1 Minetest Lua Modding API Reference 0.4.15
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[colorize:<color>:<ratio>`
407 Colorize the textures with the given color.
408 `<color>` is specified as a `ColorString`.
409 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
410 it is an int, then it specifies how far to interpolate between the
411 colors where 0 is only the texture color and 255 is only `<color>`. If
412 omitted, the alpha of `<color>` will be used as the ratio. If it is
413 the word "`alpha`", then each texture pixel will contain the RGB of
414 `<color>` and the alpha of `<color>` multiplied by the alpha of the
419 Only Ogg Vorbis files are supported.
421 For positional playing of sounds, only single-channel (mono) files are
422 supported. Otherwise OpenAL will play them non-positionally.
424 Mods should generally prefix their sounds with `modname_`, e.g. given
425 the mod name "`foomod`", a sound could be called:
429 Sounds are referred to by their name with a dot, a single digit and the
430 file extension stripped out. When a sound is played, the actual sound file
431 is chosen randomly from the matching sounds.
433 When playing the sound `foomod_foosound`, the sound is chosen randomly
434 from the available ones of the following files:
436 * `foomod_foosound.ogg`
437 * `foomod_foosound.0.ogg`
438 * `foomod_foosound.1.ogg`
440 * `foomod_foosound.9.ogg`
442 Examples of sound parameter tables:
444 -- Play locationless on all clients
446 gain = 1.0, -- default
448 -- Play locationless to one player
451 gain = 1.0, -- default
453 -- Play locationless to one player, looped
456 gain = 1.0, -- default
459 -- Play in a location
461 pos = {x = 1, y = 2, z = 3},
462 gain = 1.0, -- default
463 max_hear_distance = 32, -- default, uses an euclidean metric
465 -- Play connected to an object, looped
467 object = <an ObjectRef>,
468 gain = 1.0, -- default
469 max_hear_distance = 32, -- default, uses an euclidean metric
473 Looped sounds must either be connected to an object or played locationless to
474 one player using `to_player = name,`
476 ### `SimpleSoundSpec`
478 * e.g. `"default_place_node"`
480 * e.g. `{name = "default_place_node"}`
481 * e.g. `{name = "default_place_node", gain = 1.0}`
483 Registered definitions of stuff
484 -------------------------------
485 Anything added using certain `minetest.register_*` functions get added to
486 the global `minetest.registered_*` tables.
488 * `minetest.register_entity(name, prototype table)`
489 * added to `minetest.registered_entities[name]`
491 * `minetest.register_node(name, node definition)`
492 * added to `minetest.registered_items[name]`
493 * added to `minetest.registered_nodes[name]`
495 * `minetest.register_tool(name, item definition)`
496 * added to `minetest.registered_items[name]`
498 * `minetest.register_craftitem(name, item definition)`
499 * added to `minetest.registered_items[name]`
501 * `minetest.unregister_item(name)`
502 * Unregisters the item name from engine, and deletes the entry with key
503 * `name` from `minetest.registered_items` and from the associated item
504 * table according to its nature: minetest.registered_nodes[] etc
506 * `minetest.register_biome(biome definition)`
507 * returns an integer uniquely identifying the registered biome
508 * added to `minetest.registered_biome` with the key of `biome.name`
509 * if `biome.name` is nil, the key is the returned ID
511 * `minetest.register_ore(ore definition)`
512 * returns an integer uniquely identifying the registered ore
513 * added to `minetest.registered_ores` with the key of `ore.name`
514 * if `ore.name` is nil, the key is the returned ID
516 * `minetest.register_decoration(decoration definition)`
517 * returns an integer uniquely identifying the registered decoration
518 * added to `minetest.registered_decorations` with the key of `decoration.name`
519 * if `decoration.name` is nil, the key is the returned ID
521 * `minetest.register_schematic(schematic definition)`
522 * returns an integer uniquely identifying the registered schematic
523 * added to `minetest.registered_schematic` with the key of `schematic.name`
524 * if `schematic.name` is nil, the key is the returned ID
525 * if the schematic is loaded from a file, schematic.name is set to the filename
526 * if the function is called when loading the mod, and schematic.name is a relative
527 path, then the current mod path will be prepended to the schematic filename
529 * `minetest.clear_registered_biomes()`
530 * clears all biomes currently registered
532 * `minetest.clear_registered_ores()`
533 * clears all ores currently registered
535 * `minetest.clear_registered_decorations()`
536 * clears all decorations currently registered
538 * `minetest.clear_registered_schematics()`
539 * clears all schematics currently registered
541 Note that in some cases you will stumble upon things that are not contained
542 in these tables (e.g. when a mod has been removed). Always check for
543 existence before trying to access the fields.
545 Example: If you want to check the drawtype of a node, you could do:
547 local function get_nodedef_field(nodename, fieldname)
548 if not minetest.registered_nodes[nodename] then
551 return minetest.registered_nodes[nodename][fieldname]
553 local drawtype = get_nodedef_field(nodename, "drawtype")
555 Example: `minetest.get_item_group(name, group)` has been implemented as:
557 function minetest.get_item_group(name, group)
558 if not minetest.registered_items[name] or not
559 minetest.registered_items[name].groups[group] then
562 return minetest.registered_items[name].groups[group]
567 Nodes are the bulk data of the world: cubes and other things that take the
568 space of a cube. Huge amounts of them are handled efficiently, but they
571 The definition of a node is stored and can be accessed by name in
573 minetest.registered_nodes[node.name]
575 See "Registered definitions of stuff".
577 Nodes are passed by value between Lua and the engine.
578 They are represented by a table:
580 {name="name", param1=num, param2=num}
582 `param1` and `param2` are 8-bit integers. The engine uses them for certain
583 automated functions. If you don't use these functions, you can use them to
584 store arbitrary values.
586 The functions of `param1` and `param2` are determined by certain fields in the
589 `param1` is reserved for the engine when `paramtype != "none"`:
592 ^ The value stores light with and without sun in its upper and lower 4 bits
593 respectively. Allows light to propagate from or through the node with
594 light value falling by 1 per node. This is essential for a light source
595 node to spread its light.
597 `param2` is reserved for the engine when any of these are used:
599 liquidtype == "flowing"
600 ^ The level and some flags of the liquid is stored in param2
601 drawtype == "flowingliquid"
602 ^ The drawn liquid level is read from param2
603 drawtype == "torchlike"
604 drawtype == "signlike"
605 paramtype2 == "wallmounted"
606 ^ The rotation of the node is stored in param2. You can make this value
607 by using minetest.dir_to_wallmounted().
608 paramtype2 == "facedir"
609 ^ The rotation of the node is stored in param2. Furnaces and chests are
610 rotated this way. Can be made by using minetest.dir_to_facedir().
612 facedir / 4 = axis direction:
613 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
614 facedir modulo 4 = rotation around that axis
615 paramtype2 == "leveled"
616 paramtype2 == "degrotate"
617 ^ The rotation of this node is stored in param2. Plants are rotated this way.
618 Values range 0 - 179. The value stored in param2 is multiplied by two to
619 get the actual rotation of the node.
620 paramtype2 == "meshoptions"
621 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
622 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
623 a mesh selector. Currently the following meshes are choosable:
624 0 = a "x" shaped plant (ordinary plant)
625 1 = a "+" shaped plant (just rotated 45 degrees)
626 2 = a "*" shaped plant with 3 faces instead of 2
627 3 = a "#" shaped plant with 4 faces instead of 2
628 4 = a "#" shaped plant with 4 faces that lean outwards
629 5-7 are unused and reserved for future meshes.
630 Bits 3 through 7 are optional flags that can be combined and give these
632 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
633 bit 4 (0x10) - Makes the plant mesh 1.4x larger
634 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
635 bits 6-7 are reserved for future use.
639 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
642 ^ defines list of collision boxes for the node. If empty, collision boxes
643 will be the same as nodeboxes, in case of any other nodes will be full cube
644 as in the example above.
646 Nodes can also contain extra data. See "Node Metadata".
650 There are a bunch of different looking node types.
652 Look for examples in `games/minimal` or `games/minetest_game`.
660 * `glasslike_framed_optional`
662 * `allfaces_optional`
669 * `nodebox` -- See below. (**Experimental!**)
670 * `mesh` -- use models for nodes
672 `*_optional` drawtypes need less rendering time if deactivated (always client side).
676 Node selection boxes are defined using "node boxes"
678 The `nodebox` node drawtype allows defining visual of nodes consisting of
679 arbitrary number of boxes. It allows defining stuff like stairs. Only the
680 `fixed` and `leveled` box type is supported for these.
