1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.txt`. This file shall be
123 empty, except for lines starting with `#`, which are comments.
125 Mod directory structure
126 -----------------------
132 │ ├── settingtypes.txt
136 │ │ ├── modname_stuff.png
137 │ │ └── modname_something_else.png
146 The location of this directory can be fetched by using
147 `minetest.get_modpath(modname)`.
151 A key-value store of mod details.
153 * `name`: The mod name. Allows Minetest to determine the mod name even if the
154 folder is wrongly named.
155 * `description`: Description of mod to be shown in the Mods tab of the main
157 * `depends`: A comma separated list of dependencies. These are mods that must be
158 loaded before this mod.
159 * `optional_depends`: A comma separated list of optional dependencies.
160 Like a dependency, but no error if the mod doesn't exist.
162 Note: to support 0.4.x, please also provide depends.txt.
166 A screenshot shown in the mod manager within the main menu. It should
167 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
171 **Deprecated:** you should use mod.conf instead.
173 This file is used if there are no dependencies in mod.conf.
175 List of mods that have to be loaded before loading this mod.
177 A single line contains a single modname.
179 Optional dependencies can be defined by appending a question mark
180 to a single modname. This means that if the specified mod
181 is missing, it does not prevent this mod from being loaded.
183 ### `description.txt`
185 **Deprecated:** you should use mod.conf instead.
187 This file is used if there is no description in mod.conf.
189 A file containing a description to be shown in the Mods tab of the main menu.
191 ### `settingtypes.txt`
193 A file in the same format as the one in builtin. It will be parsed by the
194 settings menu and the settings will be displayed in the "Mods" category.
198 The main Lua script. Running this script should register everything it
199 wants to register. Subsequent execution depends on minetest calling the
200 registered callbacks.
202 `minetest.settings` can be used to read custom or existing settings at load
203 time, if necessary. (See [`Settings`])
207 Models for entities or meshnodes.
209 ### `textures`, `sounds`, `media`
211 Media files (textures, sounds, whatever) that will be transferred to the
212 client and will be available for use by the mod.
216 Translation files for the clients. (See [Translations])
221 Registered names should generally be in this format:
225 `<whatever>` can have these characters:
229 This is to prevent conflicting names from corrupting maps and is
230 enforced by the mod loader.
232 Registered names can be overridden by prefixing the name with `:`. This can
233 be used for overriding the registrations of some other mod.
235 The `:` prefix can also be used for maintaining backwards compatibility.
239 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
240 So the name should be `experimental:tnt`.
242 Any mod can redefine `experimental:tnt` by using the name
246 when registering it. That mod is required to have `experimental` as a
255 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
256 `minetest.register_alias_force(name, convert_to)`.
258 This converts anything called `name` to `convert_to`.
260 The only difference between `minetest.register_alias` and
261 `minetest.register_alias_force` is that if an item called `name` exists,
262 `minetest.register_alias` will do nothing while
263 `minetest.register_alias_force` will unregister it.
265 This can be used for maintaining backwards compatibility.
267 This can also set quick access names for things, e.g. if
268 you have an item called `epiclylongmodname:stuff`, you could do
270 minetest.register_alias("stuff", "epiclylongmodname:stuff")
272 and be able to use `/giveme stuff`.
277 In a game, a certain number of these must be set to tell core mapgens which
278 of the game's nodes are to be used by the core mapgens. For example:
280 minetest.register_alias("mapgen_stone", "default:stone")
282 ### Aliases needed for all mapgens except Mapgen V6
287 * mapgen_water_source
288 * mapgen_river_water_source
292 Not required if cave liquid nodes are set in biome definitions.
298 Not required if dungeon nodes are set in biome definitions.
301 * mapgen_stair_cobble
303 * mapgen_desert_stone
304 * mapgen_stair_desert_stone
306 * mapgen_sandstonebrick
307 * mapgen_stair_sandstone_block
309 ### Aliases needed for Mapgen V6
311 #### Terrain and biomes
314 * mapgen_water_source
317 * mapgen_dirt_with_grass
320 * mapgen_desert_stone
322 * mapgen_dirt_with_snow
333 * mapgen_jungleleaves
336 * mapgen_pine_needles
341 * mapgen_stair_cobble
343 * mapgen_stair_desert_stone
345 ### Setting the node used in Mapgen Singlenode
347 By default the world is filled with air nodes. To set a different node use, for
350 minetest.register_alias("mapgen_singlenode", "default:stone")
358 Mods should generally prefix their textures with `modname_`, e.g. given
359 the mod name `foomod`, a texture could be called:
363 Textures are referred to by their complete name, or alternatively by
364 stripping out the file extension:
366 * e.g. `foomod_foothing.png`
367 * e.g. `foomod_foothing`
372 There are various texture modifiers that can be used
373 to generate textures on-the-fly.
375 ### Texture overlaying
377 Textures can be overlaid by putting a `^` between them.
381 default_dirt.png^default_grass_side.png
383 `default_grass_side.png` is overlaid over `default_dirt.png`.
384 The texture with the lower resolution will be automatically upscaled to
385 the higher resolution texture.
389 Textures can be grouped together by enclosing them in `(` and `)`.
391 Example: `cobble.png^(thing1.png^thing2.png)`
393 A texture for `thing1.png^thing2.png` is created and the resulting
394 texture is overlaid on top of `cobble.png`.
398 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
399 passing complex texture names as arguments. Escaping is done with backslash and
400 is required for `^` and `:`.
402 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
404 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
405 on top of `cobble.png`.
407 ### Advanced texture modifiers
413 * `[crack:<t>:<n>:<p>`
414 * `[cracko:<t>:<n>:<p>`
418 * `<t>`: tile count (in each direction)
419 * `<n>`: animation frame count
420 * `<p>`: current animation frame
422 Draw a step of the crack animation on the texture.
423 `crack` draws it normally, while `cracko` lays it over, keeping transparent
428 default_cobble.png^[crack:10:1
430 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
436 * `<file>`: texture to combine
438 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
439 specified coordinates.
443 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
445 #### `[resize:<w>x<h>`
447 Resizes the texture to the given dimensions.
451 default_sandstone.png^[resize:16x16
455 Makes the base image transparent according to the given ratio.
457 `r` must be between 0 (transparent) and 255 (opaque).
461 default_sandstone.png^[opacity:127
463 #### `[invert:<mode>`
465 Inverts the given channels of the base image.
466 Mode may contain the characters "r", "g", "b", "a".
467 Only the channels that are mentioned in the mode string will be inverted.
471 default_apple.png^[invert:rgb
475 Brightens the texture.
479 tnt_tnt_side.png^[brighten
483 Makes the texture completely opaque.
487 default_leaves.png^[noalpha
489 #### `[makealpha:<r>,<g>,<b>`
491 Convert one color to transparency.
495 default_cobble.png^[makealpha:128,128,128
499 * `<t>`: transformation(s) to apply
501 Rotates and/or flips the image.
503 `<t>` can be a number (between 0 and 7) or a transform name.
504 Rotations are counter-clockwise.
507 1 R90 rotate by 90 degrees
508 2 R180 rotate by 180 degrees
509 3 R270 rotate by 270 degrees
511 5 FXR90 flip X then rotate by 90 degrees
513 7 FYR90 flip Y then rotate by 90 degrees
517 default_stone.png^[transformFXR90
519 #### `[inventorycube{<top>{<left>{<right>`
521 Escaping does not apply here and `^` is replaced by `&` in texture names
524 Create an inventory cube texture using the side textures.
528 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
530 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
531 `dirt.png^grass_side.png` textures
533 #### `[lowpart:<percent>:<file>`
535 Blit the lower `<percent>`% part of `<file>` on the texture.
539 base.png^[lowpart:25:overlay.png
541 #### `[verticalframe:<t>:<n>`
543 * `<t>`: animation frame count
544 * `<n>`: current animation frame
546 Crops the texture to a frame of a vertical animation.
550 default_torch_animated.png^[verticalframe:16:8
554 Apply a mask to the base image.
556 The mask is applied using binary AND.
558 #### `[sheet:<w>x<h>:<x>,<y>`
560 Retrieves a tile at position x,y from the base image
561 which it assumes to be a tilesheet with dimensions w,h.
563 #### `[colorize:<color>:<ratio>`
565 Colorize the textures with the given color.
566 `<color>` is specified as a `ColorString`.
567 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
568 it is an int, then it specifies how far to interpolate between the
569 colors where 0 is only the texture color and 255 is only `<color>`. If
570 omitted, the alpha of `<color>` will be used as the ratio. If it is
571 the word "`alpha`", then each texture pixel will contain the RGB of
572 `<color>` and the alpha of `<color>` multiplied by the alpha of the
575 #### `[multiply:<color>`
577 Multiplies texture colors with the given color.
578 `<color>` is specified as a `ColorString`.
579 Result is more like what you'd expect if you put a color on top of another
580 color, meaning white surfaces get a lot of your new color while black parts
581 don't change very much.
586 The goal of hardware coloring is to simplify the creation of
587 colorful nodes. If your textures use the same pattern, and they only
588 differ in their color (like colored wool blocks), you can use hardware
589 coloring instead of creating and managing many texture files.
590 All of these methods use color multiplication (so a white-black texture
591 with red coloring will result in red-black color).
595 This method is useful if you wish to create nodes/items with
596 the same texture, in different colors, each in a new node/item definition.
600 When you register an item or node, set its `color` field (which accepts a
601 `ColorSpec`) to the desired color.
603 An `ItemStack`'s static color can be overwritten by the `color` metadata
604 field. If you set that field to a `ColorString`, that color will be used.
608 Each tile may have an individual static color, which overwrites every
609 other coloring method. To disable the coloring of a face,
610 set its color to white (because multiplying with white does nothing).
611 You can set the `color` property of the tiles in the node's definition
612 if the tile is in table format.
616 For nodes and items which can have many colors, a palette is more
617 suitable. A palette is a texture, which can contain up to 256 pixels.
618 Each pixel is one possible color for the node/item.
619 You can register one node/item, which can have up to 256 colors.
621 #### Palette indexing
623 When using palettes, you always provide a pixel index for the given
624 node or `ItemStack`. The palette is read from left to right and from
625 top to bottom. If the palette has less than 256 pixels, then it is
626 stretched to contain exactly 256 pixels (after arranging the pixels
627 to one line). The indexing starts from 0.
631 * 16x16 palette, index = 0: the top left corner
632 * 16x16 palette, index = 4: the fifth pixel in the first row
633 * 16x16 palette, index = 16: the pixel below the top left corner
634 * 16x16 palette, index = 255: the bottom right corner
635 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
636 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
637 to ensure the total 256 pixels.
638 * 2x4 palette, index = 32: the top right corner
639 * 2x4 palette, index = 63: the top right corner
640 * 2x4 palette, index = 64: the pixel below the top left corner
642 #### Using palettes with items
644 When registering an item, set the item definition's `palette` field to
645 a texture. You can also use texture modifiers.
647 The `ItemStack`'s color depends on the `palette_index` field of the
648 stack's metadata. `palette_index` is an integer, which specifies the
649 index of the pixel to use.
651 #### Linking palettes with nodes
653 When registering a node, set the item definition's `palette` field to
654 a texture. You can also use texture modifiers.
655 The node's color depends on its `param2`, so you also must set an
656 appropriate `paramtype2`:
658 * `paramtype2 = "color"` for nodes which use their full `param2` for
659 palette indexing. These nodes can have 256 different colors.
660 The palette should contain 256 pixels.
661 * `paramtype2 = "colorwallmounted"` for nodes which use the first
662 five bits (most significant) of `param2` for palette indexing.
663 The remaining three bits are describing rotation, as in `wallmounted`
664 paramtype2. Division by 8 yields the palette index (without stretching the
665 palette). These nodes can have 32 different colors, and the palette
666 should contain 32 pixels.
668 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
669 pixel will be picked from the palette.
670 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
671 pixel will be picked from the palette.
672 * `paramtype2 = "colorfacedir"` for nodes which use the first
673 three bits of `param2` for palette indexing. The remaining
674 five bits are describing rotation, as in `facedir` paramtype2.
675 Division by 32 yields the palette index (without stretching the
676 palette). These nodes can have 8 different colors, and the
677 palette should contain 8 pixels.
679 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
680 first (= 0 + 1) pixel will be picked from the palette.
681 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
682 second (= 1 + 1) pixel will be picked from the palette.
684 To colorize a node on the map, set its `param2` value (according
685 to the node's paramtype2).
687 ### Conversion between nodes in the inventory and on the map
689 Static coloring is the same for both cases, there is no need
692 If the `ItemStack`'s metadata contains the `color` field, it will be
693 lost on placement, because nodes on the map can only use palettes.
695 If the `ItemStack`'s metadata contains the `palette_index` field, it is
696 automatically transferred between node and item forms by the engine,
697 when a player digs or places a colored node.
698 You can disable this feature by setting the `drop` field of the node
699 to itself (without metadata).
700 To transfer the color to a special drop, you need a drop table.
704 minetest.register_node("mod:stone", {
705 description = "Stone",
706 tiles = {"default_stone.png"},
707 paramtype2 = "color",
708 palette = "palette.png",
711 -- assume that mod:cobblestone also has the same palette
712 {items = {"mod:cobblestone"}, inherit_color = true },
717 ### Colored items in craft recipes
719 Craft recipes only support item strings, but fortunately item strings
720 can also contain metadata. Example craft recipe registration:
722 minetest.register_craft({
723 output = minetest.itemstring_with_palette("wool:block", 3),
731 To set the `color` field, you can use `minetest.itemstring_with_color`.
733 Metadata field filtering in the `recipe` field are not supported yet,
734 so the craft output is independent of the color of the ingredients.
739 Sometimes hardware coloring is not enough, because it affects the
740 whole tile. Soft texture overlays were added to Minetest to allow
741 the dynamic coloring of only specific parts of the node's texture.
742 For example a grass block may have colored grass, while keeping the
745 These overlays are 'soft', because unlike texture modifiers, the layers
746 are not merged in the memory, but they are simply drawn on top of each
747 other. This allows different hardware coloring, but also means that
748 tiles with overlays are drawn slower. Using too much overlays might
751 For inventory and wield images you can specify overlays which
752 hardware coloring does not modify. You have to set `inventory_overlay`
753 and `wield_overlay` fields to an image name.
755 To define a node overlay, simply set the `overlay_tiles` field of the node
756 definition. These tiles are defined in the same way as plain tiles:
757 they can have a texture name, color etc.
758 To skip one face, set that overlay tile to an empty string.
760 Example (colored grass block):
762 minetest.register_node("default:dirt_with_grass", {
763 description = "Dirt with Grass",
764 -- Regular tiles, as usual
765 -- The dirt tile disables palette coloring
766 tiles = {{name = "default_grass.png"},
767 {name = "default_dirt.png", color = "white"}},
768 -- Overlay tiles: define them in the same style
769 -- The top and bottom tile does not have overlay
770 overlay_tiles = {"", "",
771 {name = "default_grass_side.png", tileable_vertical = false}},
772 -- Global color, used in inventory
774 -- Palette in the world
775 paramtype2 = "color",
776 palette = "default_foilage.png",
785 Only Ogg Vorbis files are supported.
787 For positional playing of sounds, only single-channel (mono) files are
788 supported. Otherwise OpenAL will play them non-positionally.
790 Mods should generally prefix their sounds with `modname_`, e.g. given
791 the mod name "`foomod`", a sound could be called:
795 Sounds are referred to by their name with a dot, a single digit and the
796 file extension stripped out. When a sound is played, the actual sound file
797 is chosen randomly from the matching sounds.
799 When playing the sound `foomod_foosound`, the sound is chosen randomly
800 from the available ones of the following files:
802 * `foomod_foosound.ogg`
803 * `foomod_foosound.0.ogg`
804 * `foomod_foosound.1.ogg`
806 * `foomod_foosound.9.ogg`
808 Examples of sound parameter tables:
810 -- Play locationless on all clients
812 gain = 1.0, -- default
813 fade = 0.0, -- default, change to a value > 0 to fade the sound in
814 pitch = 1.0, -- default
816 -- Play locationless to one player
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player, looped
826 gain = 1.0, -- default
829 -- Play in a location
831 pos = {x = 1, y = 2, z = 3},
832 gain = 1.0, -- default
833 max_hear_distance = 32, -- default, uses an euclidean metric
835 -- Play connected to an object, looped
837 object = <an ObjectRef>,
838 gain = 1.0, -- default
839 max_hear_distance = 32, -- default, uses an euclidean metric
843 Looped sounds must either be connected to an object or played locationless to
844 one player using `to_player = name,`
850 * e.g. `"default_place_node"`
852 * e.g. `{name = "default_place_node"}`
853 * e.g. `{name = "default_place_node", gain = 1.0}`
854 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
859 Registered definitions
860 ======================
862 Anything added using certain `minetest.register_*` functions gets added to
863 the global `minetest.registered_*` tables.
865 * `minetest.register_entity(name, entity definition)`
866 * added to `minetest.registered_entities[name]`
868 * `minetest.register_node(name, node definition)`
869 * added to `minetest.registered_items[name]`
870 * added to `minetest.registered_nodes[name]`
872 * `minetest.register_tool(name, item definition)`
873 * added to `minetest.registered_items[name]`
875 * `minetest.register_craftitem(name, item definition)`
876 * added to `minetest.registered_items[name]`
878 * `minetest.unregister_item(name)`
879 * Unregisters the item name from engine, and deletes the entry with key
880 `name` from `minetest.registered_items` and from the associated item
881 table according to its nature: `minetest.registered_nodes[]` etc
883 * `minetest.register_biome(biome definition)`
884 * returns an integer uniquely identifying the registered biome
885 * added to `minetest.registered_biome` with the key of `biome.name`
886 * if `biome.name` is nil, the key is the returned ID
888 * `minetest.unregister_biome(name)`
889 * Unregisters the biome name from engine, and deletes the entry with key
890 `name` from `minetest.registered_biome`
892 * `minetest.register_ore(ore definition)`
893 * returns an integer uniquely identifying the registered ore
894 * added to `minetest.registered_ores` with the key of `ore.name`
895 * if `ore.name` is nil, the key is the returned ID
897 * `minetest.register_decoration(decoration definition)`
898 * returns an integer uniquely identifying the registered decoration
899 * added to `minetest.registered_decorations` with the key of
901 * if `decoration.name` is nil, the key is the returned ID
903 * `minetest.register_schematic(schematic definition)`
904 * returns an integer uniquely identifying the registered schematic
905 * added to `minetest.registered_schematic` with the key of `schematic.name`
906 * if `schematic.name` is nil, the key is the returned ID
907 * if the schematic is loaded from a file, schematic.name is set to the
909 * if the function is called when loading the mod, and schematic.name is a
910 relative path, then the current mod path will be prepended to the
913 * `minetest.clear_registered_biomes()`
914 * clears all biomes currently registered
916 * `minetest.clear_registered_ores()`
917 * clears all ores currently registered
919 * `minetest.clear_registered_decorations()`
920 * clears all decorations currently registered
922 * `minetest.clear_registered_schematics()`
923 * clears all schematics currently registered
925 Note that in some cases you will stumble upon things that are not contained
926 in these tables (e.g. when a mod has been removed). Always check for
927 existence before trying to access the fields.
929 Example: If you want to check the drawtype of a node, you could do:
931 local function get_nodedef_field(nodename, fieldname)
932 if not minetest.registered_nodes[nodename] then
935 return minetest.registered_nodes[nodename][fieldname]
937 local drawtype = get_nodedef_field(nodename, "drawtype")
945 Nodes are the bulk data of the world: cubes and other things that take the
946 space of a cube. Huge amounts of them are handled efficiently, but they
949 The definition of a node is stored and can be accessed by using
951 minetest.registered_nodes[node.name]
953 See [Registered definitions].
955 Nodes are passed by value between Lua and the engine.
956 They are represented by a table:
958 {name="name", param1=num, param2=num}
960 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
961 them for certain automated functions. If you don't use these functions, you can
962 use them to store arbitrary values.
967 The functions of `param1` and `param2` are determined by certain fields in the
970 `param1` is reserved for the engine when `paramtype != "none"`:
972 * `paramtype = "light"`
973 * The value stores light with and without sun in its upper and lower 4 bits
975 * Required by a light source node to enable spreading its light.
976 * Required by the following drawtypes as they determine their visual
977 brightness from their internal light value:
988 `param2` is reserved for the engine when any of these are used:
990 * `liquidtype = "flowing"`
991 * The level and some flags of the liquid is stored in `param2`
992 * `drawtype = "flowingliquid"`
993 * The drawn liquid level is read from `param2`
994 * `drawtype = "torchlike"`
995 * `drawtype = "signlike"`
996 * `paramtype2 = "wallmounted"`
997 * The rotation of the node is stored in `param2`. You can make this value
998 by using `minetest.dir_to_wallmounted()`.
999 * `paramtype2 = "facedir"`
1000 * The rotation of the node is stored in `param2`. Furnaces and chests are
1001 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1002 * Values range 0 - 23
1003 * facedir / 4 = axis direction:
1004 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1005 * facedir modulo 4 = rotation around that axis
1006 * `paramtype2 = "leveled"`
1007 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1009 * The level of the top face of the nodebox is stored in `param2`.
1010 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1012 * The nodebox height is (`param2` / 64) nodes.
1013 * The maximum accepted value of `param2` is 127.
1015 * The height of the 'plantlike' section is stored in `param2`.
1016 * The height is (`param2` / 16) nodes.
1017 * `paramtype2 = "degrotate"`
1018 * Only valid for "plantlike". The rotation of the node is stored in
1020 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1021 get the actual rotation in degrees of the node.
1022 * `paramtype2 = "meshoptions"`
1023 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
1024 can be used to change how the client draws plantlike nodes.
1025 * Bits 0, 1 and 2 form a mesh selector.
1026 Currently the following meshes are choosable:
1027 * 0 = a "x" shaped plant (ordinary plant)
1028 * 1 = a "+" shaped plant (just rotated 45 degrees)
1029 * 2 = a "*" shaped plant with 3 faces instead of 2
1030 * 3 = a "#" shaped plant with 4 faces instead of 2
1031 * 4 = a "#" shaped plant with 4 faces that lean outwards
1032 * 5-7 are unused and reserved for future meshes.
1033 * Bits 3 through 7 are optional flags that can be combined and give these
1035 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
1036 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
1037 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
1038 * bits 6-7 are reserved for future use.
1039 * `paramtype2 = "color"`
1040 * `param2` tells which color is picked from the palette.
1041 The palette should have 256 pixels.
1042 * `paramtype2 = "colorfacedir"`
1043 * Same as `facedir`, but with colors.
1044 * The first three bits of `param2` tells which color is picked from the
1045 palette. The palette should have 8 pixels.
1046 * `paramtype2 = "colorwallmounted"`
1047 * Same as `wallmounted`, but with colors.
1048 * The first five bits of `param2` tells which color is picked from the
1049 palette. The palette should have 32 pixels.
1050 * `paramtype2 = "glasslikeliquidlevel"`
1051 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1053 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1055 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1057 Nodes can also contain extra data. See [Node Metadata].
1062 There are a bunch of different looking node types.
1064 Look for examples in `games/minimal` or `games/minetest_game`.
1067 * A node-sized cube.
1069 * Invisible, uses no texture.
1071 * The cubic source node for a liquid.
1073 * The flowing version of a liquid, appears with various heights and slopes.
1075 * Often used for partially-transparent nodes.
1076 * Only external sides of textures are visible.
