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 in a world, 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 `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`.
40 Note: Depending on the remote server's settings, client-side mods might not
41 be loaded or have limited functionality. See setting `csm_restriction_flags` for reference.
45 * `RUN_IN_PLACE=1` (Windows release, local build)
47 * Linux: `<build directory>`
48 * Windows: `<build directory>`
50 * Linux: `<build directory>`
51 * Windows: `<build directory>`
52 * `RUN_IN_PLACE=0`: (Linux release)
54 * Linux: `/usr/share/minetest`
55 * Windows: `<install directory>/minetest-0.4.x`
57 * Linux: `$HOME/.minetest`
58 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
64 * `$path_share/clientmods/`
65 * `$path_user/clientmods/` (User-installed mods)
67 In a run-in-place version (e.g. the distributed windows version):
69 * `minetest-0.4.x/clientmods/` (User-installed mods)
71 On an installed version on Linux:
73 * `/usr/share/minetest/clientmods/`
74 * `$HOME/.minetest/clientmods/` (User-installed mods)
78 **NOTE: Not implemented yet.**
80 Mods can be put in a subdirectory, if the parent directory, which otherwise
81 should be a mod, contains a file named `modpack.conf`.
82 The file is a key-value store of modpack details.
84 * `name`: The modpack name.
85 * `description`: Description of mod to be shown in the Mods tab of the main
88 Mod directory structure
89 ------------------------
98 The location of this directory.
101 List of mods that have to be loaded before loading this mod.
103 A single line contains a single modname.
105 Optional dependencies can be defined by appending a question mark
106 to a single modname. Their meaning is that if the specified mod
107 is missing, that does not prevent this mod from being loaded.
110 The main Lua script. Running this script should register everything it
111 wants to register. Subsequent execution depends on minetest calling the
112 registered callbacks.
115 Media files (sounds) that will be transferred to the
116 client and will be available for use by the mod.
118 Naming convention for registered textual names
119 ----------------------------------------------
120 Registered names should generally be in this format:
122 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
124 This is to prevent conflicting names from corrupting maps and is
125 enforced by the mod loader.
128 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
129 So the name should be `experimental:tnt`.
131 Enforcement can be overridden by prefixing the name with `:`. This can
132 be used for overriding the registrations of some other mod.
134 Example: Any mod can redefine `experimental:tnt` by using the name
139 (also that mod is required to have `experimental` as a dependency)
141 The `:` prefix can also be used for maintaining backwards compatibility.
145 **NOTE: max_hear_distance and connecting to objects is not implemented.**
147 Only Ogg Vorbis files are supported.
149 For positional playing of sounds, only single-channel (mono) files are
150 supported. Otherwise OpenAL will play them non-positionally.
152 Mods should generally prefix their sounds with `modname_`, e.g. given
153 the mod name "`foomod`", a sound could be called:
157 Sounds are referred to by their name with a dot, a single digit and the
158 file extension stripped out. When a sound is played, the actual sound file
159 is chosen randomly from the matching sounds.
161 When playing the sound `foomod_foosound`, the sound is chosen randomly
162 from the available ones of the following files:
164 * `foomod_foosound.ogg`
165 * `foomod_foosound.0.ogg`
166 * `foomod_foosound.1.ogg`
168 * `foomod_foosound.9.ogg`
170 Examples of sound parameter tables:
174 gain = 1.0, -- default
176 -- Play locationless, looped
178 gain = 1.0, -- default
181 -- Play in a location
183 pos = {x = 1, y = 2, z = 3},
184 gain = 1.0, -- default
185 max_hear_distance = 32, -- default, uses an euclidean metric
187 -- Play connected to an object, looped
189 object = <an ObjectRef>,
190 gain = 1.0, -- default
191 max_hear_distance = 32, -- default, uses an euclidean metric
195 Looped sounds must either be connected to an object or played locationless.
199 * e.g. `"default_place_node"`
201 * e.g. `{name = "default_place_node"}`
202 * e.g. `{name = "default_place_node", gain = 1.0}`
204 Representations of simple things
205 --------------------------------
209 {x=num, y=num, z=num}
211 For helper functions see "Vector helpers".
215 * `{type="node", under=pos, above=pos}`
216 * `{type="object", id=ObjectID}`
218 Flag Specifier Format
219 ---------------------
220 Flags using the standardized flag specifier format can be specified in either of
221 two ways, by string or table.
223 The string format is a comma-delimited set of flag names; whitespace and
224 unrecognized flag fields are ignored. Specifying a flag in the string sets the
225 flag, and specifying a flag prefixed by the string `"no"` explicitly
226 clears the flag from whatever the default may be.
228 In addition to the standard string flag format, the schematic flags field can
229 also be a table of flag names to boolean values representing whether or not the
230 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
231 is present, mapped to a boolean of any value, the specified flag is unset.
233 E.g. A flag field of value
235 {place_center_x = true, place_center_y=false, place_center_z=true}
239 {place_center_x = true, noplace_center_y=true, place_center_z=true}
241 which is equivalent to
243 "place_center_x, noplace_center_y, place_center_z"
247 "place_center_x, place_center_z"
249 since, by default, no schematic attributes are set.
