1 Minetest Lua Modding API Reference
2 ==================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest using Lua scripting
9 in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things, which is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API, and to document it here.
22 If you have any difficulty in understanding this, please read
23 [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 Where `gameid` is unique to each game.
56 The game directory can contain the following files:
58 * `game.conf`, which contains:
59 * `name = <Human-readable full name of the game>` e.g. `name = Minetest`
60 * Optionally, game.conf can also contain
61 `disallowed_mapgens = <comma-separated mapgens>`
62 e.g. `disallowed_mapgens = v5,v6,flat`
63 These mapgens are removed from the list of mapgens for the game.
65 Used to set default settings when running this game.
67 In the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be
69 displayed in the "Games" category in the advanced settings tab.
70 * If the subgame contains a folder called `textures` the server will load it
71 as a texturepack, overriding mod textures.
72 Any server texturepack will override mod textures and the game texturepack.
76 Games can provide custom main menu images. They are put inside a `menu`
77 directory inside the game directory.
79 The images are named `$identifier.png`, where `$identifier` is one of
80 `overlay`, `background`, `footer`, `header`.
81 If you want to specify multiple images for one identifier, add additional
82 images named like `$identifier.$n.png`, with an ascending number $n starting
83 with 1, and a random image will be chosen from the provided ones.
89 * `$path_share/games/gameid/mods/`
91 * `$path_user/games/gameid/mods/`
92 * `$path_user/mods/` (User-installed mods)
93 * `$worldpath/worldmods/`
95 In a run-in-place version (e.g. the distributed windows version):
97 * `minetest-0.4.x/games/gameid/mods/`
98 * `minetest-0.4.x/mods/` (User-installed mods)
99 * `minetest-0.4.x/worlds/worldname/worldmods/`
101 On an installed version on Linux:
103 * `/usr/share/minetest/games/gameid/mods/`
104 * `$HOME/.minetest/mods/` (User-installed mods)
105 * `$HOME/.minetest/worlds/worldname/worldmods`
107 Mod load path for world-specific games
108 --------------------------------------
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds.
114 This happens if the following directory exists:
118 Mods should be then be placed in:
124 Mods can be put in a subdirectory, if the parent directory, which otherwise
125 should be a mod, contains a file named `modpack.txt`. This file shall be
126 empty, except for lines starting with `#`, which are comments.
128 Mod directory structure
129 ------------------------
135 | |-- description.txt
136 | |-- settingtypes.txt
140 | | |-- modname_stuff.png
141 | | `-- modname_something_else.png
150 The location of this directory can be fetched by using
151 `minetest.get_modpath(modname)`.
154 List of mods that have to be loaded before loading this mod.
156 A single line contains a single modname.
158 Optional dependencies can be defined by appending a question mark
159 to a single modname. This means that if the specified mod
160 is missing, it does not prevent this mod from being loaded.
163 A screenshot shown in the mod manager within the main menu. It should
164 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
166 ### `description.txt`
167 A file containing a description to be shown in the Mods tab of the mainmenu.
169 ### `settingtypes.txt`
170 A file in the same format as the one in builtin. It will be parsed by the
171 settings menu and the settings will be displayed in the "Mods" category.
174 The main Lua script. Running this script should register everything it
175 wants to register. Subsequent execution depends on minetest calling the
176 registered callbacks.
178 `minetest.settings` can be used to read custom or existing settings at load
179 time, if necessary. (See `Settings`)
182 Models for entities or meshnodes.
184 ### `textures`, `sounds`, `media`
185 Media files (textures, sounds, whatever) that will be transferred to the
186 client and will be available for use by the mod.
189 Translation files for the clients. (See `Translations`)
191 Naming convention for registered textual names
192 ----------------------------------------------
193 Registered names should generally be in this format:
197 `<whatever>` can have these characters:
201 This is to prevent conflicting names from corrupting maps and is
202 enforced by the mod loader.
205 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
206 So the name should be `experimental:tnt`.
208 Enforcement can be overridden by prefixing the name with `:`. This can
209 be used for overriding the registrations of some other mod.
211 Example: Any mod can redefine `experimental:tnt` by using the name
216 (also that mod is required to have `experimental` as a dependency)
218 The `:` prefix can also be used for maintaining backwards compatibility.
222 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
223 `minetest.register_alias_force(name, convert_to)`.
225 This converts anything called `name` to `convert_to`.
227 The only difference between `minetest.register_alias` and
228 `minetest.register_alias_force` is that if an item called `name` exists,
229 `minetest.register_alias` will do nothing while
230 `minetest.register_alias_force` will unregister it.
232 This can be used for maintaining backwards compatibility.
234 This can also set quick access names for things, e.g. if
235 you have an item called `epiclylongmodname:stuff`, you could do
237 minetest.register_alias("stuff", "epiclylongmodname:stuff")
239 and be able to use `/giveme stuff`.
243 In a game, a certain number of these must be set to tell core mapgens which
244 of the game's nodes are to be used by the core mapgens. For example:
246 minetest.register_alias("mapgen_stone", "default:stone")
248 ### Aliases needed for all mapgens except Mapgen v6
253 "mapgen_water_source"
254 "mapgen_river_water_source"
262 Only needed for registered biomes where 'node_stone' is stone:
264 "mapgen_stair_cobble"
266 Only needed for registered biomes where 'node_stone' is desert stone:
267 "mapgen_desert_stone"
268 "mapgen_stair_desert_stone"
269 Only needed for registered biomes where 'node_stone' is sandstone:
271 "mapgen_sandstonebrick"
272 "mapgen_stair_sandstone_block"
274 ### Aliases needed for Mapgen v6
279 "mapgen_water_source"
282 "mapgen_dirt_with_grass"
285 "mapgen_desert_stone"
287 "mapgen_dirt_with_snow"
298 "mapgen_jungleleaves"
301 "mapgen_pine_needles"
306 "mapgen_stair_cobble"
308 "mapgen_stair_desert_stone"
312 Mods should generally prefix their textures with `modname_`, e.g. given
313 the mod name `foomod`, a texture could be called:
317 Textures are referred to by their complete name, or alternatively by
318 stripping out the file extension:
320 * e.g. `foomod_foothing.png`
321 * e.g. `foomod_foothing`
325 There are various texture modifiers that can be used
326 to generate textures on-the-fly.
328 ### Texture overlaying
329 Textures can be overlaid by putting a `^` between them.
333 default_dirt.png^default_grass_side.png
335 `default_grass_side.png` is overlaid over `default_dirt.png`.
336 The texture with the lower resolution will be automatically upscaled to
337 the higher resolution texture.
340 Textures can be grouped together by enclosing them in `(` and `)`.
342 Example: `cobble.png^(thing1.png^thing2.png)`
344 A texture for `thing1.png^thing2.png` is created and the resulting
345 texture is overlaid on top of `cobble.png`.
348 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
349 passing complex texture names as arguments. Escaping is done with backslash and
350 is required for `^` and `:`.
352 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
354 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
355 on top of `cobble.png`.
357 ### Advanced texture modifiers
362 * `[crack:<t>:<n>:<p>`
363 * `[cracko:<t>:<n>:<p>`
366 * `<t>` = tile count (in each direction)
367 * `<n>` = animation frame count
368 * `<p>` = current animation frame
370 Draw a step of the crack animation on the texture.
371 `crack` draws it normally, while `cracko` lays it over, keeping transparent
376 default_cobble.png^[crack:10:1
378 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
383 * `<file>` = texture to combine
385 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
386 specified coordinates.
390 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
392 #### `[resize:<w>x<h>`
393 Resizes the texture to the given dimensions.
397 default_sandstone.png^[resize:16x16
400 Makes the base image transparent according to the given ratio.
402 `r` must be between 0 and 255.
403 0 means totally transparent. 255 means totally opaque.
407 default_sandstone.png^[opacity:127
409 #### `[invert:<mode>`
410 Inverts the given channels of the base image.
411 Mode may contain the characters "r", "g", "b", "a".
412 Only the channels that are mentioned in the mode string will be inverted.
416 default_apple.png^[invert:rgb
419 Brightens the texture.
423 tnt_tnt_side.png^[brighten
426 Makes the texture completely opaque.
430 default_leaves.png^[noalpha
432 #### `[makealpha:<r>,<g>,<b>`
433 Convert one color to transparency.
437 default_cobble.png^[makealpha:128,128,128
440 * `<t>` = transformation(s) to apply
442 Rotates and/or flips the image.
444 `<t>` can be a number (between 0 and 7) or a transform name.
445 Rotations are counter-clockwise.
448 1 R90 rotate by 90 degrees
449 2 R180 rotate by 180 degrees
450 3 R270 rotate by 270 degrees
452 5 FXR90 flip X then rotate by 90 degrees
454 7 FYR90 flip Y then rotate by 90 degrees
458 default_stone.png^[transformFXR90
460 #### `[inventorycube{<top>{<left>{<right>`
461 Escaping does not apply here and `^` is replaced by `&` in texture names
464 Create an inventory cube texture using the side textures.
468 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
470 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
471 `dirt.png^grass_side.png` textures
473 #### `[lowpart:<percent>:<file>`
474 Blit the lower `<percent>`% part of `<file>` on the texture.
478 base.png^[lowpart:25:overlay.png
480 #### `[verticalframe:<t>:<n>`
481 * `<t>` = animation frame count
482 * `<n>` = current animation frame
484 Crops the texture to a frame of a vertical animation.
488 default_torch_animated.png^[verticalframe:16:8
491 Apply a mask to the base image.
493 The mask is applied using binary AND.
495 #### `[sheet:<w>x<h>:<x>,<y>`
496 Retrieves a tile at position x,y from the base image
497 which it assumes to be a tilesheet with dimensions w,h.
500 #### `[colorize:<color>:<ratio>`
501 Colorize the textures with the given color.
502 `<color>` is specified as a `ColorString`.
503 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
504 it is an int, then it specifies how far to interpolate between the
505 colors where 0 is only the texture color and 255 is only `<color>`. If
506 omitted, the alpha of `<color>` will be used as the ratio. If it is
507 the word "`alpha`", then each texture pixel will contain the RGB of
508 `<color>` and the alpha of `<color>` multiplied by the alpha of the
511 #### `[multiply:<color>`
512 Multiplies texture colors with the given color.
513 `<color>` is specified as a `ColorString`.
514 Result is more like what you'd expect if you put a color on top of another
515 color. Meaning white surfaces get a lot of your new color while black parts
516 don't change very much.
520 The goal of hardware coloring is to simplify the creation of
521 colorful nodes. If your textures use the same pattern, and they only
522 differ in their color (like colored wool blocks), you can use hardware
523 coloring instead of creating and managing many texture files.
524 All of these methods use color multiplication (so a white-black texture
525 with red coloring will result in red-black color).
528 This method is useful if you wish to create nodes/items with
529 the same texture, in different colors, each in a new node/item definition.
532 When you register an item or node, set its `color` field (which accepts a
533 `ColorSpec`) to the desired color.
535 An `ItemStack`s static color can be overwritten by the `color` metadata
536 field. If you set that field to a `ColorString`, that color will be used.
539 Each tile may have an individual static color, which overwrites every
540 other coloring methods. To disable the coloring of a face,
541 set its color to white (because multiplying with white does nothing).
542 You can set the `color` property of the tiles in the node's definition
543 if the tile is in table format.
546 For nodes and items which can have many colors, a palette is more
547 suitable. A palette is a texture, which can contain up to 256 pixels.
548 Each pixel is one possible color for the node/item.
549 You can register one node/item, which can have up to 256 colors.
551 #### Palette indexing
552 When using palettes, you always provide a pixel index for the given
553 node or `ItemStack`. The palette is read from left to right and from
554 top to bottom. If the palette has less than 256 pixels, then it is
555 stretched to contain exactly 256 pixels (after arranging the pixels
556 to one line). The indexing starts from 0.
560 * 16x16 palette, index = 0: the top left corner
561 * 16x16 palette, index = 4: the fifth pixel in the first row
562 * 16x16 palette, index = 16: the pixel below the top left corner
563 * 16x16 palette, index = 255: the bottom right corner
564 * 2 (width)x4 (height) palette, index=31: the top left corner.
565 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
566 to ensure the total 256 pixels.
567 * 2x4 palette, index=32: the top right corner
568 * 2x4 palette, index=63: the top right corner
569 * 2x4 palette, index=64: the pixel below the top left corner
571 #### Using palettes with items
572 When registering an item, set the item definition's `palette` field to
573 a texture. You can also use texture modifiers.
575 The `ItemStack`'s color depends on the `palette_index` field of the
576 stack's metadata. `palette_index` is an integer, which specifies the
577 index of the pixel to use.
579 #### Linking palettes with nodes
580 When registering a node, set the item definition's `palette` field to
581 a texture. You can also use texture modifiers.
582 The node's color depends on its `param2`, so you also must set an
583 appropriate `drawtype`:
585 * `drawtype = "color"` for nodes which use their full `param2` for
586 palette indexing. These nodes can have 256 different colors.
587 The palette should contain 256 pixels.
588 * `drawtype = "colorwallmounted"` for nodes which use the first
589 five bits (most significant) of `param2` for palette indexing.
590 The remaining three bits are describing rotation, as in `wallmounted`
591 draw type. Division by 8 yields the palette index (without stretching the
592 palette). These nodes can have 32 different colors, and the palette
593 should contain 32 pixels.
595 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
596 pixel will be picked from the palette.
597 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
598 pixel will be picked from the palette.
599 * `drawtype = "colorfacedir"` for nodes which use the first
600 three bits of `param2` for palette indexing. The remaining
601 five bits are describing rotation, as in `facedir` draw type.
602 Division by 32 yields the palette index (without stretching the
603 palette). These nodes can have 8 different colors, and the
604 palette should contain 8 pixels.
606 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
607 first (= 0 + 1) pixel will be picked from the palette.
608 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
609 second (= 1 + 1) pixel will be picked from the palette.
611 To colorize a node on the map, set its `param2` value (according
612 to the node's draw type).
614 ### Conversion between nodes in the inventory and the on the map
615 Static coloring is the same for both cases, there is no need
618 If the `ItemStack`'s metadata contains the `color` field, it will be
619 lost on placement, because nodes on the map can only use palettes.
621 If the `ItemStack`'s metadata contains the `palette_index` field, it is
622 automatically transferred between node and item forms by the engine,
623 when a player digs or places a colored node.
624 You can disable this feature by setting the `drop` field of the node
625 to itself (without metadata).
626 To transfer the color to a special drop, you need a drop table.
630 minetest.register_node("mod:stone", {
631 description = "Stone",
632 tiles = {"default_stone.png"},
633 paramtype2 = "color",
634 palette = "palette.png",
637 -- assume that mod:cobblestone also has the same palette
638 {items = {"mod:cobblestone"}, inherit_color = true },
643 ### Colored items in craft recipes
644 Craft recipes only support item strings, but fortunately item strings
645 can also contain metadata. Example craft recipe registration:
647 minetest.register_craft({
648 output = minetest.itemstring_with_palette("wool:block", 3),
656 To set the `color` field, you can use `minetest.itemstring_with_color`.
658 Metadata field filtering in the `recipe` field are not supported yet,
659 so the craft output is independent of the color of the ingredients.
663 Sometimes hardware coloring is not enough, because it affects the
664 whole tile. Soft texture overlays were added to Minetest to allow
665 the dynamic coloring of only specific parts of the node's texture.
666 For example a grass block may have colored grass, while keeping the
669 These overlays are 'soft', because unlike texture modifiers, the layers
670 are not merged in the memory, but they are simply drawn on top of each
671 other. This allows different hardware coloring, but also means that
672 tiles with overlays are drawn slower. Using too much overlays might
675 For inventory and wield images you can specify overlays which
676 hardware coloring does not modify. You have to set `inventory_overlay`
677 and `wield_overlay` fields to an image name.
679 To define a node overlay, simply set the `overlay_tiles` field of the node
680 definition. These tiles are defined in the same way as plain tiles:
681 they can have a texture name, color etc.
682 To skip one face, set that overlay tile to an empty string.
684 Example (colored grass block):
686 minetest.register_node("default:dirt_with_grass", {
687 description = "Dirt with Grass",
688 -- Regular tiles, as usual
689 -- The dirt tile disables palette coloring
690 tiles = {{name = "default_grass.png"},
691 {name = "default_dirt.png", color = "white"}},
692 -- Overlay tiles: define them in the same style
693 -- The top and bottom tile does not have overlay
694 overlay_tiles = {"", "",
695 {name = "default_grass_side.png", tileable_vertical = false}},
696 -- Global color, used in inventory
698 -- Palette in the world
699 paramtype2 = "color",
700 palette = "default_foilage.png",
705 Only Ogg Vorbis files are supported.
707 For positional playing of sounds, only single-channel (mono) files are
708 supported. Otherwise OpenAL will play them non-positionally.
710 Mods should generally prefix their sounds with `modname_`, e.g. given
711 the mod name "`foomod`", a sound could be called:
715 Sounds are referred to by their name with a dot, a single digit and the
716 file extension stripped out. When a sound is played, the actual sound file
717 is chosen randomly from the matching sounds.
719 When playing the sound `foomod_foosound`, the sound is chosen randomly
720 from the available ones of the following files:
722 * `foomod_foosound.ogg`
723 * `foomod_foosound.0.ogg`
724 * `foomod_foosound.1.ogg`
726 * `foomod_foosound.9.ogg`
728 Examples of sound parameter tables:
730 -- Play locationless on all clients
732 gain = 1.0, -- default
733 fade = 0.0, -- default, change to a value > 0 to fade the sound in
734 pitch = 1.0, -- default
736 -- Play locationless to one player
739 gain = 1.0, -- default
740 fade = 0.0, -- default, change to a value > 0 to fade the sound in
741 pitch = 1.0, -- default
743 -- Play locationless to one player, looped
746 gain = 1.0, -- default
749 -- Play in a location
751 pos = {x = 1, y = 2, z = 3},
752 gain = 1.0, -- default
753 max_hear_distance = 32, -- default, uses an euclidean metric
755 -- Play connected to an object, looped
757 object = <an ObjectRef>,
758 gain = 1.0, -- default
759 max_hear_distance = 32, -- default, uses an euclidean metric
763 Looped sounds must either be connected to an object or played locationless to
764 one player using `to_player = name,`
766 ### `SimpleSoundSpec`
768 * e.g. `"default_place_node"`
770 * e.g. `{name = "default_place_node"}`
771 * e.g. `{name = "default_place_node", gain = 1.0}`
772 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
774 Registered definitions of stuff
775 -------------------------------
776 Anything added using certain `minetest.register_*` functions get added to
777 the global `minetest.registered_*` tables.
779 * `minetest.register_entity(name, prototype table)`
780 * added to `minetest.registered_entities[name]`
782 * `minetest.register_node(name, node definition)`
783 * added to `minetest.registered_items[name]`
784 * added to `minetest.registered_nodes[name]`
786 * `minetest.register_tool(name, item definition)`
787 * added to `minetest.registered_items[name]`
789 * `minetest.register_craftitem(name, item definition)`
790 * added to `minetest.registered_items[name]`
792 * `minetest.unregister_item(name)`
793 * Unregisters the item name from engine, and deletes the entry with key
794 * `name` from `minetest.registered_items` and from the associated item
795 * table according to its nature: `minetest.registered_nodes[]` etc
797 * `minetest.register_biome(biome definition)`
798 * returns an integer uniquely identifying the registered biome
799 * added to `minetest.registered_biome` with the key of `biome.name`
800 * if `biome.name` is nil, the key is the returned ID
802 * `minetest.unregister_biome(name)`
803 * Unregisters the biome name from engine, and deletes the entry with key
804 * `name` from `minetest.registered_biome`
806 * `minetest.register_ore(ore definition)`
807 * returns an integer uniquely identifying the registered ore
808 * added to `minetest.registered_ores` with the key of `ore.name`
809 * if `ore.name` is nil, the key is the returned ID
811 * `minetest.register_decoration(decoration definition)`
812 * returns an integer uniquely identifying the registered decoration
813 * added to `minetest.registered_decorations` with the key of
815 * if `decoration.name` is nil, the key is the returned ID
817 * `minetest.register_schematic(schematic definition)`
818 * returns an integer uniquely identifying the registered schematic
819 * added to `minetest.registered_schematic` with the key of `schematic.name`
820 * if `schematic.name` is nil, the key is the returned ID
821 * if the schematic is loaded from a file, schematic.name is set to the
823 * if the function is called when loading the mod, and schematic.name is a
824 relative path, then the current mod path will be prepended to the
827 * `minetest.clear_registered_biomes()`
828 * clears all biomes currently registered
830 * `minetest.clear_registered_ores()`
831 * clears all ores currently registered
833 * `minetest.clear_registered_decorations()`
834 * clears all decorations currently registered
836 * `minetest.clear_registered_schematics()`
837 * clears all schematics currently registered
839 Note that in some cases you will stumble upon things that are not contained
840 in these tables (e.g. when a mod has been removed). Always check for
841 existence before trying to access the fields.
843 Example: If you want to check the drawtype of a node, you could do:
845 local function get_nodedef_field(nodename, fieldname)
846 if not minetest.registered_nodes[nodename] then
849 return minetest.registered_nodes[nodename][fieldname]
851 local drawtype = get_nodedef_field(nodename, "drawtype")
853 Example: `minetest.get_item_group(name, group)` has been implemented as:
855 function minetest.get_item_group(name, group)
856 if not minetest.registered_items[name] or not
857 minetest.registered_items[name].groups[group] then
860 return minetest.registered_items[name].groups[group]
865 Nodes are the bulk data of the world: cubes and other things that take the
866 space of a cube. Huge amounts of them are handled efficiently, but they
869 The definition of a node is stored and can be accessed by name in
871 minetest.registered_nodes[node.name]
873 See "Registered definitions of stuff".
875 Nodes are passed by value between Lua and the engine.
876 They are represented by a table:
878 {name="name", param1=num, param2=num}
880 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
881 them for certain automated functions. If you don't use these functions, you can
882 use them to store arbitrary values.
884 The functions of `param1` and `param2` are determined by certain fields in the
887 `param1` is reserved for the engine when `paramtype != "none"`:
890 ^ The value stores light with and without sun in its upper and lower 4 bits
891 respectively. Allows light to propagate from or through the node with
892 light value falling by 1 per node. This is essential for a light source
893 node to spread its light.
