1 Minetest Lua Client Modding API Reference 5.4.0
2 ================================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
9 ** WARNING: The client API is currently unstable, and may break/change without warning. **
11 Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
12 scripting in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things that is loaded by and interfaces with Minetest.
17 Transferring client-sided mods from the server to the client is planned, but not implemented yet.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API. You can send such improvements as
21 source code patches on GitHub (https://github.com/minetest/minetest).
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
30 Mods are loaded during client startup from the mod load paths by running
31 the `init.lua` scripts in a shared environment.
33 In order to load client-side mods, the following conditions need to be satisfied:
35 1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true`
37 2) The client-side mod located in `$path_user/clientmods/<modname>` is added to
38 `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`.
40 Note: Depending on the remote server's settings, client-side mods might not
41 be loaded or have limited functionality. See setting `csm_restriction_flags` for reference.
45 * `RUN_IN_PLACE=1` (Windows release, local build)
46 * `$path_user`: `<build directory>`
47 * `$path_share`: `<build directory>`
48 * `RUN_IN_PLACE=0`: (Linux release)
50 * Linux: `/usr/share/minetest`
51 * Windows: `<install directory>/minetest-0.4.x`
53 * Linux: `$HOME/.minetest`
54 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
60 * `$path_share/clientmods/`
61 * `$path_user/clientmods/` (User-installed mods)
63 In a run-in-place version (e.g. the distributed windows version):
65 * `minetest-0.4.x/clientmods/` (User-installed mods)
67 On an installed version on Linux:
69 * `/usr/share/minetest/clientmods/`
70 * `$HOME/.minetest/clientmods/` (User-installed mods)
75 Mods can be put in a subdirectory, if the parent directory, which otherwise
76 should be a mod, contains a file named `modpack.conf`.
77 The file is a key-value store of modpack details.
79 * `name`: The modpack name.
80 * `description`: Description of mod to be shown in the Mods tab of the main
83 Mod directory structure
84 ------------------------
89 | ├── settingtypes.txt
93 ### `settingtypes.txt`
95 The format is documented in `builtin/settingtypes.txt`.
96 It is parsed by the main menu settings dialogue to list mod-specific
97 settings in the "Clientmods" category.
101 The location of this directory.
105 An (optional) settings file that provides meta information about the mod.
107 * `name`: The mod name. Allows Minetest to determine the mod name even if the
108 folder is wrongly named.
109 * `description`: Description of mod to be shown in the Mods tab of the main
111 * `depends`: A comma separated list of dependencies. These are mods that must be
112 loaded before this mod.
113 * `optional_depends`: A comma separated list of optional dependencies.
114 Like a dependency, but no error if the mod doesn't exist.
118 The main Lua script. Running this script should register everything it
119 wants to register. Subsequent execution depends on minetest calling the
120 registered callbacks.
122 **NOTE**: Client mods currently can't provide textures, sounds, or models by
123 themselves. Any media referenced in function calls must already be loaded
124 (provided by mods that exist on the server).
126 Naming convention for registered textual names
127 ----------------------------------------------
128 Registered names should generally be in this format:
130 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
132 This is to prevent conflicting names from corrupting maps and is
133 enforced by the mod loader.
136 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
137 So the name should be `experimental:tnt`.
139 Enforcement can be overridden by prefixing the name with `:`. This can
140 be used for overriding the registrations of some other mod.
142 Example: Any mod can redefine `experimental:tnt` by using the name
147 (also that mod is required to have `experimental` as a dependency)
149 The `:` prefix can also be used for maintaining backwards compatibility.
153 **NOTE: Connecting sounds to objects is not implemented.**
155 Only Ogg Vorbis files are supported.
157 For positional playing of sounds, only single-channel (mono) files are
158 supported. Otherwise OpenAL will play them non-positionally.
160 Mods should generally prefix their sounds with `modname_`, e.g. given
161 the mod name "`foomod`", a sound could be called:
165 Sounds are referred to by their name with a dot, a single digit and the
166 file extension stripped out. When a sound is played, the actual sound file
167 is chosen randomly from the matching sounds.
169 When playing the sound `foomod_foosound`, the sound is chosen randomly
170 from the available ones of the following files:
172 * `foomod_foosound.ogg`
173 * `foomod_foosound.0.ogg`
174 * `foomod_foosound.1.ogg`
176 * `foomod_foosound.9.ogg`
178 Examples of sound parameter tables:
182 gain = 1.0, -- default
184 -- Play locationless, looped
186 gain = 1.0, -- default
189 -- Play in a location
191 pos = {x = 1, y = 2, z = 3},
192 gain = 1.0, -- default
194 -- Play connected to an object, looped
196 object = <an ObjectRef>,
197 gain = 1.0, -- default
201 Looped sounds must either be connected to an object or played locationless.
205 * e.g. `"default_place_node"`
207 * e.g. `{name = "default_place_node"}`
208 * e.g. `{name = "default_place_node", gain = 1.0}`
210 Representations of simple things
211 --------------------------------
215 {x=num, y=num, z=num}
217 For helper functions see "Vector helpers".
221 * `{type="node", under=pos, above=pos}`
222 * `{type="object", id=ObjectID}`
224 Flag Specifier Format
225 ---------------------
226 Flags using the standardized flag specifier format can be specified in either of
227 two ways, by string or table.
229 The string format is a comma-delimited set of flag names; whitespace and
230 unrecognized flag fields are ignored. Specifying a flag in the string sets the
231 flag, and specifying a flag prefixed by the string `"no"` explicitly
232 clears the flag from whatever the default may be.
234 In addition to the standard string flag format, the schematic flags field can
235 also be a table of flag names to boolean values representing whether or not the
236 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
237 is present, mapped to a boolean of any value, the specified flag is unset.
239 E.g. A flag field of value
241 {place_center_x = true, place_center_y=false, place_center_z=true}
245 {place_center_x = true, noplace_center_y=true, place_center_z=true}
247 which is equivalent to
249 "place_center_x, noplace_center_y, place_center_z"
253 "place_center_x, place_center_z"
255 since, by default, no schematic attributes are set.