1077 * `glasslike_framed`
1078 * All face-connected nodes are drawn as one volume within a surrounding
1080 * The frame appearence is generated from the edges of the first texture
1081 specified in `tiles`. The width of the edges used are 1/16th of texture
1082 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1083 * The glass 'shine' (or other desired detail) on each node face is supplied
1084 by the second texture specified in `tiles`.
1085 * If a third texture is specified in `tiles` it will be used for the top and
1086 base of the glass volume.
1087 * If third and fourth textures are specified in `tiles`, the third will be
1088 used for the top of the glass volume and the fourth will be used for the
1089 base of the glass volume.
1090 * `glasslike_framed_optional`
1091 * This switches between the above 2 drawtypes according to the menu setting
1094 * Often used for partially-transparent nodes.
1095 * External and internal sides of textures are visible.
1096 * `allfaces_optional`
1097 * Often used for leaves nodes.
1098 * This switches between `normal`, `glasslike` and `allfaces` according to
1099 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1100 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1101 is used instead, if present. This allows a visually thicker texture to be
1102 used to compensate for how `glasslike` reduces visual thickness.
1104 * A single vertical texture.
1105 * If placed on top of a node, uses the first texture specified in `tiles`.
1106 * If placed against the underside of a node, uses the second texture
1107 specified in `tiles`.
1108 * If placed on the side of a node, uses the third texture specified in
1109 `tiles` and is perpendicular to that node.
1111 * A single texture parallel to, and mounted against, the top, underside or
1114 * Two vertical and diagonal textures at right-angles to each other.
1115 * See `paramtype2 = "meshoptions"` above for other options.
1117 * When above a flat surface, appears as 6 textures, the central 2 as
1118 `plantlike` plus 4 more surrounding those.
1119 * If not above a surface the central 2 do not appear, but the texture
1120 appears against the faces of surrounding nodes if they are present.
1122 * A 3D model suitable for a wooden fence.
1123 * One placed node appears as a single vertical post.
1124 * Adjacently-placed nodes cause horizontal bars to appear between them.
1126 * Often used for tracks for mining carts.
1127 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1128 curved, t-junction, crossing.
1129 * Each placed node automatically switches to a suitable rotated texture
1130 determined by the adjacent `raillike` nodes, in order to create a
1131 continuous track network.
1132 * Becomes a sloping node if placed against stepped nodes.
1134 * Often used for stairs and slabs.
1135 * Allows defining nodes consisting of an arbitrary number of boxes.
1136 * See [Node boxes] below for more information.
1138 * Uses models for nodes.
1139 * Tiles should hold model materials textures.
1140 * Only static meshes are implemented.
1141 * For supported model formats see Irrlicht engine documentation.
1142 * `plantlike_rooted`
1143 * Enables underwater `plantlike` without air bubbles around the nodes.
1144 * Consists of a base cube at the co-ordinates of the node plus a
1145 `plantlike` extension above with a height of `param2 / 16` nodes.
1146 * The `plantlike` extension visually passes through any nodes above the
1147 base cube without affecting them.
1148 * The base cube texture tiles are defined as normal, the `plantlike`
1149 extension uses the defined special tile, for example:
1150 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1152 `*_optional` drawtypes need less rendering time if deactivated
1153 (always client-side).
1158 Node selection boxes are defined using "node boxes".
1160 A nodebox is defined as any of:
1163 -- A normal cube; the default in most things
1167 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1169 fixed = box OR {box1, box2, ...}
1172 -- A variable height box (or boxes) with the top face position defined
1173 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1175 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1177 fixed = box OR {box1, box2, ...}
1180 -- A box like the selection box for torches
1181 -- (wallmounted param2 is used, if applicable)
1182 type = "wallmounted",
1188 -- A node that has optional boxes depending on neighbouring nodes'
1189 -- presence and type. See also `connects_to`.
1191 fixed = box OR {box1, box2, ...}
1192 connect_top = box OR {box1, box2, ...}
1193 connect_bottom = box OR {box1, box2, ...}
1194 connect_front = box OR {box1, box2, ...}
1195 connect_left = box OR {box1, box2, ...}
1196 connect_back = box OR {box1, box2, ...}
1197 connect_right = box OR {box1, box2, ...}
1198 -- The following `disconnected_*` boxes are the opposites of the
1199 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1200 -- on the respective side, the corresponding disconnected box is drawn.
1201 disconnected_top = box OR {box1, box2, ...}
1202 disconnected_bottom = box OR {box1, box2, ...}
1203 disconnected_front = box OR {box1, box2, ...}
1204 disconnected_left = box OR {box1, box2, ...}
1205 disconnected_back = box OR {box1, box2, ...}
1206 disconnected_right = box OR {box1, box2, ...}
1207 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1208 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1209 -- neighbours to the sides
1212 A `box` is defined as:
1214 {x1, y1, z1, x2, y2, z2}
1216 A box of a regular node would look like:
1218 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1229 The position field is used for all element types.
1231 To account for differing resolutions, the position coordinates are the
1232 percentage of the screen, ranging in value from `0` to `1`.
1234 The name field is not yet used, but should contain a description of what the
1235 HUD element represents. The direction field is the direction in which something
1238 `0` draws from left to right, `1` draws from right to left, `2` draws from
1239 top to bottom, and `3` draws from bottom to top.
1241 The `alignment` field specifies how the item will be aligned. It ranges from
1242 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1243 is to the right/down. Fractional values can be used.
1245 The `offset` field specifies a pixel offset from the position. Contrary to
1246 position, the offset is not scaled to screen size. This allows for some
1247 precisely positioned items in the HUD.
1249 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1252 Below are the specific uses for fields in each type; fields not listed for that
1256 Displays an image on the HUD.
1258 * `scale`: The scale of the image, with 1 being the original texture size.
1259 Only the X coordinate scale is used (positive values).
1260 Negative values represent that percentage of the screen it
1261 should take; e.g. `x=-100` means 100% (width).
1262 * `text`: The name of the texture that is displayed.
1263 * `alignment`: The alignment of the image.
1264 * `offset`: offset in pixels from position.
1268 Displays text on the HUD.
1270 * `scale`: Defines the bounding rectangle of the text.
1271 A value such as `{x=100, y=100}` should work.
1272 * `text`: The text to be displayed in the HUD element.
1273 * `number`: An integer containing the RGB value of the color used to draw the
1274 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1275 * `alignment`: The alignment of the text.
1276 * `offset`: offset in pixels from position.
1280 Displays a horizontal bar made up of half-images.
1282 * `text`: The name of the texture that is used.
1283 * `number`: The number of half-textures that are displayed.
1284 If odd, will end with a vertically center-split texture.
1286 * `offset`: offset in pixels from position.
1287 * `size`: If used, will force full-image size to this value (override texture
1292 * `text`: The name of the inventory list to be displayed.
1293 * `number`: Number of items in the inventory to be displayed.
1294 * `item`: Position of item that is selected.
1296 * `offset`: offset in pixels from position.
1300 Displays distance to selected world position.
1302 * `name`: The name of the waypoint.
1303 * `text`: Distance suffix. Can be blank.
1304 * `number:` An integer containing the RGB value of the color used to draw the
1306 * `world_pos`: World position of the waypoint.
1311 Representations of simple things
1312 ================================
1317 {x=num, y=num, z=num}
1319 For helper functions see [Spatial Vectors].
1324 * `{type="nothing"}`
1325 * `{type="node", under=pos, above=pos}`
1326 * `{type="object", ref=ObjectRef}`
1328 Exact pointing location (currently only `Raycast` supports these fields):
1329 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1330 point on the selection box which is pointed at. May be in the selection box
1331 if the pointer is in the box too.
1332 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1334 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1335 selected selection box. This specifies which face is pointed at.
1336 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1342 Flag Specifier Format
1343 =====================
1345 Flags using the standardized flag specifier format can be specified in either
1346 of two ways, by string or table.
1348 The string format is a comma-delimited set of flag names; whitespace and
1349 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1350 flag, and specifying a flag prefixed by the string `"no"` explicitly
1351 clears the flag from whatever the default may be.
1353 In addition to the standard string flag format, the schematic flags field can
1354 also be a table of flag names to boolean values representing whether or not the
1355 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1356 is present, mapped to a boolean of any value, the specified flag is unset.
1358 E.g. A flag field of value
1360 {place_center_x = true, place_center_y=false, place_center_z=true}
1364 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1366 which is equivalent to
1368 "place_center_x, noplace_center_y, place_center_z"
1372 "place_center_x, place_center_z"
1374 since, by default, no schematic attributes are set.
1385 There are three kinds of items: nodes, tools and craftitems.
1387 * Node: Can be placed in the world's voxel grid
1388 * Tool: Has a wear property but cannot be stacked. The default use action is to
1389 dig nodes or hit objects according to its tool capabilities.
1390 * Craftitem: Cannot dig nodes or be placed
1395 All item stacks have an amount between 0 and 65535. It is 1 by
1396 default. Tool item stacks can not have an amount greater than 1.
1398 Tools use a wear (damage) value ranging from 0 to 65535. The
1399 value 0 is the default and is used for unworn tools. The values
1400 1 to 65535 are used for worn tools, where a higher value stands for
1401 a higher wear. Non-tools always have a wear value of 0.
1406 Items and item stacks can exist in three formats: Serializes, table format
1409 When an item must be passed to a function, it can usually be in any of
1414 This is called "stackstring" or "itemstring". It is a simple string with
1415 1-3 components: the full item identifier, an optional amount and an optional
1418 <identifier> [<amount>[ <wear>]]
1422 * `'default:apple'`: 1 apple
1423 * `'default:dirt 5'`: 5 dirt
1424 * `'default:pick_stone'`: a new stone pickaxe
1425 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1433 {name="default:dirt", count=5, wear=0, metadata=""}
1435 A wooden pick about 1/3 worn out:
1437 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1441 {name="default:apple", count=1, wear=0, metadata=""}
1445 A native C++ format with many helper methods. Useful for converting
1446 between formats. See the [Class reference] section for details.
1454 In a number of places, there is a group table. Groups define the
1455 properties of a thing (item, node, armor of entity, capabilities of
1456 tool) in such a way that the engine and other mods can can interact with
1457 the thing without actually knowing what the thing is.
1462 Groups are stored in a table, having the group names with keys and the
1463 group ratings as values. For example:
1466 groups = {crumbly=3, soil=1}
1468 -- A more special dirt-kind of thing
1469 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1471 Groups always have a rating associated with them. If there is no
1472 useful meaning for a rating for an enabled group, it shall be `1`.
1474 When not defined, the rating of a group defaults to `0`. Thus when you
1475 read groups, you must interpret `nil` and `0` as the same value, `0`.
1477 You can read the rating of a group for an item or a node by using
1479 minetest.get_item_group(itemname, groupname)
1484 Groups of items can define what kind of an item it is (e.g. wool).
1489 In addition to the general item things, groups are used to define whether
1490 a node is destroyable and how long it takes to destroy by a tool.
1495 For entities, groups are, as of now, used only for calculating damage.
1496 The rating is the percentage of damage caused by tools with this damage group.
1497 See [Entity damage mechanism].
1499 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1500 object.set_armor_groups({fleshy=30, cracky=80})
1505 Groups in tools define which groups of nodes and entities they are
1508 Groups in crafting recipes
1509 --------------------------
1511 An example: Make meat soup from any meat, any water and any bowl:
1514 output = 'food:meat_soup_raw',
1520 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1523 Another example: Make red wool from white wool and red dye:
1527 output = 'wool:red',
1528 recipe = {'wool:white', 'group:dye,basecolor_red'},
1534 * `immortal`: Disables the group damage system for an entity
1535 * `punch_operable`: For entities; disables the regular damage mechanism for
1536 players punching it by hand or a non-tool item, so that it can do something
1537 else than take damage.
1538 * `level`: Can be used to give an additional sense of progression in the game.
1539 * A larger level will cause e.g. a weapon of a lower level make much less
1540 damage, and get worn out much faster, or not be able to get drops
1541 from destroyed nodes.
1542 * `0` is something that is directly accessible at the start of gameplay
1543 * There is no upper limit
1544 * `dig_immediate`: Player can always pick up node without reducing tool wear
1545 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1546 * `3`: the node always gets the digging time 0 seconds (torch)
1547 * `disable_jump`: Player (and possibly other things) cannot jump from node
1548 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1549 * `bouncy`: value is bounce speed in percent
1550 * `falling_node`: if there is no walkable block under the node it will fall
1551 * `attached_node`: if the node under it is not a walkable block the node will be
1552 dropped as an item. If the node is wallmounted the wallmounted direction is
1554 * `soil`: saplings will grow on nodes in this group
1555 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1556 connect to each other
1557 * `slippery`: Players and items will slide on the node.
1558 Slipperiness rises steadily with `slippery` value, starting at 1.
1559 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1560 `"toolrepair"` crafting recipe
1563 Known damage and digging time defining groups
1564 ---------------------------------------------
1566 * `crumbly`: dirt, sand
1567 * `cracky`: tough but crackable stuff like stone.
1568 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1569 plants, wire, sheets of metal
1570 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1571 * `fleshy`: Living things like animals and the player. This could imply
1572 some blood effects when hitting.
1573 * `explody`: Especially prone to explosions
1574 * `oddly_breakable_by_hand`:
1575 Can be added to nodes that shouldn't logically be breakable by the
1576 hand but are. Somewhat similar to `dig_immediate`, but times are more
1577 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1578 speed of a tool if the tool can dig at a faster speed than this
1579 suggests for the hand.
1581 Examples of custom groups
1582 -------------------------
1584 Item groups are often used for defining, well, _groups of items_.
1586 * `meat`: any meat-kind of a thing (rating might define the size or healing
1587 ability or be irrelevant -- it is not defined as of yet)
1588 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1590 * `flammable`: can be set on fire. Rating might define the intensity of the
1591 fire, affecting e.g. the speed of the spreading of an open fire.
1592 * `wool`: any wool (any origin, any color)
1593 * `metal`: any metal
1594 * `weapon`: any weapon
1595 * `heavy`: anything considerably heavy
1597 Digging time calculation specifics
1598 ----------------------------------
1600 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1601 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1602 faster digging time.
1604 The `level` group is used to limit the toughness of nodes a tool can dig
1605 and to scale the digging times / damage to a greater extent.
1607 **Please do understand this**, otherwise you cannot use the system to it's
1610 Tools define their properties by a list of parameters for groups. They
1611 cannot dig other groups; thus it is important to use a standard bunch of
1612 groups to enable interaction with tools.
1625 * Full punch interval
1626 * Maximum drop level
1627 * For an arbitrary list of groups:
1628 * Uses (until the tool breaks)
1629 * Maximum level (usually `0`, `1`, `2` or `3`)
1633 ### Full punch interval
1635 When used as a weapon, the tool will do full damage if this time is spent
1636 between punches. If e.g. half the time is spent, the tool will do half
1639 ### Maximum drop level
1641 Suggests the maximum level of node, when dug with the tool, that will drop
1642 it's useful item. (e.g. iron ore to drop a lump of iron).
1644 This is not automated; it is the responsibility of the node definition
1649 Determines how many uses the tool has when it is used for digging a node,
1650 of this group, of the maximum level. For lower leveled nodes, the use count
1651 is multiplied by `3^leveldiff`.
1653 * `uses=10, leveldiff=0`: actual uses: 10
1654 * `uses=10, leveldiff=1`: actual uses: 30
1655 * `uses=10, leveldiff=2`: actual uses: 90
1659 Tells what is the maximum level of a node of this group that the tool will
1664 List of digging times for different ratings of the group, for nodes of the
1667 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1668 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1669 for this group, and unable to dig the rating `1`, which is the toughest.
1670 Unless there is a matching group that enables digging otherwise.
1672 If the result digging time is 0, a delay of 0.15 seconds is added between
1673 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1674 i.e. players can more quickly click the nodes away instead of holding LMB.
1678 List of damage for groups of entities. See [Entity damage mechanism].
1680 Example definition of the capabilities of a tool
1681 ------------------------------------------------
1683 tool_capabilities = {
1684 full_punch_interval=1.5,
1687 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1689 damage_groups = {fleshy=2},
1692 This makes the tool be able to dig nodes that fulfil both of these:
1694 * Have the `crumbly` group
1695 * Have a `level` group less or equal to `2`
1697 Table of resulting digging times:
1699 crumbly 0 1 2 3 4 <- level
1701 1 0.80 1.60 1.60 - -
1702 2 0.60 1.20 1.20 - -
1703 3 0.40 0.80 0.80 - -
1705 level diff: 2 1 0 -1 -2
1707 Table of resulting tool uses:
1716 * At `crumbly==0`, the node is not diggable.
1717 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1718 easy nodes to be quickly breakable.
1719 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1724 Entity damage mechanism
1725 =======================
1730 foreach group in cap.damage_groups:
1731 damage += cap.damage_groups[group]
1732 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1733 * (object.armor_groups[group] / 100.0)
1734 -- Where object.armor_groups[group] is 0 for inexistent values
1737 Client predicts damage based on damage groups. Because of this, it is able to
1738 give an immediate response when an entity is damaged or dies; the response is
1739 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1741 Currently a smoke puff will appear when an entity dies.
1743 The group `immortal` completely disables normal damage.
1745 Entities can define a special armor group, which is `punch_operable`. This
1746 group disables the regular damage mechanism for players punching it by hand or
1747 a non-tool item, so that it can do something else than take damage.
1749 On the Lua side, every punch calls:
1751 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1754 This should never be called directly, because damage is usually not handled by
1757 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1758 accessed unless absolutely required, to encourage interoperability.
1759 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1760 * `tool_capabilities` can be `nil`.
1761 * `direction` is a unit vector, pointing from the source of the punch to
1763 * `damage` damage that will be done to entity
1764 Return value of this function will determine if damage is done by this function
1765 (retval true) or shall be done by engine (retval false)
1767 To punch an entity/object in Lua, call:
1769 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1771 * Return value is tool wear.
1772 * Parameters are equal to the above callback.
1773 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1774 will be automatically filled in based on the location of `puncher`.
1785 The instance of a node in the world normally only contains the three values
1786 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1787 It is called "node metadata"; See `NodeMetaRef`.
1789 Node metadata contains two things:
1794 Some of the values in the key-value store are handled specially:
1796 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1797 * `infotext`: Text shown on the screen when the node is pointed at
1801 local meta = minetest.get_meta(pos)
1802 meta:set_string("formspec",
1804 "list[context;main;0,0;8,4;]"..
1805 "list[current_player;main;0,5;8,4;]")
1806 meta:set_string("infotext", "Chest");
1807 local inv = meta:get_inventory()
1808 inv:set_size("main", 8*4)
1809 print(dump(meta:to_table()))
1812 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1813 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1814 [10] = "", [11] = "", [12] = "", [13] = "",
1815 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1816 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1817 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1818 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1822 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1830 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1832 Item metadata only contains a key-value store.
1834 Some of the values in the key-value store are handled specially:
1836 * `description`: Set the item stack's description. Defaults to
1838 * `color`: A `ColorString`, which sets the stack's color.
1839 * `palette_index`: If the item has a palette, this is used to get the
1840 current color from the palette.
1844 local meta = stack:get_meta()
1845 meta:set_string("key", "value")
1846 print(dump(meta:to_table()))
1854 Formspec defines a menu. Currently not much else than inventories are
1855 supported. It is a string, with a somewhat strange format.
1857 Spaces and newlines can be inserted between the blocks, as is used in the
1860 Position and size units are inventory slots, `X` and `Y` position the formspec
1861 element relative to the top left of the menu or container. `W` and `H` are its
1862 width and height values.
1863 When displaying text which can contain formspec code, e.g. text set by a player,
1864 use `minetest.formspec_escape`.
1865 For coloured text you can use `minetest.colorize`.
1867 WARNING: Minetest allows you to add elements to every single formspec instance
1868 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1869 appearing when you don't expect them to. See [`no_prepend[]`].
1877 list[context;main;0,0;8,4;]
1878 list[current_player;main;0,5;8,4;]
1883 list[context;fuel;2,3;1,1;]
1884 list[context;src;2,1;1,1;]
1885 list[context;dst;5,1;2,2;]
1886 list[current_player;main;0,5;8,4;]
1888 ### Minecraft-like player inventory
1891 image[1,0.6;1,2;player.png]
1892 list[current_player;main;0,3.5;8,4;]
1893 list[current_player;craft;3,0;3,3;]
1894 list[current_player;craftpreview;7,1;1,1;]
1899 ### `size[<W>,<H>,<fixed_size>]`
1901 * Define the size of the menu in inventory slots
1902 * `fixed_size`: `true`/`false` (optional)
1903 * deprecated: `invsize[<W>,<H>;]`
1905 ### `position[<X>,<Y>]`
1907 * Must be used after `size` element.
1908 * Defines the position on the game window of the formspec's `anchor` point.
1909 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1911 * [0.0, 0.0] sets the position to the top left corner of the game window.
1912 * [1.0, 1.0] sets the position to the bottom right of the game window.
1913 * Defaults to the center of the game window [0.5, 0.5].
1915 ### `anchor[<X>,<Y>]`
1917 * Must be used after both `size` and `position` (if present) elements.
1918 * Defines the location of the anchor point within the formspec.
1919 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1921 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1922 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1923 * Defaults to the center of the formspec [0.5, 0.5].
1925 * `position` and `anchor` elements need suitable values to avoid a formspec
1926 extending off the game window due to particular game window sizes.
1930 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1931 * Disables player:set_formspec_prepend() from applying to this formspec.
1933 ### `container[<X>,<Y>]`
1935 * Start of a container block, moves all physical elements in the container by
1937 * Must have matching `container_end`
1938 * Containers can be nested, in which case the offsets are added
1939 (child containers are relative to parent containers)
1941 ### `container_end[]`
1943 * End of a container, following elements are no longer relative to this
1946 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1948 * Show an inventory list
1950 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1952 * Show an inventory list
1954 ### `listring[<inventory location>;<list name>]`
1956 * Allows to create a ring of inventory lists
1957 * Shift-clicking on items in one element of the ring
1958 will send them to the next inventory list inside the ring
1959 * The first occurrence of an element inside the ring will
1960 determine the inventory where items will be sent to
1964 * Shorthand for doing `listring[<inventory location>;<list name>]`
1965 for the last two inventory lists added by list[...]
1967 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1969 * Sets background color of slots as `ColorString`
1970 * Sets background color of slots on mouse hovering
1972 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1974 * Sets background color of slots as `ColorString`
1975 * Sets background color of slots on mouse hovering
1976 * Sets color of slots border
1978 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1980 * Sets background color of slots as `ColorString`
1981 * Sets background color of slots on mouse hovering
1982 * Sets color of slots border
1983 * Sets default background color of tooltips
1984 * Sets default font color of tooltips
1986 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1988 * Adds tooltip for an element
1989 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1990 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1992 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1993 * Adds tooltip for an area. Other tooltips will take priority when present.
1994 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1995 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1997 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2001 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2003 * Show an inventory image of registered item/node
2005 ### `bgcolor[<color>;<fullscreen>]`
2007 * Sets background color of formspec as `ColorString`
2008 * If `true`, the background color is drawn fullscreen (does not affect the size
2011 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2013 * Use a background. Inventory rectangles are not drawn then.
2014 * Example for formspec 8x4 in 16x resolution: image shall be sized
2015 8 times 16px times 4 times 16px.
2017 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2019 * Use a background. Inventory rectangles are not drawn then.