895 `param2` is reserved for the engine when any of these are used:
897 liquidtype == "flowing"
898 ^ The level and some flags of the liquid is stored in param2
899 drawtype == "flowingliquid"
900 ^ The drawn liquid level is read from param2
901 drawtype == "torchlike"
902 drawtype == "signlike"
903 paramtype2 == "wallmounted"
904 ^ The rotation of the node is stored in param2. You can make this value
905 by using minetest.dir_to_wallmounted().
906 paramtype2 == "facedir"
907 ^ The rotation of the node is stored in param2. Furnaces and chests are
908 rotated this way. Can be made by using minetest.dir_to_facedir().
910 facedir / 4 = axis direction:
911 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
912 facedir modulo 4 = rotation around that axis
913 paramtype2 == "leveled"
914 ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
916 The level of the top face of the nodebox is stored in param2.
917 The other faces are defined by 'fixed = {}' like 'type = "fixed"'
919 The nodebox height is (param2 / 64) nodes.
920 The maximum accepted value of param2 is 127.
922 The height of the 'plantlike' section is stored in param2.
923 The height is (param2 / 16) nodes.
924 paramtype2 == "degrotate"
925 ^ Only valid for "plantlike". The rotation of the node is stored in param2.
926 Values range 0 - 179. The value stored in param2 is multiplied by two to
927 get the actual rotation in degrees of the node.
928 paramtype2 == "meshoptions"
929 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which
930 can be used to change how the client draws plantlike nodes.
931 Bits 0, 1 and 2 form a mesh selector.
932 Currently the following meshes are choosable:
933 0 = a "x" shaped plant (ordinary plant)
934 1 = a "+" shaped plant (just rotated 45 degrees)
935 2 = a "*" shaped plant with 3 faces instead of 2
936 3 = a "#" shaped plant with 4 faces instead of 2
937 4 = a "#" shaped plant with 4 faces that lean outwards
938 5-7 are unused and reserved for future meshes.
939 Bits 3 through 7 are optional flags that can be combined and give these
941 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
942 bit 4 (0x10) - Makes the plant mesh 1.4x larger
943 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
944 bits 6-7 are reserved for future use.
945 paramtype2 == "color"
946 ^ `param2` tells which color is picked from the palette.
947 The palette should have 256 pixels.
948 paramtype2 == "colorfacedir"
949 ^ Same as `facedir`, but with colors.
950 The first three bits of `param2` tells which color
951 is picked from the palette.
952 The palette should have 8 pixels.
953 paramtype2 == "colorwallmounted"
954 ^ Same as `wallmounted`, but with colors.
955 The first five bits of `param2` tells which color
956 is picked from the palette.
957 The palette should have 32 pixels.
958 paramtype2 == "glasslikeliquidlevel"
959 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional"
961 param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
963 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
965 Nodes can also contain extra data. See "Node Metadata".
969 There are a bunch of different looking node types.
971 Look for examples in `games/minimal` or `games/minetest_game`.
979 * `glasslike_framed_optional`
981 * `allfaces_optional`
988 * `nodebox` -- See below
989 * `mesh` -- Use models for nodes, see below
990 * `plantlike_rooted` -- See below
992 `*_optional` drawtypes need less rendering time if deactivated
993 (always client side).
997 Node selection boxes are defined using "node boxes"
999 The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
1000 number of boxes. It allows defining stuff like stairs and slabs.
1002 A nodebox is defined as any of:
1005 -- A normal cube; the default in most things
1009 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1011 fixed = box OR {box1, box2, ...}
1014 -- A variable height box (or boxes) with the top face position defined
1015 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1017 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1019 fixed = box OR {box1, box2, ...}
1022 -- A box like the selection box for torches
1023 -- (wallmounted param2 is used, if applicable)
1024 type = "wallmounted",
1030 -- A node that has optional boxes depending on neighbouring nodes'
1031 -- presence and type. See also `connects_to`.
1033 fixed = box OR {box1, box2, ...}
1034 connect_top = box OR {box1, box2, ...}
1035 connect_bottom = box OR {box1, box2, ...}
1036 connect_front = box OR {box1, box2, ...}
1037 connect_left = box OR {box1, box2, ...}
1038 connect_back = box OR {box1, box2, ...}
1039 connect_right = box OR {box1, box2, ...}
1040 -- The following `disconnected_*` boxes are the opposites of the
1041 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1042 -- on the respective side, the corresponding disconnected box is drawn.
1043 disconnected_top = box OR {box1, box2, ...}
1044 disconnected_bottom = box OR {box1, box2, ...}
1045 disconnected_front = box OR {box1, box2, ...}
1046 disconnected_left = box OR {box1, box2, ...}
1047 disconnected_back = box OR {box1, box2, ...}
1048 disconnected_right = box OR {box1, box2, ...}
1049 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1050 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1051 neighbours to the sides
1054 A `box` is defined as:
1056 {x1, y1, z1, x2, y2, z2}
1058 A box of a regular node would look like:
1060 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1064 If drawtype `mesh` is used, tiles should hold model materials textures.
1065 Only static meshes are implemented.
1066 For supported model formats see Irrlicht engine documentation.
1068 Rooted plantlike drawtype
1069 -------------------------
1070 The `plantlike_rooted` drawtype was developed to enable underwater plants
1071 without air bubbles around the plants.
1072 It consists of a base cube at the co-ordinates of the node (the seabed /
1073 lakebed / riverbed node) plus a 'plantlike' extension above with a height
1074 defined by param2 (maximum height 16 nodes). This extension visually passes
1075 through any nodes above the base cube without affecting them.
1076 The node is dug by digging the base cube.
1077 The base cube texture tiles are defined as normal, the plantlike extension
1078 uses the defined 'special tile', for example:
1079 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1083 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
1087 Offset that the noise is translated by (i.e. added) after calculation.
1090 Factor that the noise is scaled by (i.e. multiplied) after calculation.
1093 Vector containing values by which each coordinate is divided by before
1095 Higher spread values result in larger noise features.
1097 A value of `{x=250, y=250, z=250}` is common.
1100 Random seed for the noise. Add the world seed to a seed offset for world-unique
1101 noise. In the case of `minetest.get_perlin()`, this value has the world seed
1102 automatically added.
1105 Number of times the noise gradient is accumulated into the noise.
1107 Increase this number to increase the amount of detail in the resulting noise.
1109 A value of `6` is common.
1112 Factor by which the effect of the noise gradient function changes with each
1115 Values less than `1` make the details of successive octaves' noise diminish,
1116 while values greater than `1` make successive octaves stronger.
1118 A value of `0.6` is common.
1121 Factor by which the noise feature sizes change with each successive octave.
1123 A value of `2.0` is common.
1126 Leave this field unset for no special handling.
1128 Currently supported are `defaults`, `eased` and `absvalue`.
1131 Specify this if you would like to keep auto-selection of eased/not-eased while
1132 specifying some other flags.
1135 Maps noise gradient values onto a quintic S-curve before performing
1136 interpolation. This results in smooth, rolling noise.
1137 Disable this (`noeased`) for sharp-looking noise.
1138 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
1142 Accumulates the absolute value of each noise gradient result.
1144 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
1149 spread = {x=500, y=500, z=500},
1154 flags = "defaults, absvalue"
1156 ^ A single noise parameter table can be used to get 2D or 3D noise,
1157 when getting 2D noise spread.z is ignored.
1162 These tell in what manner the ore is generated.
1164 All default ores are of the uniformly-distributed scatter type.
1167 Randomly chooses a location and generates a cluster of ore.
1169 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
1170 at that point is greater than the `noise_threshold`, giving the ability to
1171 create a non-equal distribution of ore.
1174 Creates a sheet of ore in a blob shape according to the 2D perlin noise
1175 described by `noise_params` and `noise_threshold`. This is essentially an
1176 improved version of the so-called "stratus" ore seen in some unofficial mods.
1178 This sheet consists of vertical columns of uniform randomly distributed height,
1179 varying between the inclusive range `column_height_min` and `column_height_max`.
1180 If `column_height_min` is not specified, this parameter defaults to 1.
1181 If `column_height_max` is not specified, this parameter defaults to `clust_size`
1182 for reverse compatibility. New code should prefer `column_height_max`.
1184 The `column_midpoint_factor` parameter controls the position of the column at
1185 which ore emanates from.
1186 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
1187 equally starting from each direction.
1188 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
1189 this parameter is not specified, the default is 0.5.
1191 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
1195 Creates a sheet of ore in a cloud-like puff shape.
1197 As with the `sheet` ore type, the size and shape of puffs are described by
1198 `noise_params` and `noise_threshold` and are placed at random vertical
1199 positions within the currently generated chunk.
1201 The vertical top and bottom displacement of each puff are determined by the
1202 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
1205 Creates a deformed sphere of ore according to 3d perlin noise described by
1206 `noise_params`. The maximum size of the blob is `clust_size`, and
1207 `clust_scarcity` has the same meaning as with the `scatter` type.
1210 Creates veins of ore varying in density by according to the intersection of two
1211 instances of 3d perlin noise with different seeds, both described by
1214 `random_factor` varies the influence random chance has on placement of an ore
1215 inside the vein, which is `1` by default. Note that modifying this parameter
1216 may require adjusting `noise_threshold`.
1218 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
1221 This ore type is difficult to control since it is sensitive to small changes.
1222 The following is a decent set of parameters to work from:
1227 spread = {x=200, y=200, z=200},
1233 noise_threshold = 1.6
1235 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
1236 computationally expensive than any other ore.
1239 Creates a single undulating ore stratum that is continuous across mapchunk
1240 borders and horizontally spans the world.
1242 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
1243 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
1244 defines the stratum's vertical thickness (in units of nodes). Due to being
1245 continuous across mapchunk borders the stratum's vertical thickness is
1248 If the noise parameter `noise_params` is omitted the ore will occur from y_min
1249 to y_max in a simple horizontal stratum.
1251 A parameter `stratum_thickness` can be provided instead of the noise parameter
1252 `np_stratum_thickness`, to create a constant thickness.
1254 Leaving out one or both noise parameters makes the ore generation less
1255 intensive, useful when adding multiple strata.
1257 `y_min` and `y_max` define the limits of the ore generation and for performance
1258 reasons should be set as close together as possible but without clipping the
1259 stratum's Y variation.
1261 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
1262 solid-ore stratum would require a `clust_scarcity` of 1.
1264 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
1265 `random_factor` are ignored by this ore type.
1269 See section "Flag Specifier Format".
1271 Currently supported flags:
1272 `puff_cliffs`, `puff_additive_composition`.
1275 If set, puff ore generation will not taper down large differences in
1276 displacement when approaching the edge of a puff. This flag has no effect for
1277 ore types other than `puff`.
1279 ### `puff_additive_composition`
1280 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
1281 in a negative displacement, the sub-column at that point is not generated. With
1282 this attribute set, puff ore generation will instead generate the absolute
1283 difference in noise displacement values. This flag has no effect for ore types
1288 The varying types of decorations that can be placed.
1291 Creates a 1 times `H` times 1 column of a specified node (or a random node from
1292 a list, if a decoration list is specified). Can specify a certain node it must
1293 spawn next to, such as water or lava, for example. Can also generate a
1294 decoration of random height between a specified lower and upper bound.
1295 This type of decoration is intended for placement of grass, flowers, cacti,
1296 papyri, waterlilies and so on.
1299 Copies a box of `MapNodes` from a specified schematic file (or raw description).
1300 Can specify a probability of a node randomly appearing when placed.
1301 This decoration type is intended to be used for multi-node sized discrete
1302 structures, such as trees, cave spikes, rocks, and so on.
1306 --------------------
1307 A schematic specifier identifies a schematic by either a filename to a
1308 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
1309 in the form of a table. This table specifies the following fields:
1311 * The `size` field is a 3D vector containing the dimensions of the provided
1312 schematic. (required)
1313 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th
1314 vertical slice of the schematic to have a `prob / 256 * 100` chance of
1315 occurring. (default: 255)
1316 * The `data` field is a flat table of MapNode tables making up the schematic,
1317 in the order of `[z [y [x]]]`. (required)
1318 Each MapNode table contains:
1319 * `name`: the name of the map node to place (required)
1320 * `prob` (alias `param1`): the probability of this node being placed
1322 * `param2`: the raw param2 value of the node being placed onto the map
1324 * `force_place`: boolean representing if the node should forcibly overwrite
1325 any previous contents (default: false)
1327 About probability values:
1329 * A probability value of `0` or `1` means that node will never appear
1331 * A probability value of `254` or `255` means the node will always appear
1333 * If the probability value `p` is greater than `1`, then there is a
1334 `(p / 256 * 100)` percent chance that node will appear when the schematic is
1338 Schematic attributes
1339 --------------------
1340 See section "Flag Specifier Format".
1342 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
1345 * `place_center_x`: Placement of this decoration is centered along the X axis.
1346 * `place_center_y`: Placement of this decoration is centered along the Y axis.
1347 * `place_center_z`: Placement of this decoration is centered along the Z axis.
1348 * `force_placement`: Schematic nodes other than "ignore" will replace existing
1354 The position field is used for all element types.
1356 To account for differing resolutions, the position coordinates are the
1357 percentage of the screen, ranging in value from `0` to `1`.
1359 The name field is not yet used, but should contain a description of what the
1360 HUD element represents. The direction field is the direction in which something
1363 `0` draws from left to right, `1` draws from right to left, `2` draws from
1364 top to bottom, and `3` draws from bottom to top.
1366 The `alignment` field specifies how the item will be aligned. It ranges from
1367 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1368 is to the right/down. Fractional values can be used.
1370 The `offset` field specifies a pixel offset from the position. Contrary to
1371 position, the offset is not scaled to screen size. This allows for some
1372 precisely positioned items in the HUD.
1374 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1377 Below are the specific uses for fields in each type; fields not listed for that
1380 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is
1381 still in the experimental stages.
1384 Displays an image on the HUD.
1386 * `scale`: The scale of the image, with 1 being the original texture size.
1387 Only the X coordinate scale is used (positive values).
1388 Negative values represent that percentage of the screen it
1389 should take; e.g. `x=-100` means 100% (width).
1390 * `text`: The name of the texture that is displayed.
1391 * `alignment`: The alignment of the image.
1392 * `offset`: offset in pixels from position.
1395 Displays text on the HUD.
1397 * `scale`: Defines the bounding rectangle of the text.
1398 A value such as `{x=100, y=100}` should work.
1399 * `text`: The text to be displayed in the HUD element.
1400 * `number`: An integer containing the RGB value of the color used to draw the
1401 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1402 * `alignment`: The alignment of the text.
1403 * `offset`: offset in pixels from position.
1406 Displays a horizontal bar made up of half-images.
1408 * `text`: The name of the texture that is used.
1409 * `number`: The number of half-textures that are displayed.
1410 If odd, will end with a vertically center-split texture.
1412 * `offset`: offset in pixels from position.
1413 * `size`: If used, will force full-image size to this value (override texture
1417 * `text`: The name of the inventory list to be displayed.
1418 * `number`: Number of items in the inventory to be displayed.
1419 * `item`: Position of item that is selected.
1421 * `offset`: offset in pixels from position.
1424 Displays distance to selected world position.
1426 * `name`: The name of the waypoint.
1427 * `text`: Distance suffix. Can be blank.
1428 * `number:` An integer containing the RGB value of the color used to draw the
1430 * `world_pos`: World position of the waypoint.
1432 Representations of simple things
1433 --------------------------------
1437 {x=num, y=num, z=num}
1439 For helper functions see "Vector helpers".
1442 * `{type="nothing"}`
1443 * `{type="node", under=pos, above=pos}`
1444 * `{type="object", ref=ObjectRef}`
1446 Flag Specifier Format
1447 ---------------------
1448 Flags using the standardized flag specifier format can be specified in either
1449 of two ways, by string or table.
1451 The string format is a comma-delimited set of flag names; whitespace and
1452 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1453 flag, and specifying a flag prefixed by the string `"no"` explicitly
1454 clears the flag from whatever the default may be.
1456 In addition to the standard string flag format, the schematic flags field can
1457 also be a table of flag names to boolean values representing whether or not the
1458 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1459 is present, mapped to a boolean of any value, the specified flag is unset.
1461 E.g. A flag field of value
1463 {place_center_x = true, place_center_y=false, place_center_z=true}
1467 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1469 which is equivalent to
1471 "place_center_x, noplace_center_y, place_center_z"
1475 "place_center_x, place_center_z"
1477 since, by default, no schematic attributes are set.
1483 There are three kinds of items: nodes, tools and craftitems.
1485 * Node (`register_node`): A node from the world.
1486 * Tool (`register_tool`): A tool/weapon that can dig and damage
1487 things according to `tool_capabilities`.
1488 * Craftitem (`register_craftitem`): A miscellaneous item.
1491 All item stacks have an amount between 0 to 65535. It is 1 by
1492 default. Tool item stacks can not have an amount greater than 1.
1494 Tools use a wear (=damage) value ranging from 0 to 65535. The
1495 value 0 is the default and used is for unworn tools. The values
1496 1 to 65535 are used for worn tools, where a higher value stands for
1497 a higher wear. Non-tools always have a wear value of 0.
1500 Items and item stacks can exist in three formats: Serializes, table format
1504 This is called "stackstring" or "itemstring". It is a simple string with
1505 1-3 components: the full item identifier, an optional amount and an optional
1508 <identifier> [<amount>[ <wear>]]
1512 * `'default:apple'`: 1 apple
1513 * `'default:dirt 5'`: 5 dirt
1514 * `'default:pick_stone'`: a new stone pickaxe
1515 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1522 {name="default:dirt", count=5, wear=0, metadata=""}
1524 A wooden pick about 1/3 worn out:
1526 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1530 {name="default:apple", count=1, wear=0, metadata=""}
1533 A native C++ format with many helper methods. Useful for converting
1534 between formats. See the Class reference section for details.
1536 When an item must be passed to a function, it can usually be in any of
1542 In a number of places, there is a group table. Groups define the
1543 properties of a thing (item, node, armor of entity, capabilities of
1544 tool) in such a way that the engine and other mods can can interact with
1545 the thing without actually knowing what the thing is.
1548 Groups are stored in a table, having the group names with keys and the
1549 group ratings as values. For example:
1551 groups = {crumbly=3, soil=1}
1554 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1555 -- ^ A more special dirt-kind of thing
1557 Groups always have a rating associated with them. If there is no
1558 useful meaning for a rating for an enabled group, it shall be `1`.
1560 When not defined, the rating of a group defaults to `0`. Thus when you
1561 read groups, you must interpret `nil` and `0` as the same value, `0`.
1563 You can read the rating of a group for an item or a node by using
1565 minetest.get_item_group(itemname, groupname)
1568 Groups of items can define what kind of an item it is (e.g. wool).
1571 In addition to the general item things, groups are used to define whether
1572 a node is destroyable and how long it takes to destroy by a tool.
1574 ### Groups of entities
1575 For entities, groups are, as of now, used only for calculating damage.
1576 The rating is the percentage of damage caused by tools with this damage group.
1577 See "Entity damage mechanism".
1579 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1580 object.set_armor_groups({fleshy=30, cracky=80})
1583 Groups in tools define which groups of nodes and entities they are
1586 ### Groups in crafting recipes
1587 An example: Make meat soup from any meat, any water and any bowl:
1590 output = 'food:meat_soup_raw',
1596 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1599 Another example: Make red wool from white wool and red dye:
1603 output = 'wool:red',
1604 recipe = {'wool:white', 'group:dye,basecolor_red'},
1608 * `immortal`: Disables the group damage system for an entity
1609 * `punch_operable`: For entities; disables the regular damage mechanism for
1610 players punching it by hand or a non-tool item, so that it can do something
1611 else than take damage.
1612 * `level`: Can be used to give an additional sense of progression in the game.
1613 * A larger level will cause e.g. a weapon of a lower level make much less
1614 damage, and get worn out much faster, or not be able to get drops
1615 from destroyed nodes.
1616 * `0` is something that is directly accessible at the start of gameplay
1617 * There is no upper limit
1618 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1619 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1620 * `3`: the node always gets the digging time 0 seconds (torch)
1621 * `disable_jump`: Player (and possibly other things) cannot jump from node
1622 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1623 * `bouncy`: value is bounce speed in percent
1624 * `falling_node`: if there is no walkable block under the node it will fall
1625 * `attached_node`: if the node under it is not a walkable block the node will be
1626 dropped as an item. If the node is wallmounted the wallmounted direction is
1628 * `soil`: saplings will grow on nodes in this group
1629 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1630 connect to each other
1631 * `slippery`: Players and items will slide on the node.
1632 Slipperiness rises steadily with `slippery` value, starting at 1.
1635 ### Known damage and digging time defining groups
1636 * `crumbly`: dirt, sand
1637 * `cracky`: tough but crackable stuff like stone.
1638 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1639 plants, wire, sheets of metal
1640 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1641 * `fleshy`: Living things like animals and the player. This could imply
1642 some blood effects when hitting.
1643 * `explody`: Especially prone to explosions
1644 * `oddly_breakable_by_hand`:
1645 Can be added to nodes that shouldn't logically be breakable by the
1646 hand but are. Somewhat similar to `dig_immediate`, but times are more
1647 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1648 speed of a tool if the tool can dig at a faster speed than this
1649 suggests for the hand.
1651 ### Examples of custom groups
1652 Item groups are often used for defining, well, _groups of items_.
1654 * `meat`: any meat-kind of a thing (rating might define the size or healing
1655 ability or be irrelevant -- it is not defined as of yet)
1656 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1658 * `flammable`: can be set on fire. Rating might define the intensity of the
1659 fire, affecting e.g. the speed of the spreading of an open fire.
1660 * `wool`: any wool (any origin, any color)
1661 * `metal`: any metal
1662 * `weapon`: any weapon
1663 * `heavy`: anything considerably heavy
1665 ### Digging time calculation specifics
1666 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1667 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1668 faster digging time.
1670 The `level` group is used to limit the toughness of nodes a tool can dig
1671 and to scale the digging times / damage to a greater extent.
1673 **Please do understand this**, otherwise you cannot use the system to it's
1676 Tools define their properties by a list of parameters for groups. They
1677 cannot dig other groups; thus it is important to use a standard bunch of
1678 groups to enable interaction with tools.