253 Formspec defines a menu. It is a string, with a somewhat strange format.
255 Spaces and newlines can be inserted between the blocks, as is used in the
263 list[context;main;0,0;8,4;]
264 list[current_player;main;0,5;8,4;]
269 list[context;fuel;2,3;1,1;]
270 list[context;src;2,1;1,1;]
271 list[context;dst;5,1;2,2;]
272 list[current_player;main;0,5;8,4;]
274 #### Minecraft-like player inventory
277 image[1,0.6;1,2;player.png]
278 list[current_player;main;0,3.5;8,4;]
279 list[current_player;craft;3,0;3,3;]
280 list[current_player;craftpreview;7,1;1,1;]
284 #### `size[<W>,<H>,<fixed_size>]`
285 * Define the size of the menu in inventory slots
286 * `fixed_size`: `true`/`false` (optional)
287 * deprecated: `invsize[<W>,<H>;]`
289 #### `container[<X>,<Y>]`
290 * Start of a container block, moves all physical elements in the container by (X, Y)
291 * Must have matching container_end
292 * Containers can be nested, in which case the offsets are added
293 (child containers are relative to parent containers)
295 #### `container_end[]`
296 * End of a container, following elements are no longer relative to this container
298 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
299 * Show an inventory list
301 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
302 * Show an inventory list
304 #### `listring[<inventory location>;<list name>]`
305 * Allows to create a ring of inventory lists
306 * Shift-clicking on items in one element of the ring
307 will send them to the next inventory list inside the ring
308 * The first occurrence of an element inside the ring will
309 determine the inventory where items will be sent to
312 * Shorthand for doing `listring[<inventory location>;<list name>]`
313 for the last two inventory lists added by list[...]
315 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
316 * Sets background color of slots as `ColorString`
317 * Sets background color of slots on mouse hovering
319 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
320 * Sets background color of slots as `ColorString`
321 * Sets background color of slots on mouse hovering
322 * Sets color of slots border
324 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
325 * Sets background color of slots as `ColorString`
326 * Sets background color of slots on mouse hovering
327 * Sets color of slots border
328 * Sets default background color of tooltips
329 * Sets default font color of tooltips
331 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
332 * Adds tooltip for an element
333 * `<bgcolor>` tooltip background color as `ColorString` (optional)
334 * `<fontcolor>` tooltip font color as `ColorString` (optional)
336 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
338 * Position and size units are inventory slots
340 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
341 * Show an inventory image of registered item/node
342 * Position and size units are inventory slots
344 #### `bgcolor[<color>;<fullscreen>]`
345 * Sets background color of formspec as `ColorString`
346 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
348 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
349 * Use a background. Inventory rectangles are not drawn then.
350 * Position and size units are inventory slots
351 * Example for formspec 8x4 in 16x resolution: image shall be sized
352 8 times 16px times 4 times 16px.
354 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
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:
358 image shall be sized 8 times 16px times 4 times 16px
359 * If `true` the background is clipped to formspec size
360 (`x` and `y` are used as offset values, `w` and `h` are ignored)
362 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
363 * Textual password style field; will be sent to server when a button is clicked
364 * When enter is pressed in field, fields.key_enter_field will be sent with the name
366 * `x` and `y` position the field relative to the top left of the menu
367 * `w` and `h` are the size of the field
368 * Fields are a set height, but will be vertically centred on `h`
369 * Position and size units are inventory slots
370 * `name` is the name of the field as returned in fields to `on_receive_fields`
371 * `label`, if not blank, will be text printed on the top left above the field
372 * See field_close_on_enter to stop enter closing the formspec
374 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
375 * Textual field; will be sent to server when a button is clicked
376 * When enter is pressed in field, fields.key_enter_field will be sent with the name
378 * `x` and `y` position the field relative to the top left of the menu
379 * `w` and `h` are the size of the field
380 * Fields are a set height, but will be vertically centred on `h`
381 * Position and size units are inventory slots
382 * `name` is the name of the field as returned in fields to `on_receive_fields`
383 * `label`, if not blank, will be text printed on the top left above the field
384 * `default` is the default value of the field
385 * `default` may contain variable references such as `${text}'` which
386 will fill the value from the metadata value `text`
387 * **Note**: no extra text or more than a single variable is supported ATM.
388 * See field_close_on_enter to stop enter closing the formspec
390 #### `field[<name>;<label>;<default>]`
391 * As above, but without position/size units
392 * When enter is pressed in field, fields.key_enter_field will be sent with the name
394 * Special field for creating simple forms, such as sign text input
395 * Must be used without a `size[]` element
396 * A "Proceed" button will be added automatically
397 * See field_close_on_enter to stop enter closing the formspec
399 #### `field_close_on_enter[<name>;<close_on_enter>]`
400 * <name> is the name of the field
401 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
402 * defaults to true when not specified (ie: no tag for a field)
404 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
405 * Same as fields above, but with multi-line input
407 #### `label[<X>,<Y>;<label>]`
408 * `x` and `y` work as per field
409 * `label` is the text on the label
410 * Position and size units are inventory slots
412 #### `vertlabel[<X>,<Y>;<label>]`
413 * Textual label drawn vertically
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 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
419 * Clickable button. When clicked, fields will be sent.