682 Please note that this is still experimental, and may be incompatibly
683 changed in the future.
685 A nodebox is defined as any of:
688 -- A normal cube; the default in most things
692 -- A fixed box (facedir param2 is used, if applicable)
694 fixed = box OR {box1, box2, ...}
697 -- A box like the selection box for torches
698 -- (wallmounted param2 is used, if applicable)
699 type = "wallmounted",
705 -- A node that has optional boxes depending on neighbouring nodes'
706 -- presence and type. See also `connects_to`.
708 fixed = box OR {box1, box2, ...}
709 connect_top = box OR {box1, box2, ...}
710 connect_bottom = box OR {box1, box2, ...}
711 connect_front = box OR {box1, box2, ...}
712 connect_left = box OR {box1, box2, ...}
713 connect_back = box OR {box1, box2, ...}
714 connect_right = box OR {box1, box2, ...}
717 A `box` is defined as:
719 {x1, y1, z1, x2, y2, z2}
721 A box of a regular node would look like:
723 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
725 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
726 set to level from `param2`.
731 If drawtype `mesh` is used, tiles should hold model materials textures.
732 Only static meshes are implemented.
733 For supported model formats see Irrlicht engine documentation.
738 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
742 Offset that the noise is translated by (i.e. added) after calculation.
745 Factor that the noise is scaled by (i.e. multiplied) after calculation.
748 Vector containing values by which each coordinate is divided by before calculation.
749 Higher spread values result in larger noise features.
751 A value of `{x=250, y=250, z=250}` is common.
754 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
755 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
758 Number of times the noise gradient is accumulated into the noise.
760 Increase this number to increase the amount of detail in the resulting noise.
762 A value of `6` is common.
765 Factor by which the effect of the noise gradient function changes with each successive octave.
767 Values less than `1` make the details of successive octaves' noise diminish, while values
768 greater than `1` make successive octaves stronger.
770 A value of `0.6` is common.
773 Factor by which the noise feature sizes change with each successive octave.
775 A value of `2.0` is common.
778 Leave this field unset for no special handling.
780 Currently supported are `defaults`, `eased` and `absvalue`.
783 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
787 Maps noise gradient values onto a quintic S-curve before performing interpolation.
788 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
789 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
792 Accumulates the absolute value of each noise gradient result.
794 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
798 spread = {x=500, y=500, z=500},
803 flags = "defaults, absvalue"
805 ^ A single noise parameter table can be used to get 2D or 3D noise,
806 when getting 2D noise spread.z is ignored.
811 These tell in what manner the ore is generated.
813 All default ores are of the uniformly-distributed scatter type.
816 Randomly chooses a location and generates a cluster of ore.
818 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
819 that point is greater than the `noise_threshold`, giving the ability to create
820 a non-equal distribution of ore.
823 Creates a sheet of ore in a blob shape according to the 2D perlin noise
824 described by `noise_params` and `noise_threshold`. This is essentially an
825 improved version of the so-called "stratus" ore seen in some unofficial mods.
827 This sheet consists of vertical columns of uniform randomly distributed height,
828 varying between the inclusive range `column_height_min` and `column_height_max`.
829 If `column_height_min` is not specified, this parameter defaults to 1.
830 If `column_height_max` is not specified, this parameter defaults to `clust_size`
831 for reverse compatibility. New code should prefer `column_height_max`.
833 The `column_midpoint_factor` parameter controls the position of the column at which
834 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
835 columns grow equally starting from each direction. `column_midpoint_factor` is a
836 decimal number ranging in value from 0 to 1. If this parameter is not specified,
839 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
842 Creates a sheet of ore in a cloud-like puff shape.
844 As with the `sheet` ore type, the size and shape of puffs are described by
845 `noise_params` and `noise_threshold` and are placed at random vertical positions
846 within the currently generated chunk.
848 The vertical top and bottom displacement of each puff are determined by the noise
849 parameters `np_puff_top` and `np_puff_bottom`, respectively.
853 Creates a deformed sphere of ore according to 3d perlin noise described by
854 `noise_params`. The maximum size of the blob is `clust_size`, and
855 `clust_scarcity` has the same meaning as with the `scatter` type.
858 Creates veins of ore varying in density by according to the intersection of two
859 instances of 3d perlin noise with diffferent seeds, both described by
860 `noise_params`. `random_factor` varies the influence random chance has on
861 placement of an ore inside the vein, which is `1` by default. Note that
862 modifying this parameter may require adjusting `noise_threshold`.
863 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
864 by this ore type. This ore type is difficult to control since it is sensitive
865 to small changes. The following is a decent set of parameters to work from:
870 spread = {x=200, y=200, z=200},
876 noise_threshold = 1.6
878 WARNING: Use this ore type *very* sparingly since it is ~200x more
879 computationally expensive than any other ore.
883 See section "Flag Specifier Format".
885 Currently supported flags: `absheight`
888 Also produce this same ore between the height range of `-y_max` and `-y_min`.
890 Useful for having ore in sky realms without having to duplicate ore entries.
893 If set, puff ore generation will not taper down large differences in displacement
894 when approaching the edge of a puff. This flag has no effect for ore types other
897 ### `puff_additive_composition`
898 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
899 negative displacement, the sub-column at that point is not generated. With this
900 attribute set, puff ore generation will instead generate the absolute difference in
901 noise displacement values. This flag has no effect for ore types other than `puff`.
905 The varying types of decorations that can be placed.
908 Creates a 1 times `H` times 1 column of a specified node (or a random node from
909 a list, if a decoration list is specified). Can specify a certain node it must
910 spawn next to, such as water or lava, for example. Can also generate a
911 decoration of random height between a specified lower and upper bound.
912 This type of decoration is intended for placement of grass, flowers, cacti,
913 papyri, waterlilies and so on.
916 Copies a box of `MapNodes` from a specified schematic file (or raw description).
917 Can specify a probability of a node randomly appearing when placed.
918 This decoration type is intended to be used for multi-node sized discrete
919 structures, such as trees, cave spikes, rocks, and so on.
924 A schematic specifier identifies a schematic by either a filename to a
925 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
926 in the form of a table. This table specifies the following fields:
928 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
929 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
930 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
931 * The `data` field is a flat table of MapNode tables making up the schematic,
932 in the order of `[z [y [x]]]`. (required)
933 Each MapNode table contains:
934 * `name`: the name of the map node to place (required)
935 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
936 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
937 * `force_place`: boolean representing if the node should forcibly overwrite any
938 previous contents (default: false)
940 About probability values:
941 * A probability value of `0` or `1` means that node will never appear (0% chance).
942 * A probability value of `254` or `255` means the node will always appear (100% chance).
943 * If the probability value `p` is greater than `1`, then there is a
944 `(p / 256 * 100)` percent chance that node will appear when the schematic is
950 See section "Flag Specifier Format".
952 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
955 * `place_center_x`: Placement of this decoration is centered along the X axis.
956 * `place_center_y`: Placement of this decoration is centered along the Y axis.
957 * `place_center_z`: Placement of this decoration is centered along the Z axis.
958 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
963 The position field is used for all element types.
965 To account for differing resolutions, the position coordinates are the percentage
966 of the screen, ranging in value from `0` to `1`.
968 The name field is not yet used, but should contain a description of what the
969 HUD element represents. The direction field is the direction in which something
972 `0` draws from left to right, `1` draws from right to left, `2` draws from
973 top to bottom, and `3` draws from bottom to top.
975 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
976 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
977 Fractional values can be used.
979 The `offset` field specifies a pixel offset from the position. Contrary to position,
980 the offset is not scaled to screen size. This allows for some precisely-positioned
983 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
985 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
987 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
988 in the experimental stages.
991 Displays an image on the HUD.
993 * `scale`: The scale of the image, with 1 being the original texture size.
994 Only the X coordinate scale is used (positive values).
995 Negative values represent that percentage of the screen it
996 should take; e.g. `x=-100` means 100% (width).
997 * `text`: The name of the texture that is displayed.
998 * `alignment`: The alignment of the image.
999 * `offset`: offset in pixels from position.
1002 Displays text on the HUD.
1004 * `scale`: Defines the bounding rectangle of the text.
1005 A value such as `{x=100, y=100}` should work.
1006 * `text`: The text to be displayed in the HUD element.
1007 * `number`: An integer containing the RGB value of the color used to draw the text.
1008 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1009 * `alignment`: The alignment of the text.
1010 * `offset`: offset in pixels from position.
1013 Displays a horizontal bar made up of half-images.
1015 * `text`: The name of the texture that is used.
1016 * `number`: The number of half-textures that are displayed.