1680 #### Tools definition
1683 * Full punch interval
1684 * Maximum drop level
1685 * For an arbitrary list of groups:
1686 * Uses (until the tool breaks)
1687 * Maximum level (usually `0`, `1`, `2` or `3`)
1691 #### Full punch interval
1692 When used as a weapon, the tool will do full damage if this time is spent
1693 between punches. If e.g. half the time is spent, the tool will do half
1696 #### Maximum drop level
1697 Suggests the maximum level of node, when dug with the tool, that will drop
1698 it's useful item. (e.g. iron ore to drop a lump of iron).
1700 This is not automated; it is the responsibility of the node definition
1704 Determines how many uses the tool has when it is used for digging a node,
1705 of this group, of the maximum level. For lower leveled nodes, the use count
1706 is multiplied by `3^leveldiff`.
1708 * `uses=10, leveldiff=0`: actual uses: 10
1709 * `uses=10, leveldiff=1`: actual uses: 30
1710 * `uses=10, leveldiff=2`: actual uses: 90
1713 Tells what is the maximum level of a node of this group that the tool will
1717 List of digging times for different ratings of the group, for nodes of the
1720 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1721 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1722 for this group, and unable to dig the rating `1`, which is the toughest.
1723 Unless there is a matching group that enables digging otherwise.
1725 If the result digging time is 0, a delay of 0.15 seconds is added between
1726 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1727 i.e. players can more quickly click the nodes away instead of holding LMB.
1730 List of damage for groups of entities. See "Entity damage mechanism".
1732 #### Example definition of the capabilities of a tool
1734 tool_capabilities = {
1735 full_punch_interval=1.5,
1738 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1740 damage_groups = {fleshy=2},
1743 This makes the tool be able to dig nodes that fulfil both of these:
1745 * Have the `crumbly` group
1746 * Have a `level` group less or equal to `2`
1748 Table of resulting digging times:
1750 crumbly 0 1 2 3 4 <- level
1752 1 0.80 1.60 1.60 - -
1753 2 0.60 1.20 1.20 - -
1754 3 0.40 0.80 0.80 - -
1756 level diff: 2 1 0 -1 -2
1758 Table of resulting tool uses:
1767 * At `crumbly==0`, the node is not diggable.
1768 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1769 easy nodes to be quickly breakable.
1770 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1772 Entity damage mechanism
1773 -----------------------
1777 foreach group in cap.damage_groups:
1778 damage += cap.damage_groups[group] * limit(actual_interval /
1779 cap.full_punch_interval, 0.0, 1.0)
1780 * (object.armor_groups[group] / 100.0)
1781 -- Where object.armor_groups[group] is 0 for inexistent values
1784 Client predicts damage based on damage groups. Because of this, it is able to
1785 give an immediate response when an entity is damaged or dies; the response is
1786 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1788 Currently a smoke puff will appear when an entity dies.
1790 The group `immortal` completely disables normal damage.
1792 Entities can define a special armor group, which is `punch_operable`. This
1793 group disables the regular damage mechanism for players punching it by hand or
1794 a non-tool item, so that it can do something else than take damage.
1796 On the Lua side, every punch calls:
1798 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1800 This should never be called directly, because damage is usually not handled by
1803 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1804 accessed unless absolutely required, to encourage interoperability.
1805 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1806 * `tool_capabilities` can be `nil`.
1807 * `direction` is a unit vector, pointing from the source of the punch to
1809 * `damage` damage that will be done to entity
1810 Return value of this function will determine if damage is done by this function
1811 (retval true) or shall be done by engine (retval false)
1813 To punch an entity/object in Lua, call:
1815 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1817 * Return value is tool wear.
1818 * Parameters are equal to the above callback.
1819 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1820 will be automatically filled in based on the location of `puncher`.
1824 The instance of a node in the world normally only contains the three values
1825 mentioned in "Nodes". However, it is possible to insert extra data into a
1826 node. It is called "node metadata"; See `NodeMetaRef`.
1828 Node metadata contains two things:
1833 Some of the values in the key-value store are handled specially:
1835 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1836 * `infotext`: Text shown on the screen when the node is pointed at
1840 local meta = minetest.get_meta(pos)
1841 meta:set_string("formspec",
1843 "list[context;main;0,0;8,4;]"..
1844 "list[current_player;main;0,5;8,4;]")
1845 meta:set_string("infotext", "Chest");
1846 local inv = meta:get_inventory()
1847 inv:set_size("main", 8*4)
1848 print(dump(meta:to_table()))
1851 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1852 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1853 [10] = "", [11] = "", [12] = "", [13] = "",
1854 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1855 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1856 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1857 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1861 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1868 Item stacks can store metadata too. See `ItemStackMetaRef`.
1870 Item metadata only contains a key-value store.
1872 Some of the values in the key-value store are handled specially:
1874 * `description`: Set the item stack's description. Defaults to
1876 * `color`: A `ColorString`, which sets the stack's color.
1877 * `palette_index`: If the item has a palette, this is used to get the
1878 current color from the palette.
1882 local meta = stack:get_meta()
1883 meta:set_string("key", "value")
1884 print(dump(meta:to_table()))
1888 Formspec defines a menu. Currently not much else than inventories are
1889 supported. It is a string, with a somewhat strange format.
1891 Spaces and newlines can be inserted between the blocks, as is used in the
1899 list[context;main;0,0;8,4;]
1900 list[current_player;main;0,5;8,4;]
1905 list[context;fuel;2,3;1,1;]
1906 list[context;src;2,1;1,1;]
1907 list[context;dst;5,1;2,2;]
1908 list[current_player;main;0,5;8,4;]
1910 #### Minecraft-like player inventory
1913 image[1,0.6;1,2;player.png]
1914 list[current_player;main;0,3.5;8,4;]
1915 list[current_player;craft;3,0;3,3;]
1916 list[current_player;craftpreview;7,1;1,1;]
1920 #### `size[<W>,<H>,<fixed_size>]`
1921 * Define the size of the menu in inventory slots
1922 * `fixed_size`: `true`/`false` (optional)
1923 * deprecated: `invsize[<W>,<H>;]`
1925 #### `position[<X>,<Y>]`
1926 * Must be used after `size` element.
1927 * Defines the position on the game window of the formspec's `anchor` point.
1928 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1930 * [0.0, 0.0] sets the position to the top left corner of the game window.
1931 * [1.0, 1.0] sets the position to the bottom right of the game window.
1932 * Defaults to the center of the game window [0.5, 0.5].
1934 #### `anchor[<X>,<Y>]`
1935 * Must be used after both `size` and `position` (if present) elements.
1936 * Defines the location of the anchor point within the formspec.
1937 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1939 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1940 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1941 * Defaults to the center of the formspec [0.5, 0.5].
1943 * `position` and `anchor` elements need suitable values to avoid a formspec
1944 extending off the game window due to particular game window sizes.
1946 #### `container[<X>,<Y>]`
1947 * Start of a container block, moves all physical elements in the container by
1949 * Must have matching `container_end`
1950 * Containers can be nested, in which case the offsets are added
1951 (child containers are relative to parent containers)
1953 #### `container_end[]`
1954 * End of a container, following elements are no longer relative to this
1957 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1958 * Show an inventory list
1960 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1961 * Show an inventory list
1963 #### `listring[<inventory location>;<list name>]`
1964 * Allows to create a ring of inventory lists
1965 * Shift-clicking on items in one element of the ring
1966 will send them to the next inventory list inside the ring
1967 * The first occurrence of an element inside the ring will
1968 determine the inventory where items will be sent to
1971 * Shorthand for doing `listring[<inventory location>;<list name>]`
1972 for the last two inventory lists added by list[...]
1974 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1975 * Sets background color of slots as `ColorString`
1976 * Sets background color of slots on mouse hovering
1978 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1979 * Sets background color of slots as `ColorString`
1980 * Sets background color of slots on mouse hovering
1981 * Sets color of slots border
1983 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1984 * Sets background color of slots as `ColorString`
1985 * Sets background color of slots on mouse hovering
1986 * Sets color of slots border
1987 * Sets default background color of tooltips
1988 * Sets default font color of tooltips
1990 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1991 * Adds tooltip for an element
1992 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1993 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1995 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1997 * Position and size units are inventory slots
1999 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2000 * Show an inventory image of registered item/node
2001 * Position and size units are inventory slots
2003 #### `bgcolor[<color>;<fullscreen>]`
2004 * Sets background color of formspec as `ColorString`
2005 * If `true`, the background color is drawn fullscreen (does not effect the size
2008 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2009 * Use a background. Inventory rectangles are not drawn then.
2010 * Position and size units are inventory slots
2011 * Example for formspec 8x4 in 16x resolution: image shall be sized
2012 8 times 16px times 4 times 16px.
2014 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2015 * Use a background. Inventory rectangles are not drawn then.
2016 * Position and size units are inventory slots
2017 * Example for formspec 8x4 in 16x resolution:
2018 image shall be sized 8 times 16px times 4 times 16px
2019 * If `true` the background is clipped to formspec size
2020 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2022 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2023 * Textual password style field; will be sent to server when a button is clicked
2024 * When enter is pressed in field, fields.key_enter_field will be sent with the
2026 * `x` and `y` position the field relative to the top left of the menu
2027 * `w` and `h` are the size of the field
2028 * Fields are a set height, but will be vertically centred on `h`
2029 * Position and size units are inventory slots
2030 * `name` is the name of the field as returned in fields to `on_receive_fields`
2031 * `label`, if not blank, will be text printed on the top left above the field
2032 * See field_close_on_enter to stop enter closing the formspec
2034 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2035 * Textual field; will be sent to server when a button is clicked
2036 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2037 the name of this field.
2038 * `x` and `y` position the field relative to the top left of the menu
2039 * `w` and `h` are the size of the field
2040 * Fields are a set height, but will be vertically centred on `h`
2041 * Position and size units are inventory slots
2042 * `name` is the name of the field as returned in fields to `on_receive_fields`
2043 * `label`, if not blank, will be text printed on the top left above the field
2044 * `default` is the default value of the field
2045 * `default` may contain variable references such as `${text}'` which
2046 will fill the value from the metadata value `text`
2047 * **Note**: no extra text or more than a single variable is supported ATM.
2048 * See `field_close_on_enter` to stop enter closing the formspec
2050 #### `field[<name>;<label>;<default>]`
2051 * As above, but without position/size units
2052 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2053 the name of this field.
2054 * Special field for creating simple forms, such as sign text input
2055 * Must be used without a `size[]` element
2056 * A "Proceed" button will be added automatically
2057 * See `field_close_on_enter` to stop enter closing the formspec
2059 #### `field_close_on_enter[<name>;<close_on_enter>]`
2060 * <name> is the name of the field
2061 * if <close_on_enter> is false, pressing enter in the field will submit the
2062 form but not close it.
2063 * defaults to true when not specified (ie: no tag for a field)
2065 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2066 * Same as fields above, but with multi-line input
2067 * if the text overflows a vertical scrollbar is added
2068 * if the name is empty the textarea is readonly, the label is not displayed.
2070 #### `label[<X>,<Y>;<label>]`
2071 * `x` and `y` work as per field
2072 * `label` is the text on the label
2073 * Position and size units are inventory slots
2075 #### `vertlabel[<X>,<Y>;<label>]`
2076 * Textual label drawn vertically
2077 * `x` and `y` work as per field
2078 * `label` is the text on the label
2079 * Position and size units are inventory slots
2081 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2082 * Clickable button. When clicked, fields will be sent.
2083 * `x`, `y` and `name` work as per field
2084 * `w` and `h` are the size of the button
2085 * Fixed button height. It will be vertically centred on `h`
2086 * `label` is the text on the button
2087 * Position and size units are inventory slots
2089 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2090 * `x`, `y`, `w`, `h`, and `name` work as per button
2091 * `texture name` is the filename of an image
2092 * Position and size units are inventory slots
2094 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2095 * `x`, `y`, `w`, `h`, and `name` work as per button
2096 * `texture name` is the filename of an image
2097 * Position and size units are inventory slots
2098 * `noclip=true` means the image button doesn't need to be within specified
2100 * `drawborder`: draw button border or not
2101 * `pressed texture name` is the filename of an image on pressed state
2103 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2104 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
2105 * `item name` is the registered name of an item/node,
2106 tooltip will be made out of its description
2107 to override it use tooltip element
2108 * Position and size units are inventory slots
2110 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2111 * When clicked, fields will be sent and the form will quit.
2113 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2114 * When clicked, fields will be sent and the form will quit.
2116 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2117 * Scrollable item list showing arbitrary text elements
2118 * `x` and `y` position the itemlist relative to the top left of the menu
2119 * `w` and `h` are the size of the itemlist
2120 * `name` fieldname sent to server on doubleclick value is current selected
2122 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2124 * if you want a listelement to start with "#" write "##".
2126 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2127 * Scrollable itemlist showing arbitrary text elements
2128 * `x` and `y` position the item list relative to the top left of the menu
2129 * `w` and `h` are the size of the item list
2130 * `name` fieldname sent to server on doubleclick value is current selected
2132 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2133 * if you want a listelement to start with "#" write "##"
2134 * Index to be selected within textlist
2135 * `true`/`false`: draw transparent background
2136 * See also `minetest.explode_textlist_event`
2137 (main menu: `engine.explode_textlist_event`).
2139 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2140 * Show a tab**header** at specific position (ignores formsize)
2141 * `x` and `y` position the itemlist relative to the top left of the menu
2142 * `name` fieldname data is transferred to Lua
2143 * `caption 1`...: name shown on top of tab
2144 * `current_tab`: index of selected tab 1...
2145 * `transparent` (optional): show transparent
2146 * `draw_border` (optional): draw border
2148 #### `box[<X>,<Y>;<W>,<H>;<color>]`
2149 * Simple colored semitransparent box
2150 * `x` and `y` position the box relative to the top left of the menu
2151 * `w` and `h` are the size of box
2152 * `color` is color specified as a `ColorString`
2154 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2155 * Show a dropdown field
2156 * **Important note**: There are two different operation modes:
2157 1. handle directly on change (only changed dropdown is submitted)
2158 2. read the value on pressing a button (all dropdown values are available)
2159 * `x` and `y` position of dropdown
2161 * Fieldname data is transferred to Lua
2162 * Items to be shown in dropdown
2163 * Index of currently selected dropdown item
2165 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2167 * `x` and `y`: position of checkbox
2168 * `name` fieldname data is transferred to Lua
2169 * `label` to be shown left of checkbox
2170 * `selected` (optional): `true`/`false`
2172 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2174 * There are two ways to use it:
2175 1. handle the changed event (only changed scrollbar is available)
2176 2. read the value on pressing a button (all scrollbars are available)
2177 * `x` and `y`: position of trackbar
2178 * `w` and `h`: width and height
2179 * `orientation`: `vertical`/`horizontal`
2180 * Fieldname data is transferred to Lua
2181 * Value this trackbar is set to (`0`-`1000`)
2182 * See also `minetest.explode_scrollbar_event`
2183 (main menu: `engine.explode_scrollbar_event`).
2185 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2186 * Show scrollable table using options defined by the previous `tableoptions[]`
2187 * Displays cells as defined by the previous `tablecolumns[]`
2188 * `x` and `y`: position the itemlist relative to the top left of the menu
2189 * `w` and `h` are the size of the itemlist
2190 * `name`: fieldname sent to server on row select or doubleclick
2191 * `cell 1`...`cell n`: cell contents given in row-major order
2192 * `selected idx`: index of row to be selected within table (first row = `1`)
2193 * See also `minetest.explode_table_event`
2194 (main menu: `engine.explode_table_event`).
2196 #### `tableoptions[<opt 1>;<opt 2>;...]`
2197 * Sets options for `table[]`
2199 * default text color (`ColorString`), defaults to `#FFFFFF`
2200 * `background=#RRGGBB`
2201 * table background color (`ColorString`), defaults to `#000000`
2202 * `border=<true/false>`
2203 * should the table be drawn with a border? (default: `true`)
2204 * `highlight=#RRGGBB`
2205 * highlight background color (`ColorString`), defaults to `#466432`
2206 * `highlight_text=#RRGGBB`
2207 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2208 * `opendepth=<value>`
2209 * all subtrees up to `depth < value` are open (default value = `0`)
2210 * only useful when there is a column of type "tree"
2212 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2213 * Sets columns for `table[]`
2214 * Types: `text`, `image`, `color`, `indent`, `tree`
2215 * `text`: show cell contents as text
2216 * `image`: cell contents are an image index, use column options to define
2218 * `color`: cell contents are a ColorString and define color of following
2220 * `indent`: cell contents are a number and define indentation of following
2222 * `tree`: same as indent, but user can open and close subtrees
2226 * for `text` and `image`: content alignment within cells.
2227 Available values: `left` (default), `center`, `right`, `inline`
2229 * for `text` and `image`: minimum width in em (default: `0`)
2230 * for `indent` and `tree`: indent width in em (default: `1.5`)
2231 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2232 Exception: defaults to 0 for indent columns
2233 * `tooltip=<value>`: tooltip text (default: empty)
2234 * `image` column options:
2235 * `0=<value>` sets image for image index 0
2236 * `1=<value>` sets image for image index 1
2237 * `2=<value>` sets image for image index 2
2238 * and so on; defined indices need not be contiguous empty or
2239 non-numeric cells are treated as `0`.
2240 * `color` column options:
2241 * `span=<value>`: number of following columns to affect
2242 (default: infinite).
2244 **Note**: do _not_ use a element name starting with `key_`; those names are
2245 reserved to pass key press events to formspec!
2249 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2250 * `"current_player"`: Player to whom the menu is shown
2251 * `"player:<name>"`: Any player
2252 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2253 * `"detached:<name>"`: A detached inventory
2255 Player Inventory lists
2256 ----------------------
2257 * `main`: list containing the default inventory
2258 * `craft`: list containing the craft input
2259 * `craftpreview`: list containing the craft output
2260 * `hand`: list containing an override for the empty hand
2264 `#RGB` defines a color in hexadecimal format.
2266 `#RGBA` defines a color in hexadecimal format and alpha channel.
2268 `#RRGGBB` defines a color in hexadecimal format.
2270 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2272 Named colors are also supported and are equivalent to
2273 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2274 To specify the value of the alpha channel, append `#AA` to the end of the color
2275 name (e.g. `colorname#08`). For named colors the hexadecimal string
2276 representing the alpha value must (always) be two hexadecimal digits.
2280 A ColorSpec specifies a 32-bit color. It can be written in either:
2281 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
2282 `colorspec = {a=255, r=0, g=255, b=0}`
2283 numerical form, the raw integer value of an ARGB8 quad:
2284 `colorspec = 0xFF00FF00`
2285 or string form, a ColorString (defined above):
2286 `colorspec = "green"`
2290 Most text can contain escape sequences, that can for example color the text.
2291 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2292 The following functions provide escape sequences:
2294 * `minetest.get_color_escape_sequence(color)`:
2295 * `color` is a ColorString
2296 * The escape sequence sets the text color to `color`
2297 * `minetest.colorize(color, message)`:
2299 `minetest.get_color_escape_sequence(color) ..
2301 minetest.get_color_escape_sequence("#ffffff")`
2302 * `minetest.get_background_escape_sequence(color)`
2303 * `color` is a ColorString
2304 * The escape sequence sets the background of the whole text element to
2305 `color`. Only defined for item descriptions and tooltips.
2306 * `minetest.strip_foreground_colors(str)`
2307 * Removes foreground colors added by `get_color_escape_sequence`.
2308 * `minetest.strip_background_colors(str)`
2309 * Removes background colors added by `get_background_escape_sequence`.
2310 * `minetest.strip_colors(str)`
2311 * Removes all color escape sequences.
2315 For the following functions, `v`, `v1`, `v2` are vectors,
2316 `p1`, `p2` are positions:
2318 * `vector.new(a[, b, c])`:
2320 * A copy of `a` if `a` is a vector.
2321 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2322 * `vector.direction(p1, p2)`:
2323 * Returns a vector of length 1 with direction `p1` to `p2`.
2324 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2325 * `vector.distance(p1, p2)`:
2326 * Returns zero or a positive number, the distance between `p1` and `p2`.
2327 * `vector.length(v)`:
2328 * Returns zero or a positive number, the length of vector `v`.
2329 * `vector.normalize(v)`:
2330 * Returns a vector of length 1 with direction of vector `v`.
2331 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2332 * `vector.floor(v)`:
2333 * Returns a vector, each dimension rounded down.
2334 * `vector.round(v)`:
2335 * Returns a vector, each dimension rounded to nearest integer.
2336 * `vector.apply(v, func)`:
2337 * Returns a vector where the function `func` has been applied to each
2339 * `vector.equals(v1, v2)`:
2340 * Returns a boolean, `true` if the vectors are identical.
2341 * `vector.sort(v1, v2)`:
2342 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2344 For the following functions `x` can be either a vector or a number:
2346 * `vector.add(v, x)`:
2348 * `vector.subtract(v, x)`:
2350 * `vector.multiply(v, x)`:
2351 * Returns a scaled vector or Schur product.
2352 * `vector.divide(v, x)`:
2353 * Returns a scaled vector or Schur quotient.
2357 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2358 human-readable, handles reference loops.
2359 * `obj`: arbitrary variable
2360 * `name`: string, default: `"_"`
2361 * `dumped`: table, default: `{}`
2362 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2363 * `obj`: arbitrary variable
2364 * `dumped`: table, default: `{}`
2365 * `math.hypot(x, y)`
2366 * Get the hypotenuse of a triangle with legs x and y.
2367 Useful for distance calculation.
2368 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2369 * Get the sign of a number.
2370 * tolerance: number, default: `0.0`
2371 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2373 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2374 * `separator`: string, default: `","`
2375 * `include_empty`: boolean, default: `false`
2376 * `max_splits`: number, if it's positive, splits aren't limited,
2378 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2379 string or a pattern (regex), default: `false`
2380 * e.g. `"a,b":split","` returns `{"a","b"}`
2381 * `string:trim()`: returns the string without whitespace pre- and suffixes
2382 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2383 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2384 * Adds newlines to the string to keep it within the specified character
2386 * Note that the returned lines may be longer than the limit since it only
2387 splits at word borders.
2388 * `limit`: number, maximal amount of characters in one line
2389 * `as_table`: boolean, if set to true, a table of lines instead of a string
2390 is returned, default: `false`
2391 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2392 * `pos`: table {x=X, y=Y, z=Z}
2393 * Converts the position `pos` to a human-readable, printable string
2394 * `decimal_places`: number, if specified, the x, y and z values of
2395 the position are rounded to the given decimal place.
2396 * `minetest.string_to_pos(string)`: returns a position or `nil`
2397 * Same but in reverse.