420 * `x`, `y` and `name` work as per field
421 * `w` and `h` are the size of the button
422 * Fixed button height. It will be vertically centred on `h`
423 * `label` is the text on the button
424 * Position and size units are inventory slots
426 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
427 * `x`, `y`, `w`, `h`, and `name` work as per button
428 * `texture name` is the filename of an image
429 * Position and size units are inventory slots
431 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
432 * `x`, `y`, `w`, `h`, and `name` work as per button
433 * `texture name` is the filename of an image
434 * Position and size units are inventory slots
435 * `noclip=true` means the image button doesn't need to be within specified formsize
436 * `drawborder`: draw button border or not
437 * `pressed texture name` is the filename of an image on pressed state
439 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
440 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
441 * `item name` is the registered name of an item/node,
442 tooltip will be made out of its description
443 to override it use tooltip element
444 * Position and size units are inventory slots
446 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
447 * When clicked, fields will be sent and the form will quit.
449 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
450 * When clicked, fields will be sent and the form will quit.
452 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
453 * Scrollable item list showing arbitrary text elements
454 * `x` and `y` position the itemlist relative to the top left of the menu
455 * `w` and `h` are the size of the itemlist
456 * `name` fieldname sent to server on doubleclick value is current selected element
457 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
458 * if you want a listelement to start with "#" write "##".
460 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
461 * Scrollable itemlist showing arbitrary text elements
462 * `x` and `y` position the item list relative to the top left of the menu
463 * `w` and `h` are the size of the item list
464 * `name` fieldname sent to server on doubleclick value is current selected element
465 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
466 * if you want a listelement to start with "#" write "##"
467 * Index to be selected within textlist
468 * `true`/`false`: draw transparent background
469 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
471 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
472 * Show a tab**header** at specific position (ignores formsize)
473 * `x` and `y` position the itemlist relative to the top left of the menu
474 * `name` fieldname data is transferred to Lua
475 * `caption 1`...: name shown on top of tab
476 * `current_tab`: index of selected tab 1...
477 * `transparent` (optional): show transparent
478 * `draw_border` (optional): draw border
480 #### `box[<X>,<Y>;<W>,<H>;<color>]`
481 * Simple colored semitransparent box
482 * `x` and `y` position the box relative to the top left of the menu
483 * `w` and `h` are the size of box
484 * `color` is color specified as a `ColorString`
486 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
487 * Show a dropdown field
488 * **Important note**: There are two different operation modes:
489 1. handle directly on change (only changed dropdown is submitted)
490 2. read the value on pressing a button (all dropdown values are available)
491 * `x` and `y` position of dropdown
493 * Fieldname data is transferred to Lua
494 * Items to be shown in dropdown
495 * Index of currently selected dropdown item
497 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
499 * `x` and `y`: position of checkbox
500 * `name` fieldname data is transferred to Lua
501 * `label` to be shown left of checkbox
502 * `selected` (optional): `true`/`false`
504 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
506 * There are two ways to use it:
507 1. handle the changed event (only changed scrollbar is available)
508 2. read the value on pressing a button (all scrollbars are available)
509 * `x` and `y`: position of trackbar
510 * `w` and `h`: width and height
511 * `orientation`: `vertical`/`horizontal`
512 * Fieldname data is transferred to Lua
513 * Value this trackbar is set to (`0`-`1000`)
514 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
516 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
517 * Show scrollable table using options defined by the previous `tableoptions[]`
518 * Displays cells as defined by the previous `tablecolumns[]`
519 * `x` and `y`: position the itemlist relative to the top left of the menu
520 * `w` and `h` are the size of the itemlist
521 * `name`: fieldname sent to server on row select or doubleclick
522 * `cell 1`...`cell n`: cell contents given in row-major order
523 * `selected idx`: index of row to be selected within table (first row = `1`)
524 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
526 #### `tableoptions[<opt 1>;<opt 2>;...]`
527 * Sets options for `table[]`
529 * default text color (`ColorString`), defaults to `#FFFFFF`
530 * `background=#RRGGBB`
531 * table background color (`ColorString`), defaults to `#000000`
532 * `border=<true/false>`
533 * should the table be drawn with a border? (default: `true`)
534 * `highlight=#RRGGBB`
535 * highlight background color (`ColorString`), defaults to `#466432`
536 * `highlight_text=#RRGGBB`
537 * highlight text color (`ColorString`), defaults to `#FFFFFF`
538 * `opendepth=<value>`
539 * all subtrees up to `depth < value` are open (default value = `0`)
540 * only useful when there is a column of type "tree"
542 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
543 * Sets columns for `table[]`
544 * Types: `text`, `image`, `color`, `indent`, `tree`
545 * `text`: show cell contents as text
546 * `image`: cell contents are an image index, use column options to define images
547 * `color`: cell contents are a ColorString and define color of following cell
548 * `indent`: cell contents are a number and define indentation of following cell
549 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
552 * for `text` and `image`: content alignment within cells.
553 Available values: `left` (default), `center`, `right`, `inline`
555 * for `text` and `image`: minimum width in em (default: `0`)
556 * for `indent` and `tree`: indent width in em (default: `1.5`)
557 * `padding=<value>`: padding left of the column, in em (default `0.5`).
558 Exception: defaults to 0 for indent columns
559 * `tooltip=<value>`: tooltip text (default: empty)
560 * `image` column options:
561 * `0=<value>` sets image for image index 0
562 * `1=<value>` sets image for image index 1
563 * `2=<value>` sets image for image index 2
564 * and so on; defined indices need not be contiguous empty or
565 non-numeric cells are treated as `0`.