2020 * Example for formspec 8x4 in 16x resolution:
2021 image shall be sized 8 times 16px times 4 times 16px
2022 * If `auto_clip` is `true`, the background is clipped to the formspec size
2023 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2025 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2027 * Textual password style field; will be sent to server when a button is clicked
2028 * When enter is pressed in field, fields.key_enter_field will be sent with the
2030 * Fields are a set height, but will be vertically centred on `H`
2031 * `name` is the name of the field as returned in fields to `on_receive_fields`
2032 * `label`, if not blank, will be text printed on the top left above the field
2033 * See `field_close_on_enter` to stop enter closing the formspec
2035 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2037 * Textual field; will be sent to server when a button is clicked
2038 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2039 the name of this field.
2040 * Fields are a set height, but will be vertically centred on `H`
2041 * `name` is the name of the field as returned in fields to `on_receive_fields`
2042 * `label`, if not blank, will be text printed on the top left above the field
2043 * `default` is the default value of the field
2044 * `default` may contain variable references such as `${text}` which
2045 will fill the value from the metadata value `text`
2046 * **Note**: no extra text or more than a single variable is supported ATM.
2047 * See `field_close_on_enter` to stop enter closing the formspec
2049 ### `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>]`
2061 * <name> is the name of the field
2062 * if <close_on_enter> is false, pressing enter in the field will submit the
2063 form but not close it.
2064 * defaults to true when not specified (ie: no tag for a field)
2066 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2068 * Same as fields above, but with multi-line input
2069 * If the text overflows, a vertical scrollbar is added.
2070 * If the name is empty, the textarea is read-only and
2071 the background is not shown, which corresponds to a multi-line label.
2073 ### `label[<X>,<Y>;<label>]`
2075 * The label formspec element displays the text set in `label`
2076 at the specified position.
2077 * The text is displayed directly without automatic line breaking,
2078 so label should not be used for big text chunks.
2080 ### `vertlabel[<X>,<Y>;<label>]`
2082 * Textual label drawn vertically
2083 * `label` is the text on the label
2085 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2087 * Clickable button. When clicked, fields will be sent.
2088 * Fixed button height. It will be vertically centred on `H`
2089 * `label` is the text on the button
2091 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2093 * `texture name` is the filename of an image
2095 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2097 * `texture name` is the filename of an image
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>]`
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
2109 ### `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>]`
2115 * When clicked, fields will be sent and the form will quit.
2117 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2119 * Scrollable item list showing arbitrary text elements
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>]`
2128 * Scrollable itemlist showing arbitrary text elements
2129 * `name` fieldname sent to server on doubleclick value is current selected
2131 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2132 * if you want a listelement to start with "#" write "##"
2133 * Index to be selected within textlist
2134 * `true`/`false`: draw transparent background
2135 * See also `minetest.explode_textlist_event`
2136 (main menu: `core.explode_textlist_event`).
2138 ### `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 * `name` fieldname data is transferred to Lua
2142 * `caption 1`...: name shown on top of tab
2143 * `current_tab`: index of selected tab 1...
2144 * `transparent` (optional): show transparent
2145 * `draw_border` (optional): draw border
2147 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2149 * Simple colored box
2150 * `color` is color specified as a `ColorString`.
2151 If the alpha component is left blank, the box will be semitransparent.
2153 ### `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>]`
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>]`
2175 * There are two ways to use it:
2176 1. handle the changed event (only changed scrollbar is available)
2177 2. read the value on pressing a button (all scrollbars are available)
2178 * `orientation`: `vertical`/`horizontal`
2179 * Fieldname data is transferred to Lua
2180 * Value this trackbar is set to (`0`-`1000`)
2181 * See also `minetest.explode_scrollbar_event`
2182 (main menu: `core.explode_scrollbar_event`).
2184 ### `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 * `name`: fieldname sent to server on row select or doubleclick
2189 * `cell 1`...`cell n`: cell contents given in row-major order
2190 * `selected idx`: index of row to be selected within table (first row = `1`)
2191 * See also `minetest.explode_table_event`
2192 (main menu: `core.explode_table_event`).
2194 ### `tableoptions[<opt 1>;<opt 2>;...]`
2196 * Sets options for `table[]`
2198 * default text color (`ColorString`), defaults to `#FFFFFF`
2199 * `background=#RRGGBB`
2200 * table background color (`ColorString`), defaults to `#000000`
2201 * `border=<true/false>`
2202 * should the table be drawn with a border? (default: `true`)
2203 * `highlight=#RRGGBB`
2204 * highlight background color (`ColorString`), defaults to `#466432`
2205 * `highlight_text=#RRGGBB`
2206 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2207 * `opendepth=<value>`
2208 * all subtrees up to `depth < value` are open (default value = `0`)
2209 * only useful when there is a column of type "tree"
2211 ### `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!
2256 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2257 * `"current_player"`: Player to whom the menu is shown
2258 * `"player:<name>"`: Any player
2259 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2260 * `"detached:<name>"`: A detached inventory
2262 Player Inventory lists
2263 ----------------------
2265 * `main`: list containing the default inventory
2266 * `craft`: list containing the craft input
2267 * `craftpreview`: list containing the craft prediction
2268 * `craftresult`: list containing the crafted output
2269 * `hand`: list containing an override for the empty hand
2270 * Is not created automatically, use `InvRef:set_size`
2281 `#RGB` defines a color in hexadecimal format.
2283 `#RGBA` defines a color in hexadecimal format and alpha channel.
2285 `#RRGGBB` defines a color in hexadecimal format.
2287 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2289 Named colors are also supported and are equivalent to
2290 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2291 To specify the value of the alpha channel, append `#AA` to the end of the color
2292 name (e.g. `colorname#08`). For named colors the hexadecimal string
2293 representing the alpha value must (always) be two hexadecimal digits.
2298 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2301 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2302 * `colorspec = {a=255, r=0, g=255, b=0}`
2303 * numerical form: The raw integer value of an ARGB8 quad:
2304 * `colorspec = 0xFF00FF00`
2305 * string form: A ColorString (defined above):
2306 * `colorspec = "green"`
2314 Most text can contain escape sequences, that can for example color the text.
2315 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2316 The following functions provide escape sequences:
2318 * `minetest.get_color_escape_sequence(color)`:
2319 * `color` is a ColorString
2320 * The escape sequence sets the text color to `color`
2321 * `minetest.colorize(color, message)`:
2323 `minetest.get_color_escape_sequence(color) ..
2325 minetest.get_color_escape_sequence("#ffffff")`
2326 * `minetest.get_background_escape_sequence(color)`
2327 * `color` is a ColorString
2328 * The escape sequence sets the background of the whole text element to
2329 `color`. Only defined for item descriptions and tooltips.
2330 * `minetest.strip_foreground_colors(str)`
2331 * Removes foreground colors added by `get_color_escape_sequence`.
2332 * `minetest.strip_background_colors(str)`
2333 * Removes background colors added by `get_background_escape_sequence`.
2334 * `minetest.strip_colors(str)`
2335 * Removes all color escape sequences.
2343 For the following functions, `v`, `v1`, `v2` are vectors,
2344 `p1`, `p2` are positions:
2346 * `vector.new(a[, b, c])`:
2348 * A copy of `a` if `a` is a vector.
2349 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2350 * `vector.direction(p1, p2)`:
2351 * Returns a vector of length 1 with direction `p1` to `p2`.
2352 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2353 * `vector.distance(p1, p2)`:
2354 * Returns zero or a positive number, the distance between `p1` and `p2`.
2355 * `vector.length(v)`:
2356 * Returns zero or a positive number, the length of vector `v`.
2357 * `vector.normalize(v)`:
2358 * Returns a vector of length 1 with direction of vector `v`.
2359 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2360 * `vector.floor(v)`:
2361 * Returns a vector, each dimension rounded down.
2362 * `vector.round(v)`:
2363 * Returns a vector, each dimension rounded to nearest integer.
2364 * `vector.apply(v, func)`:
2365 * Returns a vector where the function `func` has been applied to each
2367 * `vector.equals(v1, v2)`:
2368 * Returns a boolean, `true` if the vectors are identical.
2369 * `vector.sort(v1, v2)`:
2370 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2372 For the following functions `x` can be either a vector or a number:
2374 * `vector.add(v, x)`:
2376 * `vector.subtract(v, x)`:
2378 * `vector.multiply(v, x)`:
2379 * Returns a scaled vector or Schur product.
2380 * `vector.divide(v, x)`:
2381 * Returns a scaled vector or Schur quotient.
2389 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2390 human-readable, handles reference loops.
2391 * `obj`: arbitrary variable
2392 * `name`: string, default: `"_"`
2393 * `dumped`: table, default: `{}`
2394 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2395 * `obj`: arbitrary variable
2396 * `dumped`: table, default: `{}`
2397 * `math.hypot(x, y)`
2398 * Get the hypotenuse of a triangle with legs x and y.
2399 Useful for distance calculation.
2400 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2401 * Get the sign of a number.
2402 * tolerance: number, default: `0.0`
2403 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2405 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2406 * `separator`: string, default: `","`
2407 * `include_empty`: boolean, default: `false`
2408 * `max_splits`: number, if it's negative, splits aren't limited,
2410 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2411 string or a pattern (regex), default: `false`
2412 * e.g. `"a,b":split","` returns `{"a","b"}`
2413 * `string:trim()`: returns the string without whitespace pre- and suffixes
2414 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2415 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2416 * Adds newlines to the string to keep it within the specified character
2418 * Note that the returned lines may be longer than the limit since it only
2419 splits at word borders.
2420 * `limit`: number, maximal amount of characters in one line
2421 * `as_table`: boolean, if set to true, a table of lines instead of a string
2422 is returned, default: `false`
2423 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2424 * `pos`: table {x=X, y=Y, z=Z}
2425 * Converts the position `pos` to a human-readable, printable string
2426 * `decimal_places`: number, if specified, the x, y and z values of
2427 the position are rounded to the given decimal place.
2428 * `minetest.string_to_pos(string)`: returns a position or `nil`
2429 * Same but in reverse.
2430 * If the string can't be parsed to a position, nothing is returned.
2431 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2432 * Converts a string representing an area box into two positions
2433 * `minetest.formspec_escape(string)`: returns a string
2434 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2436 * `minetest.is_yes(arg)`
2437 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2438 * `minetest.is_nan(arg)`
2439 * returns true when the passed number represents NaN.
2440 * `minetest.get_us_time()`
2441 * returns time with microsecond precision. May not return wall time.
2442 * `table.copy(table)`: returns a table
2443 * returns a deep copy of `table`
2444 * `table.insert_all(table, other_table)`:
2445 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2447 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2449 * returns the exact position on the surface of a pointed node
2457 Texts can be translated client-side with the help of `minetest.translate` and
2460 Translating a string
2461 --------------------
2463 Two functions are provided to translate strings: `minetest.translate` and
2464 `minetest.get_translator`.
2466 * `minetest.get_translator(textdomain)` is a simple wrapper around
2467 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2468 equivalent to `minetest.translate(textdomain, str, ...)`.
2469 It is intended to be used in the following way, so that it avoids verbose
2470 repetitions of `minetest.translate`:
2472 local S = minetest.get_translator(textdomain)
2475 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2477 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2478 the given `textdomain` for disambiguation. The textdomain must match the
2479 textdomain specified in the translation file in order to get the string
2480 translated. This can be used so that a string is translated differently in
2482 It is advised to use the name of the mod as textdomain whenever possible, to
2483 avoid clashes with other mods.
2484 This function must be given a number of arguments equal to the number of
2485 arguments the translated string expects.
2486 Arguments are literal strings -- they will not be translated, so if you want
2487 them to be, they need to come as outputs of `minetest.translate` as well.
2489 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2490 by the translation of "Red". We can do the following:
2492 local S = minetest.get_translator()
2493 S("@1 Wool", S("Red"))
2495 This will be displayed as "Red Wool" on old clients and on clients that do
2496 not have localization enabled. However, if we have for instance a translation
2497 file named `wool.fr.tr` containing the following:
2502 this will be displayed as "Laine Rouge" on clients with a French locale.
2504 Operations on translated strings
2505 --------------------------------
2507 The output of `minetest.translate` is a string, with escape sequences adding
2508 additional information to that string so that it can be translated on the
2509 different clients. In particular, you can't expect operations like string.length
2510 to work on them like you would expect them to, or string.gsub to work in the
2511 expected manner. However, string concatenation will still work as expected
2512 (note that you should only use this for things like formspecs; do not translate
2513 sentences by breaking them into parts; arguments should be used instead), and
2514 operations such as `minetest.colorize` which are also concatenation.
2516 Translation file format
2517 -----------------------
2519 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2520 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2521 The file should be a text file, with the following format:
2523 * Lines beginning with `# textdomain:` (the space is significant) can be used
2524 to specify the text domain of all following translations in the file.
2525 * All other empty lines or lines beginning with `#` are ignored.
2526 * Other lines should be in the format `original=translated`. Both `original`
2527 and `translated` can contain escape sequences beginning with `@` to insert
2528 arguments, literal `@`, `=` or newline (See [Escapes] below).
2529 There must be no extraneous whitespace around the `=` or at the beginning or
2530 the end of the line.
2535 Strings that need to be translated can contain several escapes, preceded by `@`.
2537 * `@@` acts as a literal `@`.
2538 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2539 string that will be inlined when translated. Due to how translations are
2540 implemented, the original translation string **must** have its arguments in
2541 increasing order, without gaps or repetitions, starting from 1.
2542 * `@=` acts as a literal `=`. It is not required in strings given to
2543 `minetest.translate`, but is in translation files to avoid being confused
2544 with the `=` separating the original from the translation.
2545 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2546 As with `@=`, this escape is not required in strings given to
2547 `minetest.translate`, but is in translation files.
2548 * `@n` acts as a literal newline as well.
2556 Perlin noise creates a continuously-varying value depending on the input values.
2557 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2558 The result is used during map generation to create the terrain shape, vary heat
2559 and humidity to distribute biomes, vary the density of decorations or vary the
2562 Structure of perlin noise
2563 -------------------------
2565 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2566 The smooth wavy noise it generates has a single characteristic scale, almost
2567 like a 'wavelength', so on its own does not create fine detail.
2568 Due to this perlin noise combines several octaves to create variation on
2569 multiple scales. Each additional octave has a smaller 'wavelength' than the
2572 This combination results in noise varying very roughly between -2.0 and 2.0 and
2573 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2574 and offset the noise variation.
2576 The final perlin noise variation is created as follows:
2578 noise = offset + scale * (octave1 +
2579 octave2 * persistence +
2580 octave3 * persistence ^ 2 +
2581 octave4 * persistence ^ 3 +
2587 Noise Parameters are commonly called `NoiseParams`.
2591 After the multiplication by `scale` this is added to the result and is the final
2592 step in creating the noise value.
2593 Can be positive or negative.
2597 Once all octaves have been combined, the result is multiplied by this.
2598 Can be positive or negative.
2602 For octave1, this is roughly the change of input value needed for a very large
2603 variation in the noise value generated by octave1. It is almost like a
2604 'wavelength' for the wavy noise variation.
2605 Each additional octave has a 'wavelength' that is smaller than the previous
2606 octave, to create finer detail. `spread` will therefore roughly be the typical
2607 size of the largest structures in the final noise variation.
2609 `spread` is a vector with values for x, y, z to allow the noise variation to be
2610 stretched or compressed in the desired axes.
2611 Values are positive numbers.
2615 This is a whole number that determines the entire pattern of the noise
2616 variation. Altering it enables different noise patterns to be created.
2617 With other parameters equal, different seeds produce different noise patterns
2618 and identical seeds produce identical noise patterns.
2620 For this parameter you can randomly choose any whole number. Usually it is
2621 preferable for this to be different from other seeds, but sometimes it is useful
2622 to be able to create identical noise patterns.
2624 When used in mapgen this is actually a 'seed offset', it is added to the
2625 'world seed' to create the seed used by the noise, to ensure the noise has a
2626 different pattern in different worlds.
2630 The number of simple noise generators that are combined.
2631 A whole number, 1 or more.
2632 Each additional octave adds finer detail to the noise but also increases the
2633 noise calculation load.
2634 3 is a typical minimum for a high quality, complex and natural-looking noise
2635 variation. 1 octave has a slight 'gridlike' appearence.
2637 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2638 size of the finest detail you require. For example:
2639 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2640 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2641 512, 256, 128, 64, 32, 16 nodes.
2642 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2646 Each additional octave has an amplitude that is the amplitude of the previous
2647 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2648 as is often helpful and natural to do so.
2649 Since this controls the balance of fine detail to large-scale detail
2650 `persistence` can be thought of as the 'roughness' of the noise.
2652 A positive or negative non-zero number, often between 0.3 and 1.0.
2653 A common medium value is 0.5, such that each octave has half the amplitude of
2654 the previous octave.
2655 This may need to be tuned when altering `lacunarity`; when doing so consider
2656 that a common medium value is 1 / lacunarity.
2660 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2661 previous octave multiplied by 1 / lacunarity, to create finer detail.
2662 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2664 A positive number no smaller than 1.0.
2665 Values below 2.0 create higher quality noise at the expense of requiring more
2666 octaves to cover a paticular range of 'wavelengths'.
2670 Leave this field unset for no special handling.
2671 Currently supported are `defaults`, `eased` and `absvalue`:
2675 Specify this if you would like to keep auto-selection of eased/not-eased while
2676 specifying some other flags.
2680 Maps noise gradient values onto a quintic S-curve before performing
2681 interpolation. This results in smooth, rolling noise.
2682 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2684 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2686 Easing a 3D noise significantly increases the noise calculation load, so use
2691 The absolute value of each octave's noise variation is used when combining the
2692 octaves. The final perlin noise variation is created as follows:
2694 noise = offset + scale * (abs(octave1) +
2695 abs(octave2) * persistence +
2696 abs(octave3) * persistence ^ 2 +
2697 abs(octave4) * persistence ^ 3 +
2702 For 2D or 3D perlin noise or perlin noise maps:
2707 spread = {x = 500, y = 500, z = 500},
2712 flags = "defaults, absvalue",
2715 For 2D noise the Z component of `spread` is still defined but is ignored.
2716 A single noise parameter table can be used for 2D or 3D noise.
2727 These tell in what manner the ore is generated.
2729 All default ores are of the uniformly-distributed scatter type.
2733 Randomly chooses a location and generates a cluster of ore.
2735 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2736 at that point is greater than the `noise_threshold`, giving the ability to
2737 create a non-equal distribution of ore.
2741 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2742 described by `noise_params` and `noise_threshold`. This is essentially an
2743 improved version of the so-called "stratus" ore seen in some unofficial mods.
2745 This sheet consists of vertical columns of uniform randomly distributed height,
2746 varying between the inclusive range `column_height_min` and `column_height_max`.
2747 If `column_height_min` is not specified, this parameter defaults to 1.
2748 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2749 for reverse compatibility. New code should prefer `column_height_max`.
2751 The `column_midpoint_factor` parameter controls the position of the column at
2752 which ore emanates from.
2753 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2754 equally starting from each direction.
2755 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2756 this parameter is not specified, the default is 0.5.
2758 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2763 Creates a sheet of ore in a cloud-like puff shape.
2765 As with the `sheet` ore type, the size and shape of puffs are described by
2766 `noise_params` and `noise_threshold` and are placed at random vertical
2767 positions within the currently generated chunk.
2769 The vertical top and bottom displacement of each puff are determined by the
2770 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2774 Creates a deformed sphere of ore according to 3d perlin noise described by
2775 `noise_params`. The maximum size of the blob is `clust_size`, and
2776 `clust_scarcity` has the same meaning as with the `scatter` type.
2780 Creates veins of ore varying in density by according to the intersection of two
2781 instances of 3d perlin noise with different seeds, both described by
2784 `random_factor` varies the influence random chance has on placement of an ore
2785 inside the vein, which is `1` by default. Note that modifying this parameter
2786 may require adjusting `noise_threshold`.
2788 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2791 This ore type is difficult to control since it is sensitive to small changes.
2792 The following is a decent set of parameters to work from:
2797 spread = {x=200, y=200, z=200},
2804 noise_threshold = 1.6
2806 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2807 computationally expensive than any other ore.
2811 Creates a single undulating ore stratum that is continuous across mapchunk
2812 borders and horizontally spans the world.
2814 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2815 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2816 defines the stratum's vertical thickness (in units of nodes). Due to being
2817 continuous across mapchunk borders the stratum's vertical thickness is
2820 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2821 to y_max in a simple horizontal stratum.
2823 A parameter `stratum_thickness` can be provided instead of the noise parameter
2824 `np_stratum_thickness`, to create a constant thickness.
2826 Leaving out one or both noise parameters makes the ore generation less
2827 intensive, useful when adding multiple strata.
2829 `y_min` and `y_max` define the limits of the ore generation and for performance
2830 reasons should be set as close together as possible but without clipping the
2831 stratum's Y variation.
2833 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2834 solid-ore stratum would require a `clust_scarcity` of 1.
2836 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2837 `random_factor` are ignored by this ore type.
2842 See section [Flag Specifier Format].
2844 Currently supported flags:
2845 `puff_cliffs`, `puff_additive_composition`.
2849 If set, puff ore generation will not taper down large differences in
2850 displacement when approaching the edge of a puff. This flag has no effect for
2851 ore types other than `puff`.
2853 ### `puff_additive_composition`
2855 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2856 in a negative displacement, the sub-column at that point is not generated. With
2857 this attribute set, puff ore generation will instead generate the absolute
2858 difference in noise displacement values. This flag has no effect for ore types
2867 The varying types of decorations that can be placed.
2872 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2873 a list, if a decoration list is specified). Can specify a certain node it must
2874 spawn next to, such as water or lava, for example. Can also generate a
2875 decoration of random height between a specified lower and upper bound.
2876 This type of decoration is intended for placement of grass, flowers, cacti,
2877 papyri, waterlilies and so on.
2882 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2883 Can specify a probability of a node randomly appearing when placed.
2884 This decoration type is intended to be used for multi-node sized discrete
2885 structures, such as trees, cave spikes, rocks, and so on.
2894 --------------------
2896 A schematic specifier identifies a schematic by either a filename to a
2897 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2898 in the form of a table. This table specifies the following fields:
2900 * The `size` field is a 3D vector containing the dimensions of the provided
2901 schematic. (required field)
2902 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2903 sets the probability of a particular horizontal slice of the schematic being
2904 placed. (optional field)
2905 `ypos` = 0 for the lowest horizontal slice of a schematic.
2906 The default of `prob` is 255.
2907 * The `data` field is a flat table of MapNode tables making up the schematic,
2908 in the order of `[z [y [x]]]`. (required field)
2909 Each MapNode table contains:
2910 * `name`: the name of the map node to place (required)
2911 * `prob` (alias `param1`): the probability of this node being placed
2913 * `param2`: the raw param2 value of the node being placed onto the map
2915 * `force_place`: boolean representing if the node should forcibly overwrite
2916 any previous contents (default: false)
2918 About probability values:
2920 * A probability value of `0` or `1` means that node will never appear
2922 * A probability value of `254` or `255` means the node will always appear
2924 * If the probability value `p` is greater than `1`, then there is a
2925 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2928 Schematic attributes
2929 --------------------
2931 See section [Flag Specifier Format].
2933 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2936 * `place_center_x`: Placement of this decoration is centered along the X axis.
2937 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2938 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2939 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2945 Lua Voxel Manipulator
2946 =====================
2951 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2952 facility. The purpose of this object is for fast, low-level, bulk access to
2953 reading and writing Map content. As such, setting map nodes through VoxelManip
2954 will lack many of the higher level features and concepts you may be used to
2955 with other methods of setting nodes. For example, nodes will not have their
2956 construction and destruction callbacks run, and no rollback information is
2959 It is important to note that VoxelManip is designed for speed, and *not* ease
2960 of use or flexibility. If your mod requires a map manipulation facility that
2961 will handle 100% of all edge cases, or the use of high level node placement
2962 features, perhaps `minetest.set_node()` is better suited for the job.