2398 * If the string can't be parsed to a position, nothing is returned.
2399 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2400 * Converts a string representing an area box into two positions
2401 * `minetest.formspec_escape(string)`: returns a string
2402 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2404 * `minetest.is_yes(arg)`
2405 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2406 * `minetest.get_us_time()`
2407 * returns time with microsecond precision. May not return wall time.
2408 * `table.copy(table)`: returns a table
2409 * returns a deep copy of `table`
2410 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2412 * returns the exact position on the surface of a pointed node
2417 Texts can be translated client-side with the help of `minetest.translate` and
2420 ### Translating a string
2421 Two functions are provided to translate strings: `minetest.translate` and
2422 `minetest.get_translator`.
2424 * `minetest.get_translator(textdomain)` is a simple wrapper around
2425 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2426 equivalent to `minetest.translate(textdomain, str, ...)`.
2427 It is intended to be used in the following way, so that it avoids verbose
2428 repetitions of `minetest.translate`:
2430 local S = minetest.get_translator(textdomain)
2433 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2435 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2436 the given `textdomain` for disambiguation. The textdomain must match the
2437 textdomain specified in the translation file in order to get the string
2438 translated. This can be used so that a string is translated differently in
2440 It is advised to use the name of the mod as textdomain whenever possible, to
2441 avoid clashes with other mods.
2442 This function must be given a number of arguments equal to the number of
2443 arguments the translated string expects.
2444 Arguments are literal strings -- they will not be translated, so if you want
2445 them to be, they need to come as outputs of `minetest.translate` as well.
2447 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2448 by the translation of "Red". We can do the following:
2450 local S = minetest.get_translator()
2451 S("@1 Wool", S("Red"))
2453 This will be displayed as "Red Wool" on old clients and on clients that do
2454 not have localization enabled. However, if we have for instance a translation
2455 file named `wool.fr.tr` containing the following:
2460 this will be displayed as "Laine Rouge" on clients with a French locale.
2462 ### Operations on translated strings
2464 The output of `minetest.translate` is a string, with escape sequences adding
2465 additional information to that string so that it can be translated on the
2466 different clients. In particular, you can't expect operations like string.length
2467 to work on them like you would expect them to, or string.gsub to work in the
2468 expected manner. However, string concatenation will still work as expected
2469 (note that you should only use this for things like formspecs; do not translate
2470 sentences by breaking them into parts; arguments should be used instead), and
2471 operations such as `minetest.colorize` which are also concatenation.
2473 ### Translation file format
2474 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2476 The file should be a text file, with the following format:
2478 * Lines beginning with `# textdomain:` (the space is significant) can be used
2479 to specify the text domain of all following translations in the file.
2480 * All other empty lines or lines beginning with `#` are ignored.
2481 * Other lines should be in the format `original=translated`. Both `original`
2482 and `translated` can contain escape sequences beginning with `@` to insert
2483 arguments, literal `@`, `=` or newline (See ### Escapes below).
2484 There must be no extraneous whitespace around the `=` or at the beginning or
2485 the end of the line.
2488 Strings that need to be translated can contain several escapes, preceded by `@`.
2490 * `@@` acts as a literal `@`.
2491 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2492 string that will be inlined when translation. Due to how translations are
2493 implemented, the original translation string **must** have its arguments in
2494 increasing order, without gaps or repetitions, starting from 1.
2495 * `@=` acts as a literal `=`. It is not required in strings given to
2496 `minetest.translate`, but is in translation files to avoid being confused
2497 with the `=` separating the original from the translation.
2498 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2499 As with `@=`, this escape is not required in strings given to
2500 `minetest.translate`, but is in translation files.
2501 * `@n` acts as a literal newline as well.
2503 `minetest` namespace reference
2504 ------------------------------
2508 * `minetest.get_current_modname()`: returns the currently loading mod's name,
2510 * `minetest.get_modpath(modname)`: returns e.g.
2511 `"/home/user/.minetest/usermods/modname"`.
2512 * Useful for loading additional `.lua` modules or static data from mod
2513 * `minetest.get_modnames()`: returns a list of installed mods
2514 * Return a list of installed mods, sorted alphabetically
2515 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
2516 * Useful for storing custom data
2517 * `minetest.is_singleplayer()`
2518 * `minetest.features`: Table containing API feature flags
2521 glasslike_framed = true,
2522 nodebox_as_selectionbox = true,
2523 chat_send_player_param3 = true,
2524 get_all_craft_recipes_works = true,
2525 use_texture_alpha = true,
2526 -- ^ The transparency channel of textures can be used optionally
2527 no_legacy_abms = true,
2528 -- ^ Tree and grass ABMs are no longer done from C++
2529 texture_names_parens = true,
2530 -- ^ Texture grouping is possible using parentheses
2531 area_store_custom_ids = true,
2532 -- ^ Unique Area ID for AreaStore:insert_area
2533 add_entity_with_staticdata = true,
2534 -- ^ add_entity supports passing initial staticdata to on_activate
2535 no_chat_message_prediction = true,
2536 -- ^ Chat messages are no longer predicted
2538 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
2539 * `arg`: string or table in format `{foo=true, bar=true}`
2540 * `missing_features`: `{foo=true, bar=true}`
2541 * `minetest.get_player_information(player_name)`:
2542 * Returns a table containing information about a player.
2543 Example return value:
2546 address = "127.0.0.1", -- IP address of client
2547 ip_version = 4, -- IPv4 / IPv6
2548 min_rtt = 0.01, -- minimum round trip time
2549 max_rtt = 0.2, -- maximum round trip time
2550 avg_rtt = 0.02, -- average round trip time
2551 min_jitter = 0.01, -- minimum packet time jitter
2552 max_jitter = 0.5, -- maximum packet time jitter
2553 avg_jitter = 0.03, -- average packet time jitter
2554 connection_uptime = 200, -- seconds since client connected
2555 protocol_version = 32, -- protocol version used by client
2556 -- following information is available on debug build only!!!
2557 -- DO NOT USE IN MODS
2558 --ser_vers = 26, -- serialization version used by client
2559 --major = 0, -- major version number
2560 --minor = 4, -- minor version number
2561 --patch = 10, -- patch version number
2562 --vers_string = "0.4.9-git", -- full version string
2563 --state = "Active" -- current client state
2565 * `minetest.mkdir(path)`: returns success.
2566 * Creates a directory specified by `path`, creating parent directories
2567 if they don't exist.
2568 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2570 * nil: return all entries,
2571 * true: return only subdirectory names, or
2572 * false: return only file names.
2573 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
2574 * Replaces contents of file at path with new contents in a safe (atomic)
2575 way. Use this instead of below code when writing e.g. database files:
2576 `local f = io.open(path, "wb"); f:write(content); f:close()`
2577 * `minetest.get_version()`: returns a table containing components of the
2578 engine version. Components:
2579 * `project`: Name of the project, eg, "Minetest"
2580 * `string`: Simple version, eg, "1.2.3-dev"
2581 * `hash`: Full git version (only set if available),
2582 eg, "1.2.3-dev-01234567-dirty".
2583 Use this for informational purposes only. The information in the returned
2584 table does not represent the capabilities of the engine, nor is it
2585 reliable or verifiable. Compatible forks will have a different name and
2586 version entirely. To check for the presence of engine features, test
2587 whether the functions exported by the wanted features exist. For example:
2588 `if minetest.check_for_falling then ... end`.
2589 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
2590 * `data`: string of data to hash
2591 * `raw`: return raw bytes instead of hex digits, default: false
2594 * `minetest.debug(...)`
2595 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2596 * `minetest.log([level,] text)`
2597 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2598 `"info"`, or `"verbose"`. Default is `"none"`.
2600 ### Registration functions
2601 Call these functions only at load time!
2603 * `minetest.register_entity(name, prototype table)`
2604 * `minetest.register_abm(abm definition)`
2605 * `minetest.register_lbm(lbm definition)`
2606 * `minetest.register_node(name, node definition)`
2607 * `minetest.register_tool(name, item definition)`
2608 * `minetest.register_craftitem(name, item definition)`
2609 * `minetest.unregister_item(name)`
2610 * `minetest.register_alias(name, convert_to)`
2611 * Also use this to set the 'mapgen aliases' needed in a game for the core
2612 * mapgens. See 'Mapgen aliases' section above.
2613 * `minetest.register_alias_force(name, convert_to)`
2614 * `minetest.register_craft(recipe)`
2615 * Check recipe table syntax for different types below.
2616 * `minetest.clear_craft(recipe)`
2617 * Will erase existing craft based either on output item or on input recipe.
2618 * Specify either output or input only. If you specify both, input will be
2619 ignored. For input use the same recipe table syntax as for
2620 `minetest.register_craft(recipe)`. For output specify only the item,
2622 * If no erase candidate could be found, Lua exception will be thrown.
2623 * **Warning**! The type field ("shaped","cooking" or any other) will be
2624 ignored if the recipe contains output. Erasing is then done independently
2625 from the crafting method.
2626 * `minetest.register_ore(ore definition)`
2627 * `minetest.register_biome(biome definition)`
2628 * `minetest.register_decoration(decoration definition)`
2629 * `minetest.override_item(name, redefinition)`
2630 * Overrides fields of an item registered with register_node/tool/craftitem.
2631 * Note: Item must already be defined, (opt)depend on the mod defining it.
2632 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2633 * `minetest.clear_registered_ores()`
2634 * `minetest.clear_registered_biomes()`
2635 * `minetest.clear_registered_decorations()`
2637 ### Global callback registration functions
2638 Call these functions only at load time!
2640 * `minetest.register_globalstep(func(dtime))`
2641 * Called every server step, usually interval of 0.1s
2642 * `minetest.register_on_shutdown(func())`
2643 * Called before server shutdown
2644 * **Warning**: If the server terminates abnormally (i.e. crashes), the
2645 registered callbacks **will likely not be run**. Data should be saved at
2646 semi-frequent intervals as well as on server shutdown.
2647 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2648 * Called when a node has been placed
2649 * If return `true` no item is taken from `itemstack`
2650 * `placer` may be any valid ObjectRef or nil.
2651 * **Not recommended**; use `on_construct` or `after_place_node` in node
2652 definition whenever possible.
2653 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2654 * Called when a node has been dug.
2655 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
2656 definition whenever possible.
2657 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2658 * Called when a node is punched
2659 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2660 * Called after generating a piece of world. Modifying nodes inside the area
2661 is a bit faster than usually.
2662 * `minetest.register_on_newplayer(func(ObjectRef))`
2663 * Called after a new player has been created
2664 * `minetest.register_on_dieplayer(func(ObjectRef))`
2665 * Called when a player dies
2666 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2667 * Called when a player is punched
2668 * `player` - ObjectRef - Player that was punched
2669 * `hitter` - ObjectRef - Player that hit
2670 * `time_from_last_punch`: Meant for disallowing spamming of clicks
2672 * `tool_capabilities`: capability table of used tool (can be nil)
2673 * `dir`: unit vector of direction of punch. Always defined. Points from
2674 the puncher to the punched.
2675 * `damage` - number that represents the damage calculated by the engine
2676 * should return `true` to prevent the default damage mechanism
2677 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2678 * Called when the player gets damaged or healed
2679 * `player`: ObjectRef of the player
2680 * `hp_change`: the amount of change. Negative when it is damage.
2681 * `modifier`: when true, the function should return the actual `hp_change`.
2682 Note: modifiers only get a temporary hp_change that can be modified by
2683 later modifiers. modifiers can return true as a second argument to stop
2684 the execution of further functions. Non-modifiers receive the final hp
2685 change calculated by the modifiers.
2686 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2687 * Called when player is to be respawned
2688 * Called _before_ repositioning of player occurs
2689 * return true in func to disable regular player placement
2690 * `minetest.register_on_prejoinplayer(func(name, ip))`
2691 * Called before a player joins the game
2692 * If it returns a string, the player is disconnected with that string as
2694 * `minetest.register_on_joinplayer(func(ObjectRef))`
2695 * Called when a player joins the game
2696 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2697 * Called when a player leaves the game
2698 * `timed_out`: True for timeout, false for other reasons.
2699 * `minetest.register_on_auth_fail(func(name, ip))`
2700 * Called when a client attempts to log into an account but supplies the
2702 * `ip`: The IP address of the client.
2703 * `name`: The account the client attempted to log into.
2704 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2705 * Called when a player cheats
2706 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2708 * `interacted_too_far`
2709 * `interacted_while_dead`
2710 * `finished_unknown_dig`
2713 * `minetest.register_on_chat_message(func(name, message))`
2714 * Called always when a player says something
2715 * Return `true` to mark the message as handled, which means that it will
2716 not be sent to other players.
2717 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2718 * Called when a button is pressed in player's inventory form
2719 * Newest functions are called first
2720 * If function returns `true`, remaining functions are not called
2721 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2722 * Called when `player` crafts something
2723 * `itemstack` is the output
2724 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
2726 * `craft_inv` is the inventory with the crafting grid
2727 * Return either an `ItemStack`, to replace the output, or `nil`, to not
2729 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2730 * The same as before, except that it is called before the player crafts, to
2731 make craft prediction, and it should not change anything.
2732 * `minetest.register_on_protection_violation(func(pos, name))`
2733 * Called by `builtin` and mods when a player violates protection at a
2734 position (eg, digs a node or punches a protected entity).
2735 * The registered functions can be called using
2736 `minetest.record_protection_violation`.
2737 * The provided function should check that the position is protected by the
2738 mod calling this function before it prints a message, if it does, to
2739 allow for multiple protection mods.
2740 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2741 * Called when an item is eaten, by `minetest.item_eat`
2742 * Return `true` or `itemstack` to cancel the default item eat response
2743 (i.e.: hp increase).
2744 * `minetest.register_on_priv_grant(function(name, granter, priv))`
2745 * Called when `granter` grants the priv `priv` to `name`.
2746 * Note that the callback will be called twice if it's done by a player,
2747 once with granter being the player name, and again with granter being nil.
2748 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
2749 * Called when `revoker` revokes the priv `priv` from `name`.
2750 * Note that the callback will be called twice if it's done by a player,
2751 once with revoker being the player name, and again with revoker being nil.
2752 * `minetest.register_can_bypass_userlimit(function(name, ip))`
2753 * Called when `name` user connects with `ip`.
2754 * Return `true` to by pass the player limit
2755 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
2756 * Called when an incoming mod channel message is received
2757 * You should have joined some channels to receive events.
2758 * If message comes from a server mod, `sender` field is an empty string.
2760 ### Other registration functions
2761 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2762 * Adds definition to `minetest.registered_chatcommands`
2763 * `minetest.override_chatcommand(name, redefinition)`
2764 * Overrides fields of a chatcommand registered with `register_chatcommand`.
2765 * `minetest.unregister_chatcommand(name)`
2766 * Unregisters a chatcommands registered with `register_chatcommand`.
2767 * `minetest.register_privilege(name, definition)`
2768 * `definition`: `"description text"`
2770 `{description = "description text", give_to_singleplayer = boolean}`
2771 the default of `give_to_singleplayer` is true.
2772 * To allow players with `basic_privs` to grant, see `basic_privs`
2773 minetest.conf setting.
2774 * `on_grant(name, granter_name)`: Called when given to player `name` by
2776 `granter_name` will be nil if the priv was granted by a mod.
2777 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
2779 `revoker_name` will be nil if the priv was revoked by a mod
2780 * Note that the above two callbacks will be called twice if a player is
2781 responsible, once with the player name, and then with a nil player name.
2782 * Return true in the above callbacks to stop register_on_priv_grant or
2783 revoke being called.
2784 * `minetest.register_authentication_handler(authentication handler definition)`
2785 * Registers an auth handler that overrides the builtin one
2786 * This function can be called by a single mod once only.
2789 * `minetest.settings`: Settings object containing all of the settings from the
2790 main config file (`minetest.conf`).
2791 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
2792 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
2795 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2796 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2797 * Convert between two privilege representations
2798 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2799 * `minetest.check_player_privs(player_or_name, ...)`:
2800 returns `bool, missing_privs`
2801 * A quickhand for checking privileges.
2802 * `player_or_name`: Either a Player object or the name of a player.
2803 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2804 a table, e.g. `{ priva = true, privb = true }`.
2806 * `minetest.check_password_entry(name, entry, password)`
2807 * Returns true if the "password entry" for a player with name matches given
2808 password, false otherwise.
2809 * The "password entry" is the password representation generated by the
2810 engine as returned as part of a `get_auth()` call on the auth handler.
2811 * Only use this function for making it possible to log in via password from
2812 external protocols such as IRC, other uses are frowned upon.
2813 * `minetest.get_password_hash(name, raw_password)`
2814 * Convert a name-password pair to a password hash that Minetest can use.
2815 * The returned value alone is not a good basis for password checks based
2816 on comparing the password hash in the database with the password hash
2817 from the function, with an externally provided password, as the hash
2818 in the db might use the new SRP verifier format.
2819 * For this purpose, use `minetest.check_password_entry` instead.
2820 * `minetest.get_player_ip(name)`: returns an IP address string for the player
2822 * The player needs to be online for this to be successful.
2824 * `minetest.get_auth_handler()`: Return the currently active auth handler
2825 * See the `Authentication handler definition`
2826 * Use this to e.g. get the authentication data for a player:
2827 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
2828 * `minetest.notify_authentication_modified(name)`
2829 * Must be called by the authentication handler for privilege changes.
2830 * `name`: string; if omitted, all auth data should be considered modified
2831 * `minetest.set_player_password(name, password_hash)`: Set password hash of
2833 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
2835 * `minetest.auth_reload()`
2836 * See `reload()` in authentication handler definition
2838 `minetest.set_player_password`, `minetest_set_player_privs`,
2839 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
2843 * `minetest.chat_send_all(text)`
2844 * `minetest.chat_send_player(name, text)`
2846 ### Environment access
2847 * `minetest.set_node(pos, node)`
2848 * `minetest.add_node(pos, node): alias to `minetest.set_node`
2849 * Set node at position `pos`
2850 * `node`: table `{name=string, param1=number, param2=number}`
2851 * If param1 or param2 is omitted, it's set to `0`.
2852 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
2853 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
2854 * Set node on all positions set in the first argument.
2855 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
2856 * For node specification or position syntax see `minetest.set_node` call
2857 * Faster than set_node due to single call, but still considerably slower
2858 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
2859 Unlike LVMs, this will call node callbacks. It also allows setting nodes
2860 in spread out positions which would cause LVMs to waste memory.
2861 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
2863 * `minetest.swap_node(pos, node)`
2864 * Set node at position, but don't remove metadata
2865 * `minetest.remove_node(pos)`
2866 * By default it does the same as `minetest.set_node(pos, {name="air"})`
2867 * `minetest.get_node(pos)`
2868 * Returns the node at the given position as table in the format
2869 `{name="node_name", param1=0, param2=0}`,
2870 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
2871 * `minetest.get_node_or_nil(pos)`
2872 * Same as `get_node` but returns `nil` for unloaded areas.
2873 * `minetest.get_node_light(pos, timeofday)`
2874 * Gets the light value at the given position. Note that the light value
2875 "inside" the node at the given position is returned, so you usually want
2876 to get the light value of a neighbor.
2877 * `pos`: The position where to measure the light.
2878 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2879 * Returns a number between `0` and `15` or `nil`
2880 * `minetest.place_node(pos, node)`
2881 * Place node with the same effects that a player would cause
2882 * `minetest.dig_node(pos)`
2883 * Dig node with the same effects that a player would cause
2884 * Returns `true` if successful, `false` on failure (e.g. protected location)
2885 * `minetest.punch_node(pos)`
2886 * Punch node with the same effects that a player would cause
2887 * `minetest.spawn_falling_node(pos)`
2888 * Change node into falling node
2889 * Returns `true` if successful, `false` on failure
2891 * `minetest.find_nodes_with_meta(pos1, pos2)`
2892 * Get a table of positions of nodes that have metadata within a region
2894 * `minetest.get_meta(pos)`
2895 * Get a `NodeMetaRef` at that position
2896 * `minetest.get_node_timer(pos)`
2897 * Get `NodeTimerRef`
2899 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
2901 * Returns `ObjectRef`, or `nil` if failed
2902 * `minetest.add_item(pos, item)`: Spawn item
2903 * Returns `ObjectRef`, or `nil` if failed
2904 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2905 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
2907 * `radius`: using an euclidean metric
2908 * `minetest.set_timeofday(val)`
2909 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2910 * `minetest.get_timeofday()`
2911 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
2913 * `minetest.get_day_count()`: returns number days elapsed since world was
2915 * accounts for time changes.
2916 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
2918 * `radius`: using a maximum metric
2919 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2920 * `search_center` is an optional boolean (default: `false`)
2921 If true `pos` is also checked for the nodes
2922 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
2924 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2925 * First return value: Table with all node positions
2926 * Second return value: Table with the count of each node with the node name
2928 * Area volume is limited to 4,096,000 nodes
2929 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
2931 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2932 * Return value: Table with all node positions with a node air above
2933 * Area volume is limited to 4,096,000 nodes
2934 * `minetest.get_perlin(noiseparams)`
2935 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2936 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2937 * `minetest.get_voxel_manip([pos1, pos2])`
2938 * Return voxel manipulator object.
2939 * Loads the manipulator from the map if positions are passed.
2940 * `minetest.set_gen_notify(flags, {deco_ids})`
2941 * Set the types of on-generate notifications that should be collected.
2942 * `flags` is a flag field with the available flags:
2950 * The second parameter is a list of IDS of decorations which notification
2952 * `minetest.get_gen_notify()`
2953 * Returns a flagstring and a table with the `deco_id`s.
2954 * `minetest.get_decoration_id(decoration_name)
2955 * Returns the decoration ID number for the provided decoration name string,
2956 or `nil` on failure.
2957 * `minetest.get_mapgen_object(objectname)`
2958 * Return requested mapgen object if available (see "Mapgen objects")
2959 * `minetest.get_heat(pos)`
2960 * Returns the heat at the position, or `nil` on failure.
2961 * `minetest.get_humidity(pos)`
2962 * Returns the humidity at the position, or `nil` on failure.
2963 * `minetest.get_biome_data(pos)`
2964 * Returns a table containing:
2965 * `biome` the biome id of the biome at that position
2966 * `heat` the heat at the position
2967 * `humidity` the humidity at the position
2968 * Or returns `nil` on failure.