566 * `color` column options:
567 * `span=<value>`: number of following columns to affect (default: infinite)
569 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
570 pass key press events to formspec!
574 * `vector.new(a[, b, c])`: returns a vector:
575 * A copy of `a` if `a` is a vector.
576 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
577 * `vector.direction(p1, p2)`: returns a vector
578 * `vector.distance(p1, p2)`: returns a number
579 * `vector.length(v)`: returns a number
580 * `vector.normalize(v)`: returns a vector
581 * `vector.floor(v)`: returns a vector, each dimension rounded down
582 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
583 * `vector.apply(v, func)`: returns a vector
584 * `vector.equals(v1, v2)`: returns a boolean
586 For the following functions `x` can be either a vector or a number:
588 * `vector.add(v, x)`: returns a vector
589 * `vector.subtract(v, x)`: returns a vector
590 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
591 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
595 * `dump2(obj, name="_", dumped={})`
596 * Return object serialized as a string, handles reference loops
597 * `dump(obj, dumped={})`
598 * Return object serialized as a string
600 * Get the hypotenuse of a triangle with legs x and y.
601 Useful for distance calculation.
602 * `math.sign(x, tolerance)`
603 * Get the sign of a number.
604 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
605 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
606 * If `max_splits` is negative, do not limit splits.
607 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
608 * e.g. `string:split("a,b", ",") == {"a","b"}`
610 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
611 * `minetest.wrap_text(str, limit)`: returns a string
612 * Adds new lines to the string to keep it within the specified character limit
613 * limit: Maximal amount of characters in one line
614 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
615 * Convert position to a printable string
616 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
617 * `minetest.string_to_pos(string)`: returns a position
618 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
619 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
620 * Converts a string representing an area box into two positions
621 * `minetest.is_yes(arg)`
622 * returns whether `arg` can be interpreted as yes
623 * `minetest.is_nan(arg)`
624 * returns true true when the passed number represents NaN.
625 * `table.copy(table)`: returns a table
626 * returns a deep copy of `table`
628 Minetest namespace reference
629 ------------------------------
633 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
634 * `minetest.get_modpath(modname)`: returns virtual path of given mod including
635 the trailing separator. This is useful to load additional Lua files
636 contained in your mod:
637 e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
638 * `minetest.get_language()`: returns the currently set gettext language.
639 * `minetest.get_version()`: returns a table containing components of the
640 engine version. Components:
641 * `project`: Name of the project, eg, "Minetest"
642 * `string`: Simple version, eg, "1.2.3-dev"
643 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
644 Use this for informational purposes only. The information in the returned
645 table does not represent the capabilities of the engine, nor is it
646 reliable or verifiable. Compatible forks will have a different name and
647 version entirely. To check for the presence of engine features, test
648 whether the functions exported by the wanted features exist. For example:
649 `if minetest.check_for_falling then ... end`.
650 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
651 * `data`: string of data to hash
652 * `raw`: return raw bytes instead of hex digits, default: false
655 * `minetest.debug(...)`
656 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
657 * `minetest.log([level,] text)`
658 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
659 `"info"`, or `"verbose"`. Default is `"none"`.
661 ### Global callback registration functions
662 Call these functions only at load time!
664 * `minetest.register_globalstep(function(dtime))`
665 * Called every client environment step, usually interval of 0.1s
666 * `minetest.register_on_mods_loaded(function())`
667 * Called just after mods have finished loading.
668 * `minetest.register_on_shutdown(function())`
669 * Called before client shutdown
670 * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
671 callbacks **will likely not be run**. Data should be saved at
672 semi-frequent intervals as well as on server shutdown.
673 * `minetest.register_on_receiving_chat_message(function(message))`
674 * Called always when a client receive a message
675 * Return `true` to mark the message as handled, which means that it will not be shown to chat
676 * `minetest.register_on_sending_chat_message(function(message))`
677 * Called always when a client send a message from chat
678 * Return `true` to mark the message as handled, which means that it will not be sent to server
679 * `minetest.register_chatcommand(cmd, chatcommand definition)`
680 * Adds definition to minetest.registered_chatcommands
681 * `minetest.unregister_chatcommand(name)`
682 * Unregisters a chatcommands registered with register_chatcommand.
683 * `minetest.register_on_death(function())`
684 * Called when the local player dies
685 * `minetest.register_on_hp_modification(function(hp))`
686 * Called when server modified player's HP
687 * `minetest.register_on_damage_taken(function(hp))`
688 * Called when the local player take damages
689 * `minetest.register_on_formspec_input(function(formname, fields))`
690 * Called when a button is pressed in the local player's inventory form
691 * Newest functions are called first
692 * If function returns `true`, remaining functions are not called
693 * `minetest.register_on_dignode(function(pos, node))`
694 * Called when the local player digs a node
695 * Newest functions are called first
696 * If any function returns true, the node isn't dug
697 * `minetest.register_on_punchnode(function(pos, node))`
698 * Called when the local player punches a node
699 * Newest functions are called first
700 * If any function returns true, the punch is ignored
701 * `minetest.register_on_placenode(function(pointed_thing, node))`
702 * Called when a node has been placed
703 * `minetest.register_on_item_use(function(item, pointed_thing))`
704 * Called when the local player uses an item.
