
1154 color = Color, -- Color for item
1155 wield_scale = Vector, -- Wieldmesh scale
1156 stack_max = number, -- Number of items stackable together
1157 usable = bool, -- Has on_use callback defined
1158 liquids_pointable = bool, -- Whether you can point at liquids with the item
1159 tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
1160 groups = table, -- Groups of the item
1161 sound_place = SimpleSoundSpec, -- Sound played when placed
1162 sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
1163 node_placement_prediction = string -- Node placed in client until server catches up
1168 ### Chat command definition (`register_chatcommand`)
1171 params = "<name> <privilege>", -- Short parameter description
1172 description = "Remove privilege from player", -- Full description
1173 func = function(param), -- Called when command is run.
1174 -- Returns boolean success and text output.
1179 address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
1180 ip = "203.0.113.156", -- The IP address of the server.
1181 port = 30000, -- The port the client is connected to.
1182 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.
1186 ### HUD Definition (`hud_add`, `hud_get`)
1189 hud_elem_type = "image", -- see HUD element types, default "text"
1190 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1191 position = {x=0.5, y=0.5},
1192 -- ^ Left corner position of element, default `{x=0,y=0}`.
1193 name = "<name>", -- default ""
1194 scale = {x=2, y=2}, -- default {x=0,y=0}
1195 text = "<text>", -- default ""
1196 number = 2, -- default 0
1197 item = 3, -- default 0
1198 -- ^ Selected item in inventory. 0 for no item selected.
1199 direction = 0, -- default 0
1200 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1201 alignment = {x=0, y=0}, -- default {x=0, y=0}
1202 -- ^ See "HUD Element Types"
1203 offset = {x=0, y=0}, -- default {x=0, y=0}
1204 -- ^ See "HUD Element Types"
1205 size = { x=100, y=100 }, -- default {x=0, y=0}
1206 -- ^ Size of element in pixels
1212 Most text can contain escape sequences, that can for example color the text.
1213 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1214 The following functions provide escape sequences:
1215 * `minetest.get_color_escape_sequence(color)`:
1216 * `color` is a [ColorString](#colorstring)
1217 * The escape sequence sets the text color to `color`
1218 * `minetest.colorize(color, message)`:
1220 `minetest.get_color_escape_sequence(color) ..
1222 minetest.get_color_escape_sequence("#ffffff")`
1223 * `minetest.get_background_escape_sequence(color)`
1224 * `color` is a [ColorString](#colorstring)
1225 * The escape sequence sets the background of the whole text element to
1226 `color`. Only defined for item descriptions and tooltips.
1227 * `minetest.strip_foreground_colors(str)`
1228 * Removes foreground colors added by `get_color_escape_sequence`.
1229 * `minetest.strip_background_colors(str)`
1230 * Removes background colors added by `get_background_escape_sequence`.
1231 * `minetest.strip_colors(str)`
1232 * Removes all color escape sequences.
1236 `#RGB` defines a color in hexadecimal format.
1238 `#RGBA` defines a color in hexadecimal format and alpha channel.
1240 `#RRGGBB` defines a color in hexadecimal format.
1242 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1244 Named colors are also supported and are equivalent to
1245 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1246 To specify the value of the alpha channel, append `#AA` to the end of the color name
1247 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1248 value must (always) be two hexadecimal digits.
1252 `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
1256 The position field is used for all element types.
1258 To account for differing resolutions, the position coordinates are the percentage
1259 of the screen, ranging in value from `0` to `1`.
1261 The name field is not yet used, but should contain a description of what the
1262 HUD element represents. The direction field is the direction in which something
1265 `0` draws from left to right, `1` draws from right to left, `2` draws from
1266 top to bottom, and `3` draws from bottom to top.
1268 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1269 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1270 Fractional values can be used.
1272 The `offset` field specifies a pixel offset from the position. Contrary to position,
1273 the offset is not scaled to screen size. This allows for some precisely-positioned
1276 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1278 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1280 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1281 in the experimental stages.
1284 Displays an image on the HUD.
1286 * `scale`: The scale of the image, with 1 being the original texture size.
1287 Only the X coordinate scale is used (positive values).
1288 Negative values represent that percentage of the screen it
1289 should take; e.g. `x=-100` means 100% (width).
1290 * `text`: The name of the texture that is displayed.
1291 * `alignment`: The alignment of the image.
1292 * `offset`: offset in pixels from position.
1295 Displays text on the HUD.
1297 * `scale`: Defines the bounding rectangle of the text.
1298 A value such as `{x=100, y=100}` should work.
1299 * `text`: The text to be displayed in the HUD element.
1300 * `number`: An integer containing the RGB value of the color used to draw the text.
1301 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1302 * `alignment`: The alignment of the text.
1303 * `offset`: offset in pixels from position.
1306 Displays a horizontal bar made up of half-images.
1308 * `text`: The name of the texture that is used.
1309 * `number`: The number of half-textures that are displayed.
1310 If odd, will end with a vertically center-split texture.
1312 * `offset`: offset in pixels from position.
1313 * `size`: If used, will force full-image size to this value (override texture pack image size)
1316 * `text`: The name of the inventory list to be displayed.
1317 * `number`: Number of items in the inventory to be displayed.
1318 * `item`: Position of item that is selected.
1320 * `offset`: offset in pixels from position.
1323 Displays distance to selected world position.
1325 * `name`: The name of the waypoint.
1326 * `text`: Distance suffix. Can be blank.
1327 * `number:` An integer containing the RGB value of the color used to draw the text.
1328 * `world_pos`: World position of the waypoint.
1330 ### Particle definition (`add_particle`)
1333 pos = {x=0, y=0, z=0},
1334 velocity = {x=0, y=0, z=0},
1335 acceleration = {x=0, y=0, z=0},
1336 -- ^ Spawn particle at pos with velocity and acceleration
1338 -- ^ Disappears after expirationtime seconds
1340 collisiondetection = false,
1341 -- ^ collisiondetection: if true collides with physical objects
1342 collision_removal = false,
1343 -- ^ collision_removal: if true then particle is removed when it collides,
1344 -- ^ requires collisiondetection = true to have any effect
1346 -- ^ vertical: if true faces player using y axis only
1347 texture = "image.png",
1348 -- ^ Uses texture (string)
1349 animation = {Tile Animation definition},
1350 -- ^ optional, specifies how to animate the particle texture
1352 -- ^ optional, specify particle self-luminescence in darkness
1355 ### `ParticleSpawner` definition (`add_particlespawner`)
1360 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1361 minpos = {x=0, y=0, z=0},
1362 maxpos = {x=0, y=0, z=0},
1363 minvel = {x=0, y=0, z=0},
1364 maxvel = {x=0, y=0, z=0},
1365 minacc = {x=0, y=0, z=0},
1366 maxacc = {x=0, y=0, z=0},
1371 -- ^ The particle's properties are random values in between the bounds:
1372 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1373 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1374 collisiondetection = false,
1375 -- ^ collisiondetection: if true uses collision detection
1376 collision_removal = false,
1377 -- ^ collision_removal: if true then particle is removed when it collides,
1378 -- ^ requires collisiondetection = true to have any effect
1380 -- ^ vertical: if true faces player using y axis only
1381 texture = "image.png",
1382 -- ^ Uses texture (string)