2969 * `minetest.get_biome_id(biome_name)`
2970 * Returns the biome id, as used in the biomemap Mapgen object and returned
2971 by `minetest.get_biome_data(pos)`, for a given biome_name string.
2972 * `minetest.get_biome_name(biome_id)`
2973 * Returns the biome name string for the provided biome id, or `nil` on
2975 * If no biomes have been registered, such as in mgv6, returns `default`.
2976 * `minetest.get_mapgen_params()`
2977 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
2978 * Returns a table containing:
2984 * `minetest.set_mapgen_params(MapgenParams)`
2985 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
2987 * Set map generation parameters.
2988 * Function cannot be called after the registration period; only
2989 initialization and `on_mapgen_init`.
2990 * Takes a table as an argument with the fields:
2996 * Leave field unset to leave that parameter unchanged.
2997 * `flags` contains a comma-delimited string of flags to set, or if the
2998 prefix `"no"` is attached, clears instead.
2999 * `flags` is in the same format and has the same options as `mg_flags` in
3001 * `minetest.get_mapgen_setting(name)`
3002 * Gets the *active* mapgen setting (or nil if none exists) in string
3003 format with the following order of precedence:
3004 1) Settings loaded from map_meta.txt or overrides set during mod
3006 2) Settings set by mods without a metafile override
3007 3) Settings explicitly set in the user config file, minetest.conf
3008 4) Settings set as the user config default
3009 * `minetest.get_mapgen_setting_noiseparams(name)`
3010 * Same as above, but returns the value as a NoiseParams table if the
3011 setting `name` exists and is a valid NoiseParams.
3012 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3013 * Sets a mapgen param to `value`, and will take effect if the corresponding
3014 mapgen setting is not already present in map_meta.txt.
3015 * `override_meta` is an optional boolean (default: `false`). If this is set
3016 to true, the setting will become the active setting regardless of the map
3018 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3019 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3020 * Same as above, except value is a NoiseParams table.
3021 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3022 * Sets the noiseparams setting of `name` to the noiseparams table specified
3024 * `set_default` is an optional boolean (default: `true`) that specifies
3025 whether the setting should be applied to the default config or current
3027 * `minetest.get_noiseparams(name)`
3028 * Returns a table of the noiseparams for name.
3029 * `minetest.generate_ores(vm, pos1, pos2)`
3030 * Generate all registered ores within the VoxelManip `vm` and in the area
3031 from `pos1` to `pos2`.
3032 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3033 * `minetest.generate_decorations(vm, pos1, pos2)`
3034 * Generate all registered decorations within the VoxelManip `vm` and in the
3035 area from `pos1` to `pos2`.
3036 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3037 * `minetest.clear_objects([options])`
3038 * Clear all objects in the environment
3039 * Takes an optional table as an argument with the field `mode`.
3040 * mode = `"full"` : Load and go through every mapblock, clearing
3042 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
3043 clear objects in unloaded mapblocks only when the
3044 mapblocks are next activated.
3045 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3046 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
3047 asynchronously fetched from memory, loaded from disk, or if inexistent,
3049 * If `callback` is a valid Lua function, this will be called for each block
3051 * The function signature of callback is:
3052 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
3053 * `blockpos` is the *block* coordinates of the block that had been
3055 * `action` could be one of the following constant values:
3056 * `minetest.EMERGE_CANCELLED`
3057 * `minetest.EMERGE_ERRORED`
3058 * `minetest.EMERGE_FROM_MEMORY`
3059 * `minetest.EMERGE_FROM_DISK`
3060 * `minetest.EMERGE_GENERATED`
3061 * `calls_remaining` is the number of callbacks to be expected after
3063 * `param` is the user-defined parameter passed to emerge_area (or
3064 nil if the parameter was absent).
3065 * `minetest.delete_area(pos1, pos2)`
3066 * delete all mapblocks in the area from pos1 to pos2, inclusive
3067 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
3068 * Checks if there is anything other than air between pos1 and pos2.
3069 * Returns false if something is blocking the sight.
3070 * Returns the position of the blocking node when `false`
3071 * `pos1`: First position
3072 * `pos2`: Second position
3073 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
3074 * Creates a `Raycast` object.
3075 * `pos1`: start of the ray
3076 * `pos2`: end of the ray
3077 * `objects` : if false, only nodes will be returned. Default is `true`.
3078 * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
3079 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
3080 * returns table containing path
3081 * returns a table of 3D points representing a path from `pos1` to `pos2` or
3083 * `pos1`: start position
3084 * `pos2`: end position
3085 * `searchdistance`: number of blocks to search in each direction using a
3087 * `max_jump`: maximum height difference to consider walkable
3088 * `max_drop`: maximum height difference to consider droppable
3089 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
3090 * `minetest.spawn_tree (pos, {treedef})`
3091 * spawns L-system tree at given `pos` with definition in `treedef` table
3092 * `minetest.transforming_liquid_add(pos)`
3093 * add node to liquid update queue
3094 * `minetest.get_node_max_level(pos)`
3095 * get max available level for leveled node
3096 * `minetest.get_node_level(pos)`
3097 * get level of leveled node (water, snow)
3098 * `minetest.set_node_level(pos, level)`
3099 * set level of leveled node, default `level` equals `1`
3100 * if `totallevel > maxlevel`, returns rest (`total-max`).
3101 * `minetest.add_node_level(pos, level)`
3102 * increase level of leveled node by level, default `level` equals `1`
3103 * if `totallevel > maxlevel`, returns rest (`total-max`)
3104 * can be negative for decreasing
3105 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
3106 * resets the light in a cuboid-shaped part of
3107 the map and removes lighting bugs.
3108 * Loads the area if it is not loaded.
3109 * `pos1` is the corner of the cuboid with the least coordinates
3110 (in node coordinates), inclusive.
3111 * `pos2` is the opposite corner of the cuboid, inclusive.
3112 * The actual updated cuboid might be larger than the specified one,
3113 because only whole map blocks can be updated.
3114 The actual updated area consists of those map blocks that intersect
3115 with the given cuboid.
3116 * However, the neighborhood of the updated area might change
3117 as well, as light can spread out of the cuboid, also light
3119 * returns `false` if the area is not fully generated,
3121 * `minetest.check_single_for_falling(pos)`
3122 * causes an unsupported `group:falling_node` node to fall and causes an
3123 unattached `group:attached_node` node to fall.
3124 * does not spread these updates to neighbours.
3125 * `minetest.check_for_falling(pos)`
3126 * causes an unsupported `group:falling_node` node to fall and causes an
3127 unattached `group:attached_node` node to fall.
3128 * spread these updates to neighbours and can cause a cascade
3130 * `minetest.get_spawn_level(x, z)`
3131 * Returns a player spawn y co-ordinate for the provided (x, z)
3132 co-ordinates, or `nil` for an unsuitable spawn point.
3133 * For most mapgens a 'suitable spawn point' is one with y between
3134 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
3135 so `nil` will be returned for many (x, z) co-ordinates.
3136 * The spawn level returned is for a player spawn in unmodified terrain.
3137 * The spawn level is intentionally above terrain level to cope with
3138 full-node biome 'dust' nodes.
3141 You can find mod channels communication scheme in `docs/mod_channels.png`.
3143 * `minetest.mod_channel_join(channel_name)`
3144 * Server joins channel `channel_name`, and creates it if necessary. You
3145 should listen from incoming messages with
3146 `minetest.register_on_modchannel_message` call to receive incoming
3150 `minetest.get_inventory(location)`: returns an `InvRef`
3153 * `{type="player", name="celeron55"}`
3154 * `{type="node", pos={x=, y=, z=}}`
3155 * `{type="detached", name="creative"}`
3156 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
3158 * callbacks: See "Detached inventory callbacks"
3159 * `player_name`: Make detached inventory available to one player
3160 exclusively, by default they will be sent to every player (even if not
3162 Note that this parameter is mostly just a workaround and will be removed
3164 * Creates a detached inventory. If it already exists, it is cleared.
3165 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3166 returns left over ItemStack.
3167 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3170 * `minetest.show_formspec(playername, formname, formspec)`
3171 * `playername`: name of player to show formspec
3172 * `formname`: name passed to `on_player_receive_fields` callbacks.
3173 It should follow the `"modname:<whatever>"` naming convention
3174 * `formspec`: formspec to display
3175 * `minetest.close_formspec(playername, formname)`
3176 * `playername`: name of player to close formspec
3177 * `formname`: has to exactly match the one given in `show_formspec`, or the
3178 formspec will not close.
3179 * calling `show_formspec(playername, formname, "")` is equal to this
3181 * to close a formspec regardless of the formname, call
3182 `minetest.close_formspec(playername, "")`.
3183 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3184 * `minetest.formspec_escape(string)`: returns a string
3185 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3187 * `minetest.explode_table_event(string)`: returns a table
3188 * returns e.g. `{type="CHG", row=1, column=2}`
3190 * `"INV"`: no row selected)
3191 * `"CHG"`: selected)
3192 * `"DCL"`: double-click
3193 * `minetest.explode_textlist_event(string)`: returns a table
3194 * returns e.g. `{type="CHG", index=1}`
3196 * `"INV"`: no row selected)
3197 * `"CHG"`: selected)
3198 * `"DCL"`: double-click
3199 * `minetest.explode_scrollbar_event(string)`: returns a table
3200 * returns e.g. `{type="CHG", value=500}`
3202 * `"INV"`: something failed
3203 * `"CHG"`: has been changed
3204 * `"VAL"`: not changed
3207 * `minetest.inventorycube(img1, img2, img3)`
3208 * Returns a string for making an image of a cube (useful as an item image)
3209 * `minetest.get_pointed_thing_position(pointed_thing, above)`
3210 * Get position of a `pointed_thing` (that you can get from somewhere)
3211 * `minetest.dir_to_facedir(dir, is6d)`
3212 * Convert a vector to a facedir value, used in `param2` for
3213 `paramtype2="facedir"`.
3214 * passing something non-`nil`/`false` for the optional second parameter
3215 causes it to take the y component into account.
3216 * `minetest.facedir_to_dir(facedir)`
3217 * Convert a facedir back into a vector aimed directly out the "back" of a
3219 * `minetest.dir_to_wallmounted(dir)`
3220 * Convert a vector to a wallmounted value, used for
3221 `paramtype2="wallmounted"`.
3222 * `minetest.wallmounted_to_dir(wallmounted)`
3223 * Convert a wallmounted value back into a vector aimed directly out the
3225 * `minetest.dir_to_yaw(dir)`
3226 * Convert a vector into a yaw (angle)
3227 * `minetest.yaw_to_dir(yaw)`
3228 * Convert yaw (angle) to a vector
3229 * `minetest.is_colored_paramtype(ptype)`
3230 * Returns a boolean. Returns `true` if the given `paramtype2` contains
3231 color information (`color`, `colorwallmounted` or `colorfacedir`).
3232 * `minetest.strip_param2_color(param2, paramtype2)`
3233 * Removes everything but the color information from the
3234 given `param2` value.
3235 * Returns `nil` if the given `paramtype2` does not contain color
3237 * `minetest.get_node_drops(nodename, toolname)`
3238 * Returns list of item names.
3239 * **Note**: This will be removed or modified in a future version.
3240 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
3241 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3242 * `input.width` = for example `3`
3243 * `input.items` = for example
3244 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3245 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
3246 * `output.time` = a number, if unsuccessful: `0`
3247 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
3248 `decremented_input.items`
3249 * `decremented_input` = like `input`
3250 * `minetest.get_craft_recipe(output)`: returns input
3251 * returns last registered recipe for output item (node)
3252 * `output` is a node or item type such as `"default:torch"`
3253 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
3254 * `input.width` = for example `3`
3255 * `input.items` = for example
3256 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
3257 * `input.items` = `nil` if no recipe found
3258 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
3259 * returns indexed table with all registered recipes for query item (node)
3260 or `nil` if no recipe was found.
3261 * recipe entry table:
3264 method = 'normal' or 'cooking' or 'fuel'
3265 width = 0-3, 0 means shapeless recipe
3266 items = indexed [1-9] table with recipe items
3267 output = string with item name and quantity
3269 * Example query for `"default:gold_ingot"` will return table:
3272 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
3273 items = {1 = "default:gold_lump"}},
3274 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
3275 items = {1 = "default:goldblock"}}
3277 * `minetest.handle_node_drops(pos, drops, digger)`
3278 * `drops`: list of itemstrings
3279 * Handles drops from nodes after digging: Default action is to put them
3280 into digger's inventory.
3281 * Can be overridden to get different functionality (e.g. dropping items on
3283 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
3285 * Creates an item string which contains palette index information
3286 for hardware colorization. You can use the returned string
3287 as an output in a craft recipe.
3288 * `item`: the item stack which becomes colored. Can be in string,
3289 table and native form.
3290 * `palette_index`: this index is added to the item stack
3291 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
3292 * Creates an item string which contains static color information
3293 for hardware colorization. Use this method if you wish to colorize
3294 an item that does not own a palette. You can use the returned string
3295 as an output in a craft recipe.
3296 * `item`: the item stack which becomes colored. Can be in string,
3297 table and native form.
3298 * `colorstring`: the new color of the item stack
3301 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
3302 returns `{{actor, pos, time, oldnode, newnode}, ...}`
3303 * Find who has done something to a node, or near a node
3304 * `actor`: `"player:<name>"`, also `"liquid"`.
3305 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
3306 `boolean, log_messages`.
3307 * Revert latest actions of someone
3308 * `actor`: `"player:<name>"`, also `"liquid"`.
3310 ### Defaults for the `on_*` item definition functions
3311 These functions return the leftover itemstack.
3313 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
3314 * Place item as a node
3315 * `param2` overrides `facedir` and wallmounted `param2`
3316 * returns `itemstack, success`
3317 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
3319 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
3320 * Use one of the above based on what the item is.
3321 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
3322 * **Note**: is not called when wielded item overrides `on_place`
3323 * `param2` overrides `facedir` and wallmounted `param2`
3324 * returns `itemstack, success`
3325 * `minetest.item_drop(itemstack, dropper, pos)`
3327 * `minetest.item_eat(hp_change, replace_with_item)`
3329 * `replace_with_item` is the itemstring which is added to the inventory.
3330 If the player is eating a stack, then replace_with_item goes to a
3331 different spot. Can be `nil`
3332 * See `minetest.do_item_eat`
3334 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
3335 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
3336 * Calls functions registered by `minetest.register_on_punchnode()`
3337 * `minetest.node_dig(pos, node, digger)`
3338 * Checks if node can be dug, puts item into inventory, removes node
3339 * Calls functions registered by `minetest.registered_on_dignodes()`
3342 * `minetest.sound_play(spec, parameters)`: returns a handle
3343 * `spec` is a `SimpleSoundSpec`
3344 * `parameters` is a sound parameter table
3345 * `minetest.sound_stop(handle)`
3346 * `minetest.sound_fade(handle, step, gain)`
3347 * `handle` is a handle returned by `minetest.sound_play`
3348 * `step` determines how fast a sound will fade.
3349 Negative step will lower the sound volume, positive step will increase
3351 * `gain` the target gain for the fade.
3354 * `minetest.after(time, func, ...)`
3355 * Call the function `func` after `time` seconds, may be fractional
3356 * Optional: Variable number of arguments that are passed to `func`
3359 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
3360 server shutdown. Will display `message` to clients.
3361 * `reconnect` == true displays a reconnect button
3362 * `delay` adds an optional delay (in seconds) before shutdown.
3363 Negative delay cancels the current active shutdown.
3364 Zero delay triggers an immediate shutdown.
3365 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
3366 * `minetest.get_server_status()`: returns server status string
3367 * `minetest.get_server_uptime()`: returns the server uptime in seconds
3368 * `minetest.remove_player(name)`: remove player from database (if they are not
3370 * As auth data is not removed, minetest.player_exists will continue to
3371 return true. Call the below method as well if you want to remove auth
3373 * Returns a code (0: successful, 1: no such player, 2: player is connected)
3374 * `minetest.remove_player_auth(name)`: remove player authentication data
3375 * Returns boolean indicating success (false if player nonexistant)
3378 * `minetest.get_ban_list()`: returns the ban list
3379 (same as `minetest.get_ban_description("")`).
3380 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
3381 * `minetest.ban_player(name)`: ban a player
3382 * `minetest.unban_player_or_ip(name)`: unban player or IP address
3383 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
3387 * `minetest.add_particle(particle definition)`
3388 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
3389 expirationtime, size, collisiondetection, texture, playername)`
3391 * `minetest.add_particlespawner(particlespawner definition)`
3392 * Add a `ParticleSpawner`, an object that spawns an amount of particles
3393 over `time` seconds.
3394 * Returns an `id`, and -1 if adding didn't succeed
3395 * `Deprecated: minetest.add_particlespawner(amount, time,
3399 minexptime, maxexptime,
3401 collisiondetection, texture, playername)`
3403 * `minetest.delete_particlespawner(id, player)`
3404 * Delete `ParticleSpawner` with `id` (return value from
3405 `minetest.add_particlespawner`).
3406 * If playername is specified, only deletes on the player's client,
3407 otherwise on all clients.
3410 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
3411 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
3412 * Apply the specified probability and per-node force-place to the specified nodes
3413 according to the `probability_list`.
3414 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
3415 * `pos` is the 3D vector specifying the absolute coordinates of the
3416 node being modified,
3417 * `prob` is an integer value from `0` to `255` that encodes probability and
3418 per-node force-place. Probability has levels 0-127, then 128 is added to
3419 encode per-node force-place.
3420 For probability stated as 0-255, divide by 2 and round down to get values
3421 0-127, then add 128 to apply per-node force-place.
3422 * If there are two or more entries with the same pos value, the
3424 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
3425 * If `probability_list` equals `nil`, no probabilities are applied.
3426 * Apply the specified probability to the specified horizontal slices according to the
3428 * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
3429 * `ypos` indicates the y position of the slice with a probability applied,
3430 the lowest slice being `ypos = 0`.
3431 * If slice probability list equals `nil`, no slice probabilities are applied.
3432 * Saves schematic in the Minetest Schematic format to filename.
3434 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
3435 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
3436 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
3437 * If the `rotation` parameter is omitted, the schematic is not rotated.
3438 * `replacements` = `{["old_name"] = "convert_to", ...}`
3439 * `force_placement` is a boolean indicating whether nodes other than `air` and
3440 `ignore` are replaced by the schematic
3441 * Returns nil if the schematic could not be loaded.
3442 * **Warning**: Once you have loaded a schematic from a file, it will be cached. Future calls
3443 will always use the cached version and the replacement list defined for it,
3444 regardless of whether the file or the replacement list parameter have changed.
3445 The only way to load the file anew is to restart the server.
3446 * `flags` is a flag field with the available flags:
3451 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
3452 * This function is analogous to minetest.place_schematic, but places a schematic onto the
3453 specified VoxelManip object `vmanip` instead of the whole map.
3454 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
3455 containing the full area required, and true if the whole schematic was able to fit.
3456 * Returns nil if the schematic could not be loaded.
3457 * After execution, any external copies of the VoxelManip contents are invalidated.
3458 * `flags` is a flag field with the available flags:
3463 * `minetest.serialize_schematic(schematic, format, options)`
3464 * Return the serialized schematic specified by schematic (see: Schematic specifier)
3465 * in the `format` of either "mts" or "lua".
3466 * "mts" - a string containing the binary MTS data used in the MTS file format
3467 * "lua" - a string containing Lua code representing the schematic in table format
3468 * `options` is a table containing the following optional parameters:
3469 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
3470 * position comments for every X row generated in the schematic data for easier reading.
3471 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
3472 * will use that number of spaces as indentation instead of a tab character.
3475 * `minetest.request_http_api()`:
3476 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
3477 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
3478 otherwise returns `nil`.
3479 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
3481 * Only works at init time and must be called from the mod's main scope (not from a function).
3482 * Function only exists if minetest server was built with cURL support.
3483 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
3485 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
3486 * Performs given request asynchronously and calls callback upon completion
3487 * callback: `function(HTTPRequestResult res)`
3488 * Use this HTTP function if you are unsure, the others are for advanced use.
3489 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
3490 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
3491 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
3492 * Return response data for given asynchronous HTTP request
3495 * `minetest.get_mod_storage()`:
3496 * returns reference to mod private `StorageRef`
3497 * must be called during mod load time
3500 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
3501 * `minetest.is_player(o)`: boolean, whether `o` is a player
3502 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
3503 * `minetest.hud_replace_builtin(name, hud_definition)`
3504 * Replaces definition of a builtin hud element
3505 * `name`: `"breath"` or `"health"`
3506 * `hud_definition`: definition to replace builtin definition
3507 * `minetest.send_join_message(player_name)`
3508 * This function can be overridden by mods to change the join message.
3509 * `minetest.send_leave_message(player_name, timed_out)`
3510 * This function can be overridden by mods to change the leave message.
3511 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
3512 * `pos`: table {x=number, y=number, z=number},
3513 * Gives a unique hash number for a node position (16+16+16=48bit)
3514 * `minetest.get_position_from_hash(hash)`: returns a position
3515 * Inverse transform of `minetest.hash_node_position`
3516 * `minetest.get_item_group(name, group)`: returns a rating
3517 * Get rating of a group of an item. (`0` means: not in group)
3518 * `minetest.get_node_group(name, group)`: returns a rating
3519 * Deprecated: An alias for the former.
3520 * `minetest.raillike_group(name)`: returns a rating
3521 * Returns rating of the connect_to_raillike group corresponding to name
3522 * If name is not yet the name of a connect_to_raillike group, a new group id
3523 * is created, with that name
3524 * `minetest.get_content_id(name)`: returns an integer
3525 * Gets the internal content ID of `name`
3526 * `minetest.get_name_from_content_id(content_id)`: returns a string
3527 * Gets the name of the content with that content ID
3528 * `minetest.parse_json(string[, nullvalue])`: returns something
3529 * Convert a string containing JSON data into the Lua equivalent
3530 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
3531 * On success returns a table, a string, a number, a boolean or `nullvalue`
3532 * On failure outputs an error message and returns `nil`
3533 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
3534 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
3535 * Convert a Lua table into a JSON string
3536 * styled: Outputs in a human-readable format if this is set, defaults to false
3537 * Unserializable things like functions and userdata will cause an error.
3538 * **Warning**: JSON is more strict than the Lua table format.
3539 1. You can only use strings and positive integers of at least one as keys.
3540 2. You can not mix string and integer keys.