705 * Newest functions are called first.
706 * If any function returns true, the item use is not sent to server.
707 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
708 * Called when an incoming mod channel message is received
709 * You must have joined some channels before, and server must acknowledge the
711 * If message comes from a server mod, `sender` field is an empty string.
712 * `minetest.register_on_modchannel_signal(function(channel_name, signal))`
713 * Called when a valid incoming mod channel signal is received
714 * Signal id permit to react to server mod channel events
715 * Possible values are:
720 4: event_on_not_joined_channel
722 * `minetest.register_on_inventory_open(function(inventory))`
723 * Called when the local player open inventory
724 * Newest functions are called first
725 * If any function returns true, inventory doesn't open
727 * `minetest.sound_play(spec, parameters)`: returns a handle
728 * `spec` is a `SimpleSoundSpec`
729 * `parameters` is a sound parameter table
730 * `minetest.sound_stop(handle)`
733 * `minetest.after(time, func, ...)`
734 * Call the function `func` after `time` seconds, may be fractional
735 * Optional: Variable number of arguments that are passed to `func`
736 * `minetest.get_us_time()`
737 * Returns time with microsecond precision. May not return wall time.
738 * `minetest.get_day_count()`
739 * Returns number days elapsed since world was created, accounting for time changes.
740 * `minetest.get_timeofday()`
741 * Returns the time of day: `0` for midnight, `0.5` for midday
744 * `minetest.get_node_or_nil(pos)`
745 * Returns the node at the given position as table in the format
746 `{name="node_name", param1=0, param2=0}`, returns `nil`
747 for unloaded areas or flavor limited areas.
748 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
749 * `radius`: using a maximum metric
750 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
751 * `search_center` is an optional boolean (default: `false`)
752 If true `pos` is also checked for the nodes
753 * `minetest.get_meta(pos)`
754 * Get a `NodeMetaRef` at that position
755 * `minetest.get_node_level(pos)`
756 * get level of leveled node (water, snow)
757 * `minetest.get_node_max_level(pos)`
758 * get max available level for leveled node
761 * `minetest.get_wielded_item()`
762 * Returns the itemstack the local player is holding
763 * `minetest.send_chat_message(message)`
764 * Act as if `message` was typed by the player into the terminal.
765 * `minetest.run_server_chatcommand(cmd, param)`
766 * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
767 * `minetest.clear_out_chat_queue()`
768 * Clears the out chat queue
769 * `minetest.localplayer`
770 * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
773 * `minetest.get_privilege_list()`
774 * Returns a list of privileges the current player has in the format `{priv1=true,...}`
775 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
776 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
777 * Convert between two privilege representations
779 ### Client Environment
780 * `minetest.get_player_names()`
781 * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
782 * `minetest.disconnect()`
783 * Disconnect from the server and exit to main menu.
784 * Returns `false` if the client is already disconnecting otherwise returns `true`.
785 * `minetest.get_server_info()`
786 * Returns [server info](#server-info).
787 * `minetest.send_respawn()`
788 * Sends a respawn request to the server.
791 * `minetest.get_mod_storage()`:
792 * returns reference to mod private `StorageRef`
793 * must be called during mod load time
796 ![Mod channels communication scheme](docs/mod channels.png)
798 * `minetest.mod_channel_join(channel_name)`
799 * Client joins channel `channel_name`, and creates it, if necessary. You
800 should listen from incoming messages with `minetest.register_on_modchannel_message`
801 call to receive incoming messages. Warning, this function is asynchronous.
804 * `minetest.add_particle(particle definition)`
806 * `minetest.add_particlespawner(particlespawner definition)`
807 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
808 * Returns an `id`, and -1 if adding didn't succeed
810 * `minetest.delete_particlespawner(id)`
811 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
814 * `minetest.parse_json(string[, nullvalue])`: returns something
815 * Convert a string containing JSON data into the Lua equivalent
816 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
817 * On success returns a table, a string, a number, a boolean or `nullvalue`
818 * On failure outputs an error message and returns `nil`
819 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
820 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
821 * Convert a Lua table into a JSON string
822 * styled: Outputs in a human-readable format if this is set, defaults to false
823 * Unserializable things like functions and userdata are saved as null.
824 * **Warning**: JSON is more strict than the Lua table format.
825 1. You can only use strings and positive integers of at least one as keys.
826 2. You can not mix string and integer keys.
827 This is due to the fact that JSON has two distinct array and object values.
828 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
829 * `minetest.serialize(table)`: returns a string
830 * Convert a table containing tables, strings, numbers, booleans and `nil`s
831 into string form readable by `minetest.deserialize`
832 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
833 * `minetest.deserialize(string)`: returns a table
834 * Convert a string returned by `minetest.deserialize` into a table
835 * `string` is loaded in an empty sandbox environment.
836 * Will load functions, but they cannot access the global environment.
837 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
838 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
839 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
840 * `minetest.compress(data, method, ...)`: returns `compressed_data`
841 * Compress a string of data.
842 * `method` is a string identifying the compression method to be used.
843 * Supported compression methods:
844 * Deflate (zlib): `"deflate"`
845 * `...` indicates method-specific arguments. Currently defined arguments are:
846 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
847 * `minetest.decompress(compressed_data, method, ...)`: returns data
848 * Decompress a string of data (using ZLib).