259 Formspec defines a menu. It is a string, with a somewhat strange format.
261 Spaces and newlines can be inserted between the blocks, as is used in the
269 list[context;main;0,0;8,4;]
270 list[current_player;main;0,5;8,4;]
275 list[context;fuel;2,3;1,1;]
276 list[context;src;2,1;1,1;]
277 list[context;dst;5,1;2,2;]
278 list[current_player;main;0,5;8,4;]
280 #### Minecraft-like player inventory
283 image[1,0.6;1,2;player.png]
284 list[current_player;main;0,3.5;8,4;]
285 list[current_player;craft;3,0;3,3;]
286 list[current_player;craftpreview;7,1;1,1;]
290 #### `size[<W>,<H>,<fixed_size>]`
291 * Define the size of the menu in inventory slots
292 * `fixed_size`: `true`/`false` (optional)
293 * deprecated: `invsize[<W>,<H>;]`
295 #### `container[<X>,<Y>]`
296 * Start of a container block, moves all physical elements in the container by (X, Y)
297 * Must have matching container_end
298 * Containers can be nested, in which case the offsets are added
299 (child containers are relative to parent containers)
301 #### `container_end[]`
302 * End of a container, following elements are no longer relative to this container
304 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
305 * Show an inventory list
307 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
308 * Show an inventory list
310 #### `listring[<inventory location>;<list name>]`
311 * Allows to create a ring of inventory lists
312 * Shift-clicking on items in one element of the ring
313 will send them to the next inventory list inside the ring
314 * The first occurrence of an element inside the ring will
315 determine the inventory where items will be sent to
318 * Shorthand for doing `listring[<inventory location>;<list name>]`
319 for the last two inventory lists added by list[...]
321 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
322 * Sets background color of slots as `ColorString`
323 * Sets background color of slots on mouse hovering
325 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
326 * Sets background color of slots as `ColorString`
327 * Sets background color of slots on mouse hovering
328 * Sets color of slots border
330 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
331 * Sets background color of slots as `ColorString`
332 * Sets background color of slots on mouse hovering
333 * Sets color of slots border
334 * Sets default background color of tooltips
335 * Sets default font color of tooltips
337 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
338 * Adds tooltip for an element
339 * `<bgcolor>` tooltip background color as `ColorString` (optional)
340 * `<fontcolor>` tooltip font color as `ColorString` (optional)
342 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
344 * Position and size units are inventory slots
346 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
347 * Show an inventory image of registered item/node
348 * Position and size units are inventory slots
350 #### `bgcolor[<color>;<fullscreen>]`
351 * Sets background color of formspec as `ColorString`
352 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
354 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
355 * Use a background. Inventory rectangles are not drawn then.
356 * Position and size units are inventory slots
357 * Example for formspec 8x4 in 16x resolution: image shall be sized
358 8 times 16px times 4 times 16px.
360 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
361 * Use a background. Inventory rectangles are not drawn then.
362 * Position and size units are inventory slots
363 * Example for formspec 8x4 in 16x resolution:
364 image shall be sized 8 times 16px times 4 times 16px
365 * If `true` the background is clipped to formspec size
366 (`x` and `y` are used as offset values, `w` and `h` are ignored)
368 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
369 * Textual password style field; will be sent to server when a button is clicked
370 * When enter is pressed in field, fields.key_enter_field will be sent with the name
372 * `x` and `y` position the field relative to the top left of the menu
373 * `w` and `h` are the size of the field
374 * Fields are a set height, but will be vertically centred on `h`
375 * Position and size units are inventory slots
376 * `name` is the name of the field as returned in fields to `on_receive_fields`
377 * `label`, if not blank, will be text printed on the top left above the field
378 * See field_close_on_enter to stop enter closing the formspec
380 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
381 * Textual field; will be sent to server when a button is clicked
382 * When enter is pressed in field, fields.key_enter_field will be sent with the name
384 * `x` and `y` position the field relative to the top left of the menu
385 * `w` and `h` are the size of the field
386 * Fields are a set height, but will be vertically centred on `h`
387 * Position and size units are inventory slots
388 * `name` is the name of the field as returned in fields to `on_receive_fields`
389 * `label`, if not blank, will be text printed on the top left above the field
390 * `default` is the default value of the field
391 * `default` may contain variable references such as `${text}'` which
392 will fill the value from the metadata value `text`
393 * **Note**: no extra text or more than a single variable is supported ATM.
394 * See field_close_on_enter to stop enter closing the formspec
396 #### `field[<name>;<label>;<default>]`
397 * As above, but without position/size units
398 * When enter is pressed in field, fields.key_enter_field will be sent with the name
400 * Special field for creating simple forms, such as sign text input
401 * Must be used without a `size[]` element
402 * A "Proceed" button will be added automatically
403 * See field_close_on_enter to stop enter closing the formspec
405 #### `field_close_on_enter[<name>;<close_on_enter>]`
406 * <name> is the name of the field
407 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
408 * defaults to true when not specified (ie: no tag for a field)
410 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
411 * Same as fields above, but with multi-line input
413 #### `label[<X>,<Y>;<label>]`
414 * `x` and `y` work as per field
415 * `label` is the text on the label
416 * Position and size units are inventory slots
418 #### `vertlabel[<X>,<Y>;<label>]`
419 * Textual label drawn vertically
420 * `x` and `y` work as per field
421 * `label` is the text on the label
422 * Position and size units are inventory slots
424 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
425 * Clickable button. When clicked, fields will be sent.
426 * `x`, `y` and `name` work as per field
427 * `w` and `h` are the size of the button
428 * Fixed button height. It will be vertically centred on `h`
429 * `label` is the text on the button
430 * Position and size units are inventory slots
432 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
433 * `x`, `y`, `w`, `h`, and `name` work as per button
434 * `texture name` is the filename of an image
435 * Position and size units are inventory slots
437 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
438 * `x`, `y`, `w`, `h`, and `name` work as per button
439 * `texture name` is the filename of an image
440 * Position and size units are inventory slots
441 * `noclip=true` means the image button doesn't need to be within specified formsize
442 * `drawborder`: draw button border or not
443 * `pressed texture name` is the filename of an image on pressed state
445 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
446 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
447 * `item name` is the registered name of an item/node,
448 tooltip will be made out of its description
449 to override it use tooltip element
450 * Position and size units are inventory slots
452 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
453 * When clicked, fields will be sent and the form will quit.
455 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
456 * When clicked, fields will be sent and the form will quit.
458 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
459 * Scrollable item list showing arbitrary text elements
460 * `x` and `y` position the itemlist relative to the top left of the menu
461 * `w` and `h` are the size of the itemlist
462 * `name` fieldname sent to server on doubleclick value is current selected element
463 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
464 * if you want a listelement to start with "#" write "##".