2964 In addition, VoxelManip might not be faster, or could even be slower, for your
2965 specific use case. VoxelManip is most effective when setting large areas of map
2966 at once - for example, if only setting a 3x3x3 node area, a
2967 `minetest.set_node()` loop may be more optimal. Always profile code using both
2968 methods of map manipulation to determine which is most appropriate for your
2971 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2972 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2977 A VoxelManip object can be created any time using either:
2978 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2980 If the optional position parameters are present for either of these routines,
2981 the specified region will be pre-loaded into the VoxelManip object on creation.
2982 Otherwise, the area of map you wish to manipulate must first be loaded into the
2983 VoxelManip object using `VoxelManip:read_from_map()`.
2985 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2986 formed by these positions indicate the minimum and maximum (respectively)
2987 positions of the area actually loaded in the VoxelManip, which may be larger
2988 than the area requested. For convenience, the loaded area coordinates can also
2989 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2991 Now that the VoxelManip object is populated with map data, your mod can fetch a
2992 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2993 which retrieves an individual node in a MapNode formatted table at the position
2994 requested is the simplest method to use, but also the slowest.
2996 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2999 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3001 * `VoxelManip:get_light_data()` for node light levels, and
3002 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3004 See section [Flat array format] for more details.
3006 It is very important to understand that the tables returned by any of the above
3007 three functions represent a snapshot of the VoxelManip's internal state at the
3008 time of the call. This copy of the data will not magically update itself if
3009 another function modifies the internal VoxelManip state.
3010 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3011 internal state unless otherwise explicitly stated.
3013 Once the bulk data has been edited to your liking, the internal VoxelManip
3014 state can be set using:
3016 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3018 * `VoxelManip:set_light_data()` for node light levels, and
3019 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3021 The parameter to each of the above three functions can use any table at all in
3022 the same flat array format as produced by `get_data()` etc. and is not required
3023 to be a table retrieved from `get_data()`.
3025 Once the internal VoxelManip state has been modified to your liking, the
3026 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3029 ### Flat array format
3032 `Nx = p2.X - p1.X + 1`,
3033 `Ny = p2.Y - p1.Y + 1`, and
3034 `Nz = p2.Z - p1.Z + 1`.
3036 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3037 including the value of the expression `Nx * Ny * Nz`.
3039 Positions offset from p1 are present in the array with the format of:
3042 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3043 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3045 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3046 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3048 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3050 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3053 and the array index for a position p contained completely in p1..p2 is:
3055 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3057 Note that this is the same "flat 3D array" format as
3058 `PerlinNoiseMap:get3dMap_flat()`.
3059 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3060 of the index for a single point in a flat VoxelManip array.
3064 A Content ID is a unique integer identifier for a specific node type.
3065 These IDs are used by VoxelManip in place of the node name string for
3066 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3067 `minetest.get_content_id()` to look up the Content ID for the specified node
3068 name, and `minetest.get_name_from_content_id()` to look up the node name string
3069 for a given Content ID.
3070 After registration of a node, its Content ID will remain the same throughout
3071 execution of the mod.
3072 Note that the node being queried needs to have already been been registered.
3074 The following builtin node types have their Content IDs defined as constants:
3076 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3077 * `minetest.CONTENT_AIR`: ID for "air" nodes
3078 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3080 ### Mapgen VoxelManip objects
3082 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3083 VoxelManip object used by the core's Map Generator (commonly abbreviated
3084 Mapgen). Most of the rules previously described still apply but with a few
3087 * The Mapgen VoxelManip object is retrieved using:
3088 `minetest.get_mapgen_object("voxelmanip")`
3089 * This VoxelManip object already has the region of map just generated loaded
3090 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3091 a Mapgen VoxelManip.
3092 * The `on_generated()` callbacks of some mods may place individual nodes in the
3093 generated area using non-VoxelManip map modification methods. Because the
3094 same Mapgen VoxelManip object is passed through each `on_generated()`
3095 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3096 consistency with the current map state. For this reason, calling any of the
3097 following functions:
3098 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3099 will also update the Mapgen VoxelManip object's internal state active on the
3101 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3102 necessary to update lighting information using either:
3103 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3105 ### Other API functions operating on a VoxelManip
3107 If any VoxelManip contents were set to a liquid node,
3108 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3109 flowing. It is recommended to call this function only after having written all
3110 buffered data back to the VoxelManip object, save for special situations where
3111 the modder desires to only have certain liquid nodes begin flowing.
3113 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3114 will generate all registered decorations and ores throughout the full area
3115 inside of the specified VoxelManip object.
3117 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3118 `minetest.place_schematic()`, except instead of placing the specified schematic
3119 directly on the map at the specified position, it will place the schematic
3120 inside the VoxelManip.
3124 * Attempting to read data from a VoxelManip object before map is read will
3125 result in a zero-length array table for `VoxelManip:get_data()`, and an
3126 "ignore" node at any position for `VoxelManip:get_node_at()`.
3127 * If either a region of map has not yet been generated or is out-of-bounds of
3128 the map, that region is filled with "ignore" nodes.
3129 * Other mods, or the core itself, could possibly modify the area of map
3130 currently loaded into a VoxelManip object. With the exception of Mapgen
3131 VoxelManips (see above section), the internal buffers are not updated. For
3132 this reason, it is strongly encouraged to complete the usage of a particular
3133 VoxelManip object in the same callback it had been created.
3134 * If a VoxelManip object will be used often, such as in an `on_generated()`
3135 callback, consider passing a file-scoped table as the optional parameter to
3136 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3137 to write map data to instead of returning a new table each call. This greatly
3138 enhances performance by avoiding unnecessary memory allocations.
3143 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3144 containing the region formed by `p1` and `p2`.
3145 * returns actual emerged `pmin`, actual emerged `pmax`
3146 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3148 * **important**: data must be set using `VoxelManip:set_data()` before
3150 * if `light` is true, then lighting is automatically recalculated.
3151 The default value is true.
3152 If `light` is false, no light calculations happen, and you should correct
3153 all modified blocks with `minetest.fix_light()` as soon as possible.
3154 Keep in mind that modifying the map where light is incorrect can cause
3156 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3157 the `VoxelManip` at that position
3158 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3160 * `get_data([buffer])`: Retrieves the node content data loaded into the
3161 `VoxelManip` object.
3162 * returns raw node data in the form of an array of node content IDs
3163 * if the param `buffer` is present, this table will be used to store the
3165 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3166 * `update_map()`: Does nothing, kept for compatibility.
3167 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3169 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3170 * To be used only by a `VoxelManip` object from
3171 `minetest.get_mapgen_object`.
3172 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3174 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3175 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3177 * Each value is the bitwise combination of day and night light values
3179 * `light = day + (night * 16)`
3180 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3181 in the `VoxelManip`.
3182 * expects lighting data in the same format that `get_light_data()` returns
3183 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3184 `VoxelManip` object.
3185 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3187 * If the param `buffer` is present, this table will be used to store the
3189 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3191 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3193 * To be used only by a `VoxelManip` object from
3194 `minetest.get_mapgen_object`.
3195 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3196 area if left out or nil.
3197 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3198 generated mapchunk above are propagated down into the mapchunk, defaults
3199 to `true` if left out.
3200 * `update_liquids()`: Update liquid flow
3201 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3202 manipulator had been modified since the last read from map, due to a call to
3203 `minetest.set_data()` on the loaded area elsewhere.
3204 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3209 A helper class for voxel areas.
3210 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3211 The coordinates are *inclusive*, like most other things in Minetest.
3215 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3216 `MinEdge` and `MaxEdge`.
3217 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3219 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3221 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3222 * The position (x, y, z) is not checked for being inside the area volume,
3223 being outside can cause an incorrect index result.
3224 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3225 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3226 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3227 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3228 is not checked for being inside the area volume.
3229 * `position(i)`: returns the absolute position vector corresponding to index
3231 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3232 `MinEdge` and `MaxEdge`.
3233 * `containsp(p)`: same as above, except takes a vector
3234 * `containsi(i)`: same as above, except takes an index `i`
3235 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3237 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3239 * `iterp(minp, maxp)`: same as above, except takes a vector
3247 A mapgen object is a construct used in map generation. Mapgen objects can be
3248 used by an `on_generate` callback to speed up operations by avoiding
3249 unnecessary recalculations, these can be retrieved using the
3250 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3251 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3252 callback, `nil` is returned.
3254 The following Mapgen objects are currently available:
3258 This returns three values; the `VoxelManip` object to be used, minimum and
3259 maximum emerged position, in that order. All mapgens support this object.
3263 Returns an array containing the y coordinates of the ground levels of nodes in
3264 the most recently generated chunk by the current mapgen.
3268 Returns an array containing the biome IDs of nodes in the most recently
3269 generated chunk by the current mapgen.
3273 Returns an array containing the temperature values of nodes in the most
3274 recently generated chunk by the current mapgen.
3278 Returns an array containing the humidity values of nodes in the most recently
3279 generated chunk by the current mapgen.
3283 Returns a table mapping requested generation notification types to arrays of
3284 positions at which the corresponding generated structures are located within
3285 the current chunk. To set the capture of positions of interest to be recorded
3286 on generate, use `minetest.set_gen_notify()`.
3287 For decorations, the returned positions are the ground surface 'place_on'
3288 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3289 node above the returned position and possibly displaced by 'place_offset_y'.
3291 Possible fields of the table returned are:
3297 * `large_cave_begin`
3301 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3302 numeric unique decoration ID.
3310 Functions receive a "luaentity" as `self`:
3312 * It has the member `.name`, which is the registered name `("mod:thing")`
3313 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3314 * The original prototype stuff is visible directly via a metatable
3318 * `on_activate(self, staticdata, dtime_s)`
3319 * Called when the object is instantiated.
3320 * `dtime_s` is the time passed since the object was unloaded, which can be
3321 used for updating the entity state.
3322 * `on_step(self, dtime)`
3323 * Called on every server tick, after movement and collision processing.
3324 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3326 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3327 * Called when somebody punches the object.
3328 * Note that you probably want to handle most punches using the automatic
3330 * `puncher`: an `ObjectRef` (can be `nil`)
3331 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3333 * `tool_capabilities`: capability table of used tool (can be `nil`)
3334 * `dir`: unit vector of direction of punch. Always defined. Points from the
3335 puncher to the punched.
3336 * `on_death(self, killer)`
3337 * Called when the object dies.
3338 * `killer`: an `ObjectRef` (can be `nil`)
3339 * `on_rightclick(self, clicker)`
3340 * `on_attach_child(self, child)`
3341 * `child`: an `ObjectRef` of the child that attaches
3342 * `on_detach_child(self, child)`
3343 * `child`: an `ObjectRef` of the child that detaches
3344 * `on_detach(self, parent)`
3345 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3346 * This happens before the parent object is removed from the world
3347 * `get_staticdata(self)`
3348 * Should return a string that will be passed to `on_activate` when the
3349 object is instantiated the next time.
3361 axiom, --string initial tree axiom
3362 rules_a, --string rules set A
3363 rules_b, --string rules set B
3364 rules_c, --string rules set C
3365 rules_d, --string rules set D
3366 trunk, --string trunk node name
3367 leaves, --string leaves node name
3368 leaves2, --string secondary leaves node name
3369 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3370 angle, --num angle in deg
3371 iterations, --num max # of iterations, usually 2 -5
3372 random_level, --num factor to lower nr of iterations, usually 0 - 3
3373 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3374 -- 2x2 nodes or 3x3 in cross shape
3375 thin_branches, --boolean true -> use thin (1 node) branches
3376 fruit, --string fruit node name
3377 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3378 seed, --num random seed, if no seed is provided, the engine
3382 Key for special L-System symbols used in axioms
3383 -----------------------------------------------
3385 * `G`: move forward one unit with the pen up
3386 * `F`: move forward one unit with the pen down drawing trunks and branches
3387 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3388 * `T`: move forward one unit with the pen down drawing trunks only
3389 * `R`: move forward one unit with the pen down placing fruit
3390 * `A`: replace with rules set A
3391 * `B`: replace with rules set B
3392 * `C`: replace with rules set C
3393 * `D`: replace with rules set D
3394 * `a`: replace with rules set A, chance 90%
3395 * `b`: replace with rules set B, chance 80%
3396 * `c`: replace with rules set C, chance 70%
3397 * `d`: replace with rules set D, chance 60%
3398 * `+`: yaw the turtle right by `angle` parameter
3399 * `-`: yaw the turtle left by `angle` parameter
3400 * `&`: pitch the turtle down by `angle` parameter
3401 * `^`: pitch the turtle up by `angle` parameter
3402 * `/`: roll the turtle to the right by `angle` parameter
3403 * `*`: roll the turtle to the left by `angle` parameter
3404 * `[`: save in stack current state info
3405 * `]`: recover from stack state info
3410 Spawn a small apple tree:
3412 pos = {x=230,y=20,z=4}
3415 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3416 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3417 trunk="default:tree",
3418 leaves="default:leaves",
3422 trunk_type="single",
3425 fruit="default:apple"
3427 minetest.spawn_tree(pos,apple_tree)
3432 'minetest' namespace reference
3433 ==============================
3438 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3440 * `minetest.get_modpath(modname)`: returns e.g.
3441 `"/home/user/.minetest/usermods/modname"`.
3442 * Useful for loading additional `.lua` modules or static data from mod
3443 * `minetest.get_modnames()`: returns a list of installed mods
3444 * Return a list of installed mods, sorted alphabetically
3445 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3446 * Useful for storing custom data
3447 * `minetest.is_singleplayer()`
3448 * `minetest.features`: Table containing API feature flags
3451 glasslike_framed = true,
3452 nodebox_as_selectionbox = true,
3453 chat_send_player_param3 = true,
3454 get_all_craft_recipes_works = true,
3455 -- The transparency channel of textures can optionally be used on
3457 use_texture_alpha = true,
3458 -- Tree and grass ABMs are no longer done from C++
3459 no_legacy_abms = true,
3460 -- Texture grouping is possible using parentheses
3461 texture_names_parens = true,
3462 -- Unique Area ID for AreaStore:insert_area
3463 area_store_custom_ids = true,
3464 -- add_entity supports passing initial staticdata to on_activate
3465 add_entity_with_staticdata = true,
3466 -- Chat messages are no longer predicted
3467 no_chat_message_prediction = true,
3468 -- The transparency channel of textures can optionally be used on
3469 -- objects (ie: players and lua entities)
3470 object_use_texture_alpha = true,
3471 -- Object selectionbox is settable independently from collisionbox
3472 object_independent_selectionbox = true,
3475 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3476 * `arg`: string or table in format `{foo=true, bar=true}`
3477 * `missing_features`: `{foo=true, bar=true}`
3478 * `minetest.get_player_information(player_name)`: Table containing information
3479 about a player. Example return value:
3482 address = "127.0.0.1", -- IP address of client
3483 ip_version = 4, -- IPv4 / IPv6
3484 min_rtt = 0.01, -- minimum round trip time
3485 max_rtt = 0.2, -- maximum round trip time
3486 avg_rtt = 0.02, -- average round trip time
3487 min_jitter = 0.01, -- minimum packet time jitter
3488 max_jitter = 0.5, -- maximum packet time jitter
3489 avg_jitter = 0.03, -- average packet time jitter
3490 connection_uptime = 200, -- seconds since client connected
3491 protocol_version = 32, -- protocol version used by client
3492 -- following information is available on debug build only!!!
3493 -- DO NOT USE IN MODS
3494 --ser_vers = 26, -- serialization version used by client
3495 --major = 0, -- major version number
3496 --minor = 4, -- minor version number
3497 --patch = 10, -- patch version number
3498 --vers_string = "0.4.9-git", -- full version string
3499 --state = "Active" -- current client state
3502 * `minetest.mkdir(path)`: returns success.
3503 * Creates a directory specified by `path`, creating parent directories
3504 if they don't exist.
3505 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3507 * nil: return all entries,
3508 * true: return only subdirectory names, or
3509 * false: return only file names.
3510 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3511 * Replaces contents of file at path with new contents in a safe (atomic)
3512 way. Use this instead of below code when writing e.g. database files:
3513 `local f = io.open(path, "wb"); f:write(content); f:close()`
3514 * `minetest.get_version()`: returns a table containing components of the
3515 engine version. Components:
3516 * `project`: Name of the project, eg, "Minetest"
3517 * `string`: Simple version, eg, "1.2.3-dev"
3518 * `hash`: Full git version (only set if available),
3519 eg, "1.2.3-dev-01234567-dirty".
3520 Use this for informational purposes only. The information in the returned
3521 table does not represent the capabilities of the engine, nor is it
3522 reliable or verifiable. Compatible forks will have a different name and
3523 version entirely. To check for the presence of engine features, test
3524 whether the functions exported by the wanted features exist. For example:
3525 `if minetest.check_for_falling then ... end`.
3526 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3527 * `data`: string of data to hash
3528 * `raw`: return raw bytes instead of hex digits, default: false
3533 * `minetest.debug(...)`
3534 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3535 * `minetest.log([level,] text)`
3536 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3537 `"info"`, or `"verbose"`. Default is `"none"`.
3539 Registration functions
3540 ----------------------
3542 Call these functions only at load time!
3544 * `minetest.register_entity(name, entity definition)`
3545 * `minetest.register_abm(abm definition)`
3546 * `minetest.register_lbm(lbm definition)`
3547 * `minetest.register_node(name, node definition)`
3548 * `minetest.register_tool(name, item definition)`
3549 * `minetest.register_craftitem(name, item definition)`
3550 * `minetest.unregister_item(name)`
3551 * `minetest.register_alias(name, convert_to)`
3552 * Also use this to set the 'mapgen aliases' needed in a game for the core
3553 * mapgens. See [Mapgen aliases] section above.
3554 * `minetest.register_alias_force(name, convert_to)`
3555 * `minetest.register_craft(recipe)`
3556 * Check recipe table syntax for different types below.
3557 * `minetest.clear_craft(recipe)`
3558 * Will erase existing craft based either on output item or on input recipe.
3559 * Specify either output or input only. If you specify both, input will be
3560 ignored. For input use the same recipe table syntax as for
3561 `minetest.register_craft(recipe)`. For output specify only the item,
3563 * Returns false if no erase candidate could be found, otherwise returns true.
3564 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3565 ignored if the recipe contains output. Erasing is then done independently
3566 from the crafting method.
3567 * `minetest.register_ore(ore definition)`
3568 * `minetest.register_biome(biome definition)`
3569 * `minetest.register_decoration(decoration definition)`
3570 * `minetest.override_item(name, redefinition)`
3571 * Overrides fields of an item registered with register_node/tool/craftitem.
3572 * Note: Item must already be defined, (opt)depend on the mod defining it.
3573 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
3574 * `minetest.clear_registered_ores()`
3575 * `minetest.clear_registered_biomes()`
3576 * `minetest.clear_registered_decorations()`
3578 Global callback registration functions
3579 --------------------------------------
3581 Call these functions only at load time!
3583 * `minetest.register_globalstep(func(dtime))`
3584 * Called every server step, usually interval of 0.1s
3585 * `minetest.register_on_mods_loaded(func())`
3586 * Called after mods have finished loading and before the media is cached or the
3588 * `minetest.register_on_shutdown(func())`
3589 * Called before server shutdown
3590 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3591 registered callbacks **will likely not be run**. Data should be saved at
3592 semi-frequent intervals as well as on server shutdown.
3593 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3594 * Called when a node has been placed
3595 * If return `true` no item is taken from `itemstack`
3596 * `placer` may be any valid ObjectRef or nil.
3597 * **Not recommended**; use `on_construct` or `after_place_node` in node
3598 definition whenever possible.
3599 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
3600 * Called when a node has been dug.
3601 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3602 definition whenever possible.
3603 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
3604 * Called when a node is punched
3605 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
3606 * Called after generating a piece of world. Modifying nodes inside the area
3607 is a bit faster than usually.
3608 * `minetest.register_on_newplayer(func(ObjectRef))`
3609 * Called after a new player has been created
3610 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3611 * Called when a player is punched
3612 * `player`: ObjectRef - Player that was punched
3613 * `hitter`: ObjectRef - Player that hit
3614 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3616 * `tool_capabilities`: Capability table of used tool (can be nil)
3617 * `dir`: Unit vector of direction of punch. Always defined. Points from
3618 the puncher to the punched.
3619 * `damage`: Number that represents the damage calculated by the engine
3620 * should return `true` to prevent the default damage mechanism
3621 * `minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)`
3622 * Called when the player gets damaged or healed
3623 * `player`: ObjectRef of the player
3624 * `hp_change`: the amount of change. Negative when it is damage.
3625 * `reason`: a PlayerHPChangeReason table.
3626 * The `type` field will have one of the following values:
3627 * `set_hp`: A mod or the engine called `set_hp` without
3628 giving a type - use this for custom damage types.
3629 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3631 * `node_damage`: damage_per_second from a neighbouring node.
3634 * Any of the above types may have additional fields from mods.
3635 * `reason.from` will be `mod` or `engine`.
3636 * `modifier`: when true, the function should return the actual `hp_change`.
3637 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3638 modifiers can return true as a second argument to stop the execution of further functions.
3639 Non-modifiers receive the final hp change calculated by the modifiers.
3640 * `minetest.register_on_dieplayer(func(ObjectRef, reason))`
3641 * Called when a player dies
3642 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3643 * `minetest.register_on_respawnplayer(func(ObjectRef))`
3644 * Called when player is to be respawned
3645 * Called _before_ repositioning of player occurs
3646 * return true in func to disable regular player placement
3647 * `minetest.register_on_prejoinplayer(func(name, ip))`
3648 * Called before a player joins the game
3649 * If it returns a string, the player is disconnected with that string as
3651 * `minetest.register_on_joinplayer(func(ObjectRef))`
3652 * Called when a player joins the game
3653 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
3654 * Called when a player leaves the game
3655 * `timed_out`: True for timeout, false for other reasons.
3656 * `minetest.register_on_auth_fail(func(name, ip))`
3657 * Called when a client attempts to log into an account but supplies the
3659 * `ip`: The IP address of the client.
3660 * `name`: The account the client attempted to log into.
3661 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
3662 * Called when a player cheats
3663 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3665 * `interacted_too_far`
3666 * `interacted_while_dead`
3667 * `finished_unknown_dig`
3670 * `minetest.register_on_chat_message(func(name, message))`
3671 * Called always when a player says something
3672 * Return `true` to mark the message as handled, which means that it will
3673 not be sent to other players.
3674 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
3675 * Called when a button is pressed in player's inventory form
3676 * Newest functions are called first
3677 * If function returns `true`, remaining functions are not called
3678 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
3679 * Called when `player` crafts something
3680 * `itemstack` is the output
3681 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3683 * `craft_inv` is the inventory with the crafting grid
3684 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3686 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
3687 * The same as before, except that it is called before the player crafts, to
3688 make craft prediction, and it should not change anything.
3689 * `minetest.register_allow_player_inventory_action(func(player, inventory, action, inventory_info))`
3690 * Determinates how much of a stack may be taken, put or moved to a
3692 * `player` (type `ObjectRef`) is the player who modified the inventory
3693 `inventory` (type `InvRef`).
3694 * List of possible `action` (string) values and their
3695 `inventory_info` (table) contents:
3696 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3697 * `put`: `{listname=string, index=number, stack=ItemStack}`
3698 * `take`: Same as `put`
3699 * Return a numeric value to limit the amount of items to be taken, put or
3700 moved. A value of `-1` for `take` will make the source stack infinite.