1017 If odd, will end with a vertically center-split texture.
1019 * `offset`: offset in pixels from position.
1020 * `size`: If used, will force full-image size to this value (override texture pack image size)
1023 * `text`: The name of the inventory list to be displayed.
1024 * `number`: Number of items in the inventory to be displayed.
1025 * `item`: Position of item that is selected.
1027 * `offset`: offset in pixels from position.
1030 Displays distance to selected world position.
1032 * `name`: The name of the waypoint.
1033 * `text`: Distance suffix. Can be blank.
1034 * `number:` An integer containing the RGB value of the color used to draw the text.
1035 * `world_pos`: World position of the waypoint.
1037 Representations of simple things
1038 --------------------------------
1042 {x=num, y=num, z=num}
1044 For helper functions see "Vector helpers".
1047 * `{type="nothing"}`
1048 * `{type="node", under=pos, above=pos}`
1049 * `{type="object", ref=ObjectRef}`
1051 Flag Specifier Format
1052 ---------------------
1053 Flags using the standardized flag specifier format can be specified in either of
1054 two ways, by string or table.
1056 The string format is a comma-delimited set of flag names; whitespace and
1057 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1058 flag, and specifying a flag prefixed by the string `"no"` explicitly
1059 clears the flag from whatever the default may be.
1061 In addition to the standard string flag format, the schematic flags field can
1062 also be a table of flag names to boolean values representing whether or not the
1063 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1064 is present, mapped to a boolean of any value, the specified flag is unset.
1066 E.g. A flag field of value
1068 {place_center_x = true, place_center_y=false, place_center_z=true}
1072 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1074 which is equivalent to
1076 "place_center_x, noplace_center_y, place_center_z"
1080 "place_center_x, place_center_z"
1082 since, by default, no schematic attributes are set.
1088 There are three kinds of items: nodes, tools and craftitems.
1090 * Node (`register_node`): A node from the world.
1091 * Tool (`register_tool`): A tool/weapon that can dig and damage
1092 things according to `tool_capabilities`.
1093 * Craftitem (`register_craftitem`): A miscellaneous item.
1096 Items and item stacks can exist in three formats: Serializes, table format
1100 This is called "stackstring" or "itemstring":
1102 * e.g. `'default:dirt 5'`
1103 * e.g. `'default:pick_wood 21323'`
1104 * e.g. `'default:apple'`
1111 {name="default:dirt", count=5, wear=0, metadata=""}
1113 A wooden pick about 1/3 worn out:
1115 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1119 {name="default:apple", count=1, wear=0, metadata=""}
1122 A native C++ format with many helper methods. Useful for converting
1123 between formats. See the Class reference section for details.
1125 When an item must be passed to a function, it can usually be in any of
1131 In a number of places, there is a group table. Groups define the
1132 properties of a thing (item, node, armor of entity, capabilities of
1133 tool) in such a way that the engine and other mods can can interact with
1134 the thing without actually knowing what the thing is.
1137 Groups are stored in a table, having the group names with keys and the
1138 group ratings as values. For example:
1140 groups = {crumbly=3, soil=1}
1143 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1144 -- ^ A more special dirt-kind of thing
1146 Groups always have a rating associated with them. If there is no
1147 useful meaning for a rating for an enabled group, it shall be `1`.
1149 When not defined, the rating of a group defaults to `0`. Thus when you
1150 read groups, you must interpret `nil` and `0` as the same value, `0`.
1152 You can read the rating of a group for an item or a node by using
1154 minetest.get_item_group(itemname, groupname)
1157 Groups of items can define what kind of an item it is (e.g. wool).
1160 In addition to the general item things, groups are used to define whether
1161 a node is destroyable and how long it takes to destroy by a tool.
1163 ### Groups of entities
1164 For entities, groups are, as of now, used only for calculating damage.
1165 The rating is the percentage of damage caused by tools with this damage group.
1166 See "Entity damage mechanism".
1168 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1169 object.set_armor_groups({fleshy=30, cracky=80})
1172 Groups in tools define which groups of nodes and entities they are
1175 ### Groups in crafting recipes
1176 An example: Make meat soup from any meat, any water and any bowl:
1179 output = 'food:meat_soup_raw',
1185 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1188 Another example: Make red wool from white wool and red dye:
1192 output = 'wool:red',
1193 recipe = {'wool:white', 'group:dye,basecolor_red'},
1197 * `immortal`: Disables the group damage system for an entity
1198 * `level`: Can be used to give an additional sense of progression in the game.
1199 * A larger level will cause e.g. a weapon of a lower level make much less
1200 damage, and get worn out much faster, or not be able to get drops
1201 from destroyed nodes.
1202 * `0` is something that is directly accessible at the start of gameplay
1203 * There is no upper limit
1204 * `dig_immediate`: (player can always pick up node without tool wear)
1205 * `2`: node is removed without tool wear after 0.5 seconds or so
1207 * `3`: node is removed without tool wear immediately (torch)
1208 * `disable_jump`: Player (and possibly other things) cannot jump from node
1209 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1210 * `bouncy`: value is bounce speed in percent
1211 * `falling_node`: if there is no walkable block under the node it will fall
1212 * `attached_node`: if the node under it is not a walkable block the node will be
1213 dropped as an item. If the node is wallmounted the wallmounted direction is
1215 * `soil`: saplings will grow on nodes in this group
1216 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1217 connect to each other
1219 ### Known damage and digging time defining groups
1220 * `crumbly`: dirt, sand
1221 * `cracky`: tough but crackable stuff like stone.
1222 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1223 plants, wire, sheets of metal
1224 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1225 * `fleshy`: Living things like animals and the player. This could imply
1226 some blood effects when hitting.
1227 * `explody`: Especially prone to explosions
1228 * `oddly_breakable_by_hand`:
1229 Can be added to nodes that shouldn't logically be breakable by the
1230 hand but are. Somewhat similar to `dig_immediate`, but times are more
1231 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1232 speed of a tool if the tool can dig at a faster speed than this
1233 suggests for the hand.
1235 ### Examples of custom groups
1236 Item groups are often used for defining, well, _groups of items_.
1237 * `meat`: any meat-kind of a thing (rating might define the size or healing
1238 ability or be irrelevant -- it is not defined as of yet)
1239 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1241 * `flammable`: can be set on fire. Rating might define the intensity of the
1242 fire, affecting e.g. the speed of the spreading of an open fire.
1243 * `wool`: any wool (any origin, any color)
1244 * `metal`: any metal
1245 * `weapon`: any weapon
1246 * `heavy`: anything considerably heavy
1248 ### Digging time calculation specifics
1249 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1250 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1251 faster digging time.
1253 The `level` group is used to limit the toughness of nodes a tool can dig
1254 and to scale the digging times / damage to a greater extent.
1256 **Please do understand this**, otherwise you cannot use the system to it's
1259 Tools define their properties by a list of parameters for groups. They
1260 cannot dig other groups; thus it is important to use a standard bunch of
1261 groups to enable interaction with tools.
1263 #### Tools definition
1266 * Full punch interval
1267 * Maximum drop level
1268 * For an arbitrary list of groups:
1269 * Uses (until the tool breaks)
1270 * Maximum level (usually `0`, `1`, `2` or `3`)
1274 #### Full punch interval
1275 When used as a weapon, the tool will do full damage if this time is spent
1276 between punches. If e.g. half the time is spent, the tool will do half
1279 #### Maximum drop level
1280 Suggests the maximum level of node, when dug with the tool, that will drop
1281 it's useful item. (e.g. iron ore to drop a lump of iron).
1283 This is not automated; it is the responsibility of the node definition
1287 Determines how many uses the tool has when it is used for digging a node,
1288 of this group, of the maximum level. For lower leveled nodes, the use count
1289 is multiplied by `3^leveldiff`.
1291 * `uses=10, leveldiff=0`: actual uses: 10
1292 * `uses=10, leveldiff=1`: actual uses: 30
1293 * `uses=10, leveldiff=2`: actual uses: 90
1296 Tells what is the maximum level of a node of this group that the tool will
1300 List of digging times for different ratings of the group, for nodes of the
1303 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1304 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1305 for this group, and unable to dig the rating `1`, which is the toughest.