466 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
467 * Scrollable itemlist showing arbitrary text elements
468 * `x` and `y` position the item list relative to the top left of the menu
469 * `w` and `h` are the size of the item list
470 * `name` fieldname sent to server on doubleclick value is current selected element
471 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
472 * if you want a listelement to start with "#" write "##"
473 * Index to be selected within textlist
474 * `true`/`false`: draw transparent background
475 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
477 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
478 * Show a tab**header** at specific position (ignores formsize)
479 * `x` and `y` position the itemlist relative to the top left of the menu
480 * `name` fieldname data is transferred to Lua
481 * `caption 1`...: name shown on top of tab
482 * `current_tab`: index of selected tab 1...
483 * `transparent` (optional): show transparent
484 * `draw_border` (optional): draw border
486 #### `box[<X>,<Y>;<W>,<H>;<color>]`
487 * Simple colored semitransparent box
488 * `x` and `y` position the box relative to the top left of the menu
489 * `w` and `h` are the size of box
490 * `color` is color specified as a `ColorString`
492 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
493 * Show a dropdown field
494 * **Important note**: There are two different operation modes:
495 1. handle directly on change (only changed dropdown is submitted)
496 2. read the value on pressing a button (all dropdown values are available)
497 * `x` and `y` position of dropdown
499 * Fieldname data is transferred to Lua
500 * Items to be shown in dropdown
501 * Index of currently selected dropdown item
503 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
505 * `x` and `y`: position of checkbox
506 * `name` fieldname data is transferred to Lua
507 * `label` to be shown left of checkbox
508 * `selected` (optional): `true`/`false`
510 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
512 * There are two ways to use it:
513 1. handle the changed event (only changed scrollbar is available)
514 2. read the value on pressing a button (all scrollbars are available)
515 * `x` and `y`: position of trackbar
516 * `w` and `h`: width and height
517 * `orientation`: `vertical`/`horizontal`
518 * Fieldname data is transferred to Lua
519 * Value this trackbar is set to (`0`-`1000`)
520 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
522 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
523 * Show scrollable table using options defined by the previous `tableoptions[]`
524 * Displays cells as defined by the previous `tablecolumns[]`
525 * `x` and `y`: position the itemlist relative to the top left of the menu
526 * `w` and `h` are the size of the itemlist
527 * `name`: fieldname sent to server on row select or doubleclick
528 * `cell 1`...`cell n`: cell contents given in row-major order
529 * `selected idx`: index of row to be selected within table (first row = `1`)
530 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
532 #### `tableoptions[<opt 1>;<opt 2>;...]`
533 * Sets options for `table[]`
535 * default text color (`ColorString`), defaults to `#FFFFFF`
536 * `background=#RRGGBB`
537 * table background color (`ColorString`), defaults to `#000000`
538 * `border=<true/false>`
539 * should the table be drawn with a border? (default: `true`)
540 * `highlight=#RRGGBB`
541 * highlight background color (`ColorString`), defaults to `#466432`
542 * `highlight_text=#RRGGBB`
543 * highlight text color (`ColorString`), defaults to `#FFFFFF`
544 * `opendepth=<value>`
545 * all subtrees up to `depth < value` are open (default value = `0`)
546 * only useful when there is a column of type "tree"
548 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
549 * Sets columns for `table[]`
550 * Types: `text`, `image`, `color`, `indent`, `tree`
551 * `text`: show cell contents as text
552 * `image`: cell contents are an image index, use column options to define images
553 * `color`: cell contents are a ColorString and define color of following cell
554 * `indent`: cell contents are a number and define indentation of following cell
555 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
558 * for `text` and `image`: content alignment within cells.
559 Available values: `left` (default), `center`, `right`, `inline`
561 * for `text` and `image`: minimum width in em (default: `0`)
562 * for `indent` and `tree`: indent width in em (default: `1.5`)
563 * `padding=<value>`: padding left of the column, in em (default `0.5`).
564 Exception: defaults to 0 for indent columns
565 * `tooltip=<value>`: tooltip text (default: empty)
566 * `image` column options:
567 * `0=<value>` sets image for image index 0
568 * `1=<value>` sets image for image index 1
569 * `2=<value>` sets image for image index 2
570 * and so on; defined indices need not be contiguous empty or
571 non-numeric cells are treated as `0`.
572 * `color` column options:
573 * `span=<value>`: number of following columns to affect (default: infinite)
575 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
576 pass key press events to formspec!
580 * `vector.new(a[, b, c])`: returns a vector:
581 * A copy of `a` if `a` is a vector.
582 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
583 * `vector.direction(p1, p2)`: returns a vector
584 * `vector.distance(p1, p2)`: returns a number
585 * `vector.length(v)`: returns a number
586 * `vector.normalize(v)`: returns a vector
587 * `vector.floor(v)`: returns a vector, each dimension rounded down
588 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
589 * `vector.apply(v, func)`: returns a vector
590 * `vector.equals(v1, v2)`: returns a boolean
592 For the following functions `x` can be either a vector or a number:
594 * `vector.add(v, x)`: returns a vector
595 * `vector.subtract(v, x)`: returns a vector
596 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
597 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
601 * `dump2(obj, name="_", dumped={})`
602 * Return object serialized as a string, handles reference loops
603 * `dump(obj, dumped={})`
604 * Return object serialized as a string
606 * Get the hypotenuse of a triangle with legs x and y.
607 Useful for distance calculation.
608 * `math.sign(x, tolerance)`
609 * Get the sign of a number.
610 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
611 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
612 * If `max_splits` is negative, do not limit splits.
613 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
614 * e.g. `string:split("a,b", ",") == {"a","b"}`
616 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
617 * `minetest.wrap_text(str, limit)`: returns a string
618 * Adds new lines to the string to keep it within the specified character limit
619 * limit: Maximal amount of characters in one line
620 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
621 * Convert position to a printable string
622 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
623 * `minetest.string_to_pos(string)`: returns a position
624 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
625 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
626 * Converts a string representing an area box into two positions
627 * `minetest.is_yes(arg)`
628 * returns whether `arg` can be interpreted as yes
629 * `minetest.is_nan(arg)`
630 * returns true true when the passed number represents NaN.
631 * `table.copy(table)`: returns a table
632 * returns a deep copy of `table`
634 Minetest namespace reference
635 ------------------------------
639 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
640 * `minetest.get_modpath(modname)`: returns virtual path of given mod including
641 the trailing separator. This is useful to load additional Lua files
642 contained in your mod:
643 e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
644 * `minetest.get_language()`: returns two strings
645 * the current gettext locale
646 * the current language code (the same as used for client-side translations)
647 * `minetest.get_version()`: returns a table containing components of the
648 engine version. Components:
649 * `project`: Name of the project, eg, "Minetest"
650 * `string`: Simple version, eg, "1.2.3-dev"
651 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
652 Use this for informational purposes only. The information in the returned
653 table does not represent the capabilities of the engine, nor is it
654 reliable or verifiable. Compatible forks will have a different name and
655 version entirely. To check for the presence of engine features, test
656 whether the functions exported by the wanted features exist. For example:
657 `if minetest.check_for_falling then ... end`.