3541 This is due to the fact that JSON has two distinct array and object values.
3542 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
3543 * `minetest.serialize(table)`: returns a string
3544 * Convert a table containing tables, strings, numbers, booleans and `nil`s
3545 into string form readable by `minetest.deserialize`
3546 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
3547 * `minetest.deserialize(string)`: returns a table
3548 * Convert a string returned by `minetest.deserialize` into a table
3549 * `string` is loaded in an empty sandbox environment.
3550 * Will load functions, but they cannot access the global environment.
3551 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
3552 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
3553 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
3554 * `minetest.compress(data, method, ...)`: returns `compressed_data`
3555 * Compress a string of data.
3556 * `method` is a string identifying the compression method to be used.
3557 * Supported compression methods:
3558 * Deflate (zlib): `"deflate"`
3559 * `...` indicates method-specific arguments. Currently defined arguments are:
3560 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
3561 * `minetest.decompress(compressed_data, method, ...)`: returns data
3562 * Decompress a string of data (using ZLib).
3563 * See documentation on `minetest.compress()` for supported compression methods.
3564 * currently supported.
3565 * `...` indicates method-specific arguments. Currently, no methods use this.
3566 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
3567 * Each argument is a 8 Bit unsigned integer
3568 * Returns the ColorString from rgb or rgba values
3569 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
3570 * `minetest.encode_base64(string)`: returns string encoded in base64
3571 * Encodes a string in base64.
3572 * `minetest.decode_base64(string)`: returns string
3573 * Decodes a string encoded in base64.
3574 * `minetest.is_protected(pos, name)`: returns boolean
3575 * Returns true, if player `name` shouldn't be able to dig at `pos` or do other
3576 actions, definable by mods, due to some mod-defined ownership-like concept.
3577 Returns false or nil, if the player is allowed to do such actions.
3578 * `name` will be "" for non-players or unknown players.
3579 * This function should be overridden by protection mods and should be used to
3580 check if a player can interact at a position.
3581 * This function should call the old version of itself if the position is not
3582 protected by the mod.
3585 local old_is_protected = minetest.is_protected
3586 function minetest.is_protected(pos, name)
3587 if mymod:position_protected_from(pos, name) then
3590 return old_is_protected(pos, name)
3592 * `minetest.record_protection_violation(pos, name)`
3593 * This function calls functions registered with
3594 `minetest.register_on_protection_violation`.
3595 * `minetest.is_area_protected(pos1, pos2, player_name, interval)
3596 * Returns the position of the first node that `player_name` may not modify in
3597 the specified cuboid between `pos1` and `pos2`.
3598 * Returns `false` if no protections were found.
3599 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
3600 The points are spaced evenly throughout the volume and have a spacing
3601 similar to, but no larger than, `interval`.
3602 * All corners and edges of the defined volume are checked.
3603 * `interval` defaults to 4.
3604 * `interval` should be carefully chosen and maximised to avoid an excessive
3605 number of points being checked.
3606 * Like `minetest.is_protected`, this function may be extended or overwritten by
3607 mods to provide a faster implementation to check the cuboid for intersections.
3608 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
3609 * Attempt to predict the desired orientation of the facedir-capable node
3610 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
3611 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
3612 field is false or omitted (else, the itemstack is not changed). `orient_flags`
3613 is an optional table containing extra tweaks to the placement code:
3614 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
3615 orientation on the wall.
3616 * `force_wall` : if `true`, always place the node in wall orientation.
3617 * `force_ceiling`: if `true`, always place on the ceiling.
3618 * `force_floor`: if `true`, always place the node on the floor.
3619 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
3620 the floor or ceiling
3621 * The first four options are mutually-exclusive; the last in the list takes
3622 precedence over the first.
3623 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
3624 * calls `rotate_and_place()` with infinitestacks set according to the state of
3625 the creative mode setting, and checks for "sneak" to set the `invert_wall`
3628 * `minetest.forceload_block(pos[, transient])`
3629 * forceloads the position `pos`.
3630 * returns `true` if area could be forceloaded
3631 * If `transient` is `false` or absent, the forceload will be persistent
3632 (saved between server runs). If `true`, the forceload will be transient
3633 (not saved between server runs).
3635 * `minetest.forceload_free_block(pos[, transient])`
3636 * stops forceloading the position `pos`
3637 * If `transient` is `false` or absent, frees a persistent forceload.
3638 If `true`, frees a transient forceload.
3640 * `minetest.request_insecure_environment()`: returns an environment containing
3641 insecure functions if the calling mod has been listed as trusted in the
3642 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
3643 * Only works at init time and must be called from the mod's main scope (not from a function).
3644 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
3647 * `minetest.global_exists(name)`
3648 * Checks if a global variable has been set, without triggering a warning.
3651 * `minetest.env`: `EnvRef` of the server environment and world.
3652 * Any function in the minetest namespace can be called using the syntax
3653 `minetest.env:somefunction(somearguments)`
3654 instead of `minetest.somefunction(somearguments)`
3655 * Deprecated, but support is not to be dropped soon
3658 * `minetest.registered_items`
3659 * Map of registered items, indexed by name
3660 * `minetest.registered_nodes`
3661 * Map of registered node definitions, indexed by name
3662 * `minetest.registered_craftitems`
3663 * Map of registered craft item definitions, indexed by name
3664 * `minetest.registered_tools`
3665 * Map of registered tool definitions, indexed by name
3666 * `minetest.registered_entities`
3667 * Map of registered entity prototypes, indexed by name
3668 * `minetest.object_refs`
3669 * Map of object references, indexed by active object id
3670 * `minetest.luaentities`
3671 * Map of Lua entities, indexed by active object id
3672 * `minetest.registered_chatcommands`
3673 * Map of registered chat command definitions, indexed by name
3674 * `minetest.registered_ores`
3675 * List of registered ore definitions.
3676 * `minetest.registered_biomes`
3677 * List of registered biome definitions.
3678 * `minetest.registered_decorations`
3679 * List of registered decoration definitions.
3686 An interface to use mod channels on client and server
3689 * `leave()`: leave the mod channel.
3690 * Server leaves channel `channel_name`.
3691 * No more incoming or outgoing messages can be sent to this channel from server mods.
3692 * This invalidate all future object usage
3693 * Ensure your set mod_channel to nil after that to free Lua resources
3694 * `is_writeable()`: returns true if channel is writeable and mod can send over it.
3695 * `send_all(message)`: Send `message` though the mod channel.
3696 * If mod channel is not writeable or invalid, message will be dropped.
3697 * Message size is limited to 65535 characters by protocol.
3700 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
3703 * `set_string(name, value)`
3704 * `get_string(name)`
3705 * `set_int(name, value)`
3707 * `set_float(name, value)`
3709 * `to_table()`: returns `nil` or a table with keys:
3710 * `fields`: key-value storage
3711 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
3712 * `from_table(nil or {})`
3713 * Any non-table value will clear the metadata
3714 * See "Node Metadata" for an example
3715 * returns `true` on success
3717 * returns `true` if this metadata has the same key-value pairs as `other`
3720 Node metadata: reference extra data and functionality stored in a node.
3721 Can be obtained via `minetest.get_meta(pos)`.
3724 * All methods in MetaDataRef
3725 * `get_inventory()`: returns `InvRef`
3726 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
3727 This will prevent them from being sent to the client. Note that the "private"
3728 status will only be remembered if an associated key-value pair exists, meaning
3729 it's best to call this when initializing all other meta (e.g. `on_construct`).
3731 ### `ItemStackMetaRef`
3732 ItemStack metadata: reference extra data and functionality stored in a stack.
3733 Can be obtained via `item:get_meta()`.
3736 * All methods in MetaDataRef
3737 * `set_tool_capabilities([tool_capabilities])`
3738 * overrides the item's tool capabilities
3739 * a nil value will clear the override data and restore the original behavior
3742 Mod metadata: per mod metadata, saved automatically.
3743 Can be obtained via `minetest.get_mod_storage()` during load time.
3746 * All methods in MetaDataRef
3749 Node Timers: a high resolution persistent per-node timer.
3750 Can be gotten via `minetest.get_node_timer(pos)`.
3753 * `set(timeout,elapsed)`
3754 * set a timer's state
3755 * `timeout` is in seconds, and supports fractional values (0.1 etc)
3756 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
3757 * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
3760 * equivalent to `set(timeout,0)`
3763 * `get_timeout()`: returns current timeout in seconds
3764 * if `timeout` equals `0`, timer is inactive
3765 * `get_elapsed()`: returns current elapsed time in seconds
3766 * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
3767 * `is_started()`: returns boolean state of timer
3768 * returns `true` if timer is started, otherwise `false`
3771 Moving things in the game are generally these.
3773 This is basically a reference to a C++ `ServerActiveObject`
3776 * `remove()`: remove object (after returning from Lua)
3777 * Note: Doesn't work on players, use `minetest.kick_player` instead
3778 * `get_pos()`: returns `{x=num, y=num, z=num}`
3779 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
3780 * `move_to(pos, continuous=false)`: interpolated move
3781 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
3782 * `puncher` = another `ObjectRef`,
3783 * `time_from_last_punch` = time since last punch action of the puncher
3784 * `direction`: can be `nil`
3785 * `right_click(clicker)`; `clicker` is another `ObjectRef`
3786 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
3787 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
3788 * `get_inventory()`: returns an `InvRef`
3789 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
3790 * `get_wield_index()`: returns the index of the wielded item
3791 * `get_wielded_item()`: returns an `ItemStack`
3792 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
3793 * `set_armor_groups({group1=rating, group2=rating, ...})`
3794 * `get_armor_groups()`: returns a table with the armor group ratings
3795 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
3796 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
3797 * `frame_speed`: number, default: `15.0`
3798 * `frame_blend`: number, default: `0.0`
3799 * `frame_loop`: boolean, default: `true`
3800 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
3801 * `set_animation_frame_speed(frame_speed)`
3802 * `frame_speed`: number, default: `15.0`
3803 * `set_attach(parent, bone, position, rotation)`
3805 * `position`: `{x=num, y=num, z=num}` (relative)
3806 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
3807 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
3809 * `set_bone_position(bone, position, rotation)`
3811 * `position`: `{x=num, y=num, z=num}` (relative)
3812 * `rotation`: `{x=num, y=num, z=num}`
3813 * `get_bone_position(bone)`: returns position and rotation of the bone
3814 * `set_properties(object property table)`
3815 * `get_properties()`: returns object property table
3816 * `is_player()`: returns true for players, false otherwise
3817 * `get_nametag_attributes()`
3818 * returns a table with the attributes of the nametag of an object
3820 color = {a=0..255, r=0..255, g=0..255, b=0..255},
3823 * `set_nametag_attributes(attributes)`
3824 * sets the attributes of the nametag of an object
3828 text = "My Nametag",
3831 ##### LuaEntitySAO-only (no-op for other objects)
3832 * `set_velocity(vel)`
3833 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
3834 * `get_velocity()`: returns the velocity, a vector
3835 * `set_acceleration(acc)`
3837 * `get_acceleration()`: returns the acceleration, a vector
3838 * `set_yaw(radians)`
3839 * `get_yaw()`: returns number in radians
3840 * `set_texture_mod(mod)`
3841 * `get_texture_mod()` returns current texture modifier
3842 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
3843 * Select sprite from spritesheet with optional animation and Dungeon Master
3844 style texture selection based on yaw relative to camera
3845 * `p`: {x=number, y=number}, the coordinate of the first frame
3846 (x: column, y: row), default: `{x=0, y=0}`
3847 * `num_frames`: number, default: `1`
3848 * `framelength`: number, default: `0.2`
3849 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
3850 Master mob, default: `false`
3851 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3854 ##### Player-only (no-op for other objects)
3855 * `get_player_name()`: returns `""` if is not a player
3856 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3857 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3858 * `get_look_dir()`: get camera direction as a unit vector
3859 * `get_look_vertical()`: pitch in radians
3860 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3861 * `get_look_horizontal()`: yaw in radians
3862 * Angle is counter-clockwise from the +z direction.
3863 * `set_look_vertical(radians)`: sets look pitch
3864 * radians - Angle from looking forward, where positive is downwards.
3865 * `set_look_horizontal(radians)`: sets look yaw
3866 * radians - Angle from the +z direction, where positive is counter-clockwise.
3867 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
3868 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3869 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
3870 * Angle is counter-clockwise from the +x direction.
3871 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
3872 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
3873 * `get_breath()`: returns players breath
3874 * `set_breath(value)`: sets players breath
3876 * `0`: player is drowning
3877 * max: bubbles bar is not shown
3878 * See Object Properties for more information
3879 * `set_attribute(attribute, value)`:
3880 * Sets an extra attribute with value on player.
3881 * `value` must be a string, or a number which will be converted to a string.
3882 * If `value` is `nil`, remove attribute from player.
3883 * `get_attribute(attribute)`:
3884 * Returns value (a string) for extra attribute.
3885 * Returns `nil` if no attribute found.
3886 * `set_inventory_formspec(formspec)`
3887 * Redefine player's inventory form
3888 * Should usually be called in `on_joinplayer`
3889 * `get_inventory_formspec()`: returns a formspec string
3890 * `get_player_control()`: returns table with player pressed keys
3891 * The table consists of fields with boolean value representing the pressed
3892 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
3893 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
3894 sneak=true, aux1=false, down=false, up=false}`
3895 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3896 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
3898 * `set_physics_override(override_table)`
3899 * `override_table` is a table with the following fields:
3900 * `speed`: multiplier to default walking speed value (default: `1`)
3901 * `jump`: multiplier to default jump value (default: `1`)
3902 * `gravity`: multiplier to default gravity value (default: `1`)
3903 * `sneak`: whether player can sneak (default: `true`)
3904 * `sneak_glitch`: whether player can use the new move code replications
3905 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3907 * `new_move`: use new move/sneak code. When `false` the exact old code
3908 is used for the specific old sneak behaviour (default: `true`)
3909 * `get_physics_override()`: returns the table given to `set_physics_override`
3910 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3912 * `hud_remove(id)`: remove the HUD element of the specified id
3913 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3914 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3915 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3916 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3917 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
3918 `minimap`, `minimap_radar`
3919 * pass a table containing a `true`/`false` value of each flag to be set or unset
3920 * if a flag equals `nil`, the flag is not modified
3921 * note that setting `minimap` modifies the client's permission to view the minimap -
3922 * the client may locally elect to not view the minimap
3923 * minimap `radar` is only usable when `minimap` is true
3924 * `hud_get_flags()`: returns a table containing status of hud flags
3925 * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
3926 breathbar=true, minimap=true, minimap_radar=true}`
3927 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3928 * `count`: number of items, must be between `1` and `23`
3929 * `hud_get_hotbar_itemcount`: returns number of visible items
3930 * `hud_set_hotbar_image(texturename)`
3931 * sets background image for hotbar
3932 * `hud_get_hotbar_image`: returns texturename
3933 * `hud_set_hotbar_selected_image(texturename)`
3934 * sets image for selected item of hotbar
3935 * `hud_get_hotbar_selected_image`: returns texturename
3936 * `set_sky(bgcolor, type, {texture names}, clouds)`
3937 * `bgcolor`: ColorSpec, defaults to white
3938 * `type`: Available types:
3939 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3940 * `"skybox"`: Uses 6 textures, `bgcolor` used
3941 * `"plain"`: Uses 0 textures, `bgcolor` used
3942 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
3943 `"plain"` custom skyboxes (default: `true`)
3944 * `get_sky()`: returns bgcolor, type, table of textures, clouds
3945 * `set_clouds(parameters)`: set cloud parameters
3946 * `parameters` is a table with the following optional fields:
3947 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
3948 * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
3949 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
3950 ColorSpec (alpha ignored, default `#000000`)
3951 * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
3952 * `thickness`: cloud thickness in nodes (default `16`)
3953 * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
3954 * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
3955 * `override_day_night_ratio(ratio or nil)`
3956 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3957 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3958 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3959 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
3960 set animation for player model in third person view
3962 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3963 {x=168, y=187}, -- < walk animation key frames
3964 {x=189, y=198}, -- < dig animation key frames
3965 {x=200, y=219}, -- < walk+dig animation key frames
3966 frame_speed=30): -- < animation frame speed
3967 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
3968 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3969 * in first person view
3970 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3971 * `get_eye_offset()`: returns `offset_first` and `offset_third`
3974 An `InvRef` is a reference to an inventory.
3977 * `is_empty(listname)`: return `true` if list is empty
3978 * `get_size(listname)`: get size of a list
3979 * `set_size(listname, size)`: set size of a list
3980 * returns `false` on error (e.g. invalid `listname` or `size`)
3981 * `get_width(listname)`: get width of a list
3982 * `set_width(listname, width)`: set width of list; currently used for crafting
3983 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3984 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3985 * `get_list(listname)`: return full list
3986 * `set_list(listname, list)`: set full list (size will not change)
3987 * `get_lists()`: returns list of inventory lists
3988 * `set_lists(lists)`: sets inventory lists (size will not change)
3989 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3990 * `room_for_item(listname, stack):` returns `true` if the stack of items
3991 can be fully added to the list
3992 * `contains_item(listname, stack, [match_meta])`: returns `true` if
3993 the stack of items can be fully taken from the list.
3994 If `match_meta` is false, only the items' names are compared (default: `false`).
3995 * `remove_item(listname, stack)`: take as many items as specified from the list,
3996 returns the items that were actually removed (as an `ItemStack`) -- note that
3997 any item metadata is ignored, so attempting to remove a specific unique
3998 item this way will likely remove the wrong one -- to do that use `set_stack`
3999 with an empty `ItemStack`
4000 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
4001 * returns `{type="undefined"}` in case location is not known
4004 A fast access data structure to store areas, and find areas near a given position or area.
4005 Every area has a `data` string attribute to store additional information.
4006 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
4007 If you chose the parameter-less constructor, a fast implementation will be automatically
4011 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
4012 (optional) Boolean values `include_borders` and `include_data` control what's copied.
4013 Returns nil if specified area id does not exist.
4014 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
4015 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
4017 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4018 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
4019 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
4020 (optional) Boolean values `include_borders` and `include_data` control what's copied.
4021 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
4022 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
4023 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
4024 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
4025 or insertions are likely to fail due to conflicts.
4026 * `reserve(count)`: reserves resources for at most `count` many contained areas.
4027 Only needed for efficiency, and only some implementations profit.
4028 * `remove_area(id)`: removes the area with the given id from the store, returns success.
4029 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4030 Calling invalidates the cache, so that its elements have to be newly generated.
4033 enabled = boolean, -- whether to enable, default true
4034 block_radius = number, -- the radius (in nodes) of the areas the cache generates
4035 prefiltered lists for, minimum 16, default 64
4036 limit = number, -- the cache's size, minimum 20, default 1000
4038 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
4039 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
4040 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
4041 Returns success and, optionally, an error message.
4042 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
4045 An `ItemStack` is a stack of items.
4047 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4048 an itemstring, a table or `nil`.
4051 * `is_empty()`: returns `true` if stack is empty.
4052 * `get_name()`: returns item name (e.g. `"default:stone"`).
4053 * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
4054 * `get_count()`: Returns number of items on the stack.
4055 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4056 * `count`: number, unsigned 16 bit integer
4057 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4058 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4059 * `wear`: number, unsigned 16 bit integer
4060 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4061 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
4062 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4063 * `clear()`: removes all items from the stack, making it empty.
4064 * `replace(item)`: replace the contents of this stack.
4065 * `item` can also be an itemstring or table.
4066 * `to_string()`: returns the stack in itemstring form.
4067 * `to_table()`: returns the stack in Lua table form.
4068 * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
4069 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4070 * `is_known()`: returns `true` if the item name refers to a defined item type.
4071 * `get_definition()`: returns the item definition table.
4072 * `get_tool_capabilities()`: returns the digging properties of the item,
4073 or those of the hand if none are defined for this item type
4074 * `add_wear(amount)`
4075 * Increases wear by `amount` if the item is a tool
4076 * `amount`: number, integer
4077 * `add_item(item)`: returns leftover `ItemStack`
4078 * Put some item or stack onto this stack
4079 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4081 * `take_item(n)`: returns taken `ItemStack`
4082 * Take (and remove) up to `n` items from this stack
4083 * `n`: number, default: `1`
4084 * `peek_item(n)`: returns taken `ItemStack`
4085 * Copy (don't remove) up to `n` items from this stack
4086 * `n`: number, default: `1`
4089 A 16-bit pseudorandom number generator.
4090 Uses a well-known LCG algorithm introduced by K&R.
4092 It can be created via `PseudoRandom(seed)`.
4095 * `next()`: return next integer random number [`0`...`32767`]
4096 * `next(min, max)`: return next integer random number [`min`...`max`]
4097 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
4098 due to the simple implementation making bad distribution otherwise.
4101 A 32-bit pseudorandom number generator.
4102 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
4104 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
4107 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
4108 * `next(min, max)`: return next integer random number [`min`...`max`]
4109 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
4110 * This is only a rough approximation of a normal distribution with:
4111 * `mean = (max - min) / 2`, and
4112 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
4113 * Increasing `num_trials` improves accuracy of the approximation
4116 Interface for the operating system's crypto-secure PRNG.
4118 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
4119 be found on the system.
4122 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
4125 A perlin noise generator.
4126 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
4127 or `PerlinNoise(noiseparams)`.
4128 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
4129 or `minetest.get_perlin(noiseparams)`.
4132 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
4133 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
4135 ### `PerlinNoiseMap`
4136 A fast, bulk perlin noise generator.
4138 It can be created via `PerlinNoiseMap(noiseparams, size)` or
4139 `minetest.get_perlin_map(noiseparams, size)`.
4141 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
4142 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
4145 For each of the functions with an optional `buffer` parameter: If `buffer` is not
4146 nil, this table will be used to store the result instead of creating a new table.
4150 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
4151 with values starting at `pos={x=,y=}`
4152 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
4153 of 3D noise with values starting at `pos={x=,y=,z=}`
4154 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
4155 with values starting at `pos={x=,y=}`
4156 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
4157 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
4158 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
4159 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
4160 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
4161 takes a chunk of `slice_size`.
4162 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
4163 `noisevals = noise:get_map_slice({y=20}, {y=2})`
4164 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
4165 the starting position of the most recently calculated noise.
4166 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
4167 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
4168 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
4172 #### About VoxelManip
4173 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
4174 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
4175 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
4176 to with other methods of setting nodes. For example, nodes will not have their construction and
4177 destruction callbacks run, and no rollback information is logged.