3701 * `minetest.register_on_player_inventory_action(func(player, inventory, action, inventory_info))`
3702 * Called after a take, put or move event from/to/in a player inventory
3703 * Function arguments: see `minetest.register_allow_player_inventory_action`
3704 * Does not accept or handle any return value.
3705 * `minetest.register_on_protection_violation(func(pos, name))`
3706 * Called by `builtin` and mods when a player violates protection at a
3707 position (eg, digs a node or punches a protected entity).
3708 * The registered functions can be called using
3709 `minetest.record_protection_violation`.
3710 * The provided function should check that the position is protected by the
3711 mod calling this function before it prints a message, if it does, to
3712 allow for multiple protection mods.
3713 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3714 * Called when an item is eaten, by `minetest.item_eat`
3715 * Return `true` or `itemstack` to cancel the default item eat response
3716 (i.e.: hp increase).
3717 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3718 * Called when `granter` grants the priv `priv` to `name`.
3719 * Note that the callback will be called twice if it's done by a player,
3720 once with granter being the player name, and again with granter being nil.
3721 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3722 * Called when `revoker` revokes the priv `priv` from `name`.
3723 * Note that the callback will be called twice if it's done by a player,
3724 once with revoker being the player name, and again with revoker being nil.
3725 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3726 * Called when `name` user connects with `ip`.
3727 * Return `true` to by pass the player limit
3728 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
3729 * Called when an incoming mod channel message is received
3730 * You should have joined some channels to receive events.
3731 * If message comes from a server mod, `sender` field is an empty string.
3733 Other registration functions
3734 ----------------------------
3736 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3737 * Adds definition to `minetest.registered_chatcommands`
3738 * `minetest.override_chatcommand(name, redefinition)`
3739 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3740 * `minetest.unregister_chatcommand(name)`
3741 * Unregisters a chatcommands registered with `register_chatcommand`.
3742 * `minetest.register_privilege(name, definition)`
3743 * `definition`: `"description text"`
3745 `{description = "description text", give_to_singleplayer = boolean}`
3746 the default of `give_to_singleplayer` is true.
3747 * To allow players with `basic_privs` to grant, see `basic_privs`
3748 minetest.conf setting.
3749 * `on_grant(name, granter_name)`: Called when given to player `name` by
3751 `granter_name` will be nil if the priv was granted by a mod.
3752 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
3754 `revoker_name` will be nil if the priv was revoked by a mod
3755 * Note that the above two callbacks will be called twice if a player is
3756 responsible, once with the player name, and then with a nil player name.
3757 * Return true in the above callbacks to stop register_on_priv_grant or
3758 revoke being called.
3759 * `minetest.register_authentication_handler(authentication handler definition)`
3760 * Registers an auth handler that overrides the builtin one
3761 * This function can be called by a single mod once only.
3766 * `minetest.settings`: Settings object containing all of the settings from the
3767 main config file (`minetest.conf`).
3768 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3769 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3774 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3775 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3776 * Convert between two privilege representations
3777 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3778 * `minetest.check_player_privs(player_or_name, ...)`:
3779 returns `bool, missing_privs`
3780 * A quickhand for checking privileges.
3781 * `player_or_name`: Either a Player object or the name of a player.
3782 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3783 a table, e.g. `{ priva = true, privb = true }`.
3785 * `minetest.check_password_entry(name, entry, password)`
3786 * Returns true if the "password entry" for a player with name matches given
3787 password, false otherwise.
3788 * The "password entry" is the password representation generated by the
3789 engine as returned as part of a `get_auth()` call on the auth handler.
3790 * Only use this function for making it possible to log in via password from
3791 external protocols such as IRC, other uses are frowned upon.
3792 * `minetest.get_password_hash(name, raw_password)`
3793 * Convert a name-password pair to a password hash that Minetest can use.
3794 * The returned value alone is not a good basis for password checks based
3795 on comparing the password hash in the database with the password hash
3796 from the function, with an externally provided password, as the hash
3797 in the db might use the new SRP verifier format.
3798 * For this purpose, use `minetest.check_password_entry` instead.
3799 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3801 * The player needs to be online for this to be successful.
3803 * `minetest.get_auth_handler()`: Return the currently active auth handler
3804 * See the [Authentication handler definition]
3805 * Use this to e.g. get the authentication data for a player:
3806 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3807 * `minetest.notify_authentication_modified(name)`
3808 * Must be called by the authentication handler for privilege changes.
3809 * `name`: string; if omitted, all auth data should be considered modified
3810 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3812 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3814 * `minetest.auth_reload()`
3815 * See `reload()` in authentication handler definition
3817 `minetest.set_player_password`, `minetest_set_player_privs`,
3818 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3824 * `minetest.chat_send_all(text)`
3825 * `minetest.chat_send_player(name, text)`
3830 * `minetest.set_node(pos, node)`
3831 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3832 * Set node at position `pos`
3833 * `node`: table `{name=string, param1=number, param2=number}`
3834 * If param1 or param2 is omitted, it's set to `0`.
3835 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3836 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3837 * Set node on all positions set in the first argument.
3838 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3839 * For node specification or position syntax see `minetest.set_node` call
3840 * Faster than set_node due to single call, but still considerably slower
3841 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3842 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3843 in spread out positions which would cause LVMs to waste memory.
3844 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3846 * `minetest.swap_node(pos, node)`
3847 * Set node at position, but don't remove metadata
3848 * `minetest.remove_node(pos)`
3849 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3850 * `minetest.get_node(pos)`
3851 * Returns the node at the given position as table in the format
3852 `{name="node_name", param1=0, param2=0}`,
3853 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3854 * `minetest.get_node_or_nil(pos)`
3855 * Same as `get_node` but returns `nil` for unloaded areas.
3856 * `minetest.get_node_light(pos, timeofday)`
3857 * Gets the light value at the given position. Note that the light value
3858 "inside" the node at the given position is returned, so you usually want
3859 to get the light value of a neighbor.
3860 * `pos`: The position where to measure the light.
3861 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3862 * Returns a number between `0` and `15` or `nil`
3863 * `minetest.place_node(pos, node)`
3864 * Place node with the same effects that a player would cause
3865 * `minetest.dig_node(pos)`
3866 * Dig node with the same effects that a player would cause
3867 * Returns `true` if successful, `false` on failure (e.g. protected location)
3868 * `minetest.punch_node(pos)`
3869 * Punch node with the same effects that a player would cause
3870 * `minetest.spawn_falling_node(pos)`
3871 * Change node into falling node
3872 * Returns `true` if successful, `false` on failure
3874 * `minetest.find_nodes_with_meta(pos1, pos2)`
3875 * Get a table of positions of nodes that have metadata within a region
3877 * `minetest.get_meta(pos)`
3878 * Get a `NodeMetaRef` at that position
3879 * `minetest.get_node_timer(pos)`
3880 * Get `NodeTimerRef`
3882 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3884 * Returns `ObjectRef`, or `nil` if failed
3885 * `minetest.add_item(pos, item)`: Spawn item
3886 * Returns `ObjectRef`, or `nil` if failed
3887 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3888 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3890 * `radius`: using an euclidean metric
3891 * `minetest.set_timeofday(val)`
3892 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3893 * `minetest.get_timeofday()`
3894 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3896 * `minetest.get_day_count()`: returns number days elapsed since world was
3898 * accounts for time changes.
3899 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3901 * `radius`: using a maximum metric
3902 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3903 * `search_center` is an optional boolean (default: `false`)
3904 If true `pos` is also checked for the nodes
3905 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3907 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3908 * First return value: Table with all node positions
3909 * Second return value: Table with the count of each node with the node name
3911 * Area volume is limited to 4,096,000 nodes
3912 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3914 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3915 * Return value: Table with all node positions with a node air above
3916 * Area volume is limited to 4,096,000 nodes
3917 * `minetest.get_perlin(noiseparams)`
3918 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3919 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3920 * `minetest.get_voxel_manip([pos1, pos2])`
3921 * Return voxel manipulator object.
3922 * Loads the manipulator from the map if positions are passed.
3923 * `minetest.set_gen_notify(flags, {deco_ids})`
3924 * Set the types of on-generate notifications that should be collected.
3925 * `flags` is a flag field with the available flags:
3933 * The second parameter is a list of IDs of decorations which notification
3935 * `minetest.get_gen_notify()`
3936 * Returns a flagstring and a table with the `deco_id`s.
3937 * `minetest.get_decoration_id(decoration_name)`
3938 * Returns the decoration ID number for the provided decoration name string,
3939 or `nil` on failure.
3940 * `minetest.get_mapgen_object(objectname)`
3941 * Return requested mapgen object if available (see [Mapgen objects])
3942 * `minetest.get_heat(pos)`
3943 * Returns the heat at the position, or `nil` on failure.
3944 * `minetest.get_humidity(pos)`
3945 * Returns the humidity at the position, or `nil` on failure.
3946 * `minetest.get_biome_data(pos)`
3947 * Returns a table containing:
3948 * `biome` the biome id of the biome at that position
3949 * `heat` the heat at the position
3950 * `humidity` the humidity at the position
3951 * Or returns `nil` on failure.
3952 * `minetest.get_biome_id(biome_name)`
3953 * Returns the biome id, as used in the biomemap Mapgen object and returned
3954 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3955 * `minetest.get_biome_name(biome_id)`
3956 * Returns the biome name string for the provided biome id, or `nil` on
3958 * If no biomes have been registered, such as in mgv6, returns `default`.
3959 * `minetest.get_mapgen_params()`
3960 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3961 * Returns a table containing:
3967 * `minetest.set_mapgen_params(MapgenParams)`
3968 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3970 * Set map generation parameters.
3971 * Function cannot be called after the registration period; only
3972 initialization and `on_mapgen_init`.
3973 * Takes a table as an argument with the fields:
3979 * Leave field unset to leave that parameter unchanged.
3980 * `flags` contains a comma-delimited string of flags to set, or if the
3981 prefix `"no"` is attached, clears instead.
3982 * `flags` is in the same format and has the same options as `mg_flags` in
3984 * `minetest.get_mapgen_setting(name)`
3985 * Gets the *active* mapgen setting (or nil if none exists) in string
3986 format with the following order of precedence:
3987 1) Settings loaded from map_meta.txt or overrides set during mod
3989 2) Settings set by mods without a metafile override
3990 3) Settings explicitly set in the user config file, minetest.conf
3991 4) Settings set as the user config default
3992 * `minetest.get_mapgen_setting_noiseparams(name)`
3993 * Same as above, but returns the value as a NoiseParams table if the
3994 setting `name` exists and is a valid NoiseParams.
3995 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3996 * Sets a mapgen param to `value`, and will take effect if the corresponding
3997 mapgen setting is not already present in map_meta.txt.
3998 * `override_meta` is an optional boolean (default: `false`). If this is set
3999 to true, the setting will become the active setting regardless of the map
4001 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4002 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4003 * Same as above, except value is a NoiseParams table.
4004 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4005 * Sets the noiseparams setting of `name` to the noiseparams table specified
4007 * `set_default` is an optional boolean (default: `true`) that specifies
4008 whether the setting should be applied to the default config or current
4010 * `minetest.get_noiseparams(name)`
4011 * Returns a table of the noiseparams for name.
4012 * `minetest.generate_ores(vm, pos1, pos2)`
4013 * Generate all registered ores within the VoxelManip `vm` and in the area
4014 from `pos1` to `pos2`.
4015 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4016 * `minetest.generate_decorations(vm, pos1, pos2)`
4017 * Generate all registered decorations within the VoxelManip `vm` and in the
4018 area from `pos1` to `pos2`.
4019 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4020 * `minetest.clear_objects([options])`
4021 * Clear all objects in the environment
4022 * Takes an optional table as an argument with the field `mode`.
4023 * mode = `"full"` : Load and go through every mapblock, clearing
4025 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4026 clear objects in unloaded mapblocks only when the
4027 mapblocks are next activated.
4028 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4029 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4030 asynchronously fetched from memory, loaded from disk, or if inexistent,
4032 * If `callback` is a valid Lua function, this will be called for each block
4034 * The function signature of callback is:
4035 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4036 * `blockpos` is the *block* coordinates of the block that had been
4038 * `action` could be one of the following constant values:
4039 * `minetest.EMERGE_CANCELLED`
4040 * `minetest.EMERGE_ERRORED`
4041 * `minetest.EMERGE_FROM_MEMORY`
4042 * `minetest.EMERGE_FROM_DISK`
4043 * `minetest.EMERGE_GENERATED`
4044 * `calls_remaining` is the number of callbacks to be expected after
4046 * `param` is the user-defined parameter passed to emerge_area (or
4047 nil if the parameter was absent).
4048 * `minetest.delete_area(pos1, pos2)`
4049 * delete all mapblocks in the area from pos1 to pos2, inclusive
4050 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4051 * Checks if there is anything other than air between pos1 and pos2.
4052 * Returns false if something is blocking the sight.
4053 * Returns the position of the blocking node when `false`
4054 * `pos1`: First position
4055 * `pos2`: Second position
4056 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4057 * Creates a `Raycast` object.
4058 * `pos1`: start of the ray
4059 * `pos2`: end of the ray
4060 * `objects`: if false, only nodes will be returned. Default is `true`.
4061 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4062 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4063 * returns table containing path
4064 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4066 * `pos1`: start position
4067 * `pos2`: end position
4068 * `searchdistance`: number of blocks to search in each direction using a
4070 * `max_jump`: maximum height difference to consider walkable
4071 * `max_drop`: maximum height difference to consider droppable
4072 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4073 * `minetest.spawn_tree (pos, {treedef})`
4074 * spawns L-system tree at given `pos` with definition in `treedef` table
4075 * `minetest.transforming_liquid_add(pos)`
4076 * add node to liquid update queue
4077 * `minetest.get_node_max_level(pos)`
4078 * get max available level for leveled node
4079 * `minetest.get_node_level(pos)`
4080 * get level of leveled node (water, snow)
4081 * `minetest.set_node_level(pos, level)`
4082 * set level of leveled node, default `level` equals `1`
4083 * if `totallevel > maxlevel`, returns rest (`total-max`).
4084 * `minetest.add_node_level(pos, level)`
4085 * increase level of leveled node by level, default `level` equals `1`
4086 * if `totallevel > maxlevel`, returns rest (`total-max`)
4087 * can be negative for decreasing
4088 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4089 * resets the light in a cuboid-shaped part of
4090 the map and removes lighting bugs.
4091 * Loads the area if it is not loaded.
4092 * `pos1` is the corner of the cuboid with the least coordinates
4093 (in node coordinates), inclusive.
4094 * `pos2` is the opposite corner of the cuboid, inclusive.
4095 * The actual updated cuboid might be larger than the specified one,
4096 because only whole map blocks can be updated.
4097 The actual updated area consists of those map blocks that intersect
4098 with the given cuboid.
4099 * However, the neighborhood of the updated area might change
4100 as well, as light can spread out of the cuboid, also light
4102 * returns `false` if the area is not fully generated,
4104 * `minetest.check_single_for_falling(pos)`
4105 * causes an unsupported `group:falling_node` node to fall and causes an
4106 unattached `group:attached_node` node to fall.
4107 * does not spread these updates to neighbours.
4108 * `minetest.check_for_falling(pos)`
4109 * causes an unsupported `group:falling_node` node to fall and causes an
4110 unattached `group:attached_node` node to fall.
4111 * spread these updates to neighbours and can cause a cascade
4113 * `minetest.get_spawn_level(x, z)`
4114 * Returns a player spawn y co-ordinate for the provided (x, z)
4115 co-ordinates, or `nil` for an unsuitable spawn point.
4116 * For most mapgens a 'suitable spawn point' is one with y between
4117 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4118 so `nil` will be returned for many (x, z) co-ordinates.
4119 * The spawn level returned is for a player spawn in unmodified terrain.
4120 * The spawn level is intentionally above terrain level to cope with
4121 full-node biome 'dust' nodes.
4126 You can find mod channels communication scheme in `doc/mod_channels.png`.
4128 * `minetest.mod_channel_join(channel_name)`
4129 * Server joins channel `channel_name`, and creates it if necessary. You
4130 should listen for incoming messages with
4131 `minetest.register_on_modchannel_message`
4136 `minetest.get_inventory(location)`: returns an `InvRef`
4139 * `{type="player", name="celeron55"}`
4140 * `{type="node", pos={x=, y=, z=}}`
4141 * `{type="detached", name="creative"}`
4142 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4144 * `callbacks`: See [Detached inventory callbacks]
4145 * `player_name`: Make detached inventory available to one player
4146 exclusively, by default they will be sent to every player (even if not
4148 Note that this parameter is mostly just a workaround and will be removed
4150 * Creates a detached inventory. If it already exists, it is cleared.
4151 * `minetest.remove_detached_inventory(name)`
4152 * Returns a `boolean` indicating whether the removal succeeded.
4153 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4154 returns left over ItemStack.
4155 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4160 * `minetest.show_formspec(playername, formname, formspec)`
4161 * `playername`: name of player to show formspec
4162 * `formname`: name passed to `on_player_receive_fields` callbacks.
4163 It should follow the `"modname:<whatever>"` naming convention
4164 * `formspec`: formspec to display
4165 * `minetest.close_formspec(playername, formname)`
4166 * `playername`: name of player to close formspec
4167 * `formname`: has to exactly match the one given in `show_formspec`, or the
4168 formspec will not close.
4169 * calling `show_formspec(playername, formname, "")` is equal to this
4171 * to close a formspec regardless of the formname, call
4172 `minetest.close_formspec(playername, "")`.
4173 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4174 * `minetest.formspec_escape(string)`: returns a string
4175 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4177 * `minetest.explode_table_event(string)`: returns a table
4178 * returns e.g. `{type="CHG", row=1, column=2}`
4180 * `"INV"`: no row selected
4182 * `"DCL"`: double-click
4183 * `minetest.explode_textlist_event(string)`: returns a table
4184 * returns e.g. `{type="CHG", index=1}`
4186 * `"INV"`: no row selected
4188 * `"DCL"`: double-click
4189 * `minetest.explode_scrollbar_event(string)`: returns a table
4190 * returns e.g. `{type="CHG", value=500}`
4192 * `"INV"`: something failed
4193 * `"CHG"`: has been changed
4194 * `"VAL"`: not changed
4199 * `minetest.inventorycube(img1, img2, img3)`
4200 * Returns a string for making an image of a cube (useful as an item image)
4201 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4202 * Get position of a `pointed_thing` (that you can get from somewhere)
4203 * `minetest.dir_to_facedir(dir, is6d)`
4204 * Convert a vector to a facedir value, used in `param2` for
4205 `paramtype2="facedir"`.
4206 * passing something non-`nil`/`false` for the optional second parameter
4207 causes it to take the y component into account.
4208 * `minetest.facedir_to_dir(facedir)`
4209 * Convert a facedir back into a vector aimed directly out the "back" of a
4211 * `minetest.dir_to_wallmounted(dir)`
4212 * Convert a vector to a wallmounted value, used for
4213 `paramtype2="wallmounted"`.
4214 * `minetest.wallmounted_to_dir(wallmounted)`
4215 * Convert a wallmounted value back into a vector aimed directly out the
4217 * `minetest.dir_to_yaw(dir)`
4218 * Convert a vector into a yaw (angle)
4219 * `minetest.yaw_to_dir(yaw)`
4220 * Convert yaw (angle) to a vector
4221 * `minetest.is_colored_paramtype(ptype)`
4222 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4223 color information (`color`, `colorwallmounted` or `colorfacedir`).
4224 * `minetest.strip_param2_color(param2, paramtype2)`
4225 * Removes everything but the color information from the
4226 given `param2` value.
4227 * Returns `nil` if the given `paramtype2` does not contain color
4229 * `minetest.get_node_drops(nodename, toolname)`
4230 * Returns list of item names.
4231 * **Note**: This will be removed or modified in a future version.
4232 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4233 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4234 * `input.width` = for example `3`
4235 * `input.items` = for example
4236 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4237 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4238 * `output.time` = a number, if unsuccessful: `0`
4239 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4240 `decremented_input.items`
4241 * `decremented_input` = like `input`
4242 * `minetest.get_craft_recipe(output)`: returns input
4243 * returns last registered recipe for output item (node)
4244 * `output` is a node or item type such as `"default:torch"`
4245 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4246 * `input.width` = for example `3`
4247 * `input.items` = for example
4248 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4249 * `input.items` = `nil` if no recipe found
4250 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4251 * returns indexed table with all registered recipes for query item (node)
4252 or `nil` if no recipe was found.
4253 * recipe entry table:
4254 * `method`: 'normal' or 'cooking' or 'fuel'
4255 * `width`: 0-3, 0 means shapeless recipe
4256 * `items`: indexed [1-9] table with recipe items
4257 * `output`: string with item name and quantity
4258 * Example query for `"default:gold_ingot"` will return table:
4261 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4262 items = {1 = "default:gold_lump"}},
4263 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4264 items = {1 = "default:goldblock"}}
4266 * `minetest.handle_node_drops(pos, drops, digger)`
4267 * `drops`: list of itemstrings
4268 * Handles drops from nodes after digging: Default action is to put them
4269 into digger's inventory.
4270 * Can be overridden to get different functionality (e.g. dropping items on
4272 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4274 * Creates an item string which contains palette index information
4275 for hardware colorization. You can use the returned string
4276 as an output in a craft recipe.
4277 * `item`: the item stack which becomes colored. Can be in string,
4278 table and native form.
4279 * `palette_index`: this index is added to the item stack
4280 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4281 * Creates an item string which contains static color information
4282 for hardware colorization. Use this method if you wish to colorize
4283 an item that does not own a palette. You can use the returned string
4284 as an output in a craft recipe.
4285 * `item`: the item stack which becomes colored. Can be in string,
4286 table and native form.
4287 * `colorstring`: the new color of the item stack
4292 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4293 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4294 * Find who has done something to a node, or near a node
4295 * `actor`: `"player:<name>"`, also `"liquid"`.
4296 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4297 `boolean, log_messages`.
4298 * Revert latest actions of someone
4299 * `actor`: `"player:<name>"`, also `"liquid"`.
4301 Defaults for the `on_*` item definition functions
4302 -------------------------------------------------
4304 These functions return the leftover itemstack.
4306 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4307 * Place item as a node
4308 * `param2` overrides `facedir` and wallmounted `param2`
4309 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4310 for the newly placed node to prevent a callback and placement loop
4311 * returns `itemstack, success`
4312 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4314 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4315 * Use one of the above based on what the item is.
4316 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4317 * **Note**: is not called when wielded item overrides `on_place`
4318 * `param2` overrides `facedir` and wallmounted `param2`
4319 * returns `itemstack, success`
4320 * `minetest.item_drop(itemstack, dropper, pos)`
4322 * `minetest.item_eat(hp_change, replace_with_item)`
4324 * `replace_with_item` is the itemstring which is added to the inventory.
4325 If the player is eating a stack, then replace_with_item goes to a
4326 different spot. Can be `nil`
4327 * See `minetest.do_item_eat`
4329 Defaults for the `on_punch` and `on_dig` node definition callbacks
4330 ------------------------------------------------------------------
4332 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4333 * Calls functions registered by `minetest.register_on_punchnode()`
4334 * `minetest.node_dig(pos, node, digger)`
4335 * Checks if node can be dug, puts item into inventory, removes node
4336 * Calls functions registered by `minetest.registered_on_dignodes()`
4341 * `minetest.sound_play(spec, parameters)`: returns a handle
4342 * `spec` is a `SimpleSoundSpec`
4343 * `parameters` is a sound parameter table
4344 * `minetest.sound_stop(handle)`
4345 * `minetest.sound_fade(handle, step, gain)`
4346 * `handle` is a handle returned by `minetest.sound_play`
4347 * `step` determines how fast a sound will fade.