1306 Unless there is a matching group that enables digging otherwise.
1309 List of damage for groups of entities. See "Entity damage mechanism".
1311 #### Example definition of the capabilities of a tool
1313 tool_capabilities = {
1314 full_punch_interval=1.5,
1317 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1319 damage_groups = {fleshy=2},
1322 This makes the tool be able to dig nodes that fulfil both of these:
1324 * Have the `crumbly` group
1325 * Have a `level` group less or equal to `2`
1327 Table of resulting digging times:
1329 crumbly 0 1 2 3 4 <- level
1331 1 0.80 1.60 1.60 - -
1332 2 0.60 1.20 1.20 - -
1333 3 0.40 0.80 0.80 - -
1335 level diff: 2 1 0 -1 -2
1337 Table of resulting tool uses:
1346 * At `crumbly==0`, the node is not diggable.
1347 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1348 easy nodes to be quickly breakable.
1349 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1351 Entity damage mechanism
1352 -----------------------
1356 foreach group in cap.damage_groups:
1357 damage += cap.damage_groups[group] * limit(actual_interval /
1358 cap.full_punch_interval, 0.0, 1.0)
1359 * (object.armor_groups[group] / 100.0)
1360 -- Where object.armor_groups[group] is 0 for inexistent values
1363 Client predicts damage based on damage groups. Because of this, it is able to
1364 give an immediate response when an entity is damaged or dies; the response is
1365 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1367 Currently a smoke puff will appear when an entity dies.
1369 The group `immortal` completely disables normal damage.
1371 Entities can define a special armor group, which is `punch_operable`. This
1372 group disables the regular damage mechanism for players punching it by hand or
1373 a non-tool item, so that it can do something else than take damage.
1375 On the Lua side, every punch calls:
1377 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1379 This should never be called directly, because damage is usually not handled by
1382 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1383 accessed unless absolutely required, to encourage interoperability.
1384 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1385 * `tool_capabilities` can be `nil`.
1386 * `direction` is a unit vector, pointing from the source of the punch to
1389 To punch an entity/object in Lua, call:
1391 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1393 * Return value is tool wear.
1394 * Parameters are equal to the above callback.
1395 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1396 `direction` will be automatically filled in based on the location of `puncher`.
1400 The instance of a node in the world normally only contains the three values
1401 mentioned in "Nodes". However, it is possible to insert extra data into a
1402 node. It is called "node metadata"; See "`NodeMetaRef`".
1404 Metadata contains two things:
1409 Some of the values in the key-value store are handled specially:
1411 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1412 * `infotext`: Text shown on the screen when the node is pointed at
1416 local meta = minetest.get_meta(pos)
1417 meta:set_string("formspec",
1419 "list[context;main;0,0;8,4;]"..
1420 "list[current_player;main;0,5;8,4;]")
1421 meta:set_string("infotext", "Chest");
1422 local inv = meta:get_inventory()
1423 inv:set_size("main", 8*4)
1424 print(dump(meta:to_table()))
1427 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1428 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1429 [10] = "", [11] = "", [12] = "", [13] = "",
1430 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1431 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1432 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1433 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1437 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1444 Formspec defines a menu. Currently not much else than inventories are
1445 supported. It is a string, with a somewhat strange format.
1447 Spaces and newlines can be inserted between the blocks, as is used in the
1455 list[context;main;0,0;8,4;]
1456 list[current_player;main;0,5;8,4;]
1461 list[context;fuel;2,3;1,1;]
1462 list[context;src;2,1;1,1;]
1463 list[context;dst;5,1;2,2;]
1464 list[current_player;main;0,5;8,4;]
1466 #### Minecraft-like player inventory
1469 image[1,0.6;1,2;player.png]
1470 list[current_player;main;0,3.5;8,4;]
1471 list[current_player;craft;3,0;3,3;]
1472 list[current_player;craftpreview;7,1;1,1;]
1476 #### `size[<W>,<H>,<fixed_size>]`
1477 * Define the size of the menu in inventory slots
1478 * `fixed_size`: `true`/`false` (optional)
1479 * deprecated: `invsize[<W>,<H>;]`
1481 #### `container[<X>,<Y>]`
1482 * Start of a container block, moves all physical elements in the container by (X, Y)
1483 * Must have matching container_end
1484 * Containers can be nested, in which case the offsets are added
1485 (child containers are relative to parent containers)
1487 #### `container_end[]`
1488 * End of a container, following elements are no longer relative to this container
1490 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1491 * Show an inventory list
1493 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1494 * Show an inventory list
1496 #### `listring[<inventory location>;<list name>]`
1497 * Allows to create a ring of inventory lists
1498 * Shift-clicking on items in one element of the ring
1499 will send them to the next inventory list inside the ring
1500 * The first occurrence of an element inside the ring will
1501 determine the inventory where items will be sent to
1504 * Shorthand for doing `listring[<inventory location>;<list name>]`
1505 for the last two inventory lists added by list[...]
1507 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1508 * Sets background color of slots as `ColorString`
1509 * Sets background color of slots on mouse hovering
1511 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1512 * Sets background color of slots as `ColorString`
1513 * Sets background color of slots on mouse hovering
1514 * Sets color of slots border
1516 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1517 * Sets background color of slots as `ColorString`
1518 * Sets background color of slots on mouse hovering
1519 * Sets color of slots border
1520 * Sets default background color of tooltips
1521 * Sets default font color of tooltips
1523 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1524 * Adds tooltip for an element
1525 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1526 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1528 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1530 * Position and size units are inventory slots
1532 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1533 * Show an inventory image of registered item/node
1534 * Position and size units are inventory slots
1536 #### `bgcolor[<color>;<fullscreen>]`
1537 * Sets background color of formspec as `ColorString`
1538 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1540 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1541 * Use a background. Inventory rectangles are not drawn then.
1542 * Position and size units are inventory slots
1543 * Example for formspec 8x4 in 16x resolution: image shall be sized
1544 8 times 16px times 4 times 16px.
1546 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1547 * Use a background. Inventory rectangles are not drawn then.
1548 * Position and size units are inventory slots
1549 * Example for formspec 8x4 in 16x resolution:
1550 image shall be sized 8 times 16px times 4 times 16px
1551 * If `true` the background is clipped to formspec size
1552 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1554 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1555 * Textual password style field; will be sent to server when a button is clicked
1556 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1558 * `x` and `y` position the field relative to the top left of the menu
1559 * `w` and `h` are the size of the field
1560 * Fields are a set height, but will be vertically centred on `h`
1561 * Position and size units are inventory slots
1562 * `name` is the name of the field as returned in fields to `on_receive_fields`
1563 * `label`, if not blank, will be text printed on the top left above the field
1564 * See field_close_on_enter to stop enter closing the formspec
1566 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1567 * Textual field; will be sent to server when a button is clicked
1568 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1570 * `x` and `y` position the field relative to the top left of the menu
1571 * `w` and `h` are the size of the field
1572 * Fields are a set height, but will be vertically centred on `h`
1573 * Position and size units are inventory slots
1574 * `name` is the name of the field as returned in fields to `on_receive_fields`
1575 * `label`, if not blank, will be text printed on the top left above the field
1576 * `default` is the default value of the field
1577 * `default` may contain variable references such as `${text}'` which
1578 will fill the value from the metadata value `text`
1579 * **Note**: no extra text or more than a single variable is supported ATM.
1580 * See field_close_on_enter to stop enter closing the formspec
1582 #### `field[<name>;<label>;<default>]`
1583 * As above, but without position/size units
1584 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1586 * Special field for creating simple forms, such as sign text input
1587 * Must be used without a `size[]` element
1588 * A "Proceed" button will be added automatically
1589 * See field_close_on_enter to stop enter closing the formspec
1591 #### `field_close_on_enter[<name>;<close_on_enter>]`
1592 * <name> is the name of the field
1593 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1594 * defaults to true when not specified (ie: no tag for a field)
1596 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1597 * Same as fields above, but with multi-line input
1599 #### `label[<X>,<Y>;<label>]`
1600 * `x` and `y` work as per field
1601 * `label` is the text on the label
1602 * Position and size units are inventory slots
1604 #### `vertlabel[<X>,<Y>;<label>]`
1605 * Textual label drawn vertically
1606 * `x` and `y` work as per field
1607 * `label` is the text on the label
1608 * Position and size units are inventory slots
1610 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1611 * Clickable button. When clicked, fields will be sent.
1612 * `x`, `y` and `name` work as per field
1613 * `w` and `h` are the size of the button
1614 * `label` is the text on the button
1615 * Position and size units are inventory slots
1617 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1618 * `x`, `y`, `w`, `h`, and `name` work as per button
1619 * `texture name` is the filename of an image
1620 * Position and size units are inventory slots
1622 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1623 * `x`, `y`, `w`, `h`, and `name` work as per button
1624 * `texture name` is the filename of an image
1625 * Position and size units are inventory slots
1626 * `noclip=true` means the image button doesn't need to be within specified formsize
1627 * `drawborder`: draw button border or not
1628 * `pressed texture name` is the filename of an image on pressed state
1630 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1631 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1632 * `item name` is the registered name of an item/node,
1633 tooltip will be made out of its description
1634 to override it use tooltip element
1635 * Position and size units are inventory slots
1637 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1638 * When clicked, fields will be sent and the form will quit.