4179 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
4180 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
4181 of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
4183 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
4184 VoxelManip is most effective when setting very large areas of map at once - for example, if only
4185 setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
4186 using both methods of map manipulation to determine which is most appropriate for your usage.
4188 #### Using VoxelManip
4189 A VoxelManip object can be created any time using either:
4190 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4192 If the optional position parameters are present for either of these routines, the specified region
4193 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
4194 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
4196 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
4197 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
4198 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
4199 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4201 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
4202 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
4203 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
4205 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
4206 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
4207 `VoxelManip:get_light_data()` for node light levels, and
4208 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4210 See section 'Flat array format' for more details.
4212 It is very important to understand that the tables returned by any of the above three functions
4213 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
4214 data will *not* magically update itself if another function modifies the internal VoxelManip state.
4215 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
4216 otherwise explicitly stated.
4218 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
4219 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
4220 `VoxelManip:set_light_data()` for node light levels, and
4221 `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4223 The parameter to each of the above three functions can use any table at all in the same flat array
4224 format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
4226 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
4227 to the map by calling `VoxelManip:write_to_map()`.
4230 ##### Flat array format
4232 `Nx = p2.X - p1.X + 1`,
4233 `Ny = p2.Y - p1.Y + 1`, and
4234 `Nz = p2.Z - p1.Z + 1`.
4236 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
4237 the expression `Nx * Ny * Nz`.
4239 Positions offset from p1 are present in the array with the format of:
4243 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4244 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4246 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4247 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4249 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4251 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4255 and the array index for a position p contained completely in p1..p2 is:
4257 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4259 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
4260 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
4261 for a single point in a flat VoxelManip array.
4264 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
4265 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4266 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
4267 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
4268 After registration of a node, its Content ID will remain the same throughout execution of the mod.
4269 Note that the node being queried needs to have already been been registered.
4271 The following builtin node types have their Content IDs defined as constants:
4273 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4274 * `minetest.CONTENT_AIR`: ID for "air" nodes
4275 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4277 ##### Mapgen VoxelManip objects
4278 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
4279 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
4280 but with a few differences:
4282 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
4283 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
4284 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
4285 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
4286 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
4287 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4288 consistency with the current map state. For this reason, calling any of the following functions:
4289 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4290 will also update the Mapgen VoxelManip object's internal state active on the current thread.
4291 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
4292 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4294 ##### Other API functions operating on a VoxelManip
4295 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
4296 for these liquid nodes to begin flowing. It is recommended to call this function only after having
4297 written all buffered data back to the VoxelManip object, save for special situations where the modder
4298 desires to only have certain liquid nodes begin flowing.
4300 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
4301 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
4303 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
4304 except instead of placing the specified schematic directly on the map at the specified position, it
4305 will place the schematic inside of the VoxelManip.
4308 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
4309 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
4310 `VoxelManip:get_node_at()`.
4311 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
4312 filled with "ignore" nodes.
4313 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
4314 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
4315 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
4316 object in the same callback it had been created.
4317 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
4318 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
4319 buffer the function can use to write map data to instead of returning a new table each call. This
4320 greatly enhances performance by avoiding unnecessary memory allocations.
4323 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
4324 the region formed by `p1` and `p2`.
4325 * returns actual emerged `pmin`, actual emerged `pmax`
4326 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
4327 * **important**: data must be set using `VoxelManip:set_data()` before calling this
4328 * if `light` is true, then lighting is automatically recalculated.
4329 The default value is true.
4330 If `light` is false, no light calculations happen, and you should correct
4331 all modified blocks with `minetest.fix_light()` as soon as possible.
4332 Keep in mind that modifying the map where light is incorrect can cause
4334 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4335 the `VoxelManip` at that position
4336 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
4337 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
4338 * returns raw node data in the form of an array of node content IDs
4339 * if the param `buffer` is present, this table will be used to store the result instead
4340 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4341 * `update_map()`: Does nothing, kept for compatibility.
4342 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
4343 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4344 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4345 * (`p1`, `p2`) is the area in which lighting is set;
4346 defaults to the whole area if left out
4347 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4348 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4349 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
4350 * `light = day + (night * 16)`
4351 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4353 * expects lighting data in the same format that `get_light_data()` returns
4354 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
4355 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
4356 * If the param `buffer` is present, this table will be used to store the result instead
4357 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
4358 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
4359 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
4360 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
4362 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
4363 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
4364 * `update_liquids()`: Update liquid flow
4365 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
4366 had been modified since the last read from map, due to a call to
4367 `minetest.set_data()` on the loaded area elsewhere
4368 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4371 A helper class for voxel areas.
4372 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
4373 The coordinates are *inclusive*, like most other things in Minetest.
4376 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4377 `MinEdge` and `MaxEdge`
4378 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
4379 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
4380 * useful for things like `VoxelManip`, raw Schematic specifiers,
4381 `PerlinNoiseMap:get2d`/`3dMap`, and so on
4382 * `indexp(p)`: same as above, except takes a vector
4383 * `position(i)`: returns the absolute position vector corresponding to index `i`
4384 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
4385 * `containsp(p)`: same as above, except takes a vector
4386 * `containsi(i)`: same as above, except takes an index `i`
4387 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
4388 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
4389 * `iterp(minp, maxp)`: same as above, except takes a vector
4392 An interface to read config files in the format of `minetest.conf`.
4394 It can be created via `Settings(filename)`.
4397 * `get(key)`: returns a value
4398 * `get_bool(key, [default])`: returns a boolean
4399 * `default` is the value returned if `key` is not found.
4400 * Returns `nil` if `key` is not found and `default` not specified.
4401 * `get_np_group(key)`: returns a NoiseParams table
4403 * Setting names can't contain whitespace or any of `="{}#`.
4404 * Setting values can't contain the sequence `\n"""`.
4405 * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
4406 * `set_bool(key, value)`
4407 * See documentation for set() above.
4408 * `set_np_group(key, value)`
4409 * `value` is a NoiseParams table.
4410 * Also, see documentation for set() above.
4411 * `remove(key)`: returns a boolean (`true` for success)
4412 * `get_names()`: returns `{key1,...}`
4413 * `write()`: returns a boolean (`true` for success)
4414 * Writes changes to file.
4415 * `to_table()`: returns `{[key1]=value1,...}`
4418 A raycast on the map. It works with selection boxes.
4419 Can be used as an iterator in a for loop.
4421 The map is loaded as the ray advances. If the
4422 map is modified after the `Raycast` is created,
4423 the changes may or may not have an effect on
4426 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
4427 `minetest.raycast(pos1, pos2, objects, liquids)` where:
4428 * `pos1`: start of the ray
4429 * `pos2`: end of the ray
4430 * `objects` : if false, only nodes will be returned. Default is true.
4431 * `liquids' : if false, liquid nodes won't be returned. Default is false.
4434 * `next()`: returns a `pointed_thing`
4435 * Returns the next thing pointed by the ray or nil.
4439 A mapgen object is a construct used in map generation. Mapgen objects can be used
4440 by an `on_generate` callback to speed up operations by avoiding unnecessary
4441 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
4442 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
4443 was called outside of an `on_generate()` callback, `nil` is returned.
4445 The following Mapgen objects are currently available:
4448 This returns three values; the `VoxelManip` object to be used, minimum and maximum
4449 emerged position, in that order. All mapgens support this object.
4452 Returns an array containing the y coordinates of the ground levels of nodes in
4453 the most recently generated chunk by the current mapgen.
4456 Returns an array containing the biome IDs of nodes in the most recently
4457 generated chunk by the current mapgen.
4460 Returns an array containing the temperature values of nodes in the most
4461 recently generated chunk by the current mapgen.
4464 Returns an array containing the humidity values of nodes in the most recently
4465 generated chunk by the current mapgen.
4468 Returns a table mapping requested generation notification types to arrays of
4469 positions at which the corresponding generated structures are located within
4470 the current chunk. To set the capture of positions of interest to be recorded
4471 on generate, use `minetest.set_gen_notify()`.
4472 For decorations, the returned positions are the ground surface 'place_on' nodes,
4473 not the decorations themselves. A 'simple' type decoration is often 1 node above
4474 the returned position and possibly displaced by 'place_offset_y'.
4476 Possible fields of the table returned are:
4482 * `large_cave_begin`
4486 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4487 numeric unique decoration ID.
4491 * Functions receive a "luaentity" as `self`:
4492 * It has the member `.name`, which is the registered name `("mod:thing")`
4493 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4494 * The original prototype stuff is visible directly via a metatable
4496 * `on_activate(self, staticdata, dtime_s)`
4497 * Called when the object is instantiated.
4498 * `dtime_s` is the time passed since the object was unloaded, which can
4499 be used for updating the entity state.
4500 * `on_step(self, dtime)`
4501 * Called on every server tick, after movement and collision processing.
4502 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4504 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
4505 * Called when somebody punches the object.
4506 * Note that you probably want to handle most punches using the
4507 automatic armor group system.
4508 * `puncher`: an `ObjectRef` (can be `nil`)
4509 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
4510 * `tool_capabilities`: capability table of used tool (can be `nil`)
4511 * `dir`: unit vector of direction of punch. Always defined. Points from
4512 the puncher to the punched.
4513 * `on_death(self, killer)`
4514 * Called when the object dies.
4515 * `killer`: an `ObjectRef` (can be `nil`)
4516 * `on_rightclick(self, clicker)`
4517 * `get_staticdata(self)`
4518 * Should return a string that will be passed to `on_activate` when
4519 the object is instantiated the next time.
4524 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
4525 Often these bugs appear as subtle shadows in water.
4530 axiom, --string initial tree axiom
4531 rules_a, --string rules set A
4532 rules_b, --string rules set B
4533 rules_c, --string rules set C
4534 rules_d, --string rules set D
4535 trunk, --string trunk node name
4536 leaves, --string leaves node name
4537 leaves2, --string secondary leaves node name
4538 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4539 angle, --num angle in deg
4540 iterations, --num max # of iterations, usually 2 -5
4541 random_level, --num factor to lower nr of iterations, usually 0 - 3
4542 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4543 -- 2x2 nodes or 3x3 in cross shape
4544 thin_branches, --boolean true -> use thin (1 node) branches
4545 fruit, --string fruit node name
4546 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4547 seed, --num random seed; if no seed is provided, the engine will create one
4550 ### Key for Special L-System Symbols used in Axioms
4552 * `G`: move forward one unit with the pen up
4553 * `F`: move forward one unit with the pen down drawing trunks and branches
4554 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4555 * `T`: move forward one unit with the pen down drawing trunks only
4556 * `R`: move forward one unit with the pen down placing fruit
4557 * `A`: replace with rules set A
4558 * `B`: replace with rules set B
4559 * `C`: replace with rules set C
4560 * `D`: replace with rules set D
4561 * `a`: replace with rules set A, chance 90%
4562 * `b`: replace with rules set B, chance 80%
4563 * `c`: replace with rules set C, chance 70%
4564 * `d`: replace with rules set D, chance 60%
4565 * `+`: yaw the turtle right by `angle` parameter
4566 * `-`: yaw the turtle left by `angle` parameter
4567 * `&`: pitch the turtle down by `angle` parameter
4568 * `^`: pitch the turtle up by `angle` parameter
4569 * `/`: roll the turtle to the right by `angle` parameter
4570 * `*`: roll the turtle to the left by `angle` parameter
4571 * `[`: save in stack current state info
4572 * `]`: recover from stack state info
4575 Spawn a small apple tree:
4577 pos = {x=230,y=20,z=4}
4580 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4581 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4582 trunk="default:tree",
4583 leaves="default:leaves",
4587 trunk_type="single",
4590 fruit="default:apple"
4592 minetest.spawn_tree(pos,apple_tree)
4597 ### Object Properties
4601 -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
4603 -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
4605 -- ^ For players only. Zoom FOV in degrees.
4606 -- Note that zoom loads and/or generates world beyond the server's maximum
4607 -- send and generate distances, so acts like a telescope.
4608 -- Smaller zoomFOV values increase the distance loaded and/or generated.
4609 -- Defaults to 15 in creative mode, 0 in survival mode.
4610 -- zoom_fov = 0 disables zooming for the player.
4612 -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
4614 collide_with_objects = true, -- collide with other objects if physical = true
4616 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4617 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
4618 -- ^ Default, uses collision box dimensions when not set.
4619 -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
4621 pointable = true, -- overrides selection box when false
4622 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
4623 -- ^ "cube" is a node-sized cube.
4624 -- ^ "sprite" is a flat texture always facing the player.
4625 -- ^ "upright_sprite" is a vertical flat texture.
4626 -- ^ "mesh" uses the defined mesh model.
4627 -- ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua).
4628 -- For this use 'textures = {itemname}'.
4629 -- If the item has a 'wield_image' the object will be an extrusion of that,
4631 -- If 'itemname' is a cubic node or nodebox the object will appear identical
4633 -- If 'itemname' is a plantlike node the object will be an extrusion of its
4635 -- Otherwise for non-node items, the object will be an extrusion of
4636 -- 'inventory_image'.
4637 visual_size = {x = 1, y = 1},
4638 -- ^ `x` multiplies horizontal (X and Z) visual size.
4639 -- ^ `y` multiplies vertical (Y) visual size.
4641 textures = {}, -- number of required textures depends on visual
4642 -- ^ "cube" uses 6 textures in the way a node does.
4643 -- ^ "sprite" uses 1 texture.
4644 -- ^ "upright_sprite" uses 2 textures: {front, back}.
4645 -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
4646 colors = {}, -- number of required colors depends on visual
4647 spritediv = {x = 1, y = 1},
4648 -- ^ Used with spritesheet textures for animation and/or frame selection according
4649 -- to position relative to player.
4650 -- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
4651 initial_sprite_basepos = {x = 0, y = 0},
4652 -- ^ Used with spritesheet textures.
4653 -- ^ Defines the {column, row} position of the initially used frame in the
4656 makes_footstep_sound = false,
4657 automatic_rotate = 0,
4658 -- ^ Set constant rotation in radians per second, positive or negative.
4659 -- ^ Set to 0 to disable constant rotation.
4661 automatic_face_movement_dir = 0.0,
4662 -- ^ Automatically set yaw to movement direction, offset in degrees,
4663 -- 'false' to disable.
4664 automatic_face_movement_max_rotation_per_sec = -1,
4665 -- ^ Limit automatic rotation to this value in degrees per second,
4666 -- value < 0 no limit.
4667 backface_culling = true, -- false to disable backface_culling for model
4669 -- ^ Add this much extra lighting when calculating texture color.
4670 -- Value < 0 disables light's effect on texture color.
4671 -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
4672 nametag = "", -- by default empty, for players their name is shown if empty
4673 nametag_color = <color>, -- sets color of nametag as ColorSpec
4674 infotext = "", -- by default empty, text to be shown when pointed at object
4676 -- ^ If false, never save this object statically. It will simply be deleted when the
4677 -- block gets unloaded.
4678 -- The get_staticdata() callback is never called then.
4679 -- Defaults to 'true'
4682 ### Entity definition (`register_entity`)
4685 -- Deprecated: Everything in object properties is read directly from here
4687 initial_properties = --[[<initial object properties>]],
4689 on_activate = function(self, staticdata, dtime_s),
4690 on_step = function(self, dtime),
4691 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
4692 on_rightclick = function(self, clicker),
4693 get_staticdata = function(self),
4694 -- ^ Called sometimes; the string returned is passed to on_activate when
4695 -- the entity is re-activated from static state
4697 -- Also you can define arbitrary member variables here (see item definition for
4699 _custom_field = whatever,
4702 ### ABM (ActiveBlockModifier) definition (`register_abm`)
4705 label = "Lava cooling",
4706 ^ Descriptive label for profiling purposes (optional).
4707 Definitions with identical labels will be listed as one.
4708 nodenames = {"default:lava_source"},
4709 ^ Apply `action` function to these nodes.
4710 ^ `group:groupname` can also be used here.
4711 neighbors = {"default:water_source", "default:water_flowing"},
4712 ^ Only apply `action` to nodes that have one of, or any
4713 combination of, these neighbors.
4714 ^ If left out or empty, any neighbor will do.
4715 ^ `group:groupname` can also be used here.
4717 ^ Operation interval in seconds.
4719 ^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
4721 ^ If true, catch-up behaviour is enabled: The `chance` value is temporarily
4722 reduced when returning to an area to simulate time lost by the area being
4723 unattended. Note that the `chance` value can often be reduced to 1.
4724 action = function(pos, node, active_object_count, active_object_count_wider),
4725 ^ Function triggered for each qualifying node.
4726 ^ `active_object_count` is number of active objects in the node's mapblock.
4727 ^ `active_object_count_wider` is number of active objects in the node's
4728 mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
4729 are unloaded an estmate is calculated for them based on loaded mapblocks.
4732 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
4735 label = "Upgrade legacy doors",
4736 -- ^ Descriptive label for profiling purposes (optional).
4737 -- Definitions with identical labels will be listed as one.
4738 name = "modname:replace_legacy_door",
4739 nodenames = {"default:lava_source"},
4740 -- ^ List of node names to trigger the LBM on.
4741 -- Also non-registered nodes will work.
4742 -- Groups (as of group:groupname) will work as well.
4743 run_at_every_load = false,
4744 -- ^ Whether to run the LBM's action every time a block gets loaded,
4745 -- and not just for blocks that were saved last time before LBMs were
4746 -- introduced to the world.
4747 action = func(pos, node),
4750 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
4753 description = "Steel Axe",
4754 groups = {}, -- key = name, value = rating; rating = 1..3.
4755 if rating not applicable, use 1.
4756 e.g. {wool = 1, fluffy = 3}
4757 {soil = 2, outerspace = 1, crumbly = 1}
4758 {bendy = 2, snappy = 1},
4759 {hard = 1, metal = 1, spikes = 1}
4760 inventory_image = "default_tool_steelaxe.png",
4761 inventory_overlay = "overlay.png", -- an overlay which does not get colorized
4766 ^ An image file containing the palette of a node.
4767 ^ You can set the currently used color as the
4768 ^ "palette_index" field of the item stack metadata.
4769 ^ The palette is always stretched to fit indices
4770 ^ between 0 and 255, to ensure compatibility with
4771 ^ "colorfacedir" and "colorwallmounted" nodes.
4773 color = "0xFFFFFFFF",
4775 ^ The color of the item. The palette overrides this.
4777 wield_scale = {x = 1, y = 1, z = 1},
4780 liquids_pointable = false,
4781 tool_capabilities = {
4782 full_punch_interval = 1.0,
4786 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
4788 damage_groups = {groupname = damage},
4790 node_placement_prediction = nil,
4792 ^ If nil and item is node, prediction is made automatically
4793 ^ If nil and item is not a node, no prediction is made
4794 ^ If "" and item is anything, no prediction is made
4795 ^ Otherwise should be name of node which the client immediately places
4796 on ground when the player places the item. Server will always update
4797 actual result to client in a short moment.
4799 node_dig_prediction = "air",
4801 ^ if "", no prediction is made
4802 ^ if "air", node is removed
4803 ^ Otherwise should be name of node which the client immediately places
4804 upon digging. Server will always update actual result shortly.
4807 breaks = "default_tool_break", -- tools only
4808 place = --[[<SimpleSoundSpec>]],
4811 on_place = func(itemstack, placer, pointed_thing),
4813 ^ Shall place item and return the leftover itemstack
4814 ^ The placer may be any ObjectRef or nil.
4815 ^ default: minetest.item_place ]]
4816 on_secondary_use = func(itemstack, user, pointed_thing),
4818 ^ Same as on_place but called when pointing at nothing.
4819 ^ The user may be any ObjectRef or nil.
4820 ^ pointed_thing : always { type = "nothing" }
4822 on_drop = func(itemstack, dropper, pos),
4824 ^ Shall drop item and return the leftover itemstack
4825 ^ The dropper may be any ObjectRef or nil.
4826 ^ default: minetest.item_drop ]]
4827 on_use = func(itemstack, user, pointed_thing),
4830 ^ Function must return either nil if no item shall be removed from
4831 inventory, or an itemstack to replace the original itemstack.
4832 e.g. itemstack:take_item(); return itemstack
4833 ^ Otherwise, the function is free to do what it wants.
4834 ^ The user may be any ObjectRef or nil.
4835 ^ The default functions handle regular use cases.
4837 after_use = func(itemstack, user, node, digparams),
4840 ^ If defined, should return an itemstack and will be called instead of
4841 wearing out the tool. If returns nil, does nothing.
4842 If after_use doesn't exist, it is the same as:
4843 function(itemstack, user, node, digparams)
4844 itemstack:add_wear(digparams.wear)
4847 ^ The user may be any ObjectRef or nil.
4849 _custom_field = whatever,
4851 ^ Add your own custom fields. By convention, all custom field names
4852 should start with `_` to avoid naming collisions with future engine
4859 * `{name="image.png", animation={Tile Animation definition}}`
4860 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
4861 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
4862 * backface culling enabled by default for most nodes
4863 * tileable flags are info for shaders, how they should treat texture
4864 when displacement mapping is used
4865 Directions are from the point of view of the tile texture,
4866 not the node it's on
4867 * align style determines whether the texture will be rotated with the node
4868 or kept aligned with its surroundings. "user" means that client
4869 setting will be used, similar to `glasslike_framed_optional`.
4870 Note: supported by solid nodes and nodeboxes only.
4871 * scale is used to make texture span several (exactly `scale`) nodes,
4872 instead of just one, in each direction. Works for world-aligned
4874 Note that as the effect is applied on per-mapblock basis, `16` should
4875 be equally divisible by `scale` or you may get wrong results.
4876 * `{name="image.png", color=ColorSpec}`
4877 * the texture's color will be multiplied with this color.
4878 * the tile's color overrides the owning node's color in all cases.
4879 * deprecated, yet still supported field names:
4882 ### Tile animation definition
4885 type = "vertical_frames",
4887 -- ^ specify width of a frame in pixels
4889 -- ^ specify height of a frame in pixels
4891 -- ^ specify full loop length
4897 -- ^ specify width in number of frames
4899 -- ^ specify height in number of frames
4901 -- ^ specify length of a single frame
4904 ### Node definition (`register_node`)
4907 -- <all fields allowed in item definitions>,
4909 drawtype = "normal", -- See "Node drawtypes"
4910 visual_scale = 1.0, --[[
4911 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
4912 ^ "firelike", "mesh".