4348 Negative step will lower the sound volume, positive step will increase
4350 * `gain` the target gain for the fade.
4355 * `minetest.after(time, func, ...)`
4356 * Call the function `func` after `time` seconds, may be fractional
4357 * Optional: Variable number of arguments that are passed to `func`
4362 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4363 server shutdown. Will display `message` to clients.
4364 * `reconnect` == true displays a reconnect button
4365 * `delay` adds an optional delay (in seconds) before shutdown.
4366 Negative delay cancels the current active shutdown.
4367 Zero delay triggers an immediate shutdown.
4368 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4369 * `minetest.get_server_status(name, joined)`
4370 * Returns the server status string when a player joins or when the command
4371 `/status` is called. Returns `nil` or an empty string when the message is
4373 * `joined`: Boolean value, indicates whether the function was called when
4375 * This function may be overwritten by mods to customize the status message.
4376 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4377 * `minetest.remove_player(name)`: remove player from database (if they are not
4379 * As auth data is not removed, minetest.player_exists will continue to
4380 return true. Call the below method as well if you want to remove auth
4382 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4383 * `minetest.remove_player_auth(name)`: remove player authentication data
4384 * Returns boolean indicating success (false if player nonexistant)
4389 * `minetest.get_ban_list()`: returns the ban list
4390 (same as `minetest.get_ban_description("")`).
4391 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4392 * `minetest.ban_player(name)`: ban a player
4393 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4394 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4400 * `minetest.add_particle(particle definition)`
4401 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4402 expirationtime, size, collisiondetection, texture, playername)`
4404 * `minetest.add_particlespawner(particlespawner definition)`
4405 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4406 over `time` seconds.
4407 * Returns an `id`, and -1 if adding didn't succeed
4408 * Deprecated: `minetest.add_particlespawner(amount, time,
4412 minexptime, maxexptime,
4414 collisiondetection, texture, playername)`
4416 * `minetest.delete_particlespawner(id, player)`
4417 * Delete `ParticleSpawner` with `id` (return value from
4418 `minetest.add_particlespawner`).
4419 * If playername is specified, only deletes on the player's client,
4420 otherwise on all clients.
4425 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4426 * Create a schematic from the volume of map specified by the box formed by
4428 * Apply the specified probability and per-node force-place to the specified
4429 nodes according to the `probability_list`.
4430 * `probability_list` is an array of tables containing two fields, `pos`
4432 * `pos` is the 3D vector specifying the absolute coordinates of the
4433 node being modified,
4434 * `prob` is an integer value from `0` to `255` that encodes
4435 probability and per-node force-place. Probability has levels
4436 0-127, then 128 may be added to encode per-node force-place.
4437 For probability stated as 0-255, divide by 2 and round down to
4438 get values 0-127, then add 128 to apply per-node force-place.
4439 * If there are two or more entries with the same pos value, the
4441 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4443 * If `probability_list` equals `nil`, no probabilities are applied.
4444 * Apply the specified probability to the specified horizontal slices
4445 according to the `slice_prob_list`.
4446 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4448 * `ypos` indicates the y position of the slice with a probability
4449 applied, the lowest slice being `ypos = 0`.
4450 * If slice probability list equals `nil`, no slice probabilities
4452 * Saves schematic in the Minetest Schematic format to filename.
4454 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4455 * Place the schematic specified by schematic (see [Schematic specifier]) at
4457 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4458 * If the `rotation` parameter is omitted, the schematic is not rotated.
4459 * `replacements` = `{["old_name"] = "convert_to", ...}`
4460 * `force_placement` is a boolean indicating whether nodes other than `air`
4461 and `ignore` are replaced by the schematic.
4462 * Returns nil if the schematic could not be loaded.
4463 * **Warning**: Once you have loaded a schematic from a file, it will be
4464 cached. Future calls will always use the cached version and the
4465 replacement list defined for it, regardless of whether the file or the
4466 replacement list parameter have changed. The only way to load the file
4467 anew is to restart the server.
4468 * `flags` is a flag field with the available flags:
4473 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4474 * This function is analogous to minetest.place_schematic, but places a
4475 schematic onto the specified VoxelManip object `vmanip` instead of the
4477 * Returns false if any part of the schematic was cut-off due to the
4478 VoxelManip not containing the full area required, and true if the whole
4479 schematic was able to fit.
4480 * Returns nil if the schematic could not be loaded.
4481 * After execution, any external copies of the VoxelManip contents are
4483 * `flags` is a flag field with the available flags:
4488 * `minetest.serialize_schematic(schematic, format, options)`
4489 * Return the serialized schematic specified by schematic
4490 (see [Schematic specifier])
4491 * in the `format` of either "mts" or "lua".
4492 * "mts" - a string containing the binary MTS data used in the MTS file
4494 * "lua" - a string containing Lua code representing the schematic in table
4496 * `options` is a table containing the following optional parameters:
4497 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4498 generated will have (X, Z) position comments for every X row
4499 generated in the schematic data for easier reading.
4500 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4501 the Lua code generated will use that number of spaces as indentation
4502 instead of a tab character.
4507 * `minetest.request_http_api()`:
4508 * returns `HTTPApiTable` containing http functions if the calling mod has
4509 been granted access by being listed in the `secure.http_mods` or
4510 `secure.trusted_mods` setting, otherwise returns `nil`.
4511 * The returned table contains the functions `fetch`, `fetch_async` and
4512 `fetch_async_get` described below.
4513 * Only works at init time and must be called from the mod's main scope
4514 (not from a function).
4515 * Function only exists if minetest server was built with cURL support.
4516 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4518 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4519 * Performs given request asynchronously and calls callback upon completion
4520 * callback: `function(HTTPRequestResult res)`
4521 * Use this HTTP function if you are unsure, the others are for advanced use
4522 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4523 * Performs given request asynchronously and returns handle for
4524 `HTTPApiTable.fetch_async_get`
4525 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4526 * Return response data for given asynchronous HTTP request
4531 * `minetest.get_mod_storage()`:
4532 * returns reference to mod private `StorageRef`
4533 * must be called during mod load time
4538 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4539 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4540 * `minetest.player_exists(name)`: boolean, whether player exists
4541 (regardless of online status)
4542 * `minetest.hud_replace_builtin(name, hud_definition)`
4543 * Replaces definition of a builtin hud element
4544 * `name`: `"breath"` or `"health"`
4545 * `hud_definition`: definition to replace builtin definition
4546 * `minetest.send_join_message(player_name)`
4547 * This function can be overridden by mods to change the join message.
4548 * `minetest.send_leave_message(player_name, timed_out)`
4549 * This function can be overridden by mods to change the leave message.
4550 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4551 * `pos`: table {x=number, y=number, z=number},
4552 * Gives a unique hash number for a node position (16+16+16=48bit)
4553 * `minetest.get_position_from_hash(hash)`: returns a position
4554 * Inverse transform of `minetest.hash_node_position`
4555 * `minetest.get_item_group(name, group)`: returns a rating
4556 * Get rating of a group of an item. (`0` means: not in group)
4557 * `minetest.get_node_group(name, group)`: returns a rating
4558 * Deprecated: An alias for the former.
4559 * `minetest.raillike_group(name)`: returns a rating
4560 * Returns rating of the connect_to_raillike group corresponding to name
4561 * If name is not yet the name of a connect_to_raillike group, a new group
4562 id is created, with that name.
4563 * `minetest.get_content_id(name)`: returns an integer
4564 * Gets the internal content ID of `name`
4565 * `minetest.get_name_from_content_id(content_id)`: returns a string
4566 * Gets the name of the content with that content ID
4567 * `minetest.parse_json(string[, nullvalue])`: returns something
4568 * Convert a string containing JSON data into the Lua equivalent
4569 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4570 * On success returns a table, a string, a number, a boolean or `nullvalue`
4571 * On failure outputs an error message and returns `nil`
4572 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4573 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4575 * Convert a Lua table into a JSON string
4576 * styled: Outputs in a human-readable format if this is set, defaults to
4578 * Unserializable things like functions and userdata will cause an error.
4579 * **Warning**: JSON is more strict than the Lua table format.
4580 1. You can only use strings and positive integers of at least one as
4582 2. You can not mix string and integer keys.
4583 This is due to the fact that JSON has two distinct array and object
4585 * Example: `write_json({10, {a = false}})`,
4586 returns `"[10, {\"a\": false}]"`
4587 * `minetest.serialize(table)`: returns a string
4588 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4589 into string form readable by `minetest.deserialize`
4590 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4591 * `minetest.deserialize(string)`: returns a table
4592 * Convert a string returned by `minetest.deserialize` into a table
4593 * `string` is loaded in an empty sandbox environment.
4594 * Will load functions, but they cannot access the global environment.
4595 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4596 returns `{foo='bar'}`
4597 * Example: `deserialize('print("foo")')`, returns `nil`
4598 (function call fails), returns
4599 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4600 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4601 * Compress a string of data.
4602 * `method` is a string identifying the compression method to be used.
4603 * Supported compression methods:
4604 * Deflate (zlib): `"deflate"`
4605 * `...` indicates method-specific arguments. Currently defined arguments
4607 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4608 * `minetest.decompress(compressed_data, method, ...)`: returns data
4609 * Decompress a string of data (using ZLib).
4610 * See documentation on `minetest.compress()` for supported compression
4612 * `...` indicates method-specific arguments. Currently, no methods use this
4613 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4614 * Each argument is a 8 Bit unsigned integer
4615 * Returns the ColorString from rgb or rgba values
4616 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4617 * `minetest.encode_base64(string)`: returns string encoded in base64
4618 * Encodes a string in base64.
4619 * `minetest.decode_base64(string)`: returns string
4620 * Decodes a string encoded in base64.
4621 * `minetest.is_protected(pos, name)`: returns boolean
4622 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4623 other actions, definable by mods, due to some mod-defined ownership-like
4625 * Returns false or nil, if the player is allowed to do such actions.
4626 * `name` will be "" for non-players or unknown players.
4627 * This function should be overridden by protection mods and should be used
4628 to check if a player can interact at a position.
4629 * This function should call the old version of itself if the position is
4630 not protected by the mod.
4633 local old_is_protected = minetest.is_protected
4634 function minetest.is_protected(pos, name)
4635 if mymod:position_protected_from(pos, name) then
4638 return old_is_protected(pos, name)
4640 * `minetest.record_protection_violation(pos, name)`
4641 * This function calls functions registered with
4642 `minetest.register_on_protection_violation`.
4643 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4644 * Returns the position of the first node that `player_name` may not modify
4645 in the specified cuboid between `pos1` and `pos2`.
4646 * Returns `false` if no protections were found.
4647 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4648 The points are spaced evenly throughout the volume and have a spacing
4649 similar to, but no larger than, `interval`.
4650 * All corners and edges of the defined volume are checked.
4651 * `interval` defaults to 4.
4652 * `interval` should be carefully chosen and maximised to avoid an excessive
4653 number of points being checked.
4654 * Like `minetest.is_protected`, this function may be extended or
4655 overwritten by mods to provide a faster implementation to check the
4656 cuboid for intersections.
4657 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4658 orient_flags, prevent_after_place])`
4659 * Attempt to predict the desired orientation of the facedir-capable node
4660 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4661 or hanging from the ceiling).
4662 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4663 stacks are handled normally.
4664 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4665 * `invert_wall`: if `true`, place wall-orientation on the ground and
4666 ground-orientation on the wall.
4667 * `force_wall` : if `true`, always place the node in wall orientation.
4668 * `force_ceiling`: if `true`, always place on the ceiling.
4669 * `force_floor`: if `true`, always place the node on the floor.
4670 * `force_facedir`: if `true`, forcefully reset the facedir to north
4671 when placing on the floor or ceiling.
4672 * The first four options are mutually-exclusive; the last in the list
4673 takes precedence over the first.
4674 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4675 * Returns the new itemstack after placement
4676 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4677 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4678 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4679 parameter and `prevent_after_place` set to `true`.
4681 * `minetest.forceload_block(pos[, transient])`
4682 * forceloads the position `pos`.
4683 * returns `true` if area could be forceloaded
4684 * If `transient` is `false` or absent, the forceload will be persistent
4685 (saved between server runs). If `true`, the forceload will be transient
4686 (not saved between server runs).
4688 * `minetest.forceload_free_block(pos[, transient])`
4689 * stops forceloading the position `pos`
4690 * If `transient` is `false` or absent, frees a persistent forceload.
4691 If `true`, frees a transient forceload.
4693 * `minetest.request_insecure_environment()`: returns an environment containing
4694 insecure functions if the calling mod has been listed as trusted in the
4695 `secure.trusted_mods` setting or security is disabled, otherwise returns
4697 * Only works at init time and must be called from the mod's main scope (not
4699 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4700 IT IN A LOCAL VARIABLE!**
4702 * `minetest.global_exists(name)`
4703 * Checks if a global variable has been set, without triggering a warning.
4708 * `minetest.env`: `EnvRef` of the server environment and world.
4709 * Any function in the minetest namespace can be called using the syntax
4710 `minetest.env:somefunction(somearguments)`
4711 instead of `minetest.somefunction(somearguments)`
4712 * Deprecated, but support is not to be dropped soon
4717 * `minetest.registered_items`
4718 * Map of registered items, indexed by name
4719 * `minetest.registered_nodes`
4720 * Map of registered node definitions, indexed by name
4721 * `minetest.registered_craftitems`
4722 * Map of registered craft item definitions, indexed by name
4723 * `minetest.registered_tools`
4724 * Map of registered tool definitions, indexed by name
4725 * `minetest.registered_entities`
4726 * Map of registered entity prototypes, indexed by name
4727 * `minetest.object_refs`
4728 * Map of object references, indexed by active object id
4729 * `minetest.luaentities`
4730 * Map of Lua entities, indexed by active object id
4731 * `minetest.registered_chatcommands`
4732 * Map of registered chat command definitions, indexed by name
4733 * `minetest.registered_ores`
4734 * List of registered ore definitions.
4735 * `minetest.registered_biomes`
4736 * List of registered biome definitions.
4737 * `minetest.registered_decorations`
4738 * List of registered decoration definitions.
4746 Sorted alphabetically.
4751 A fast access data structure to store areas, and find areas near a given
4753 Every area has a `data` string attribute to store additional information.
4754 You can create an empty `AreaStore` by calling `AreaStore()`, or
4755 `AreaStore(type_name)`.
4756 If you chose the parameter-less constructor, a fast implementation will be
4757 automatically chosen for you.
4761 * `get_area(id, include_borders, include_data)`: returns the area with the id
4763 (optional) Boolean values `include_borders` and `include_data` control what's
4765 Returns nil if specified area id does not exist.
4766 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4767 that contain the position `pos`.
4768 (optional) Boolean values `include_borders` and `include_data` control what's
4770 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4771 returns all areas that contain all nodes inside the area specified by `edge1`
4772 and `edge2` (inclusive).
4773 If `accept_overlap` is true, also areas are returned that have nodes in
4774 common with the specified area.
4775 (optional) Boolean values `include_borders` and `include_data` control what's
4777 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4778 Returns the new area's ID, or nil if the insertion failed.
4779 The (inclusive) positions `edge1` and `edge2` describe the area.
4780 `data` is a string stored with the area. If passed, `id` will be used as the
4781 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4782 the `id` parameter you must always use it, or insertions are likely to fail
4784 * `reserve(count)`: reserves resources for at most `count` many contained
4786 Only needed for efficiency, and only some implementations profit.
4787 * `remove_area(id)`: removes the area with the given id from the store, returns
4789 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4790 Calling invalidates the cache, so that its elements have to be newly
4792 * `params` is a table with the following fields:
4794 enabled = boolean, -- Whether to enable, default true
4795 block_radius = int, -- The radius (in nodes) of the areas the cache
4796 -- generates prefiltered lists for, minimum 16,
4798 limit = int, -- The cache size, minimum 20, default 1000
4799 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4801 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4803 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4805 Returns success and, optionally, an error message.
4806 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4812 An `InvRef` is a reference to an inventory.
4816 * `is_empty(listname)`: return `true` if list is empty
4817 * `get_size(listname)`: get size of a list
4818 * `set_size(listname, size)`: set size of a list
4819 * returns `false` on error (e.g. invalid `listname` or `size`)
4820 * `get_width(listname)`: get width of a list
4821 * `set_width(listname, width)`: set width of list; currently used for crafting
4822 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4823 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4824 * `get_list(listname)`: return full list
4825 * `set_list(listname, list)`: set full list (size will not change)
4826 * `get_lists()`: returns list of inventory lists
4827 * `set_lists(lists)`: sets inventory lists (size will not change)
4828 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4830 * `room_for_item(listname, stack):` returns `true` if the stack of items
4831 can be fully added to the list
4832 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4833 the stack of items can be fully taken from the list.
4834 If `match_meta` is false, only the items' names are compared
4836 * `remove_item(listname, stack)`: take as many items as specified from the
4837 list, returns the items that were actually removed (as an `ItemStack`)
4838 -- note that any item metadata is ignored, so attempting to remove a specific
4839 unique item this way will likely remove the wrong one -- to do that use
4840 `set_stack` with an empty `ItemStack`.
4841 * `get_location()`: returns a location compatible to
4842 `minetest.get_inventory(location)`.
4843 * returns `{type="undefined"}` in case location is not known
4848 An `ItemStack` is a stack of items.
4850 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4851 an itemstring, a table or `nil`.
4855 * `is_empty()`: returns `true` if stack is empty.
4856 * `get_name()`: returns item name (e.g. `"default:stone"`).
4857 * `set_name(item_name)`: returns a boolean indicating whether the item was
4859 * `get_count()`: Returns number of items on the stack.
4860 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4861 * `count`: number, unsigned 16 bit integer
4862 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4863 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4864 * `wear`: number, unsigned 16 bit integer
4865 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4866 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4868 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4869 * `clear()`: removes all items from the stack, making it empty.
4870 * `replace(item)`: replace the contents of this stack.
4871 * `item` can also be an itemstring or table.
4872 * `to_string()`: returns the stack in itemstring form.
4873 * `to_table()`: returns the stack in Lua table form.
4874 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4876 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4877 * `is_known()`: returns `true` if the item name refers to a defined item type.
4878 * `get_definition()`: returns the item definition table.
4879 * `get_tool_capabilities()`: returns the digging properties of the item,
4880 or those of the hand if none are defined for this item type
4881 * `add_wear(amount)`
4882 * Increases wear by `amount` if the item is a tool
4883 * `amount`: number, integer
4884 * `add_item(item)`: returns leftover `ItemStack`
4885 * Put some item or stack onto this stack
4886 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4888 * `take_item(n)`: returns taken `ItemStack`
4889 * Take (and remove) up to `n` items from this stack
4890 * `n`: number, default: `1`
4891 * `peek_item(n)`: returns taken `ItemStack`
4892 * Copy (don't remove) up to `n` items from this stack
4893 * `n`: number, default: `1`
4898 ItemStack metadata: reference extra data and functionality stored in a stack.
4899 Can be obtained via `item:get_meta()`.
4903 * All methods in MetaDataRef
4904 * `set_tool_capabilities([tool_capabilities])`
4905 * Overrides the item's tool capabilities
4906 * A nil value will clear the override data and restore the original
4912 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
4916 * `contains(key)`: Returns true if key present, otherwise false.
4917 * Returns `nil` when the MetaData is inexistent.
4918 * `get(key)`: Returns `nil` if key not present, else the stored string.
4919 * `set_string(key, value)`: Value of `""` will delete the key.
4920 * `get_string(key)`: Returns `""` if key not present.
4921 * `set_int(key, value)`
4922 * `get_int(key)`: Returns `0` if key not present.
4923 * `set_float(key, value)`
4924 * `get_float(key)`: Returns `0` if key not present.
4925 * `to_table()`: returns `nil` or a table with keys:
4926 * `fields`: key-value storage
4927 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
4928 * `from_table(nil or {})`
4929 * Any non-table value will clear the metadata
4930 * See [Node Metadata] for an example
4931 * returns `true` on success
4933 * returns `true` if this metadata has the same key-value pairs as `other`
4938 An interface to use mod channels on client and server
4942 * `leave()`: leave the mod channel.
4943 * Server leaves channel `channel_name`.
4944 * No more incoming or outgoing messages can be sent to this channel from
4946 * This invalidate all future object usage.
4947 * Ensure you set mod_channel to nil after that to free Lua resources.
4948 * `is_writeable()`: returns true if channel is writeable and mod can send over
4950 * `send_all(message)`: Send `message` though the mod channel.
4951 * If mod channel is not writeable or invalid, message will be dropped.
4952 * Message size is limited to 65535 characters by protocol.
4957 Node metadata: reference extra data and functionality stored in a node.
4958 Can be obtained via `minetest.get_meta(pos)`.
4962 * All methods in MetaDataRef
4963 * `get_inventory()`: returns `InvRef`
4964 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
4965 This will prevent them from being sent to the client. Note that the "private"
4966 status will only be remembered if an associated key-value pair exists,
4967 meaning it's best to call this when initializing all other meta (e.g.
4973 Node Timers: a high resolution persistent per-node timer.
4974 Can be gotten via `minetest.get_node_timer(pos)`.
4978 * `set(timeout,elapsed)`
4979 * set a timer's state
4980 * `timeout` is in seconds, and supports fractional values (0.1 etc)
4981 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
4982 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
4986 * equivalent to `set(timeout,0)`
4989 * `get_timeout()`: returns current timeout in seconds
4990 * if `timeout` equals `0`, timer is inactive
4991 * `get_elapsed()`: returns current elapsed time in seconds
4992 * the node's `on_timer` function will be called after `(timeout - elapsed)`
4994 * `is_started()`: returns boolean state of timer
4995 * returns `true` if timer is started, otherwise `false`
5000 Moving things in the game are generally these.
5002 This is basically a reference to a C++ `ServerActiveObject`
5006 * `remove()`: remove object (after returning from Lua)
5007 * Note: Doesn't work on players, use `minetest.kick_player` instead
5008 * `get_pos()`: returns `{x=num, y=num, z=num}`
5009 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5010 * `move_to(pos, continuous=false)`: interpolated move
5011 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5012 * `puncher` = another `ObjectRef`,
5013 * `time_from_last_punch` = time since last punch action of the puncher
5014 * `direction`: can be `nil`
5015 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5016 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5017 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5018 * See reason in register_on_player_hpchange
5019 * `get_inventory()`: returns an `InvRef`
5020 * `get_wield_list()`: returns the name of the inventory list the wielded item
5022 * `get_wield_index()`: returns the index of the wielded item
5023 * `get_wielded_item()`: returns an `ItemStack`
5024 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5026 * `set_armor_groups({group1=rating, group2=rating, ...})`
5027 * `get_armor_groups()`: returns a table with the armor group ratings
5028 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5029 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5030 * `frame_speed`: number, default: `15.0`
5031 * `frame_blend`: number, default: `0.0`
5032 * `frame_loop`: boolean, default: `true`
5033 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5035 * `set_animation_frame_speed(frame_speed)`
5036 * `frame_speed`: number, default: `15.0`
5037 * `set_attach(parent, bone, position, rotation)`
5039 * `position`: `{x=num, y=num, z=num}` (relative)
5040 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5041 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5044 * `set_bone_position(bone, position, rotation)`
5046 * `position`: `{x=num, y=num, z=num}` (relative)
5047 * `rotation`: `{x=num, y=num, z=num}`
5048 * `get_bone_position(bone)`: returns position and rotation of the bone
5049 * `set_properties(object property table)`
5050 * `get_properties()`: returns object property table
5051 * `is_player()`: returns true for players, false otherwise
5052 * `get_nametag_attributes()`
5053 * returns a table with the attributes of the nametag of an object
5055 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5058 * `set_nametag_attributes(attributes)`
5059 * sets the attributes of the nametag of an object
5063 text = "My Nametag",
5066 #### LuaEntitySAO-only (no-op for other objects)
5068 * `set_velocity(vel)`
5069 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5070 * `add_velocity(vel)`
5071 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5072 * In comparison to using get_velocity, adding the velocity and then using
5073 set_velocity, add_velocity is supposed to avoid synchronization problems.