1640 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1641 * When clicked, fields will be sent and the form will quit.
1643 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1644 * Scrollable item list showing arbitrary text elements
1645 * `x` and `y` position the itemlist relative to the top left of the menu
1646 * `w` and `h` are the size of the itemlist
1647 * `name` fieldname sent to server on doubleclick value is current selected element
1648 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1649 * if you want a listelement to start with "#" write "##".
1651 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1652 * Scrollable itemlist showing arbitrary text elements
1653 * `x` and `y` position the item list relative to the top left of the menu
1654 * `w` and `h` are the size of the item list
1655 * `name` fieldname sent to server on doubleclick value is current selected element
1656 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1657 * if you want a listelement to start with "#" write "##"
1658 * Index to be selected within textlist
1659 * `true`/`false`: draw transparent background
1660 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1662 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1663 * Show a tab**header** at specific position (ignores formsize)
1664 * `x` and `y` position the itemlist relative to the top left of the menu
1665 * `name` fieldname data is transferred to Lua
1666 * `caption 1`...: name shown on top of tab
1667 * `current_tab`: index of selected tab 1...
1668 * `transparent` (optional): show transparent
1669 * `draw_border` (optional): draw border
1671 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1672 * Simple colored semitransparent box
1673 * `x` and `y` position the box relative to the top left of the menu
1674 * `w` and `h` are the size of box
1675 * `color` is color specified as a `ColorString`
1677 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1678 * Show a dropdown field
1679 * **Important note**: There are two different operation modes:
1680 1. handle directly on change (only changed dropdown is submitted)
1681 2. read the value on pressing a button (all dropdown values are available)
1682 * `x` and `y` position of dropdown
1684 * Fieldname data is transferred to Lua
1685 * Items to be shown in dropdown
1686 * Index of currently selected dropdown item
1688 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1690 * `x` and `y`: position of checkbox
1691 * `name` fieldname data is transferred to Lua
1692 * `label` to be shown left of checkbox
1693 * `selected` (optional): `true`/`false`
1695 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1697 * There are two ways to use it:
1698 1. handle the changed event (only changed scrollbar is available)
1699 2. read the value on pressing a button (all scrollbars are available)
1700 * `x` and `y`: position of trackbar
1701 * `w` and `h`: width and height
1702 * `orientation`: `vertical`/`horizontal`
1703 * Fieldname data is transferred to Lua
1704 * Value this trackbar is set to (`0`-`1000`)
1705 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1707 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1708 * Show scrollable table using options defined by the previous `tableoptions[]`
1709 * Displays cells as defined by the previous `tablecolumns[]`
1710 * `x` and `y`: position the itemlist relative to the top left of the menu
1711 * `w` and `h` are the size of the itemlist
1712 * `name`: fieldname sent to server on row select or doubleclick
1713 * `cell 1`...`cell n`: cell contents given in row-major order
1714 * `selected idx`: index of row to be selected within table (first row = `1`)
1715 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1717 #### `tableoptions[<opt 1>;<opt 2>;...]`
1718 * Sets options for `table[]`
1720 * default text color (`ColorString`), defaults to `#FFFFFF`
1721 * `background=#RRGGBB`
1722 * table background color (`ColorString`), defaults to `#000000`
1723 * `border=<true/false>`
1724 * should the table be drawn with a border? (default: `true`)
1725 * `highlight=#RRGGBB`
1726 * highlight background color (`ColorString`), defaults to `#466432`
1727 * `highlight_text=#RRGGBB`
1728 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1729 * `opendepth=<value>`
1730 * all subtrees up to `depth < value` are open (default value = `0`)
1731 * only useful when there is a column of type "tree"
1733 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1734 * Sets columns for `table[]`
1735 * Types: `text`, `image`, `color`, `indent`, `tree`
1736 * `text`: show cell contents as text
1737 * `image`: cell contents are an image index, use column options to define images
1738 * `color`: cell contents are a ColorString and define color of following cell
1739 * `indent`: cell contents are a number and define indentation of following cell
1740 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1743 * for `text` and `image`: content alignment within cells.
1744 Available values: `left` (default), `center`, `right`, `inline`
1746 * for `text` and `image`: minimum width in em (default: `0`)
1747 * for `indent` and `tree`: indent width in em (default: `1.5`)
1748 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1749 Exception: defaults to 0 for indent columns
1750 * `tooltip=<value>`: tooltip text (default: empty)
1751 * `image` column options:
1752 * `0=<value>` sets image for image index 0
1753 * `1=<value>` sets image for image index 1
1754 * `2=<value>` sets image for image index 2
1755 * and so on; defined indices need not be contiguous empty or
1756 non-numeric cells are treated as `0`.
1757 * `color` column options:
1758 * `span=<value>`: number of following columns to affect (default: infinite)
1760 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1761 pass key press events to formspec!
1765 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1766 * `"current_player"`: Player to whom the menu is shown
1767 * `"player:<name>"`: Any player
1768 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1769 * `"detached:<name>"`: A detached inventory
1771 Player Inventory lists
1772 ----------------------
1773 * `main`: list containing the default inventory
1774 * `craft`: list containing the craft input
1775 * `craftpreview`: list containing the craft output
1776 * `hand`: list containing an override for the empty hand
1780 `#RGB` defines a color in hexadecimal format.
1782 `#RGBA` defines a color in hexadecimal format and alpha channel.
1784 `#RRGGBB` defines a color in hexadecimal format.
1786 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1788 Named colors are also supported and are equivalent to
1789 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1790 To specify the value of the alpha channel, append `#AA` to the end of the color name
1791 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1792 value must (always) be two hexadecimal digits.
1796 A ColorSpec specifies a 32-bit color. It can be written in either:
1797 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1798 `colorspec = {a=255, r=0, g=255, b=0}`
1799 numerical form, the raw integer value of an ARGB8 quad:
1800 `colorspec = 0xFF00FF00`
1801 or string form, a ColorString (defined above):
1802 `colorspec = "green"`
1806 Most text can contain escape sequences, that can for example color the text.
1807 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1808 The following functions provide escape sequences:
1809 * `core.get_color_escape_sequence(color)`:
1810 * `color` is a ColorString
1811 * The escape sequence sets the text color to `color`
1812 * `core.colorize(color, message)`:
1814 `core.get_color_escape_sequence(color) ..
1816 core.get_color_escape_sequence("#ffffff")`
1817 * `color.get_background_escape_sequence(color)`
1818 * `color` is a ColorString
1819 * The escape sequence sets the background of the whole text element to
1820 `color`. Only defined for item descriptions and tooltips.
1824 * `vector.new(a[, b, c])`: returns a vector:
1825 * A copy of `a` if `a` is a vector.
1826 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1827 * `vector.direction(p1, p2)`: returns a vector
1828 * `vector.distance(p1, p2)`: returns a number
1829 * `vector.length(v)`: returns a number
1830 * `vector.normalize(v)`: returns a vector
1831 * `vector.floor(v)`: returns a vector, each dimension rounded down
1832 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
1833 * `vector.apply(v, func)`: returns a vector
1834 * `vector.equals(v1, v2)`: returns a boolean
1836 For the following functions `x` can be either a vector or a number:
1838 * `vector.add(v, x)`: returns a vector
1839 * `vector.subtract(v, x)`: returns a vector
1840 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1841 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1845 * `dump2(obj, name="_", dumped={})`
1846 * Return object serialized as a string, handles reference loops
1847 * `dump(obj, dumped={})`
1848 * Return object serialized as a string
1849 * `math.hypot(x, y)`
1850 * Get the hypotenuse of a triangle with legs x and y.
1851 Useful for distance calculation.
1852 * `math.sign(x, tolerance)`
1853 * Get the sign of a number.
1854 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1855 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1856 * sep_is_pattern=false)`
1857 * If `max_splits` is negative, do not limit splits.
1858 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1859 * e.g. `string:split("a,b", ",") == {"a","b"}`
1861 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1862 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1863 * Convert position to a printable string
1864 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1865 * `minetest.string_to_pos(string)`: returns a position
1866 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1867 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1868 * Converts a string representing an area box into two positions
1869 * `minetest.formspec_escape(string)`: returns a string
1870 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1871 * `minetest.is_yes(arg)`
1872 * returns whether `arg` can be interpreted as yes
1873 * `minetest.get_us_time()`
1874 * returns time with microsecond precision. May not return wall time.