658 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
659 * `data`: string of data to hash
660 * `raw`: return raw bytes instead of hex digits, default: false
661 * `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the
662 restrictions applied to the current mod.
663 * If a flag in this table is set to true, the feature is RESTRICTED.
664 * Possible flags: `load_client_mods`, `chat_messages`, `read_itemdefs`,
665 `read_nodedefs`, `lookup_nodes`, `read_playerinfo`
668 * `minetest.debug(...)`
669 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
670 * `minetest.log([level,] text)`
671 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
672 `"info"`, or `"verbose"`. Default is `"none"`.
674 ### Global callback registration functions
675 Call these functions only at load time!
677 * `minetest.open_special_inventory()`
678 * This function is called if the client uses the Keybind for it (by default "O")
679 * It is used for a client provided inventory
680 * You can override it
681 * `minetest.register_globalstep(function(dtime))`
682 * Called every client environment step, usually interval of 0.1s
683 * `minetest.register_on_mods_loaded(function())`
684 * Called just after mods have finished loading.
685 * `minetest.register_on_shutdown(function())`
686 * Called before client shutdown
687 * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
688 callbacks **will likely not be run**. Data should be saved at
689 semi-frequent intervals as well as on server shutdown.
690 * `minetest.register_on_receiving_chat_message(function(message))`
691 * Called always when a client receive a message
692 * Return `true` to mark the message as handled, which means that it will not be shown to chat
693 * `minetest.register_on_sending_chat_message(function(message))`
694 * Called always when a client send a message from chat
695 * Return `true` to mark the message as handled, which means that it will not be sent to server
696 * `minetest.register_chatcommand(cmd, chatcommand definition)`
697 * Adds definition to minetest.registered_chatcommands
698 * `minetest.unregister_chatcommand(name)`
699 * Unregisters a chatcommands registered with register_chatcommand.
700 * `minetest.register_on_death(function())`
701 * Called when the local player dies
702 * `minetest.register_on_hp_modification(function(hp))`
703 * Called when server modified player's HP
704 * `minetest.register_on_damage_taken(function(hp))`
705 * Called when the local player take damages
706 * `minetest.register_on_formspec_input(function(formname, fields))`
707 * Called when a button is pressed in the local player's inventory form
708 * Newest functions are called first
709 * If function returns `true`, remaining functions are not called
710 * `minetest.register_on_dignode(function(pos, node))`
711 * Called when the local player digs a node
712 * Newest functions are called first
713 * If any function returns true, the node isn't dug
714 * `minetest.register_on_punchnode(function(pos, node))`
715 * Called when the local player punches a node
716 * Newest functions are called first
717 * If any function returns true, the punch is ignored
718 * `minetest.register_on_placenode(function(pointed_thing, node))`
719 * Called when a node has been placed
720 * `minetest.register_on_item_use(function(item, pointed_thing))`
721 * Called when the local player uses an item.
722 * Newest functions are called first.
723 * If any function returns true, the item use is not sent to server.
724 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
725 * Called when an incoming mod channel message is received
726 * You must have joined some channels before, and server must acknowledge the
728 * If message comes from a server mod, `sender` field is an empty string.
729 * `minetest.register_on_modchannel_signal(function(channel_name, signal))`
730 * Called when a valid incoming mod channel signal is received
731 * Signal id permit to react to server mod channel events
732 * Possible values are:
737 4: event_on_not_joined_channel
739 * `minetest.register_on_inventory_open(function(inventory))`
740 * Called when the local player open inventory
741 * Newest functions are called first
742 * If any function returns true, inventory doesn't open
745 * `minetest.settings`: Settings object containing all of the settings from the
746 main config file (`minetest.conf`).
747 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
748 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
751 * `minetest.sound_play(spec, parameters)`: returns a handle
752 * `spec` is a `SimpleSoundSpec`
753 * `parameters` is a sound parameter table
754 * `minetest.sound_stop(handle)`
755 * `handle` is a handle returned by `minetest.sound_play`
756 * `minetest.sound_fade(handle, step, gain)`
757 * `handle` is a handle returned by `minetest.sound_play`
758 * `step` determines how fast a sound will fade.
759 Negative step will lower the sound volume, positive step will increase
761 * `gain` the target gain for the fade.
764 * `minetest.after(time, func, ...)`
765 * Call the function `func` after `time` seconds, may be fractional
766 * Optional: Variable number of arguments that are passed to `func`
767 * `minetest.get_us_time()`
768 * Returns time with microsecond precision. May not return wall time.
769 * `minetest.get_timeofday()`
770 * Returns the time of day: `0` for midnight, `0.5` for midday
773 * `minetest.place_node(pos)`
774 * Places the wielded node/item of the player at pos.
775 * `minetest.dig_node(pos)`
776 * Instantly digs the node at pos. This may fuck up with anticheat.
777 * `minetest.get_node_or_nil(pos)`
778 * Returns the node at the given position as table in the format
779 `{name="node_name", param1=0, param2=0}`, returns `nil`
780 for unloaded areas or flavor limited areas.
781 * `minetest.get_node_light(pos, timeofday)`
782 * Gets the light value at the given position. Note that the light value
783 "inside" the node at the given position is returned, so you usually want
784 to get the light value of a neighbor.
785 * `pos`: The position where to measure the light.
786 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
787 * Returns a number between `0` and `15` or `nil`
788 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
789 * `radius`: using a maximum metric
790 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
791 * `search_center` is an optional boolean (default: `false`)
792 If true `pos` is also checked for the nodes
793 * `minetest.find_nodes_near(pos, radius, nodenames, [search_center])`: returns a
795 * `radius`: using a maximum metric
796 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
797 * `search_center` is an optional boolean (default: `false`)
798 If true `pos` is also checked for the nodes
799 * `minetest.find_nodes_near_under_air(pos, radius, nodenames, [search_center])`: returns a
801 * `radius`: using a maximum metric
802 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
803 * `search_center` is an optional boolean (default: `false`)
804 If true `pos` is also checked for the nodes
805 * Return value: Table with all node positions with a node air above
806 * `minetest.find_nodes_near_under_air_except(pos, radius, nodenames, [search_center])`: returns a
808 * `radius`: using a maximum metric
809 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`, specifies the nodes to be ignored
810 * `search_center` is an optional boolean (default: `false`)
811 If true `pos` is also checked for the nodes
812 * Return value: Table with all node positions with a node air above
813 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
814 * `pos1` and `pos2` are the min and max positions of the area to search.