5074 * `get_velocity()`: returns the velocity, a vector
5075 * `set_acceleration(acc)`
5077 * `get_acceleration()`: returns the acceleration, a vector
5078 * `set_yaw(radians)`
5079 * `get_yaw()`: returns number in radians
5080 * `set_texture_mod(mod)`
5081 * `get_texture_mod()` returns current texture modifier
5082 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5083 * Select sprite from spritesheet with optional animation and Dungeon Master
5084 style texture selection based on yaw relative to camera
5085 * `p`: {x=number, y=number}, the coordinate of the first frame
5086 (x: column, y: row), default: `{x=0, y=0}`
5087 * `num_frames`: number, default: `1`
5088 * `framelength`: number, default: `0.2`
5089 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5090 Master mob, default: `false`
5091 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5094 #### Player-only (no-op for other objects)
5096 * `get_player_name()`: returns `""` if is not a player
5097 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5098 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5099 * `get_look_dir()`: get camera direction as a unit vector
5100 * `get_look_vertical()`: pitch in radians
5101 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5103 * `get_look_horizontal()`: yaw in radians
5104 * Angle is counter-clockwise from the +z direction.
5105 * `set_look_vertical(radians)`: sets look pitch
5106 * radians: Angle from looking forward, where positive is downwards.
5107 * `set_look_horizontal(radians)`: sets look yaw
5108 * radians: Angle from the +z direction, where positive is counter-clockwise.
5109 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5110 `get_look_vertical`.
5111 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5113 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5114 `get_look_horizontal`.
5115 * Angle is counter-clockwise from the +x direction.
5116 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5117 `set_look_vertical`.
5118 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5119 `set_look_horizontal`.
5120 * `get_breath()`: returns players breath
5121 * `set_breath(value)`: sets players breath
5123 * `0`: player is drowning
5124 * max: bubbles bar is not shown
5125 * See [Object properties] for more information
5126 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5127 * Sets an extra attribute with value on player.
5128 * `value` must be a string, or a number which will be converted to a
5130 * If `value` is `nil`, remove attribute from player.
5131 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5132 * Returns value (a string) for extra attribute.
5133 * Returns `nil` if no attribute found.
5134 * `get_meta()`: Returns a PlayerMetaRef.
5135 * `set_inventory_formspec(formspec)`
5136 * Redefine player's inventory form
5137 * Should usually be called in `on_joinplayer`
5138 * `get_inventory_formspec()`: returns a formspec string
5139 * `set_formspec_prepend(formspec)`:
5140 * the formspec string will be added to every formspec shown to the user,
5141 except for those with a no_prepend[] tag.
5142 * This should be used to set style elements such as background[] and
5143 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5144 * Only affects formspecs shown after this is called.
5145 * `get_formspec_prepend(formspec)`: returns a formspec string.
5146 * `get_player_control()`: returns table with player pressed keys
5147 * The table consists of fields with boolean value representing the pressed
5148 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5149 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5150 sneak=true, aux1=false, down=false, up=false}`
5151 * `get_player_control_bits()`: returns integer with bit packed player pressed
5153 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5155 * `set_physics_override(override_table)`
5156 * `override_table` is a table with the following fields:
5157 * `speed`: multiplier to default walking speed value (default: `1`)
5158 * `jump`: multiplier to default jump value (default: `1`)
5159 * `gravity`: multiplier to default gravity value (default: `1`)
5160 * `sneak`: whether player can sneak (default: `true`)
5161 * `sneak_glitch`: whether player can use the new move code replications
5162 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5164 * `new_move`: use new move/sneak code. When `false` the exact old code
5165 is used for the specific old sneak behaviour (default: `true`)
5166 * `get_physics_override()`: returns the table given to `set_physics_override`
5167 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5169 * `hud_remove(id)`: remove the HUD element of the specified id
5170 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5172 * element `stat` values:
5173 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5174 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5175 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5176 * `flags`: A table with the following fields set to boolean values
5184 * If a flag equals `nil`, the flag is not modified
5185 * `minimap`: Modifies the client's permission to view the minimap.
5186 The client may locally elect to not view the minimap.
5187 * `minimap_radar` is only usable when `minimap` is true
5188 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5189 * See `hud_set_flags` for a list of flags that can be toggled.
5190 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5191 * `count`: number of items, must be between `1` and `23`
5192 * `hud_get_hotbar_itemcount`: returns number of visible items
5193 * `hud_set_hotbar_image(texturename)`
5194 * sets background image for hotbar
5195 * `hud_get_hotbar_image`: returns texturename
5196 * `hud_set_hotbar_selected_image(texturename)`
5197 * sets image for selected item of hotbar
5198 * `hud_get_hotbar_selected_image`: returns texturename
5199 * `set_sky(bgcolor, type, {texture names}, clouds)`
5200 * `bgcolor`: ColorSpec, defaults to white
5201 * `type`: Available types:
5202 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5203 * `"skybox"`: Uses 6 textures, `bgcolor` used
5204 * `"plain"`: Uses 0 textures, `bgcolor` used
5205 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5206 `"plain"` custom skyboxes (default: `true`)
5207 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5208 * `set_clouds(parameters)`: set cloud parameters
5209 * `parameters` is a table with the following optional fields:
5210 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5211 * `color`: basic cloud color with alpha channel, ColorSpec
5212 (default `#fff0f0e5`).
5213 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5214 ColorSpec (alpha ignored, default `#000000`)
5215 * `height`: cloud height, i.e. y of cloud base (default per conf,
5217 * `thickness`: cloud thickness in nodes (default `16`)
5218 * `speed`: 2D cloud speed + direction in nodes per second
5219 (default `{x=0, z=-2}`).
5220 * `get_clouds()`: returns a table with the current cloud parameters as in
5222 * `override_day_night_ratio(ratio or nil)`
5223 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5225 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5226 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5227 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5228 set animation for player model in third person view
5230 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5231 {x=168, y=187}, -- walk animation key frames
5232 {x=189, y=198}, -- dig animation key frames
5233 {x=200, y=219}, -- walk+dig animation key frames
5234 frame_speed=30) -- animation frame speed
5235 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5237 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5239 * in first person view
5240 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5241 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5246 A 32-bit pseudorandom number generator.
5247 Uses PCG32, an algorithm of the permuted congruential generator family,
5248 offering very strong randomness.
5250 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5254 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5255 * `next(min, max)`: return next integer random number [`min`...`max`]
5256 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5257 random number [`min`...`max`].
5258 * This is only a rough approximation of a normal distribution with:
5259 * `mean = (max - min) / 2`, and
5260 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5261 * Increasing `num_trials` improves accuracy of the approximation
5266 A perlin noise generator.
5267 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5268 or `PerlinNoise(noiseparams)`.
5269 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5270 or `minetest.get_perlin(noiseparams)`.
5274 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5275 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5280 A fast, bulk perlin noise generator.
5282 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5283 `minetest.get_perlin_map(noiseparams, size)`.
5285 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5286 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5289 For each of the functions with an optional `buffer` parameter: If `buffer` is
5290 not nil, this table will be used to store the result instead of creating a new
5295 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5296 with values starting at `pos={x=,y=}`
5297 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5298 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5299 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5300 array of 2D noise with values starting at `pos={x=,y=}`
5301 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5302 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5303 is stored internally.
5304 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5305 is stored internally.
5306 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5307 returns a slice of the most recently computed noise results. The result slice
5308 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5309 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5311 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5312 It is important to note that `slice_offset` offset coordinates begin at 1,
5313 and are relative to the starting position of the most recently calculated
5315 To grab a single vertical column of noise starting at map coordinates
5316 x = 1023, y=1000, z = 1000:
5317 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5318 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5324 Uses the same method of storage as the deprecated player attribute API, so
5325 data there will also be in player meta.
5326 Can be obtained using `player:get_meta()`.
5330 * All methods in MetaDataRef
5335 A 16-bit pseudorandom number generator.
5336 Uses a well-known LCG algorithm introduced by K&R.
5338 It can be created via `PseudoRandom(seed)`.
5342 * `next()`: return next integer random number [`0`...`32767`]
5343 * `next(min, max)`: return next integer random number [`min`...`max`]
5344 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5345 due to the simple implementation making bad distribution otherwise.
5350 A raycast on the map. It works with selection boxes.
5351 Can be used as an iterator in a for loop as:
5353 local ray = Raycast(...)
5354 for pointed_thing in ray do
5358 The map is loaded as the ray advances. If the map is modified after the
5359 `Raycast` is created, the changes may or may not have an effect on the object.
5361 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5362 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5364 * `pos1`: start of the ray
5365 * `pos2`: end of the ray
5366 * `objects`: if false, only nodes will be returned. Default is true.
5367 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5371 * `next()`: returns a `pointed_thing` with exact pointing location
5372 * Returns the next thing pointed by the ray or nil.
5377 Interface for the operating system's crypto-secure PRNG.
5379 It can be created via `SecureRandom()`. The constructor returns nil if a
5380 secure random device cannot be found on the system.
5384 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5385 random bytes, as a string.
5390 An interface to read config files in the format of `minetest.conf`.
5392 It can be created via `Settings(filename)`.
5396 * `get(key)`: returns a value
5397 * `get_bool(key, [default])`: returns a boolean
5398 * `default` is the value returned if `key` is not found.
5399 * Returns `nil` if `key` is not found and `default` not specified.
5400 * `get_np_group(key)`: returns a NoiseParams table
5402 * Setting names can't contain whitespace or any of `="{}#`.
5403 * Setting values can't contain the sequence `\n"""`.
5404 * Setting names starting with "secure." can't be set on the main settings
5405 object (`minetest.settings`).
5406 * `set_bool(key, value)`
5407 * See documentation for set() above.
5408 * `set_np_group(key, value)`
5409 * `value` is a NoiseParams table.
5410 * Also, see documentation for set() above.
5411 * `remove(key)`: returns a boolean (`true` for success)
5412 * `get_names()`: returns `{key1,...}`
5413 * `write()`: returns a boolean (`true` for success)
5414 * Writes changes to file.
5415 * `to_table()`: returns `{[key1]=value1,...}`
5420 Mod metadata: per mod metadata, saved automatically.
5421 Can be obtained via `minetest.get_mod_storage()` during load time.
5425 * All methods in MetaDataRef
5436 Used by `ObjectRef` methods. Part of an Entity definition.
5440 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5443 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5446 -- For players only. Zoom FOV in degrees.
5447 -- Note that zoom loads and/or generates world beyond the server's
5448 -- maximum send and generate distances, so acts like a telescope.
5449 -- Smaller zoom_fov values increase the distance loaded/generated.
5450 -- Defaults to 15 in creative mode, 0 in survival mode.
5451 -- zoom_fov = 0 disables zooming for the player.
5454 -- For players only. Camera height above feet position in nodes.
5455 -- Defaults to 1.625.
5459 collide_with_objects = true,
5460 -- Collide with other objects if physical = true
5464 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5465 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5466 -- Selection box uses collision box dimensions when not set.
5467 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5471 -- Overrides selection box when false
5473 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
5474 -- "cube" is a node-sized cube.
5475 -- "sprite" is a flat texture always facing the player.
5476 -- "upright_sprite" is a vertical flat texture.
5477 -- "mesh" uses the defined mesh model.
5478 -- "wielditem" is used for dropped items.
5479 -- (see builtin/game/item_entity.lua).
5480 -- For this use 'textures = {itemname}'.
5481 -- If the item has a 'wield_image' the object will be an extrusion of
5483 -- If 'itemname' is a cubic node or nodebox the object will appear
5484 -- identical to 'itemname'.
5485 -- If 'itemname' is a plantlike node the object will be an extrusion
5487 -- Otherwise for non-node items, the object will be an extrusion of
5488 -- 'inventory_image'.
5490 visual_size = {x = 1, y = 1},
5491 -- `x` multiplies horizontal (X and Z) visual size.
5492 -- `y` multiplies vertical (Y) visual size.
5497 -- Number of required textures depends on visual.
5498 -- "cube" uses 6 textures in the way a node does.
5499 -- "sprite" uses 1 texture.
5500 -- "upright_sprite" uses 2 textures: {front, back}.
5501 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5504 -- Number of required colors depends on visual
5506 use_texture_alpha = false,
5507 -- Use texture's alpha channel.
5508 -- Excludes "upright_sprite" and "wielditem".
5509 -- Note: currently causes visual issues when viewed through other
5510 -- semi-transparent materials such as water.
5512 spritediv = {x = 1, y = 1},
5513 -- Used with spritesheet textures for animation and/or frame selection
5514 -- according to position relative to player.
5515 -- Defines the number of columns and rows in the spritesheet:
5518 initial_sprite_basepos = {x = 0, y = 0},
5519 -- Used with spritesheet textures.
5520 -- Defines the {column, row} position of the initially used frame in the
5525 makes_footstep_sound = false,
5527 automatic_rotate = 0,
5528 -- Set constant rotation in radians per second, positive or negative.
5529 -- Set to 0 to disable constant rotation.
5533 automatic_face_movement_dir = 0.0,
5534 -- Automatically set yaw to movement direction, offset in degrees.
5535 -- 'false' to disable.
5537 automatic_face_movement_max_rotation_per_sec = -1,
5538 -- Limit automatic rotation to this value in degrees per second.
5539 -- No limit if value < 0.
5541 backface_culling = true,
5542 -- Set to false to disable backface_culling for model
5545 -- Add this much extra lighting when calculating texture color.
5546 -- Value < 0 disables light's effect on texture color.
5547 -- For faking self-lighting, UI style entities, or programmatic coloring
5551 -- By default empty, for players their name is shown if empty
5553 nametag_color = <ColorSpec>,
5554 -- Sets color of nametag
5557 -- By default empty, text to be shown when pointed at object
5560 -- If false, never save this object statically. It will simply be
5561 -- deleted when the block gets unloaded.
5562 -- The get_staticdata() callback is never called then.
5563 -- Defaults to 'true'.
5569 Used by `minetest.register_entity`.
5572 initial_properties = {
5574 mesh = "boats_boat.obj",
5577 -- A table of object properties, see the `Object properties` section.
5578 -- Object properties being read directly from the entity definition
5579 -- table is deprecated. Define object properties in this
5580 -- `initial_properties` table instead.
5582 on_activate = function(self, staticdata, dtime_s),
5584 on_step = function(self, dtime),
5586 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5588 on_rightclick = function(self, clicker),
5590 get_staticdata = function(self),
5591 -- Called sometimes; the string returned is passed to on_activate when
5592 -- the entity is re-activated from static state
5594 _custom_field = whatever,
5595 -- You can define arbitrary member variables here (see Item definition
5596 -- for more info) by using a '_' prefix
5599 ABM (ActiveBlockModifier) definition
5600 ------------------------------------
5602 Used by `minetest.register_abm`.
5605 label = "Lava cooling",
5606 -- Descriptive label for profiling purposes (optional).
5607 -- Definitions with identical labels will be listed as one.
5609 nodenames = {"default:lava_source"},
5610 -- Apply `action` function to these nodes.
5611 -- `group:groupname` can also be used here.
5613 neighbors = {"default:water_source", "default:water_flowing"},
5614 -- Only apply `action` to nodes that have one of, or any
5615 -- combination of, these neighbors.
5616 -- If left out or empty, any neighbor will do.
5617 -- `group:groupname` can also be used here.
5620 -- Operation interval in seconds
5623 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5627 -- If true, catch-up behaviour is enabled: The `chance` value is
5628 -- temporarily reduced when returning to an area to simulate time lost
5629 -- by the area being unattended. Note that the `chance` value can often
5632 action = function(pos, node, active_object_count, active_object_count_wider),
5633 -- Function triggered for each qualifying node.
5634 -- `active_object_count` is number of active objects in the node's
5636 -- `active_object_count_wider` is number of active objects in the node's
5637 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5638 -- mapblocks are unloaded an estmate is calculated for them based on
5639 -- loaded mapblocks.
5642 LBM (LoadingBlockModifier) definition
5643 -------------------------------------
5645 Used by `minetest.register_lbm`.
5648 label = "Upgrade legacy doors",
5649 -- Descriptive label for profiling purposes (optional).
5650 -- Definitions with identical labels will be listed as one.
5652 name = "modname:replace_legacy_door",
5654 nodenames = {"default:lava_source"},
5655 -- List of node names to trigger the LBM on.
5656 -- Also non-registered nodes will work.
5657 -- Groups (as of group:groupname) will work as well.
5659 run_at_every_load = false,
5660 -- Whether to run the LBM's action every time a block gets loaded,
5661 -- and not just for blocks that were saved last time before LBMs were
5662 -- introduced to the world.
5664 action = func(pos, node),
5671 * `{name="image.png", animation={Tile Animation definition}}`
5672 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5673 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5674 * backface culling enabled by default for most nodes
5675 * tileable flags are info for shaders, how they should treat texture
5676 when displacement mapping is used.
5677 Directions are from the point of view of the tile texture,
5678 not the node it's on.
5679 * align style determines whether the texture will be rotated with the node
5680 or kept aligned with its surroundings. "user" means that client
5681 setting will be used, similar to `glasslike_framed_optional`.
5682 Note: supported by solid nodes and nodeboxes only.
5683 * scale is used to make texture span several (exactly `scale`) nodes,
5684 instead of just one, in each direction. Works for world-aligned
5686 Note that as the effect is applied on per-mapblock basis, `16` should
5687 be equally divisible by `scale` or you may get wrong results.
5688 * `{name="image.png", color=ColorSpec}`
5689 * the texture's color will be multiplied with this color.
5690 * the tile's color overrides the owning node's color in all cases.
5691 * deprecated, yet still supported field names:
5694 Tile animation definition
5695 -------------------------
5698 type = "vertical_frames",
5701 -- Width of a frame in pixels
5704 -- Height of a frame in pixels
5714 -- Width in number of frames
5717 -- Height in number of frames
5720 -- Length of a single frame
5726 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5727 `minetest.register_tool`.
5730 description = "Steel Axe",
5733 -- key = name, value = rating; rating = 1..3.
5734 -- If rating not applicable, use 1.
5735 -- e.g. {wool = 1, fluffy = 3}
5736 -- {soil = 2, outerspace = 1, crumbly = 1}
5737 -- {bendy = 2, snappy = 1},
5738 -- {hard = 1, metal = 1, spikes = 1}
5740 inventory_image = "default_tool_steelaxe.png",
5742 inventory_overlay = "overlay.png",
5743 -- An overlay which does not get colorized
5750 -- An image file containing the palette of a node.
5751 -- You can set the currently used color as the "palette_index" field of
5752 -- the item stack metadata.
5753 -- The palette is always stretched to fit indices between 0 and 255, to
5754 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5756 color = "0xFFFFFFFF",
5757 -- The color of the item. The palette overrides this.
5759 wield_scale = {x = 1, y = 1, z = 1},
5765 liquids_pointable = false,
5767 -- See "Tools" section
5768 tool_capabilities = {
5769 full_punch_interval = 1.0,
5773 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5774 uses = 20, maxlevel = 2},
5776 damage_groups = {groupname = damage},
5779 node_placement_prediction = nil,
5780 -- If nil and item is node, prediction is made automatically.
5781 -- If nil and item is not a node, no prediction is made.
5782 -- If "" and item is anything, no prediction is made.
5783 -- Otherwise should be name of node which the client immediately places
5784 -- on ground when the player places the item. Server will always update
5785 -- actual result to client in a short moment.
5787 node_dig_prediction = "air",
5788 -- if "", no prediction is made.
5789 -- if "air", node is removed.
5790 -- Otherwise should be name of node which the client immediately places
5791 -- upon digging. Server will always update actual result shortly.
5794 breaks = "default_tool_break", -- tools only
5795 place = <SimpleSoundSpec>,
5798 on_place = func(itemstack, placer, pointed_thing),
5799 -- Shall place item and return the leftover itemstack.
5800 -- The placer may be any ObjectRef or nil.
5801 -- default: minetest.item_place
5803 on_secondary_use = func(itemstack, user, pointed_thing),
5804 -- Same as on_place but called when pointing at nothing.
5805 -- The user may be any ObjectRef or nil.
5806 -- pointed_thing: always { type = "nothing" }
5808 on_drop = func(itemstack, dropper, pos),
5809 -- Shall drop item and return the leftover itemstack.
5810 -- The dropper may be any ObjectRef or nil.
5811 -- default: minetest.item_drop
5813 on_use = func(itemstack, user, pointed_thing),
5815 -- Function must return either nil if no item shall be removed from
5816 -- inventory, or an itemstack to replace the original itemstack.
5817 -- e.g. itemstack:take_item(); return itemstack
5818 -- Otherwise, the function is free to do what it wants.
5819 -- The user may be any ObjectRef or nil.
5820 -- The default functions handle regular use cases.
5822 after_use = func(itemstack, user, node, digparams),
5824 -- If defined, should return an itemstack and will be called instead of
5825 -- wearing out the tool. If returns nil, does nothing.
5826 -- If after_use doesn't exist, it is the same as:
5827 -- function(itemstack, user, node, digparams)
5828 -- itemstack:add_wear(digparams.wear)
5831 -- The user may be any ObjectRef or nil.
5833 _custom_field = whatever,
5834 -- Add your own custom fields. By convention, all custom field names
5835 -- should start with `_` to avoid naming collisions with future engine
5842 Used by `minetest.register_node`.
5845 -- <all fields allowed in item definitions>,
5847 drawtype = "normal", -- See "Node drawtypes"
5850 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5851 -- "firelike", "mesh".
5852 -- For plantlike and firelike, the image will start at the bottom of the
5853 -- node, for the other drawtypes the image will be centered on the node.
5854 -- Note that positioning for "torchlike" may still change.
5856 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5857 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5858 -- Old field name was 'tile_images'.
5859 -- List can be shortened to needed length.
5861 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5862 -- Same as `tiles`, but these textures are drawn on top of the base
5863 -- tiles. You can use this to colorize only specific parts of your
5864 -- texture. If the texture name is an empty string, that overlay is not
5865 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5866 -- overlays on very common nodes.
5868 special_tiles = {tile definition 1, Tile definition 2},
5869 -- Special textures of node; used rarely.
5870 -- Old field name was 'special_materials'.
5871 -- List can be shortened to needed length.
5874 -- The node's original color will be multiplied with this color.
5875 -- If the node has a palette, then this setting only has an effect in
5876 -- the inventory and on the wield item.
5878 use_texture_alpha = false,
5879 -- Use texture's alpha channel
5881 palette = "palette.png",
5882 -- The node's `param2` is used to select a pixel from the image.
5883 -- Pixels are arranged from left to right and from top to bottom.
5884 -- The node's color will be multiplied with the selected pixel's color.
5885 -- Tiles can override this behavior.
5886 -- Only when `paramtype2` supports palettes.