1875 * `table.copy(table)`: returns a table
1876 * returns a deep copy of `table`
1878 `minetest` namespace reference
1879 ------------------------------
1883 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1884 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1885 * Useful for loading additional `.lua` modules or static data from mod
1886 * `minetest.get_modnames()`: returns a list of installed mods
1887 * Return a list of installed mods, sorted alphabetically
1888 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1889 * Useful for storing custom data
1890 * `minetest.is_singleplayer()`
1891 * `minetest.features`
1892 * Table containing API feature flags: `{foo=true, bar=true}`
1893 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1894 * `arg`: string or table in format `{foo=true, bar=true}`
1895 * `missing_features`: `{foo=true, bar=true}`
1896 * `minetest.get_player_information(player_name)`: returns a table containing
1897 information about player. Example return value:
1899 address = "127.0.0.1", -- IP address of client
1900 ip_version = 4, -- IPv4 / IPv6
1901 min_rtt = 0.01, -- minimum round trip time
1902 max_rtt = 0.2, -- maximum round trip time
1903 avg_rtt = 0.02, -- average round trip time
1904 min_jitter = 0.01, -- minimum packet time jitter
1905 max_jitter = 0.5, -- maximum packet time jitter
1906 avg_jitter = 0.03, -- average packet time jitter
1907 connection_uptime = 200, -- seconds since client connected
1909 -- following information is available on debug build only!!!
1910 -- DO NOT USE IN MODS
1911 --ser_vers = 26, -- serialization version used by client
1912 --prot_vers = 23, -- protocol version used by client
1913 --major = 0, -- major version number
1914 --minor = 4, -- minor version number
1915 --patch = 10, -- patch version number
1916 --vers_string = "0.4.9-git", -- full version string
1917 --state = "Active" -- current client state
1919 * `minetest.mkdir(path)`: returns success.
1920 * Creates a directory specified by `path`, creating parent directories
1921 if they don't exist.
1922 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1924 * nil: return all entries,
1925 * true: return only subdirectory names, or
1926 * false: return only file names.
1927 * `minetest.get_version()`: returns a table containing components of the
1928 engine version. Components:
1929 * `project`: Name of the project, eg, "Minetest"
1930 * `string`: Simple version, eg, "1.2.3-dev"
1931 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
1932 Use this for informational purposes only. The information in the returned
1933 table does not represent the capabilities of the engine, nor is it
1934 reliable or verifyable. Compatible forks will have a different name and
1935 version entirely. To check for the presence of engine features, test
1936 whether the functions exported by the wanted features exist. For example:
1937 `if core.nodeupdate then ... end`.
1940 * `minetest.debug(...)`
1941 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1942 * `minetest.log([level,] text)`
1943 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1944 `"info"`, or `"verbose"`. Default is `"none"`.
1946 ### Registration functions
1947 Call these functions only at load time!
1949 * `minetest.register_entity(name, prototype table)`
1950 * `minetest.register_abm(abm definition)`
1951 * `minetest.register_lbm(lbm definition)`
1952 * `minetest.register_node(name, node definition)`
1953 * `minetest.register_tool(name, item definition)`
1954 * `minetest.register_craftitem(name, item definition)`
1955 * `minetest.unregister_item(name)`
1956 * `minetest.register_alias(name, convert_to)`
1957 * `minetest.register_alias_force(name, convert_to)`
1958 * `minetest.register_craft(recipe)`
1959 * Check recipe table syntax for different types below.
1960 * `minetest.clear_craft(recipe)`
1961 * Will erase existing craft based either on output item or on input recipe.
1962 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1963 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1964 * If no erase candidate could be found, Lua exception will be thrown.
1965 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1966 contains output. Erasing is then done independently from the crafting method.
1967 * `minetest.register_ore(ore definition)`
1968 * `minetest.register_biome(biome definition)`
1969 * `minetest.register_decoration(decoration definition)`
1970 * `minetest.override_item(name, redefinition)`
1971 * Overrides fields of an item registered with register_node/tool/craftitem.
1972 * Note: Item must already be defined, (opt)depend on the mod defining it.
1973 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1974 * `minetest.clear_registered_ores()`
1975 * `minetest.clear_registered_biomes()`
1976 * `minetest.clear_registered_decorations()`
1978 ### Global callback registration functions
1979 Call these functions only at load time!
1981 * `minetest.register_globalstep(func(dtime))`
1982 * Called every server step, usually interval of 0.1s
1983 * `minetest.register_on_shutdown(func())`
1984 * Called before server shutdown
1985 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1986 callbacks **will likely not be run**. Data should be saved at
1987 semi-frequent intervals as well as on server shutdown.
1988 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1989 * Called when a node has been placed
1990 * If return `true` no item is taken from `itemstack`
1991 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1993 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1994 * Called when a node has been dug.
1995 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1997 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1998 * Called when a node is punched
1999 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2000 * Called after generating a piece of world. Modifying nodes inside the area
2001 is a bit faster than usually.
2002 * `minetest.register_on_newplayer(func(ObjectRef))`
2003 * Called after a new player has been created
2004 * `minetest.register_on_dieplayer(func(ObjectRef))`
2005 * Called when a player dies
2006 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2007 * Called when a player is punched
2008 * `player` - ObjectRef - Player that was punched
2009 * `hitter` - ObjectRef - Player that hit
2010 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2011 * `tool_capabilities`: capability table of used tool (can be nil)
2012 * `dir`: unit vector of direction of punch. Always defined. Points from
2013 the puncher to the punched.
2014 * `damage` - number that represents the damage calculated by the engine
2015 * should return `true` to prevent the default damage mechanism
2016 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2017 * Called when the player gets damaged or healed
2018 * `player`: ObjectRef of the player
2019 * `hp_change`: the amount of change. Negative when it is damage.
2020 * `modifier`: when true, the function should return the actual hp_change.
2021 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2022 modifiers can return true as a second argument to stop the execution of further functions.
2023 Non-modifiers receive the final hp change calculated by the modifiers.
2024 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2025 * Called when player is to be respawned
2026 * Called _before_ repositioning of player occurs
2027 * return true in func to disable regular player placement
2028 * `minetest.register_on_prejoinplayer(func(name, ip))`
2029 * Called before a player joins the game
2030 * If it returns a string, the player is disconnected with that string as reason
2031 * `minetest.register_on_joinplayer(func(ObjectRef))`
2032 * Called when a player joins the game
2033 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2034 * Called when a player leaves the game
2035 * `timed_out`: True for timeout, false for other reasons.
2036 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2037 * Called when a player cheats
2038 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2039 * `"moved_too_fast"`
2040 * `"interacted_too_far"`
2041 * `"finished_unknown_dig"`
2044 * `minetest.register_on_chat_message(func(name, message))`
2045 * Called always when a player says something
2046 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2047 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2048 * Called when a button is pressed in player's inventory form
2049 * Newest functions are called first
2050 * If function returns `true`, remaining functions are not called
2051 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2052 * Called when `player` crafts something
2053 * `itemstack` is the output
2054 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2055 * `craft_inv` is the inventory with the crafting grid
2056 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2057 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2058 * The same as before, except that it is called before the player crafts, to make
2059 craft prediction, and it should not change anything.
2060 * `minetest.register_on_protection_violation(func(pos, name))`
2061 * Called by `builtin` and mods when a player violates protection at a position
2062 (eg, digs a node or punches a protected entity).
2063 * The registered functions can be called using `minetest.record_protection_violation`
2064 * The provided function should check that the position is protected by the mod
2065 calling this function before it prints a message, if it does, to allow for
2066 multiple protection mods.
2067 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2068 * Called when an item is eaten, by `minetest.item_eat`
2069 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2071 ### Other registration functions
2072 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2073 * `minetest.register_privilege(name, definition)`
2074 * `definition`: `"description text"`
2075 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2076 the default of `give_to_singleplayer` is true
2077 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2078 * `minetest.register_authentication_handler(handler)`
2079 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2082 * `minetest.setting_set(name, value)`
2083 * Setting names can't contain whitespace or any of `="{}#`.
2084 * Setting values can't contain the sequence `\n"""`.
2085 * Setting names starting with "secure." can't be set.
2086 * `minetest.setting_get(name)`: returns string or `nil`
2087 * `minetest.setting_setbool(name, value)`
2088 * See documentation on `setting_set` for restrictions.