849 * See documentation on `minetest.compress()` for supported compression methods.
850 * currently supported.
851 * `...` indicates method-specific arguments. Currently, no methods use this.
852 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
853 * Each argument is a 8 Bit unsigned integer
854 * Returns the ColorString from rgb or rgba values
855 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
856 * `minetest.encode_base64(string)`: returns string encoded in base64
857 * Encodes a string in base64.
858 * `minetest.decode_base64(string)`: returns string
859 * Decodes a string encoded in base64.
860 * `minetest.gettext(string)` : returns string
861 * look up the translation of a string in the gettext message catalog
862 * `fgettext_ne(string, ...)`
863 * call minetest.gettext(string), replace "$1"..."$9" with the given
864 extra arguments and return the result
865 * `fgettext(string, ...)` : returns string
866 * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
867 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
868 * returns the exact position on the surface of a pointed node
869 * `minetest.global_exists(name)`
870 * Checks if a global variable has been set, without triggering a warning.
873 * `minetest.ui.minimap`
874 * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
875 * If client disabled minimap (using enable_minimap setting) this reference will be nil.
877 * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
878 * `minetest.show_formspec(formname, formspec)` : returns true on success
879 * Shows a formspec to the player
880 * `minetest.display_chat_message(message)` returns true on success
881 * Shows a chat message to the current player.
888 An interface to use mod channels on client and server
891 * `leave()`: leave the mod channel.
892 * Client leaves channel `channel_name`.
893 * No more incoming or outgoing messages can be sent to this channel from client mods.
894 * This invalidate all future object usage
895 * Ensure your set mod_channel to nil after that to free Lua resources
896 * `is_writeable()`: returns true if channel is writable and mod can send over it.
897 * `send_all(message)`: Send `message` though the mod channel.
898 * If mod channel is not writable or invalid, message will be dropped.
899 * Message size is limited to 65535 characters by protocol.
902 An interface to manipulate minimap on client UI
905 * `show()`: shows the minimap (if not disabled by server)
906 * `hide()`: hides the minimap
907 * `set_pos(pos)`: sets the minimap position on screen
908 * `get_pos()`: returns the minimap current position
909 * `set_angle(deg)`: sets the minimap angle in degrees
910 * `get_angle()`: returns the current minimap angle in degrees
911 * `set_mode(mode)`: sets the minimap mode (0 to 6)
912 * `get_mode()`: returns the current minimap mode
913 * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
914 * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
917 An interface to get or set information about the camera and camera-node.
918 Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
921 * `set_camera_mode(mode)`
922 * Pass `0` for first-person, `1` for third person, and `2` for third person front
923 * `get_camera_mode()`
924 * Returns 0, 1, or 2 as described above
938 * Returns position of camera with view bobbing
940 * Returns eye offset vector
942 * Returns eye direction unit vector
943 * `get_look_vertical()`
944 * Returns pitch in radians
945 * `get_look_horizontal()`
946 * Returns yaw in radians
947 * `get_aspect_ratio()`
948 * Returns aspect ratio of screen
951 An interface to retrieve information about the player.
956 * returns current player current position
958 * returns player speed vector
962 * returns player name
964 * returns true if player is attached
965 * `is_touching_ground()`
966 * returns true if player touching ground
968 * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
969 * `is_in_liquid_stable()`
970 * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
971 * `get_liquid_viscosity()`
972 * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
974 * returns true if player is climbing
975 * `swimming_vertical()`
976 * returns true if player is swimming in vertical
977 * `get_physics_override()`
986 sneak_glitch = boolean
990 * `get_override_pos()`
991 * returns override position
993 * returns last player position before the current client step
994 * `get_last_velocity()`
995 * returns last player speed
997 * returns the player's breath
998 * `get_movement_acceleration()`
999 * returns acceleration of the player in different environments:
1009 * `get_movement_speed()`
1010 * returns player's speed in different environments:
1023 * returns player's movement in different environments:
1027 liquid_fluidity = float,
1028 liquid_sink = float,
1029 liquid_fluidity_smooth = float,
1034 * `get_last_look_horizontal()`:
1035 * returns last look horizontal angle
1036 * `get_last_look_vertical()`:
1037 * returns last look vertical angle
1038 * `get_key_pressed()`:
1039 * returns last key typed by the player
1040 * `hud_add(definition)`
1041 * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
1042 * See [`HUD definition`](#hud-definition-hud_add-hud_get)
1044 * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
1046 * remove the HUD element of the specified id, returns `true` on success
1047 * `hud_change(id, stat, value)`
1048 * change a value of a previously added HUD element
1049 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
1050 * Returns `true` on success, otherwise returns `nil`
1053 An interface to read config files in the format of `minetest.conf`.
1055 It can be created via `Settings(filename)`.
1058 * `get(key)`: returns a value
1059 * `get_bool(key)`: returns a boolean
1061 * `remove(key)`: returns a boolean (`true` for success)
1062 * `get_names()`: returns `{key1,...}`
1063 * `write()`: returns a boolean (`true` for success)