5888 post_effect_color = "green#0F",
5889 -- Screen tint if player is inside node, see "ColorSpec"
5891 paramtype = "none", -- See "Nodes"
5893 paramtype2 = "none", -- See "Nodes"
5895 place_param2 = nil, -- Force value for param2 when player places node
5897 is_ground_content = true,
5898 -- If false, the cave generator will not carve through this node
5900 sunlight_propagates = false,
5901 -- If true, sunlight will go infinitely through this node
5903 walkable = true, -- If true, objects collide with node
5905 pointable = true, -- If true, can be pointed at
5907 diggable = true, -- If false, can never be dug
5909 climbable = false, -- If true, can be climbed on (ladder)
5911 buildable_to = false, -- If true, placed nodes can replace this node
5914 -- If true, liquids flow into and replace this node.
5915 -- Warning: making a liquid node 'floodable' will cause problems.
5917 liquidtype = "none", -- "none" / "source" / "flowing"
5919 liquid_alternative_flowing = "", -- Flowing version of source liquid
5921 liquid_alternative_source = "", -- Source version of flowing liquid
5923 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5925 liquid_renewable = true,
5926 -- If true, a new liquid source can be created by placing two or more
5930 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
5931 -- Allows defining the nodebox height without using param2.
5932 -- The nodebox height is 'leveled' / 64 nodes.
5933 -- The maximum value of 'leveled' is 127.
5935 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
5938 -- Player will take this amount of damage if no bubbles are left
5941 -- Amount of light emitted by node.
5942 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
5943 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5946 damage_per_second = 0,
5947 -- If player is inside node, this damage is caused
5949 node_box = {type="regular"}, -- See "Node boxes"
5951 connects_to = nodenames,
5952 -- Used for nodebox nodes with the type == "connected".
5953 -- Specifies to what neighboring nodes connections will be drawn.
5954 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
5956 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5957 -- Tells connected nodebox nodes to connect only to these sides of this
5965 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5968 -- Custom selection box definition. Multiple boxes can be defined.
5969 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
5970 -- definition is used for the selection box.
5975 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5978 -- Custom collision box definition. Multiple boxes can be defined.
5979 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
5980 -- definition is used for the collision box.
5981 -- Both of the boxes above are defined as:
5982 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
5984 -- Support maps made in and before January 2012
5985 legacy_facedir_simple = false,
5986 legacy_wallmounted = false,
5989 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5990 -- 1 - wave node like plants (top of node moves, bottom is fixed)
5991 -- 2 - wave node like leaves (whole node moves side-to-side)
5992 -- caveats: not all models will properly wave.
5993 -- plantlike drawtype nodes can only wave like plants.
5994 -- allfaces_optional drawtype nodes can only wave like leaves.
5997 footstep = <SimpleSoundSpec>,
5998 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5999 dug = <SimpleSoundSpec>,
6000 place = <SimpleSoundSpec>,
6001 place_failed = <SimpleSoundSpec>,
6005 -- Name of dropped node when dug. Default is the node itself.
6008 -- Maximum number of items to drop
6010 -- Choose max_items randomly from this list
6013 items = {"foo:bar", "baz:frob"}, -- Items to drop
6014 rarity = 1, -- Probability of dropping is 1 / rarity
6015 inherit_color = true, -- Inherit palette color from the node
6020 on_construct = func(pos),
6021 -- Node constructor; called after adding node.
6022 -- Can set up metadata and stuff like that.
6023 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6026 on_destruct = func(pos),
6027 -- Node destructor; called before removing node.
6028 -- Not called for bulk node placement.
6031 after_destruct = func(pos, oldnode),
6032 -- Node destructor; called after removing node.
6033 -- Not called for bulk node placement.
6036 on_flood = func(pos, oldnode, newnode),
6037 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6038 -- `floodable = true` in the nodedef. Not called for bulk node placement
6039 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6040 -- node is not flooded, but on_flood callback will most likely be called
6041 -- over and over again every liquid update interval.
6043 -- Warning: making a liquid node 'floodable' will cause problems.
6045 preserve_metadata = func(pos, oldnode, oldmeta, drops),
6046 -- Called when oldnode is about be converted to an item, but before the
6047 -- node is deleted from the world or the drops are added. This is
6048 -- generally the result of either the node being dug or an attached node
6049 -- becoming detached.
6050 -- drops is a table of ItemStacks, so any metadata to be preserved can
6051 -- be added directly to one or more of the dropped items. See
6052 -- "ItemStackMetaRef".
6055 after_place_node = func(pos, placer, itemstack, pointed_thing),
6056 -- Called after constructing node when node was placed using
6057 -- minetest.item_place_node / minetest.place_node.
6058 -- If return true no item is taken from itemstack.
6059 -- `placer` may be any valid ObjectRef or nil.
6062 after_dig_node = func(pos, oldnode, oldmetadata, digger),
6063 -- oldmetadata is in table format.
6064 -- Called after destructing node when node was dug using
6065 -- minetest.node_dig / minetest.dig_node.
6068 can_dig = function(pos, [player]),
6070 on_punch = func(pos, node, puncher, pointed_thing),
6071 -- Returns true if node can be dug, or false if not.
6073 -- default: minetest.node_punch
6074 -- By default calls minetest.register_on_punchnode callbacks.
6076 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
6078 -- itemstack will hold clicker's wielded item.
6079 -- Shall return the leftover itemstack.
6080 -- Note: pointed_thing can be nil, if a mod calls this function.
6081 -- This function does not get triggered by clients <=0.4.16 if the
6082 -- "formspec" node metadata field is set.
6084 on_dig = func(pos, node, digger),
6085 -- default: minetest.node_dig
6086 -- By default checks privileges, wears out tool and removes node.
6088 on_timer = function(pos, elapsed),
6090 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6091 -- elapsed is the total time passed since the timer was started.
6092 -- return true to run the timer for another cycle with the same timeout
6095 on_receive_fields = func(pos, formname, fields, sender),
6096 -- fields = {name1 = value1, name2 = value2, ...}
6097 -- Called when an UI form (e.g. sign text input) returns data.
6100 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
6101 -- Called when a player wants to move items inside the inventory.
6102 -- Return value: number of items allowed to move.
6104 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
6105 -- Called when a player wants to put something into the inventory.
6106 -- Return value: number of items allowed to put.
6107 -- Return value -1: Allow and don't modify item count in inventory.
6109 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
6110 -- Called when a player wants to take something out of the inventory.
6111 -- Return value: number of items allowed to take.
6112 -- Return value -1: Allow and don't modify item count in inventory.
6114 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
6115 on_metadata_inventory_put = func(pos, listname, index, stack, player),
6116 on_metadata_inventory_take = func(pos, listname, index, stack, player),
6117 -- Called after the actual action has happened, according to what was
6121 on_blast = func(pos, intensity),
6122 -- intensity: 1.0 = mid range of regular TNT.
6123 -- If defined, called when an explosion touches the node, instead of
6124 -- removing the node.
6130 Used by `minetest.register_craft`.
6135 output = 'default:pick_stone',
6137 {'default:cobble', 'default:cobble', 'default:cobble'},
6138 {'', 'default:stick', ''},
6139 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6141 replacements = <list of item pairs>,
6142 -- replacements: replace one input item with another item on crafting
6150 output = 'mushrooms:mushroom_stew',
6153 "mushrooms:mushroom_brown",
6154 "mushrooms:mushroom_red",
6156 replacements = <list of item pairs>,
6162 type = "toolrepair",
6163 additional_wear = -0.02,
6166 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6172 output = "default:glass",
6173 recipe = "default:sand",
6181 recipe = "bucket:bucket_lava",
6183 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6189 Used by `minetest.register_ore`.
6191 See [Ores] section above for essential information.
6194 ore_type = "scatter",
6196 ore = "default:stone_with_coal",
6199 -- Facedir rotation. Default is 0 (unchanged rotation)
6201 wherein = "default:stone",
6202 -- A list of nodenames is supported too
6204 clust_scarcity = 8 * 8 * 8,
6205 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6206 -- If the desired average distance between ores is 'd', set this to
6210 -- Number of ores in a cluster
6213 -- Size of the bounding box of the cluster.
6214 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6215 -- nodes are coal ore.
6219 -- Lower and upper limits for ore
6222 -- Attributes for the ore generation, see 'Ore attributes' section above
6224 noise_threshold = 0.5,
6225 -- If noise is above this threshold, ore is placed. Not needed for a
6226 -- uniform distribution.
6231 spread = {x = 100, y = 100, z = 100},
6236 -- NoiseParams structure describing one of the perlin noises used for
6237 -- ore distribution.
6238 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6239 -- Omit from "scatter" ore for a uniform ore distribution.
6240 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6243 biomes = {"desert", "rainforest"},
6244 -- List of biomes in which this ore occurs.
6245 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6246 -- being used does not support biomes.
6247 -- Can be a list of (or a single) biome names, IDs, or definitions.
6249 -- Type-specific parameters
6252 column_height_min = 1,
6253 column_height_max = 16,
6254 column_midpoint_factor = 0.5,
6260 spread = {x = 100, y = 100, z = 100},
6268 spread = {x = 100, y = 100, z = 100},
6275 random_factor = 1.0,
6278 np_stratum_thickness = {
6281 spread = {x = 100, y = 100, z = 100},
6286 stratum_thickness = 8,
6292 Used by `minetest.register_biome`.
6297 node_dust = "default:snow",
6298 -- Node dropped onto upper surface after all else is generated
6300 node_top = "default:dirt_with_snow",
6302 -- Node forming surface layer of biome and thickness of this layer
6304 node_filler = "default:permafrost",
6306 -- Node forming lower layer of biome and thickness of this layer
6308 node_stone = "default:bluestone",
6309 -- Node that replaces all stone nodes between roughly y_min and y_max.
6311 node_water_top = "default:ice",
6312 depth_water_top = 10,
6313 -- Node forming a surface layer in seawater with the defined thickness
6316 -- Node that replaces all seawater nodes not in the surface layer
6318 node_river_water = "default:ice",
6319 -- Node that replaces river water in mapgens that use
6320 -- default:river_water
6322 node_riverbed = "default:gravel",
6324 -- Node placed under river water and thickness of this layer
6326 node_cave_liquid = "default:water_source",
6327 -- Nodes placed as a blob of liquid in 50% of large caves.
6328 -- If absent, cave liquids fall back to classic behaviour of lava or
6329 -- water distributed according to a hardcoded 3D noise.
6331 node_dungeon = "default:cobble",
6332 -- Node used for primary dungeon structure.
6333 -- If absent, dungeon materials fall back to classic behaviour.
6334 -- If present, the following two nodes are also used.
6336 node_dungeon_alt = "default:mossycobble",
6337 -- Node used for randomly-distributed alternative structure nodes.
6338 -- If alternative structure nodes are not wanted leave this absent for
6339 -- performance reasons.
6341 node_dungeon_stair = "stairs:stair_cobble",
6342 -- Node used for dungeon stairs.
6343 -- If absent, stairs fall back to 'node_dungeon'.
6347 -- Upper and lower limits for biome.
6348 -- Alternatively you can use xyz limits as shown below.
6350 max_pos = {x = 31000, y = 128, z = 31000},
6351 min_pos = {x = -31000, y = 9, z = -31000},
6352 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6353 -- Biome is limited to a cuboid defined by these positions.
6354 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6355 -- 31000 in 'max_pos'.
6358 -- Vertical distance in nodes above 'y_max' over which the biome will
6359 -- blend with the biome above.
6360 -- Set to 0 for no vertical blend. Defaults to 0.
6363 humidity_point = 50,
6364 -- Characteristic temperature and humidity for the biome.
6365 -- These values create 'biome points' on a voronoi diagram with heat and
6366 -- humidity as axes. The resulting voronoi cells determine the
6367 -- distribution of the biomes.
6368 -- Heat and humidity have average values of 50, vary mostly between
6369 -- 0 and 100 but can exceed these values.
6372 Decoration definition
6373 ---------------------
6375 See [Decoration types]. Used by `minetest.register_decoration`.
6378 deco_type = "simple",
6380 place_on = "default:dirt_with_grass",
6381 -- Node (or list of nodes) that the decoration can be placed on
6384 -- Size of the square divisions of the mapchunk being generated.
6385 -- Determines the resolution of noise variation if used.
6386 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6387 -- equal to the chunk size.
6390 -- The value determines 'decorations per surface node'.
6391 -- Used only if noise_params is not specified.
6392 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6393 -- a different and much faster method.
6398 spread = {x = 100, y = 100, z = 100},
6405 -- NoiseParams structure describing the perlin noise used for decoration
6407 -- A noise value is calculated for each square division and determines
6408 -- 'decorations per surface node' within each division.
6409 -- If the noise value >= 10.0 complete coverage is enabled and
6410 -- decoration placement uses a different and much faster method.
6412 biomes = {"Oceanside", "Hills", "Plains"},
6413 -- List of biomes in which this decoration occurs. Occurs in all biomes
6414 -- if this is omitted, and ignored if the Mapgen being used does not
6416 -- Can be a list of (or a single) biome names, IDs, or definitions.
6420 -- Lower and upper limits for decoration.
6421 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6423 spawn_by = "default:water",
6424 -- Node (or list of nodes) that the decoration only spawns next to.
6425 -- Checks two horizontal planes of 8 neighbouring nodes (including
6426 -- diagonal neighbours), one plane level with the 'place_on' node and a
6427 -- plane one node above that.
6430 -- Number of spawn_by nodes that must be surrounding the decoration
6431 -- position to occur.
6432 -- If absent or -1, decorations occur next to any nodes.
6434 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6435 -- Flags for all decoration types.
6436 -- "liquid_surface": Instead of placement on the highest solid surface
6437 -- in a mapchunk column, placement is on the highest liquid surface.
6438 -- Placement is disabled if solid nodes are found above the liquid
6440 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6441 -- by the decoration.
6442 -- "all_floors", "all_ceilings": Instead of placement on the highest
6443 -- surface in a mapchunk the decoration is placed on all floor and/or
6444 -- ceiling surfaces, for example in caves and dungeons.
6445 -- Ceiling decorations act as an inversion of floor decorations so the
6446 -- effect of 'place_offset_y' is inverted.
6447 -- Y-slice probabilities do not function correctly for ceiling
6448 -- schematic decorations as the behaviour is unchanged.
6449 -- If a single decoration registration has both flags the floor and
6450 -- ceiling decorations will be aligned vertically.
6452 ----- Simple-type parameters
6454 decoration = "default:grass",
6455 -- The node name used as the decoration.
6456 -- If instead a list of strings, a randomly selected node from the list
6457 -- is placed as the decoration.
6460 -- Decoration height in nodes.
6461 -- If height_max is not 0, this is the lower limit of a randomly
6465 -- Upper limit of the randomly selected height.
6466 -- If absent, the parameter 'height' is used as a constant.
6469 -- Param2 value of decoration nodes.
6470 -- If param2_max is not 0, this is the lower limit of a randomly
6474 -- Upper limit of the randomly selected param2.
6475 -- If absent, the parameter 'param2' is used as a constant.
6478 -- Y offset of the decoration base node relative to the standard base
6480 -- Can be positive or negative. Default is 0.
6481 -- Effect is inverted for "all_ceilings" decorations.
6482 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6483 -- to the 'place_on' node.
6485 ----- Schematic-type parameters
6487 schematic = "foobar.mts",
6488 -- If schematic is a string, it is the filepath relative to the current
6489 -- working directory of the specified Minetest schematic file.
6490 -- Could also be the ID of a previously registered schematic.
6493 size = {x = 4, y = 6, z = 4},
6495 {name = "default:cobble", param1 = 255, param2 = 0},
6496 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6497 {name = "air", param1 = 255, param2 = 0},
6501 {ypos = 2, prob = 128},
6502 {ypos = 5, prob = 64},
6506 -- Alternative schematic specification by supplying a table. The fields
6507 -- size and data are mandatory whereas yslice_prob is optional.
6508 -- See 'Schematic specifier' for details.
6510 replacements = {["oldname"] = "convert_to", ...},
6512 flags = "place_center_x, place_center_y, place_center_z",
6513 -- Flags for schematic decorations. See 'Schematic attributes'.
6516 -- Rotation can be "0", "90", "180", "270", or "random"
6519 -- If the flag 'place_center_y' is set this parameter is ignored.
6520 -- Y offset of the schematic base node layer relative to the 'place_on'
6522 -- Can be positive or negative. Default is 0.
6523 -- Effect is inverted for "all_ceilings" decorations.
6524 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6525 -- to the 'place_on' node.
6528 Chat command definition
6529 -----------------------
6531 Used by `minetest.register_chatcommand`.
6534 params = "<name> <privilege>", -- Short parameter description
6536 description = "Remove privilege from player", -- Full description
6538 privs = {privs=true}, -- Require the "privs" privilege to run
6540 func = function(name, param),
6541 -- Called when command is run. Returns boolean success and text output.
6544 Note that in params, use of symbols is as follows:
6546 * `<>` signifies a placeholder to be replaced when the command is used. For
6547 example, when a player name is needed: `<name>`
6548 * `[]` signifies param is optional and not required when the command is used.
6549 For example, if you require param1 but param2 is optional:
6550 `<param1> [<param2>]`
6551 * `|` signifies exclusive or. The command requires one param from the options
6552 provided. For example: `<param1> | <param2>`
6553 * `()` signifies grouping. For example, when param1 and param2 are both
6554 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6556 Detached inventory callbacks
6557 ----------------------------
6559 Used by `minetest.create_detached_inventory`.
6562 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6563 -- Called when a player wants to move items inside the inventory.
6564 -- Return value: number of items allowed to move.
6566 allow_put = func(inv, listname, index, stack, player),
6567 -- Called when a player wants to put something into the inventory.
6568 -- Return value: number of items allowed to put.
6569 -- Return value -1: Allow and don't modify item count in inventory.
6571 allow_take = func(inv, listname, index, stack, player),
6572 -- Called when a player wants to take something out of the inventory.
6573 -- Return value: number of items allowed to take.
6574 -- Return value -1: Allow and don't modify item count in inventory.
6576 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6577 on_put = func(inv, listname, index, stack, player),
6578 on_take = func(inv, listname, index, stack, player),
6579 -- Called after the actual action has happened, according to what was
6589 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6592 hud_elem_type = "image", -- See HUD element types
6593 -- Type of element, can be "image", "text", "statbar", or "inventory"
6595 position = {x=0.5, y=0.5},
6596 -- Left corner position of element
6600 scale = {x = 2, y = 2},
6607 -- Selected item in inventory. 0 for no item selected.
6610 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6612 alignment = {x=0, y=0},
6614 offset = {x=0, y=0},
6616 size = { x=100, y=100 },
6617 -- Size of element in pixels
6623 Used by `minetest.add_particle`.
6626 pos = {x=0, y=0, z=0},
6627 velocity = {x=0, y=0, z=0},
6628 acceleration = {x=0, y=0, z=0},
6629 -- Spawn particle at pos with velocity and acceleration
6632 -- Disappears after expirationtime seconds
6635 -- Scales the visual size of the particle texture.
6637 collisiondetection = false,
6638 -- If true collides with `walkable` nodes and, depending on the
6639 -- `object_collision` field, objects too.
6641 collision_removal = false,
6642 -- If true particle is removed when it collides.
6643 -- Requires collisiondetection = true to have any effect.
6645 object_collision = false,
6646 -- If true particle collides with objects that are defined as
6647 -- `physical = true,` and `collide_with_objects = true,`.
6648 -- Requires collisiondetection = true to have any effect.
6651 -- If true faces player using y axis only
6653 texture = "image.png",
6655 playername = "singleplayer",
6656 -- Optional, if specified spawns particle only on the player's client
6658 animation = {Tile Animation definition},
6659 -- Optional, specifies how to animate the particle texture
6662 -- Optional, specify particle self-luminescence in darkness.
6667 `ParticleSpawner` definition
6668 ----------------------------
6670 Used by `minetest.add_particlespawner`.
6674 -- Number of particles spawned over the time period `time`.
6677 -- Lifespan of spawner in seconds.
6678 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6679 -- a per-second basis.
6681 minpos = {x=0, y=0, z=0},
6682 maxpos = {x=0, y=0, z=0},
6683 minvel = {x=0, y=0, z=0},
6684 maxvel = {x=0, y=0, z=0},
6685 minacc = {x=0, y=0, z=0},
6686 maxacc = {x=0, y=0, z=0},
6691 -- The particles' properties are random values between the min and max
6693 -- pos, velocity, acceleration, expirationtime, size
6695 collisiondetection = false,
6696 -- If true collide with `walkable` nodes and, depending on the
6697 -- `object_collision` field, objects too.
6699 collision_removal = false,
6700 -- If true particles are removed when they collide.
6701 -- Requires collisiondetection = true to have any effect.
6703 object_collision = false,
6704 -- If true particles collide with objects that are defined as
6705 -- `physical = true,` and `collide_with_objects = true,`.
6706 -- Requires collisiondetection = true to have any effect.
6708 attached = ObjectRef,
6709 -- If defined, particle positions, velocities and accelerations are
6710 -- relative to this object's position and yaw
6713 -- If true face player using y axis only
6715 texture = "image.png",
6717 playername = "singleplayer",
6718 -- Optional, if specified spawns particles only on the player's client
6720 animation = {Tile Animation definition},
6721 -- Optional, specifies how to animate the particles' texture
6724 -- Optional, specify particle self-luminescence in darkness.
6728 `HTTPRequest` definition
6729 ------------------------
6731 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6734 url = "http://example.org",
6737 -- Timeout for connection in seconds. Default is 3 seconds.
6739 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6740 -- Optional, if specified a POST request with post_data is performed.
6741 -- Accepts both a string and a table. If a table is specified, encodes
6742 -- table as x-www-form-urlencoded key-value pairs.
6743 -- If post_data is not specified, a GET request is performed instead.
6745 user_agent = "ExampleUserAgent",
6746 -- Optional, if specified replaces the default minetest user agent with
6749 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6750 -- Optional, if specified adds additional headers to the HTTP request.
6751 -- You must make sure that the header strings follow HTTP specification
6755 -- Optional, if true performs a multipart HTTP request.
6756 -- Default is false.
6759 `HTTPRequestResult` definition
6760 ------------------------------
6762 Passed to `HTTPApiTable.fetch` callback. Returned by
6763 `HTTPApiTable.fetch_async_get`.
6767 -- If true, the request has finished (either succeeded, failed or timed
6771 -- If true, the request was successful
6774 -- If true, the request timed out
6782 Authentication handler definition
6783 ---------------------------------
6785 Used by `minetest.register_authentication_handler`.
6788 get_auth = func(name),
6789 -- Get authentication data for existing player `name` (`nil` if player
6791 -- Returns following structure:
6792 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6794 create_auth = func(name, password),
6795 -- Create new auth data for player `name`.
6796 -- Note that `password` is not plain-text but an arbitrary
6797 -- representation decided by the engine.
6799 delete_auth = func(name),
6800 -- Delete auth data of player `name`.
6801 -- Returns boolean indicating success (false if player is nonexistent).
6803 set_password = func(name, password),
6804 -- Set password of player `name` to `password`.
6805 -- Auth data should be created if not present.
6807 set_privileges = func(name, privileges),
6808 -- Set privileges of player `name`.
6809 -- `privileges` is in table form, auth data should be created if not
6813 -- Reload authentication data from the storage location.
6814 -- Returns boolean indicating success.
6816 record_login = func(name),
6817 -- Called when player joins, used for keeping track of last_login
6820 -- Returns an iterator (use with `for` loops) for all player names
6821 -- currently in the auth database