2089 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2090 * `minetest.setting_get_pos(name)`: returns position or nil
2091 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2094 * `minetest.notify_authentication_modified(name)`
2095 * Should be called by the authentication handler if privileges changes.
2096 * To report everybody, set `name=nil`.
2097 * `minetest.check_password_entry(name, entry, password)`
2098 * Returns true if the "db entry" for a player with name matches given
2099 * password, false otherwise.
2100 * The "db entry" is the usually player-individual value that is derived
2101 * from the player's chosen password and stored on the server in order to allow
2102 * authentication whenever the player desires to log in.
2103 * Only use this function for making it possible to log in via the password from
2104 * via protocols like IRC, other uses for inside the game are frowned upon.
2105 * `minetest.get_password_hash(name, raw_password)`
2106 * Convert a name-password pair to a password hash that Minetest can use.
2107 * The returned value alone is not a good basis for password checks based
2108 * on comparing the password hash in the database with the password hash
2109 * from the function, with an externally provided password, as the hash
2110 * in the db might use the new SRP verifier format.
2111 * For this purpose, use minetest.check_password_entry instead.
2112 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2113 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2114 * Convert between two privilege representations
2115 * `minetest.set_player_password(name, password_hash)`
2116 * `minetest.set_player_privs(name, {priv1=true,...})`
2117 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2118 * `minetest.auth_reload()`
2119 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2120 * A quickhand for checking privileges.
2121 * `player_or_name`: Either a Player object or the name of a player.
2122 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2123 a table, e.g. `{ priva = true, privb = true }`.
2124 * `minetest.get_player_ip(name)`: returns an IP address string
2126 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2127 and `minetest.auth_reload` call the authetification handler.
2130 * `minetest.chat_send_all(text)`
2131 * `minetest.chat_send_player(name, text)`
2133 ### Environment access
2134 * `minetest.set_node(pos, node)`
2135 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2136 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2137 * `minetest.swap_node(pos, node)`
2138 * Set node at position, but don't remove metadata
2139 * `minetest.remove_node(pos)`
2140 * Equivalent to `set_node(pos, "air")`
2141 * `minetest.get_node(pos)`
2142 * Returns the node at the given position as table in the format
2143 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2145 * `minetest.get_node_or_nil(pos)`
2146 * Same as `get_node` but returns `nil` for unloaded areas.
2147 * `minetest.get_node_light(pos, timeofday)`
2148 * Gets the light value at the given position. Note that the light value
2149 "inside" the node at the given position is returned, so you usually want
2150 to get the light value of a neighbor.
2151 * `pos`: The position where to measure the light.
2152 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2153 * Returns a number between `0` and `15` or `nil`
2154 * `minetest.place_node(pos, node)`
2155 * Place node with the same effects that a player would cause
2156 * `minetest.dig_node(pos)`
2157 * Dig node with the same effects that a player would cause
2158 * Returns `true` if successful, `false` on failure (e.g. protected location)
2159 * `minetest.punch_node(pos)`
2160 * Punch node with the same effects that a player would cause
2162 * `minetest.find_nodes_with_meta(pos1, pos2)`
2163 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2164 * `minetest.get_meta(pos)`
2165 * Get a `NodeMetaRef` at that position
2166 * `minetest.get_node_timer(pos)`
2167 * Get `NodeTimerRef`
2169 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2170 * Returns `ObjectRef`, or `nil` if failed
2171 * `minetest.add_item(pos, item)`: Spawn item
2172 * Returns `ObjectRef`, or `nil` if failed
2173 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2174 * `minetest.get_objects_inside_radius(pos, radius)`
2175 * `radius`: using an euclidean metric
2176 * `minetest.set_timeofday(val)`
2177 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2178 * `minetest.get_timeofday()`
2179 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2180 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2181 * accounting for time changes.
2182 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2183 * `radius`: using a maximum metric
2184 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2185 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2186 * returns as second value a table with the count of the individual nodes found
2187 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2188 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2189 * returned positions are nodes with a node air above
2190 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2191 * `minetest.get_perlin(noiseparams)`
2192 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2193 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2194 * `minetest.get_voxel_manip([pos1, pos2])`
2195 * Return voxel manipulator object.
2196 * Loads the manipulator from the map if positions are passed.
2197 * `minetest.set_gen_notify(flags, {deco_ids})`
2198 * Set the types of on-generate notifications that should be collected
2199 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2200 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2201 * The second parameter is a list of IDS of decorations which notification is requested for
2202 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2203 * `minetest.get_mapgen_object(objectname)`
2204 * Return requested mapgen object if available (see "Mapgen objects")
2205 * `minetest.get_biome_id(biome_name)`
2206 * Returns the biome id, as used in the biomemap Mapgen object, for a
2207 given biome_name string.
2208 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2209 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2210 * Deprecated: use minetest.get_mapgen_setting(name) instead
2211 * `minetest.set_mapgen_params(MapgenParams)`
2212 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2213 * Set map generation parameters
2214 * Function cannot be called after the registration period; only initialization
2215 and `on_mapgen_init`
2216 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2218 * Leave field unset to leave that parameter unchanged
2219 * `flags` contains a comma-delimited string of flags to set,
2220 or if the prefix `"no"` is attached, clears instead.
2221 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2222 * `minetest.get_mapgen_setting(name)`
2223 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2224 order of precedence:
2225 1) Settings loaded from map_meta.txt or overrides set during mod execution
2226 2) Settings set by mods without a metafile override
2227 3) Settings explicitly set in the user config file, minetest.conf
2228 4) Settings set as the user config default
2229 * `minetest.get_mapgen_setting_noiseparams(name)`
2230 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2231 and is a valid NoiseParams
2232 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2233 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2234 is not already present in map_meta.txt.
2235 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2236 the setting will become the active setting regardless of the map metafile contents.
2237 * Note: to set the seed, use "seed", not "fixed_map_seed"
2238 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2239 * Same as above, except value is a NoiseParams table.
2240 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2241 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2242 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2243 should be applied to the default config or current active config
2244 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2245 * `minetest.generate_ores(vm, pos1, pos2)`
2246 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2247 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2248 * `minetest.generate_decorations(vm, pos1, pos2)`
2249 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2250 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2251 * `minetest.clear_objects([options])`
2252 * Clear all objects in the environment
2253 * Takes an optional table as an argument with the field `mode`.
2254 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2255 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2256 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2257 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2258 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2259 * fetched from memory, loaded from disk, or if inexistent, generates them.
2260 * If `callback` is a valid Lua function, this will be called for each block emerged.
2261 * The function signature of callback is:
2262 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2263 * - `blockpos` is the *block* coordinates of the block that had been emerged
2264 * - `action` could be one of the following constant values:
2265 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2266 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2267 * - `calls_remaining` is the number of callbacks to be expected after this one
2268 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2269 * parameter was absent)
2270 * `minetest.delete_area(pos1, pos2)`
2271 * delete all mapblocks in the area from pos1 to pos2, inclusive
2272 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2273 * Check if there is a direct line of sight between `pos1` and `pos2`
2274 * Returns the position of the blocking node when `false`
2275 * `pos1`: First position
2276 * `pos2`: Second position
2277 * `stepsize`: smaller gives more accurate results but requires more computing
2278 time. Default is `1`.
2279 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2280 * returns table containing path
2281 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2282 * `pos1`: start position
2283 * `pos2`: end position
2284 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2285 * `max_jump`: maximum height difference to consider walkable
2286 * `max_drop`: maximum height difference to consider droppable
2287 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2288 * `minetest.spawn_tree (pos, {treedef})`
2289 * spawns L-system tree at given `pos` with definition in `treedef` table
2290 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2291 Often these bugs appear as subtle shadows in water.
2292 * `minetest.transforming_liquid_add(pos)`
2293 * add node to liquid update queue
2294 * `minetest.get_node_max_level(pos)`
2295 * get max available level for leveled node
2296 * `minetest.get_node_level(pos)`
2297 * get level of leveled node (water, snow)
2298 * `minetest.set_node_level(pos, level)`
2299 * set level of leveled node, default `level` equals `1`
2300 * if `totallevel > maxlevel`, returns rest (`total-max`).
2301 * `minetest.add_node_level(pos, level)`
2302 * increase level of leveled node by level, default `level` equals `1`
2303 * if `totallevel > maxlevel`, returns rest (`total-max`)
2304 * can be negative for decreasing
2305 * `core.check_single_for_falling(pos)`
2306 * causes an unsupported `group:falling_node` node to fall and causes an
2307 unattached `group:attached_node` node to fall.
2308 * does not spread these updates to neighbours.
2309 * `core.check_for_falling(pos)`
2310 * causes an unsupported `group:falling_node` node to fall and causes an
2311 unattached `group:attached_node` node to fall.