815 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
816 * If `grouped` is true the return value is a table indexed by node name
817 which contains lists of positions.
818 * If `grouped` is false or absent the return values are as follows:
819 first value: Table with all node positions
820 second value: Table with the count of each node with the node name
822 * Area volume is limited to 4,096,000 nodes
823 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
825 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
826 * Return value: Table with all node positions with a node air above
827 * Area volume is limited to 4,096,000 nodes
828 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
829 * Checks if there is anything other than air between pos1 and pos2.
830 * Returns false if something is blocking the sight.
831 * Returns the position of the blocking node when `false`
832 * `pos1`: First position
833 * `pos2`: Second position
834 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
835 * Creates a `Raycast` object.
836 * `pos1`: start of the ray
837 * `pos2`: end of the ray
838 * `objects`: if false, only nodes will be returned. Default is `true`.
839 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
840 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
841 * returns table containing path that can be walked on
842 * returns a table of 3D points representing a path from `pos1` to `pos2` or
844 * Reasons for failure:
845 * No path exists at all
846 * No path exists within `searchdistance` (see below)
847 * Start or end pos is buried in land
848 * `pos1`: start position
849 * `pos2`: end position
850 * `searchdistance`: maximum distance from the search positions to search in.
851 In detail: Path must be completely inside a cuboid. The minimum
852 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
853 Larger values will increase the size of this cuboid in all directions
854 * `max_jump`: maximum height difference to consider walkable
855 * `max_drop`: maximum height difference to consider droppable
856 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
857 Difference between `"A*"` and `"A*_noprefetch"` is that
858 `"A*"` will pre-calculate the cost-data, the other will calculate it
860 * `minetest.find_nodes_with_meta(pos1, pos2)`
861 * Get a table of positions of nodes that have metadata within a region
863 * `minetest.get_meta(pos)`
864 * Get a `NodeMetaRef` at that position
865 * `minetest.get_node_level(pos)`
866 * get level of leveled node (water, snow)
867 * `minetest.get_node_max_level(pos)`
868 * get max available level for leveled node
871 * `minetest.send_damage(hp)`
872 * Sends fall damage to server
873 * `minetest.send_chat_message(message)`
874 * Act as if `message` was typed by the player into the terminal.
875 * `minetest.run_server_chatcommand(cmd, param)`
876 * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
877 * `minetest.clear_out_chat_queue()`
878 * Clears the out chat queue
879 * `minetest.localplayer`
880 * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
883 * `minetest.get_privilege_list()`
884 * Returns a list of privileges the current player has in the format `{priv1=true,...}`
885 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
886 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
887 * Convert between two privilege representations
889 ### Client Environment
890 * `minetest.get_player_names()`
891 * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
892 * `minetest.disconnect()`
893 * Disconnect from the server and exit to main menu.
894 * Returns `false` if the client is already disconnecting otherwise returns `true`.
895 * `minetest.get_server_info()`
896 * Returns [server info](#server-info).
897 * `minetest.send_respawn()`
898 * Sends a respawn request to the server.
902 * `minetest.get_http_api()`
903 * returns `HTTPApiTable` containing http functions.
904 * The returned table contains the functions `fetch_sync`, `fetch_async` and
905 `fetch_async_get` described below.
906 * Function only exists if minetest server was built with cURL support.
907 * `HTTPApiTable.fetch_sync(HTTPRequest req)`: returns HTTPRequestResult
908 * Performs given request synchronously
909 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
910 * Performs given request asynchronously and returns handle for
911 `HTTPApiTable.fetch_async_get`
912 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
913 * Return response data for given asynchronous HTTP request
915 ### `HTTPRequest` definition
917 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
920 url = "http://example.org",
923 -- Timeout for connection in seconds. Default is 3 seconds.
925 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
926 -- Optional, if specified a POST request with post_data is performed.
927 -- Accepts both a string and a table. If a table is specified, encodes
928 -- table as x-www-form-urlencoded key-value pairs.
929 -- If post_data is not specified, a GET request is performed instead.
931 user_agent = "ExampleUserAgent",
932 -- Optional, if specified replaces the default minetest user agent with
935 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
936 -- Optional, if specified adds additional headers to the HTTP request.
937 -- You must make sure that the header strings follow HTTP specification
941 -- Optional, if true performs a multipart HTTP request.
945 ### `HTTPRequestResult` definition
947 Passed to `HTTPApiTable.fetch` callback. Returned by
948 `HTTPApiTable.fetch_async_get`.
952 -- If true, the request has finished (either succeeded, failed or timed
956 -- If true, the request was successful
959 -- If true, the request timed out
968 * `minetest.get_mod_storage()`:
969 * returns reference to mod private `StorageRef`
970 * must be called during mod load time
973 ![Mod channels communication scheme](docs/mod channels.png)
975 * `minetest.mod_channel_join(channel_name)`
976 * Client joins channel `channel_name`, and creates it, if necessary. You
977 should listen from incoming messages with `minetest.register_on_modchannel_message`
978 call to receive incoming messages. Warning, this function is asynchronous.
981 * `minetest.add_particle(particle definition)`
983 * `minetest.add_particlespawner(particlespawner definition)`
984 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
985 * Returns an `id`, and -1 if adding didn't succeed
987 * `minetest.delete_particlespawner(id)`
988 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
991 * `minetest.set_keypress(key, value)`
992 * Act as if a key was pressed (value = true) / released (value = false)
993 * The key must be an keymap_* setting
994 * e.g. minetest.set_keypress("jump", true) will cause te player to jump until minetest.set_keypress("jump", false) is called or the player presses & releases the space bar himself
995 * `minetest.get_inventory(location)`
996 * Returns the inventory at location
997 * `minetest.register_cheat(name, category, setting | function)`
998 * Register an entry for the cheat menu
999 * If the Category is nonexistant, it will be created
1000 * If the 3rd argument is a string it will be interpreted as a setting and toggled
1001 when the player selects the entry in the cheat menu
1002 * If the 3rd argument is a function it will be called
1003 when the player selects the entry in the cheat menu
1004 * `minetest.parse_json(string[, nullvalue])`: returns something
1005 * Convert a string containing JSON data into the Lua equivalent
1006 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
1007 * On success returns a table, a string, a number, a boolean or `nullvalue`
1008 * On failure outputs an error message and returns `nil`
1009 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
1010 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
1011 * Convert a Lua table into a JSON string
1012 * styled: Outputs in a human-readable format if this is set, defaults to false
1013 * Unserializable things like functions and userdata are saved as null.