4913 ^ For plantlike and firelike, the image will start at the bottom of the
4914 ^ node, for the other drawtypes the image will be centered on the node.
4915 ^ Note that positioning for "torchlike" may still change. ]]
4916 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4917 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
4918 ^ List can be shortened to needed length ]]
4919 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
4920 ^ Same as `tiles`, but these textures are drawn on top of the
4921 ^ base tiles. You can use this to colorize only specific parts of
4922 ^ your texture. If the texture name is an empty string, that
4923 ^ overlay is not drawn. Since such tiles are drawn twice, it
4924 ^ is not recommended to use overlays on very common nodes. ]]
4925 special_tiles = {tile definition 1, Tile definition 2}, --[[
4926 ^ Special textures of node; used rarely (old field name: special_materials)
4927 ^ List can be shortened to needed length ]]
4928 color = ColorSpec, --[[
4929 ^ The node's original color will be multiplied with this color.
4930 ^ If the node has a palette, then this setting only has an effect
4931 ^ in the inventory and on the wield item. ]]
4932 use_texture_alpha = false, -- Use texture's alpha channel
4933 palette = "palette.png", --[[
4934 ^ The node's `param2` is used to select a pixel from the image
4935 ^ (pixels are arranged from left to right and from top to bottom).
4936 ^ The node's color will be multiplied with the selected pixel's
4937 ^ color. Tiles can override this behavior.
4938 ^ Only when `paramtype2` supports palettes. ]]
4939 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
4940 paramtype = "none", -- See "Nodes" --[[
4941 ^ paramtype = "light" allows light to propagate from or through the node with light value
4942 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
4943 paramtype2 = "none", -- See "Nodes"
4944 place_param2 = nil, -- Force value for param2 when player places node
4945 is_ground_content = true, -- If false, the cave generator will not carve through this
4946 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
4947 walkable = true, -- If true, objects collide with node
4948 pointable = true, -- If true, can be pointed at
4949 diggable = true, -- If false, can never be dug
4950 climbable = false, -- If true, can be climbed on (ladder)
4951 buildable_to = false, -- If true, placed nodes can replace this node
4952 floodable = false, --[[
4953 ^ If true, liquids flow into and replace this node.
4954 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4955 liquidtype = "none", -- "none"/"source"/"flowing"
4956 liquid_alternative_flowing = "", -- Flowing version of source liquid
4957 liquid_alternative_source = "", -- Source version of flowing liquid
4958 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
4959 liquid_renewable = true, --[[
4960 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
4962 ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
4963 ^ Allows defining the nodebox height without using param2.
4964 ^ The nodebox height is 'leveled' / 64 nodes.
4965 ^ The maximum value of 'leveled' is 127. ]]
4966 liquid_range = 8, -- number of flowing nodes around source (max. 8)
4967 drowning = 0, -- Player will take this amount of damage if no bubbles are left
4968 light_source = 0, --[[
4969 ^ Amount of light emitted by node.
4970 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
4971 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
4972 damage_per_second = 0, -- If player is inside node, this damage is caused
4973 node_box = {type="regular"}, -- See "Node boxes"
4974 connects_to = nodenames, --[[
4975 * Used for nodebox nodes with the type == "connected"
4976 * Specifies to what neighboring nodes connections will be drawn
4977 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
4978 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
4979 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
4981 selection_box = {type="regular"}, -- See "Node boxes" --[[
4982 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
4983 legacy_facedir_simple = false, -- Support maps made in and before January 2012
4984 legacy_wallmounted = false, -- Support maps made in and before January 2012
4985 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
4986 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
4987 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
4988 ^ caveats: not all models will properly wave
4989 ^ plantlike drawtype nodes can only wave like plants
4990 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
4992 footstep = <SimpleSoundSpec>,
4993 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
4994 dug = <SimpleSoundSpec>,
4995 place = <SimpleSoundSpec>,
4996 place_failed = <SimpleSoundSpec>,
4998 drop = "", -- Name of dropped node when dug. Default is the node itself.
5001 max_items = 1, -- Maximum number of items to drop.
5002 items = { -- Choose max_items randomly from this list.
5004 items = {"foo:bar", "baz:frob"}, -- Items to drop.
5005 rarity = 1, -- Probability of dropping is 1 / rarity.
5006 inherit_color = true, -- To inherit palette color from the node
5011 on_construct = func(pos), --[[
5012 ^ Node constructor; called after adding node
5013 ^ Can set up metadata and stuff like that
5014 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5016 on_destruct = func(pos), --[[
5017 ^ Node destructor; called before removing node
5018 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5020 after_destruct = func(pos, oldnode), --[[
5021 ^ Node destructor; called after removing node
5022 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
5024 on_flood = func(pos, oldnode, newnode), --[[
5025 ^ Called when a liquid (newnode) is about to flood oldnode, if
5026 ^ it has `floodable = true` in the nodedef. Not called for bulk
5027 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
5028 ^ return true the node is not flooded, but on_flood callback will
5029 ^ most likely be called over and over again every liquid update
5030 ^ interval. Default: nil.
5031 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
5033 preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
5034 ^ Called when oldnode is about be converted to an item, but before the
5035 node is deleted from the world or the drops are added. This is generally
5036 the result of either the node being dug or an attached node becoming detached.
5037 ^ drops is a table of ItemStacks, so any metadata to be preserved can be
5038 added directly to one or more of the dropped items. See "ItemStackMetaRef".
5040 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
5041 ^ Called after constructing node when node was placed using
5042 minetest.item_place_node / minetest.place_node
5043 ^ If return true no item is taken from itemstack
5044 ^ `placer` may be any valid ObjectRef or nil
5046 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
5047 ^ oldmetadata is in table format
5048 ^ Called after destructing node when node was dug using
5049 minetest.node_dig / minetest.dig_node
5051 can_dig = function(pos, [player]) --[[
5052 ^ returns true if node can be dug, or false if not
5055 on_punch = func(pos, node, puncher, pointed_thing), --[[
5056 ^ default: minetest.node_punch
5057 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
5058 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
5060 ^ itemstack will hold clicker's wielded item
5061 ^ Shall return the leftover itemstack
5062 ^ Note: pointed_thing can be nil, if a mod calls this function
5063 This function does not get triggered by clients <=0.4.16 if the
5064 "formspec" node metadata field is set ]]
5066 on_dig = func(pos, node, digger), --[[
5067 ^ default: minetest.node_dig
5068 ^ By default: checks privileges, wears out tool and removes node ]]
5070 on_timer = function(pos,elapsed), --[[
5072 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
5073 ^ elapsed is the total time passed since the timer was started
5074 ^ return true to run the timer for another cycle with the same timeout value ]]
5076 on_receive_fields = func(pos, formname, fields, sender), --[[
5077 ^ fields = {name1 = value1, name2 = value2, ...}
5078 ^ Called when an UI form (e.g. sign text input) returns data
5081 allow_metadata_inventory_move = func(pos, from_list, from_index,
5082 to_list, to_index, count, player), --[[
5083 ^ Called when a player wants to move items inside the inventory
5084 ^ Return value: number of items allowed to move ]]
5086 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
5087 ^ Called when a player wants to put something into the inventory
5088 ^ Return value: number of items allowed to put
5089 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5091 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
5092 ^ Called when a player wants to take something out of the inventory
5093 ^ Return value: number of items allowed to take
5094 ^ Return value: -1: Allow and don't modify item count in inventory ]]
5096 on_metadata_inventory_move = func(pos, from_list, from_index,
5097 to_list, to_index, count, player),
5098 on_metadata_inventory_put = func(pos, listname, index, stack, player),
5099 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
5100 ^ Called after the actual action has happened, according to what was allowed.
5101 ^ No return value ]]
5103 on_blast = func(pos, intensity), --[[
5104 ^ intensity: 1.0 = mid range of regular TNT
5105 ^ If defined, called when an explosion touches the node, instead of
5106 removing the node ]]
5109 ### Recipe for `register_craft` (shaped)
5112 output = 'default:pick_stone',
5114 {'default:cobble', 'default:cobble', 'default:cobble'},
5115 {'', 'default:stick', ''},
5116 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
5118 replacements = --[[<optional list of item pairs,
5119 replace one input item with another item on crafting>]]
5122 ### Recipe for `register_craft` (shapeless)
5126 output = 'mushrooms:mushroom_stew',
5129 "mushrooms:mushroom_brown",
5130 "mushrooms:mushroom_red",
5132 replacements = --[[<optional list of item pairs,
5133 replace one input item with another item on crafting>]]
5136 ### Recipe for `register_craft` (tool repair)
5139 type = "toolrepair",
5140 additional_wear = -0.02,
5143 ### Recipe for `register_craft` (cooking)
5147 output = "default:glass",
5148 recipe = "default:sand",
5152 ### Recipe for `register_craft` (furnace fuel)
5156 recipe = "default:leaves",
5160 ### Ore definition (`register_ore`)
5162 See 'Ore types' section above for essential information.
5165 ore_type = "scatter",
5166 ore = "default:stone_with_coal",
5168 -- ^ Facedir rotation. Default is 0 (unchanged rotation)
5169 wherein = "default:stone",
5170 -- ^ a list of nodenames is supported too
5171 clust_scarcity = 8 * 8 * 8,
5172 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
5173 -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
5175 -- ^ Number of ores in a cluster
5177 -- ^ Size of the bounding box of the cluster
5178 -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
5182 -- ^ Lower and upper limits for ore.
5184 -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
5185 noise_threshold = 0.5,
5186 -- ^ If noise is above this threshold, ore is placed. Not needed for a
5187 -- ^ uniform distribution.
5191 spread = {x = 100, y = 100, z = 100},
5196 -- ^ NoiseParams structure describing one of the perlin noises used for ore
5198 -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
5199 -- ^ Omit from "scatter" ore for a uniform ore distribution.
5200 -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
5201 biomes = {"desert", "rainforest"}
5202 -- ^ List of biomes in which this decoration occurs.
5203 -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
5204 -- ^ used does not support biomes.
5205 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5206 column_height_min = 1,
5207 column_height_max = 16,
5208 column_midpoint_factor = 0.5,
5209 -- ^ See 'Ore types' section above.
5210 -- ^ The above 3 parameters are only valid for "sheet" ore.
5214 spread = {x = 100, y = 100, z = 100},
5222 spread = {x = 100, y = 100, z = 100},
5227 -- ^ See 'Ore types' section above.
5228 -- ^ The above 2 parameters are only valid for "puff" ore.
5229 random_factor = 1.0,
5230 -- ^ See 'Ore types' section above.
5231 -- ^ Only valid for "vein" ore.
5232 np_stratum_thickness = {
5235 spread = {x = 100, y = 100, z = 100},
5240 stratum_thickness = 8,
5241 -- ^ See 'Ore types' section above.
5242 -- ^ The above 2 parameters are only valid for "stratum" ore.
5245 ### Biome definition (`register_biome`)
5249 node_dust = "default:snow",
5250 -- ^ Node dropped onto upper surface after all else is generated.
5251 node_top = "default:dirt_with_snow",
5253 -- ^ Node forming surface layer of biome and thickness of this layer.
5254 node_filler = "default:permafrost",
5256 -- ^ Node forming lower layer of biome and thickness of this layer.
5257 node_stone = "default:bluestone",
5258 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
5259 node_water_top = "default:ice",
5260 depth_water_top = 10,
5261 -- ^ Node forming a surface layer in seawater with the defined thickness.
5263 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
5264 node_river_water = "default:ice",
5265 -- ^ Node that replaces river water in mapgens that use default:river_water.
5266 node_riverbed = "default:gravel",
5268 -- ^ Node placed under river water and thickness of this layer.
5271 -- ^ Upper and lower limits for biome.
5272 -- ^ Alternatively you can use xyz limits as shown below.
5273 max_pos = {x = 31000, y = 128, z = 31000},
5274 min_pos = {x = -31000, y = 9, z = -31000},
5275 -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
5276 -- ^ Biome is limited to a cuboid defined by these positions.
5277 -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
5278 -- ^ 31000 in 'max_pos'.
5280 -- ^ Vertical distance in nodes above 'y_max' over which the biome will
5281 -- ^ blend with the biome above.
5282 -- ^ Set to 0 for no vertical blend. Defaults to 0.
5284 humidity_point = 50,
5285 -- ^ Characteristic temperature and humidity for the biome.
5286 -- ^ These values create 'biome points' on a voronoi diagram with heat and
5287 -- ^ humidity as axes. The resulting voronoi cells determine the
5288 -- ^ distribution of the biomes.
5289 -- ^ Heat and humidity have average values of 50, vary mostly between
5290 -- ^ 0 and 100 but can exceed these values.
5293 ### Decoration definition (`register_decoration`)
5296 deco_type = "simple", -- See "Decoration types"
5297 place_on = "default:dirt_with_grass",
5298 -- ^ Node (or list of nodes) that the decoration can be placed on
5300 -- ^ Size of divisions made in the chunk being generated.
5301 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
5303 -- ^ Ratio of the area to be uniformly filled by the decoration.
5304 -- ^ Used only if noise_params is not specified.
5305 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
5306 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
5307 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
5308 biomes = {"Oceanside", "Hills", "Plains"},
5309 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
5310 -- ^ and ignored if the Mapgen being used does not support biomes.
5311 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
5314 -- ^ Lower and upper limits for decoration.
5315 -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
5316 spawn_by = "default:water",
5317 -- ^ Node (or list of nodes) that the decoration only spawns next to.
5318 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
5319 -- ^ one plane level with the 'place_on' node and a plane one node above that.
5321 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
5322 -- ^ If absent or -1, decorations occur next to any nodes.
5323 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
5324 -- ^ Flags for all decoration types.
5325 -- ^ "liquid_surface": Instead of placement on the highest solid surface
5326 -- ^ in a mapchunk column, placement is on the highest liquid surface.
5327 -- ^ Placement is disabled if solid nodes are found above the liquid
5329 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
5330 -- ^ by the decoration.
5331 -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
5332 -- ^ surface in a mapchunk the decoration is placed on all floor and/or
5333 -- ^ ceiling surfaces, for example in caves.
5334 -- ^ Ceiling decorations act as an inversion of floor decorations so the
5335 -- ^ effect of 'place_offset_y' is inverted.
5336 -- ^ If a single decoration registration has both flags the floor and
5337 -- ^ ceiling decorations will be aligned vertically and may sometimes
5338 -- ^ meet to form a column.
5340 ----- Simple-type parameters
5341 decoration = "default:grass",
5342 -- ^ The node name used as the decoration.
5343 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
5345 -- ^ Decoration height in nodes.
5346 -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
5348 -- ^ Upper limit of the randomly selected height.
5349 -- ^ If absent, the parameter 'height' is used as a constant.
5351 -- ^ Param2 value of decoration nodes.
5352 -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
5354 -- ^ Upper limit of the randomly selected param2.
5355 -- ^ If absent, the parameter 'param2' is used as a constant.
5357 -- ^ Y offset of the decoration base node relative to the standard base
5359 -- ^ Can be positive or negative. Default is 0.
5360 -- ^ Effect is inverted for "all_ceilings" decorations.
5361 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5362 -- ^ to the 'place_on' node.
5364 ----- Schematic-type parameters
5365 schematic = "foobar.mts",
5366 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
5367 -- ^ specified Minetest schematic file.
5368 -- ^ - OR -, could be the ID of a previously registered schematic
5369 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
5370 -- ^ and an optional table yslice_prob:
5372 size = {x=4, y=6, z=4},
5374 {name="default:cobble", param1=255, param2=0},
5375 {name="default:dirt_with_grass", param1=255, param2=0},
5376 {name="ignore", param1=255, param2=0},
5377 {name="air", param1=255, param2=0},
5386 -- ^ See 'Schematic specifier' for details.
5387 replacements = {["oldname"] = "convert_to", ...},
5388 flags = "place_center_x, place_center_y, place_center_z",
5389 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
5390 rotation = "90" -- rotate schematic 90 degrees on placement
5391 -- ^ Rotation can be "0", "90", "180", "270", or "random".
5393 -- ^ If the flag 'place_center_y' is set this parameter is ignored.
5394 -- ^ Y offset of the schematic base node layer relative to the 'place_on'
5396 -- ^ Can be positive or negative. Default is 0.
5397 -- ^ Effect is inverted for "all_ceilings" decorations.
5398 -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
5399 -- ^ to the 'place_on' node.
5402 ### Chat command definition (`register_chatcommand`)
5405 params = "<name> <privilege>", -- Short parameter description
5406 description = "Remove privilege from player", -- Full description
5407 privs = {privs=true}, -- Require the "privs" privilege to run
5408 func = function(name, param), -- Called when command is run.
5409 -- Returns boolean success and text output.
5412 Note that in params, use of symbols is as follows:
5414 * `<>` signifies a placeholder to be replaced when the command is used. For example,
5415 when a player name is needed: `<name>`
5416 * `[]` signifies param is optional and not required when the command is used. For
5417 example, if you require param1 but param2 is optional: `<param1> [<param2>]`
5418 * `|` signifies exclusive or. The command requires one param from the options
5419 provided. For example: `<param1> | <param2>`
5420 * `()` signifies grouping. For example, when param1 and param2 are both required,
5421 or only param3 is required: `(<param1> <param2>) | <param3>`
5423 ### Detached inventory callbacks
5426 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5427 -- ^ Called when a player wants to move items inside the inventory
5428 -- ^ Return value: number of items allowed to move
5430 allow_put = func(inv, listname, index, stack, player),
5431 -- ^ Called when a player wants to put something into the inventory
5432 -- ^ Return value: number of items allowed to put
5433 -- ^ Return value: -1: Allow and don't modify item count in inventory
5435 allow_take = func(inv, listname, index, stack, player),
5436 -- ^ Called when a player wants to take something out of the inventory
5437 -- ^ Return value: number of items allowed to take
5438 -- ^ Return value: -1: Allow and don't modify item count in inventory
5440 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
5441 on_put = func(inv, listname, index, stack, player),
5442 on_take = func(inv, listname, index, stack, player),
5443 -- ^ Called after the actual action has happened, according to what was allowed.
5444 -- ^ No return value
5447 ### HUD Definition (`hud_add`, `hud_get`)
5450 hud_elem_type = "image", -- see HUD element types
5451 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
5452 position = {x=0.5, y=0.5},
5453 -- ^ Left corner position of element
5459 -- ^ Selected item in inventory. 0 for no item selected.
5461 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
5462 alignment = {x=0, y=0},
5463 -- ^ See "HUD Element Types"
5464 offset = {x=0, y=0},
5465 -- ^ See "HUD Element Types"
5466 size = { x=100, y=100 },
5467 -- ^ Size of element in pixels
5470 ### Particle definition (`add_particle`)
5473 pos = {x=0, y=0, z=0},
5474 velocity = {x=0, y=0, z=0},
5475 acceleration = {x=0, y=0, z=0},
5476 -- ^ Spawn particle at pos with velocity and acceleration
5478 -- ^ Disappears after expirationtime seconds
5480 collisiondetection = false,
5481 -- ^ collisiondetection: if true collides with physical objects
5482 collision_removal = false,
5483 -- ^ collision_removal: if true then particle is removed when it collides,
5484 -- ^ requires collisiondetection = true to have any effect
5486 -- ^ vertical: if true faces player using y axis only
5487 texture = "image.png",
5488 -- ^ Uses texture (string)
5489 playername = "singleplayer",
5490 -- ^ optional, if specified spawns particle only on the player's client
5491 animation = {Tile Animation definition},
5492 -- ^ optional, specifies how to animate the particle texture
5494 -- ^ optional, specify particle self-luminescence in darkness
5498 ### `ParticleSpawner` definition (`add_particlespawner`)
5503 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
5504 minpos = {x=0, y=0, z=0},
5505 maxpos = {x=0, y=0, z=0},
5506 minvel = {x=0, y=0, z=0},
5507 maxvel = {x=0, y=0, z=0},
5508 minacc = {x=0, y=0, z=0},
5509 maxacc = {x=0, y=0, z=0},
5514 -- ^ The particle's properties are random values in between the bounds:
5515 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
5516 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
5517 collisiondetection = false,
5518 -- ^ collisiondetection: if true uses collision detection
5519 collision_removal = false,
5520 -- ^ collision_removal: if true then particle is removed when it collides,
5521 -- ^ requires collisiondetection = true to have any effect
5522 attached = ObjectRef,
5523 -- ^ attached: if defined, particle positions, velocities and accelerations
5524 -- ^ are relative to this object's position and yaw.
5526 -- ^ vertical: if true faces player using y axis only
5527 texture = "image.png",
5528 -- ^ Uses texture (string)
5529 playername = "singleplayer"
5530 -- ^ Playername is optional, if specified spawns particle only on the player's client
5531 animation = {Tile Animation definition},
5532 -- ^ optional, specifies how to animate the particle texture
5534 -- ^ optional, specify particle self-luminescence in darkness
5537 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
5540 url = "http://example.org",
5542 -- ^ Timeout for connection in seconds. Default is 3 seconds.
5543 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
5544 -- ^ Optional, if specified a POST request with post_data is performed.
5545 -- ^ Accepts both a string and a table. If a table is specified, encodes table
5546 -- ^ as x-www-form-urlencoded key-value pairs.
5547 -- ^ If post_data ist not specified, a GET request is performed instead.
5548 user_agent = "ExampleUserAgent",
5549 -- ^ Optional, if specified replaces the default minetest user agent with given string
5550 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
5551 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
5552 -- ^ that the header strings follow HTTP specification ("Key: Value").
5554 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
5557 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
5561 -- ^ If true, the request has finished (either succeeded, failed or timed out)
5563 -- ^ If true, the request was successful
5565 -- ^ If true, the request timed out
5567 -- ^ HTTP status code
5571 ### Authentication handler definition
5574 get_auth = func(name),
5575 -- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
5576 -- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
5577 create_auth = func(name, password),
5578 -- ^ Create new auth data for player `name`
5579 -- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
5580 delete_auth = func(name),
5581 -- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
5582 set_password = func(name, password),
5583 -- ^ Set password of player `name` to `password`
5584 Auth data should be created if not present
5585 set_privileges = func(name, privileges),
5586 -- ^ Set privileges of player `name`
5587 -- ^ `privileges` is in table form, auth data should be created if not present
5589 -- ^ Reload authentication data from the storage location
5590 -- ^ Returns boolean indicating success
5591 record_login = func(name),
5592 -- ^ Called when player joins, used for keeping track of last_login
5594 -- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database