1064 * write changes to file
1065 * `to_table()`: returns `{[key1]=value1,...}`
1068 Node metadata: reference extra data and functionality stored in a node.
1069 Can be obtained via `minetest.get_meta(pos)`.
1072 * `get_string(name)`
1075 * `to_table()`: returns `nil` or a table with keys:
1076 * `fields`: key-value storage
1077 * `inventory`: `{list1 = {}, ...}}`
1081 * `minetest.get_node_def(nodename)`
1082 * Returns [node definition](#node-definition) table of `nodename`
1083 * `minetest.get_item_def(itemstring)`
1084 * Returns item definition table of `itemstring`
1086 #### Node Definition
1090 has_on_construct = bool, -- Whether the node has the on_construct callback defined
1091 has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
1092 has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
1093 name = string, -- The name of the node e.g. "air", "default:dirt"
1094 groups = table, -- The groups of the node
1095 paramtype = string, -- Paramtype of the node
1096 paramtype2 = string, -- ParamType2 of the node
1097 drawtype = string, -- Drawtype of the node
1098 mesh = <string>, -- Mesh name if existant
1099 minimap_color = <Color>, -- Color of node on minimap *May not exist*
1100 visual_scale = number, -- Visual scale of node
1101 alpha = number, -- Alpha of the node. Only used for liquids
1102 color = <Color>, -- Color of node *May not exist*
1103 palette_name = <string>, -- Filename of palette *May not exist*
1104 palette = <{ -- List of colors
1108 waving = number, -- 0 of not waving, 1 if waving
1109 connect_sides = number, -- Used for connected nodes
1110 connects_to = { -- List of nodes to connect to
1114 post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
1115 leveled = number, -- Max level for node
1116 sunlight_propogates = bool, -- Whether light passes through the block
1117 light_source = number, -- Light emitted by the block
1118 is_ground_content = bool, -- Whether caves should cut through the node
1119 walkable = bool, -- Whether the player collides with the node
1120 pointable = bool, -- Whether the player can select the node
1121 diggable = bool, -- Whether the player can dig the node
1122 climbable = bool, -- Whether the player can climb up the node
1123 buildable_to = bool, -- Whether the player can replace the node by placing a node on it
1124 rightclickable = bool, -- Whether the player can place nodes pointing at this node
1125 damage_per_second = number, -- HP of damage per second when the player is in the node
1126 liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
1127 liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
1128 liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
1129 liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
1130 liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
1131 liquid_range = <number>, -- How far the liquid flows *May not exist*
1132 drowning = bool, -- Whether the player will drown in the node
1133 floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
1134 node_box = table, -- Nodebox to draw the node with
1135 collision_box = table, -- Nodebox to set the collision area
1136 selection_box = table, -- Nodebox to set the area selected by the player
1137 sounds = { -- Table of sounds that the block makes
1138 sound_footstep = SimpleSoundSpec,
1139 sound_dig = SimpleSoundSpec,
1140 sound_dug = SimpleSoundSpec
1142 legacy_facedir_simple = bool, -- Whether to use old facedir
1143 legacy_wallmounted = bool -- Whether to use old wallmounted
1147 #### Item Definition
1151 name = string, -- Name of the item e.g. "default:stone"
1152 description = string, -- Description of the item e.g. "Stone"
1153 type = string, -- Item type: "none", "node", "craftitem", "tool"
1154 inventory_image = string, -- Image in the inventory
1155 wield_image = string, -- Image in wieldmesh
1156 palette_image = string, -- Image for palette
1157 color = Color, -- Color for item
1158 wield_scale = Vector, -- Wieldmesh scale
1159 stack_max = number, -- Number of items stackable together
1160 usable = bool, -- Has on_use callback defined
1161 liquids_pointable = bool, -- Whether you can point at liquids with the item
1162 tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
1163 groups = table, -- Groups of the item
1164 sound_place = SimpleSoundSpec, -- Sound played when placed
1165 sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
1166 node_placement_prediction = string -- Node placed in client until server catches up
1171 ### Chat command definition (`register_chatcommand`)
1174 params = "<name> <privilege>", -- Short parameter description
1175 description = "Remove privilege from player", -- Full description
1176 func = function(param), -- Called when command is run.
1177 -- Returns boolean success and text output.
1182 address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
1183 ip = "203.0.113.156", -- The IP address of the server.
1184 port = 30000, -- The port the client is connected to.
1185 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.
1189 ### HUD Definition (`hud_add`, `hud_get`)
1192 hud_elem_type = "image", -- see HUD element types, default "text"
1193 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1194 position = {x=0.5, y=0.5},
1195 -- ^ Left corner position of element, default `{x=0,y=0}`.
1196 name = "<name>", -- default ""
1197 scale = {x=2, y=2}, -- default {x=0,y=0}
1198 text = "<text>", -- default ""
1199 number = 2, -- default 0
1200 item = 3, -- default 0
1201 -- ^ Selected item in inventory. 0 for no item selected.
1202 direction = 0, -- default 0
1203 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1204 alignment = {x=0, y=0}, -- default {x=0, y=0}
1205 -- ^ See "HUD Element Types"
1206 offset = {x=0, y=0}, -- default {x=0, y=0}
1207 -- ^ See "HUD Element Types"
1208 size = { x=100, y=100 }, -- default {x=0, y=0}
1209 -- ^ Size of element in pixels
1215 Most text can contain escape sequences, that can for example color the text.
1216 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1217 The following functions provide escape sequences:
1218 * `minetest.get_color_escape_sequence(color)`:
1219 * `color` is a [ColorString](#colorstring)
1220 * The escape sequence sets the text color to `color`
1221 * `minetest.colorize(color, message)`:
1223 `minetest.get_color_escape_sequence(color) ..