1014 * **Warning**: JSON is more strict than the Lua table format.
1015 1. You can only use strings and positive integers of at least one as keys.
1016 2. You can not mix string and integer keys.
1017 This is due to the fact that JSON has two distinct array and object values.
1018 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
1019 * `minetest.serialize(table)`: returns a string
1020 * Convert a table containing tables, strings, numbers, booleans and `nil`s
1021 into string form readable by `minetest.deserialize`
1022 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
1023 * `minetest.deserialize(string)`: returns a table
1024 * Convert a string returned by `minetest.deserialize` into a table
1025 * `string` is loaded in an empty sandbox environment.
1026 * Will load functions, but they cannot access the global environment.
1027 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
1028 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
1029 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
1030 * `minetest.compress(data, method, ...)`: returns `compressed_data`
1031 * Compress a string of data.
1032 * `method` is a string identifying the compression method to be used.
1033 * Supported compression methods:
1034 * Deflate (zlib): `"deflate"`
1035 * `...` indicates method-specific arguments. Currently defined arguments are:
1036 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
1037 * `minetest.decompress(compressed_data, method, ...)`: returns data
1038 * Decompress a string of data (using ZLib).
1039 * See documentation on `minetest.compress()` for supported compression methods.
1040 * currently supported.
1041 * `...` indicates method-specific arguments. Currently, no methods use this.
1042 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
1043 * Each argument is a 8 Bit unsigned integer
1044 * Returns the ColorString from rgb or rgba values
1045 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
1046 * `minetest.encode_base64(string)`: returns string encoded in base64
1047 * Encodes a string in base64.
1048 * `minetest.decode_base64(string)`: returns string
1049 * Decodes a string encoded in base64.
1050 * `minetest.gettext(string)` : returns string
1051 * look up the translation of a string in the gettext message catalog
1052 * `fgettext_ne(string, ...)`
1053 * call minetest.gettext(string), replace "$1"..."$9" with the given
1054 extra arguments and return the result
1055 * `fgettext(string, ...)` : returns string
1056 * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
1057 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
1058 * returns the exact position on the surface of a pointed node
1059 * `minetest.global_exists(name)`
1060 * Checks if a global variable has been set, without triggering a warning.
1063 * `minetest.ui.minimap`
1064 * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
1065 * If client disabled minimap (using enable_minimap setting) this reference will be nil.
1067 * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
1068 * `minetest.show_formspec(formname, formspec)` : returns true on success
1069 * Shows a formspec to the player
1070 * `minetest.display_chat_message(message)` returns true on success
1071 * Shows a chat message to the current player.
1078 An interface to use mod channels on client and server
1081 * `leave()`: leave the mod channel.
1082 * Client leaves channel `channel_name`.
1083 * No more incoming or outgoing messages can be sent to this channel from client mods.
1084 * This invalidate all future object usage
1085 * Ensure your set mod_channel to nil after that to free Lua resources
1086 * `is_writeable()`: returns true if channel is writable and mod can send over it.
1087 * `send_all(message)`: Send `message` though the mod channel.
1088 * If mod channel is not writable or invalid, message will be dropped.
1089 * Message size is limited to 65535 characters by protocol.
1092 An interface to manipulate minimap on client UI
1095 * `show()`: shows the minimap (if not disabled by server)
1096 * `hide()`: hides the minimap
1097 * `set_pos(pos)`: sets the minimap position on screen
1098 * `get_pos()`: returns the minimap current position
1099 * `set_angle(deg)`: sets the minimap angle in degrees
1100 * `get_angle()`: returns the current minimap angle in degrees
1101 * `set_mode(mode)`: sets the minimap mode (0 to 6)
1102 * `get_mode()`: returns the current minimap mode
1103 * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
1104 * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
1107 An interface to get or set information about the camera and camera-node.
1108 Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
1111 * `set_camera_mode(mode)`
1112 * Pass `0` for first-person, `1` for third person, and `2` for third person front
1113 * `get_camera_mode()`
1114 * Returns 0, 1, or 2 as described above
1116 * Returns a table with X, Y, maximum and actual FOV in degrees:
1128 * Returns position of camera with view bobbing
1130 * Returns eye offset vector
1132 * Returns eye direction unit vector
1133 * `get_look_vertical()`
1134 * Returns pitch in radians
1135 * `get_look_horizontal()`
1136 * Returns yaw in radians
1137 * `get_aspect_ratio()`
1138 * Returns aspect ratio of screen
1141 An interface to retrieve information about the player.
1146 * returns current player current position
1148 * sets the position (anticheat may not like this)
1150 * returns the yaw (degrees)
1152 * sets the yaw (degrees)
1154 * returns player speed vector
1155 * `set_velocity(vel)`
1156 * sets player speed vector
1160 * returns player name
1161 * `get_wield_index()`
1162 * returns the index of the wielded item
1163 * `set_wield_index()`
1165 * `get_wielded_item()`
1166 * returns the itemstack the player is holding
1168 * returns true if player is attached
1169 * `is_touching_ground()`
1170 * returns true if player touching ground
1172 * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
1173 * `is_in_liquid_stable()`
1174 * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
1175 * `get_liquid_viscosity()`
1176 * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
1178 * returns true if player is climbing
1179 * `swimming_vertical()`
1180 * returns true if player is swimming in vertical
1181 * `get_physics_override()`
1190 sneak_glitch = boolean,
1195 * `get_override_pos()`
1196 * returns override position
1198 * returns last player position before the current client step
1199 * `get_last_velocity()`
1200 * returns last player speed
1202 * returns the player's breath
1203 * `get_movement_acceleration()`
1204 * returns acceleration of the player in different environments:
1214 * `get_movement_speed()`
1215 * returns player's speed in different environments:
1228 * returns player's movement in different environments:
1232 liquid_fluidity = float,
1233 liquid_sink = float,
1234 liquid_fluidity_smooth = float,
1239 * `get_last_look_horizontal()`:
1240 * returns last look horizontal angle
1241 * `get_last_look_vertical()`:
1242 * returns last look vertical angle
1244 * returns pressed player controls
1261 * `get_armor_groups()`
1262 * returns a table with the armor group ratings
1263 * `hud_add(definition)`
1264 * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
1265 * See [`HUD definition`](#hud-definition-hud_add-hud_get)
1267 * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
1269 * remove the HUD element of the specified id, returns `true` on success
1270 * `hud_change(id, stat, value)`
1271 * change a value of a previously added HUD element
1272 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
1273 * Returns `true` on success, otherwise returns `nil`
1276 An interface to read config files in the format of `minetest.conf`.
1278 It can be created via `Settings(filename)`.
1281 * `get(key)`: returns a value
1282 * `get_bool(key)`: returns a boolean
1284 * `remove(key)`: returns a boolean (`true` for success)
1285 * `get_names()`: returns `{key1,...}`
1286 * `write()`: returns a boolean (`true` for success)
1287 * write changes to file
1288 * `to_table()`: returns `{[key1]=value1,...}`
1291 Node metadata: reference extra data and functionality stored in a node.
1292 Can be obtained via `minetest.get_meta(pos)`.
1295 * `get_string(name)`
1298 * `to_table()`: returns `nil` or a table with keys:
1299 * `fields`: key-value storage
1300 * `inventory`: `{list1 = {}, ...}}`
1304 A raycast on the map. It works with selection boxes.
1305 Can be used as an iterator in a for loop as:
1307 local ray = Raycast(...)
1308 for pointed_thing in ray do
1312 The map is loaded as the ray advances. If the map is modified after the
1313 `Raycast` is created, the changes may or may not have an effect on the object.
1315 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
1316 `minetest.raycast(pos1, pos2, objects, liquids)` where:
1318 * `pos1`: start of the ray
1319 * `pos2`: end of the ray
1320 * `objects`: if false, only nodes will be returned. Default is true.
1321 * `liquids`: if false, liquid nodes won't be returned. Default is false.
1325 * `next()`: returns a `pointed_thing` with exact pointing location
1326 * Returns the next thing pointed by the ray or nil.
1330 * `minetest.get_node_def(nodename)`
1331 * Returns [node definition](#node-definition) table of `nodename`
1332 * `minetest.get_item_def(itemstring)`
1333 * Returns item definition table of `itemstring`
1334 * `minetest.override_item(itemstring, redefinition)`
1335 * Overrides fields of an item registered with register_node/tool/craftitem.
1336 * Note: Item must already be defined by the server
1337 * Example: `minetest.override_item("default:mese",
1338 {light_source=minetest.LIGHT_MAX})`
1339 * Doesnt really work yet an causes strange bugs, I'm working to make is better
1341 #### Node Definition
1345 has_on_construct = bool, -- Whether the node has the on_construct callback defined
1346 has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
1347 has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
1348 name = string, -- The name of the node e.g. "air", "default:dirt"
1349 groups = table, -- The groups of the node
1350 paramtype = string, -- Paramtype of the node
1351 paramtype2 = string, -- ParamType2 of the node
1352 drawtype = string, -- Drawtype of the node
1353 mesh = <string>, -- Mesh name if existant
1354 minimap_color = <Color>, -- Color of node on minimap *May not exist*
1355 visual_scale = number, -- Visual scale of node
1356 alpha = number, -- Alpha of the node. Only used for liquids
1357 color = <Color>, -- Color of node *May not exist*
1358 palette_name = <string>, -- Filename of palette *May not exist*
1359 palette = <{ -- List of colors
1363 waving = number, -- 0 of not waving, 1 if waving
1364 connect_sides = number, -- Used for connected nodes
1365 connects_to = { -- List of nodes to connect to
1369 post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
1370 leveled = number, -- Max level for node
1371 sunlight_propogates = bool, -- Whether light passes through the block
1372 light_source = number, -- Light emitted by the block
1373 is_ground_content = bool, -- Whether caves should cut through the node
1374 walkable = bool, -- Whether the player collides with the node
1375 pointable = bool, -- Whether the player can select the node
1376 diggable = bool, -- Whether the player can dig the node
1377 climbable = bool, -- Whether the player can climb up the node
1378 buildable_to = bool, -- Whether the player can replace the node by placing a node on it
1379 rightclickable = bool, -- Whether the player can place nodes pointing at this node
1380 damage_per_second = number, -- HP of damage per second when the player is in the node
1381 liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
1382 liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
1383 liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
1384 liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
1385 liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
1386 liquid_range = <number>, -- How far the liquid flows *May not exist*
1387 drowning = bool, -- Whether the player will drown in the node
1388 floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
1389 node_box = table, -- Nodebox to draw the node with
1390 collision_box = table, -- Nodebox to set the collision area
1391 selection_box = table, -- Nodebox to set the area selected by the player
1392 sounds = { -- Table of sounds that the block makes
1393 sound_footstep = SimpleSoundSpec,
1394 sound_dig = SimpleSoundSpec,
1395 sound_dug = SimpleSoundSpec
1397 legacy_facedir_simple = bool, -- Whether to use old facedir
1398 legacy_wallmounted = bool -- Whether to use old wallmounted
1402 #### Item Definition
1406 name = string, -- Name of the item e.g. "default:stone"
1407 description = string, -- Description of the item e.g. "Stone"
1408 type = string, -- Item type: "none", "node", "craftitem", "tool"
1409 inventory_image = string, -- Image in the inventory
1410 wield_image = string, -- Image in wieldmesh
1411 palette_image = string, -- Image for palette
1412 color = Color, -- Color for item
1413 wield_scale = Vector, -- Wieldmesh scale
1414 stack_max = number, -- Number of items stackable together
1415 usable = bool, -- Has on_use callback defined
1416 liquids_pointable = bool, -- Whether you can point at liquids with the item
1417 tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
1418 groups = table, -- Groups of the item
1419 sound_place = SimpleSoundSpec, -- Sound played when placed
1420 sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
1421 node_placement_prediction = string -- Node placed in client until server catches up
1426 ### Chat command definition (`register_chatcommand`)
1429 params = "<name> <privilege>", -- Short parameter description
1430 description = "Remove privilege from player", -- Full description
1431 func = function(param), -- Called when command is run.
1432 -- Returns boolean success and text output.
1437 address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
1438 ip = "203.0.113.156", -- The IP address of the server.
1439 port = 30000, -- The port the client is connected to.
1440 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.
1444 ### HUD Definition (`hud_add`, `hud_get`)
1447 hud_elem_type = "image", -- see HUD element types, default "text"
1448 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1449 position = {x=0.5, y=0.5},
1450 -- ^ Left corner position of element, default `{x=0,y=0}`.
1451 name = "<name>", -- default ""
1452 scale = {x=2, y=2}, -- default {x=0,y=0}
1453 text = "<text>", -- default ""
1454 number = 2, -- default 0
1455 item = 3, -- default 0
1456 -- ^ Selected item in inventory. 0 for no item selected.