1225 minetest.get_color_escape_sequence("#ffffff")`
1226 * `minetest.get_background_escape_sequence(color)`
1227 * `color` is a [ColorString](#colorstring)
1228 * The escape sequence sets the background of the whole text element to
1229 `color`. Only defined for item descriptions and tooltips.
1230 * `minetest.strip_foreground_colors(str)`
1231 * Removes foreground colors added by `get_color_escape_sequence`.
1232 * `minetest.strip_background_colors(str)`
1233 * Removes background colors added by `get_background_escape_sequence`.
1234 * `minetest.strip_colors(str)`
1235 * Removes all color escape sequences.
1239 `#RGB` defines a color in hexadecimal format.
1241 `#RGBA` defines a color in hexadecimal format and alpha channel.
1243 `#RRGGBB` defines a color in hexadecimal format.
1245 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1247 Named colors are also supported and are equivalent to
1248 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1249 To specify the value of the alpha channel, append `#AA` to the end of the color name
1250 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1251 value must (always) be two hexadecimal digits.
1255 `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
1259 The position field is used for all element types.
1261 To account for differing resolutions, the position coordinates are the percentage
1262 of the screen, ranging in value from `0` to `1`.
1264 The name field is not yet used, but should contain a description of what the
1265 HUD element represents. The direction field is the direction in which something
1268 `0` draws from left to right, `1` draws from right to left, `2` draws from
1269 top to bottom, and `3` draws from bottom to top.
1271 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1272 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1273 Fractional values can be used.
1275 The `offset` field specifies a pixel offset from the position. Contrary to position,
1276 the offset is not scaled to screen size. This allows for some precisely-positioned
1279 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1281 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1283 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1284 in the experimental stages.
1287 Displays an image on the HUD.
1289 * `scale`: The scale of the image, with 1 being the original texture size.
1290 Only the X coordinate scale is used (positive values).
1291 Negative values represent that percentage of the screen it
1292 should take; e.g. `x=-100` means 100% (width).
1293 * `text`: The name of the texture that is displayed.
1294 * `alignment`: The alignment of the image.
1295 * `offset`: offset in pixels from position.
1298 Displays text on the HUD.
1300 * `scale`: Defines the bounding rectangle of the text.
1301 A value such as `{x=100, y=100}` should work.
1302 * `text`: The text to be displayed in the HUD element.
1303 * `number`: An integer containing the RGB value of the color used to draw the text.
1304 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1305 * `alignment`: The alignment of the text.
1306 * `offset`: offset in pixels from position.
1309 Displays a horizontal bar made up of half-images.
1311 * `text`: The name of the texture that is used.
1312 * `number`: The number of half-textures that are displayed.
1313 If odd, will end with a vertically center-split texture.
1315 * `offset`: offset in pixels from position.
1316 * `size`: If used, will force full-image size to this value (override texture pack image size)
1319 * `text`: The name of the inventory list to be displayed.
1320 * `number`: Number of items in the inventory to be displayed.
1321 * `item`: Position of item that is selected.
1323 * `offset`: offset in pixels from position.
1326 Displays distance to selected world position.
1328 * `name`: The name of the waypoint.
1329 * `text`: Distance suffix. Can be blank.
1330 * `number:` An integer containing the RGB value of the color used to draw the text.
1331 * `world_pos`: World position of the waypoint.
1333 ### Particle definition (`add_particle`)
1336 pos = {x=0, y=0, z=0},
1337 velocity = {x=0, y=0, z=0},
1338 acceleration = {x=0, y=0, z=0},
1339 -- ^ Spawn particle at pos with velocity and acceleration
1341 -- ^ Disappears after expirationtime seconds
1343 collisiondetection = false,
1344 -- ^ collisiondetection: if true collides with physical objects
1345 collision_removal = false,
1346 -- ^ collision_removal: if true then particle is removed when it collides,
1347 -- ^ requires collisiondetection = true to have any effect
1349 -- ^ vertical: if true faces player using y axis only
1350 texture = "image.png",
1351 -- ^ Uses texture (string)
1352 animation = {Tile Animation definition},
1353 -- ^ optional, specifies how to animate the particle texture
1355 -- ^ optional, specify particle self-luminescence in darkness
1358 ### `ParticleSpawner` definition (`add_particlespawner`)
1363 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1364 minpos = {x=0, y=0, z=0},
1365 maxpos = {x=0, y=0, z=0},
1366 minvel = {x=0, y=0, z=0},
1367 maxvel = {x=0, y=0, z=0},
1368 minacc = {x=0, y=0, z=0},
1369 maxacc = {x=0, y=0, z=0},
1374 -- ^ The particle's properties are random values in between the bounds:
1375 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1376 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1377 collisiondetection = false,
1378 -- ^ collisiondetection: if true uses collision detection
1379 collision_removal = false,
1380 -- ^ collision_removal: if true then particle is removed when it collides,
1381 -- ^ requires collisiondetection = true to have any effect
1383 -- ^ vertical: if true faces player using y axis only
1384 texture = "image.png",
1385 -- ^ Uses texture (string)