1457 direction = 0, -- default 0
1458 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1459 alignment = {x=0, y=0}, -- default {x=0, y=0}
1460 -- ^ See "HUD Element Types"
1461 offset = {x=0, y=0}, -- default {x=0, y=0}
1462 -- ^ See "HUD Element Types"
1463 size = { x=100, y=100 }, -- default {x=0, y=0}
1464 -- ^ Size of element in pixels
1470 Most text can contain escape sequences, that can for example color the text.
1471 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1472 The following functions provide escape sequences:
1473 * `minetest.get_color_escape_sequence(color)`:
1474 * `color` is a [ColorString](#colorstring)
1475 * The escape sequence sets the text color to `color`
1476 * `minetest.colorize(color, message)`:
1478 `minetest.get_color_escape_sequence(color) ..
1480 minetest.get_color_escape_sequence("#ffffff")`
1481 * `minetest.get_background_escape_sequence(color)`
1482 * `color` is a [ColorString](#colorstring)
1483 * The escape sequence sets the background of the whole text element to
1484 `color`. Only defined for item descriptions and tooltips.
1485 * `minetest.strip_foreground_colors(str)`
1486 * Removes foreground colors added by `get_color_escape_sequence`.
1487 * `minetest.strip_background_colors(str)`
1488 * Removes background colors added by `get_background_escape_sequence`.
1489 * `minetest.strip_colors(str)`
1490 * Removes all color escape sequences.
1494 `#RGB` defines a color in hexadecimal format.
1496 `#RGBA` defines a color in hexadecimal format and alpha channel.
1498 `#RRGGBB` defines a color in hexadecimal format.
1500 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1502 Named colors are also supported and are equivalent to
1503 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1504 To specify the value of the alpha channel, append `#AA` to the end of the color name
1505 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1506 value must (always) be two hexadecimal digits.
1510 `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
1514 The position field is used for all element types.
1516 To account for differing resolutions, the position coordinates are the percentage
1517 of the screen, ranging in value from `0` to `1`.
1519 The name field is not yet used, but should contain a description of what the
1520 HUD element represents. The direction field is the direction in which something
1523 `0` draws from left to right, `1` draws from right to left, `2` draws from
1524 top to bottom, and `3` draws from bottom to top.
1526 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1527 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1528 Fractional values can be used.
1530 The `offset` field specifies a pixel offset from the position. Contrary to position,
1531 the offset is not scaled to screen size. This allows for some precisely-positioned
1534 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1536 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1538 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1539 in the experimental stages.
1542 Displays an image on the HUD.
1544 * `scale`: The scale of the image, with 1 being the original texture size.
1545 Only the X coordinate scale is used (positive values).
1546 Negative values represent that percentage of the screen it
1547 should take; e.g. `x=-100` means 100% (width).
1548 * `text`: The name of the texture that is displayed.
1549 * `alignment`: The alignment of the image.
1550 * `offset`: offset in pixels from position.
1553 Displays text on the HUD.
1555 * `scale`: Defines the bounding rectangle of the text.
1556 A value such as `{x=100, y=100}` should work.
1557 * `text`: The text to be displayed in the HUD element.
1558 * `number`: An integer containing the RGB value of the color used to draw the text.
1559 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1560 * `alignment`: The alignment of the text.
1561 * `offset`: offset in pixels from position.
1564 Displays a horizontal bar made up of half-images.
1566 * `text`: The name of the texture that is used.
1567 * `number`: The number of half-textures that are displayed.
1568 If odd, will end with a vertically center-split texture.
1570 * `offset`: offset in pixels from position.
1571 * `size`: If used, will force full-image size to this value (override texture pack image size)
1574 * `text`: The name of the inventory list to be displayed.
1575 * `number`: Number of items in the inventory to be displayed.
1576 * `item`: Position of item that is selected.
1578 * `offset`: offset in pixels from position.
1582 Displays distance to selected world position.
1584 * `name`: The name of the waypoint.
1585 * `text`: Distance suffix. Can be blank.
1586 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1587 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1588 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1589 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1590 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1591 `precision = n` will show multiples of `1/n`
1592 * `number:` An integer containing the RGB value of the color used to draw the
1594 * `world_pos`: World position of the waypoint.
1595 * `offset`: offset in pixels from position.
1596 * `alignment`: The alignment of the waypoint.
1598 ### `image_waypoint`
1600 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1602 * `scale`: The scale of the image, with 1 being the original texture size.
1603 Only the X coordinate scale is used (positive values).
1604 Negative values represent that percentage of the screen it
1605 should take; e.g. `x=-100` means 100% (width).
1606 * `text`: The name of the texture that is displayed.
1607 * `alignment`: The alignment of the image.
1608 * `world_pos`: World position of the waypoint.
1609 * `offset`: offset in pixels from position.
1611 ### Particle definition (`add_particle`)
1614 pos = {x=0, y=0, z=0},
1615 velocity = {x=0, y=0, z=0},
1616 acceleration = {x=0, y=0, z=0},
1617 -- ^ Spawn particle at pos with velocity and acceleration
1619 -- ^ Disappears after expirationtime seconds
1621 collisiondetection = false,
1622 -- ^ collisiondetection: if true collides with physical objects
1623 collision_removal = false,
1624 -- ^ collision_removal: if true then particle is removed when it collides,
1625 -- ^ requires collisiondetection = true to have any effect
1627 -- ^ vertical: if true faces player using y axis only
1628 texture = "image.png",
1629 -- ^ Uses texture (string)
1630 animation = {Tile Animation definition},
1631 -- ^ optional, specifies how to animate the particle texture
1633 -- ^ optional, specify particle self-luminescence in darkness
1636 ### `ParticleSpawner` definition (`add_particlespawner`)
1641 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1642 minpos = {x=0, y=0, z=0},
1643 maxpos = {x=0, y=0, z=0},
1644 minvel = {x=0, y=0, z=0},
1645 maxvel = {x=0, y=0, z=0},
1646 minacc = {x=0, y=0, z=0},
1647 maxacc = {x=0, y=0, z=0},
1652 -- ^ The particle's properties are random values in between the bounds:
1653 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1654 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1655 collisiondetection = false,
1656 -- ^ collisiondetection: if true uses collision detection
1657 collision_removal = false,
1658 -- ^ collision_removal: if true then particle is removed when it collides,
1659 -- ^ requires collisiondetection = true to have any effect
1661 -- ^ vertical: if true faces player using y axis only
1662 texture = "image.png",
1663 -- ^ Uses texture (string)