2312 * spread these updates to neighbours and can cause a cascade
2316 `minetest.get_inventory(location)`: returns an `InvRef`
2319 * `{type="player", name="celeron55"}`
2320 * `{type="node", pos={x=, y=, z=}}`
2321 * `{type="detached", name="creative"}`
2322 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2323 * callbacks: See "Detached inventory callbacks"
2324 * player_name: Make detached inventory available to one player exclusively,
2325 by default they will be sent to every player (even if not used).
2326 Note that this parameter is mostly just a workaround and will be removed in future releases.
2327 * Creates a detached inventory. If it already exists, it is cleared.
2328 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2329 returns left over ItemStack
2330 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2333 * `minetest.show_formspec(playername, formname, formspec)`
2334 * `playername`: name of player to show formspec
2335 * `formname`: name passed to `on_player_receive_fields` callbacks.
2336 It should follow the `"modname:<whatever>"` naming convention
2337 * `formspec`: formspec to display
2338 * `minetest.close_formspec(playername, formname)`
2339 * `playername`: name of player to close formspec
2340 * `formname`: has to exactly match the one given in show_formspec, or the formspec will
2342 * calling show_formspec(playername, formname, "") is equal to this expression
2343 * to close a formspec regardless of the formname, call
2344 minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
2345 * `minetest.formspec_escape(string)`: returns a string
2346 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2347 * `minetest.explode_table_event(string)`: returns a table
2348 * returns e.g. `{type="CHG", row=1, column=2}`
2350 * `"INV"`: no row selected)
2351 * `"CHG"`: selected)
2352 * `"DCL"`: double-click
2353 * `minetest.explode_textlist_event(string)`: returns a table
2354 * returns e.g. `{type="CHG", index=1}`
2356 * `"INV"`: no row selected)
2357 * `"CHG"`: selected)
2358 * `"DCL"`: double-click
2359 * `minetest.explode_scrollbar_event(string)`: returns a table
2360 * returns e.g. `{type="CHG", value=500}`
2362 * `"INV"`: something failed
2363 * `"CHG"`: has been changed
2364 * `"VAL"`: not changed
2367 * `minetest.inventorycube(img1, img2, img3)`
2368 * Returns a string for making an image of a cube (useful as an item image)
2369 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2370 * Get position of a `pointed_thing` (that you can get from somewhere)
2371 * `minetest.dir_to_facedir(dir, is6d)`
2372 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2373 * passing something non-`nil`/`false` for the optional second parameter causes it to
2374 take the y component into account
2375 * `minetest.facedir_to_dir(facedir)`
2376 * Convert a facedir back into a vector aimed directly out the "back" of a node
2377 * `minetest.dir_to_wallmounted(dir)`
2378 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2379 * `minetest.wallmounted_to_dir(wallmounted)`
2380 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2381 * `minetest.get_node_drops(nodename, toolname)`
2382 * Returns list of item names.
2383 * **Note**: This will be removed or modified in a future version.
2384 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2385 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2386 * `input.width` = for example `3`
2387 * `input.items` = for example
2388 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2389 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2390 * `output.time` = a number, if unsuccessful: `0`
2391 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2392 `decremented_input.items`
2393 * `decremented_input` = like `input`
2394 * `minetest.get_craft_recipe(output)`: returns input
2395 * returns last registered recipe for output item (node)
2396 * `output` is a node or item type such as `"default:torch"`
2397 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2398 * `input.width` = for example `3`
2399 * `input.items` = for example
2400 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2401 * `input.items` = `nil` if no recipe found
2402 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2403 * returns indexed table with all registered recipes for query item (node)
2404 or `nil` if no recipe was found
2405 * recipe entry table:
2407 method = 'normal' or 'cooking' or 'fuel'
2408 width = 0-3, 0 means shapeless recipe
2409 items = indexed [1-9] table with recipe items
2410 output = string with item name and quantity
2412 * Example query for `"default:gold_ingot"` will return table:
2414 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2415 items = {1 = "default:gold_lump"}},
2416 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2417 items = {1 = "default:goldblock"}}
2419 * `minetest.handle_node_drops(pos, drops, digger)`
2420 * `drops`: list of itemstrings
2421 * Handles drops from nodes after digging: Default action is to put them into
2423 * Can be overridden to get different functionality (e.g. dropping items on
2427 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2428 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2429 * Find who has done something to a node, or near a node
2430 * `actor`: `"player:<name>"`, also `"liquid"`.
2431 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2432 * Revert latest actions of someone
2433 * `actor`: `"player:<name>"`, also `"liquid"`.
2435 ### Defaults for the `on_*` item definition functions
2436 These functions return the leftover itemstack.
2438 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2439 * Place item as a node
2440 * `param2` overrides `facedir` and wallmounted `param2`
2441 * returns `itemstack, success`
2442 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2444 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2445 * Use one of the above based on what the item is.
2446 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2447 * **Note**: is not called when wielded item overrides `on_place`
2448 * `param2` overrides `facedir` and wallmounted `param2`
2449 * returns `itemstack, success`
2450 * `minetest.item_drop(itemstack, dropper, pos)`
2452 * `minetest.item_eat(hp_change, replace_with_item)`
2454 * `replace_with_item` is the itemstring which is added to the inventory.
2455 If the player is eating a stack, then replace_with_item goes to a
2456 different spot. Can be `nil`
2457 * See `minetest.do_item_eat`
2459 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2460 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2461 * Calls functions registered by `minetest.register_on_punchnode()`
2462 * `minetest.node_dig(pos, node, digger)`
2463 * Checks if node can be dug, puts item into inventory, removes node
2464 * Calls functions registered by `minetest.registered_on_dignodes()`
2467 * `minetest.sound_play(spec, parameters)`: returns a handle
2468 * `spec` is a `SimpleSoundSpec`
2469 * `parameters` is a sound parameter table
2470 * `minetest.sound_stop(handle)`
2473 * `minetest.after(time, func, ...)`
2474 * Call the function `func` after `time` seconds, may be fractional
2475 * Optional: Variable number of arguments that are passed to `func`
2478 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2479 and `reconnect` == true displays a reconnect button.
2480 * `minetest.get_server_status()`: returns server status string
2481 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2484 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2485 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2486 * `minetest.ban_player(name)`: ban a player
2487 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2488 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2491 * `minetest.add_particle(particle definition)`
2492 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2493 size, collisiondetection, texture, playername)`
2495 * `minetest.add_particlespawner(particlespawner definition)`
2496 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2497 * Returns an `id`, and -1 if adding didn't succeed
2498 * `Deprecated: minetest.add_particlespawner(amount, time,
2502 minexptime, maxexptime,
2504 collisiondetection, texture, playername)`
2506 * `minetest.delete_particlespawner(id, player)``
2507 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2508 * If playername is specified, only deletes on the player's client,
2509 * otherwise on all clients
2512 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2513 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2514 * Apply the specified probability values to the specified nodes in `probability_list`.
2515 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2516 * `pos` is the 3D vector specifying the absolute coordinates of the
2517 node being modified,
2518 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2519 * If there are two or more entries with the same pos value, the
2521 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2522 * If `probability_list` equals `nil`, no probabilities are applied.
2523 * Slice probability works in the same manner, except takes a field
2524 called `ypos` instead which
2525 indicates the y position of the slice with a probability applied.
2526 * If slice probability list equals `nil`, no slice probabilities are applied.
2527 * Saves schematic in the Minetest Schematic format to filename.
2529 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2530 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2531 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2532 * If the `rotation` parameter is omitted, the schematic is not rotated.
2533 * `replacements` = `{["old_name"] = "convert_to", ...}`
2534 * `force_placement` is a boolean indicating whether nodes other than `air` and
2535 `ignore` are replaced by the schematic
2536 * Returns nil if the schematic could not be loaded.
2538 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2539 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2540 specified VoxelManip object `vmanip` instead of the whole map.
2541 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2542 containing the full area required, and true if the whole schematic was able to fit.
2543 * Returns nil if the schematic could not be loaded.
2544 * After execution, any external copies of the VoxelManip contents are invalidated.
2546 * `minetest.serialize_schematic(schematic, format, options)`
2547 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2548 * in the `format` of either "mts" or "lua".
2549 * "mts" - a string containing the binary MTS data used in the MTS file format
2550 * "lua" - a string containing Lua code representing the schematic in table format
2551 * `options` is a table containing the following optional parameters:
2552 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2553 * position comments for every X row generated in the schematic data for easier reading.
2554 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2555 * will use that number of spaces as indentation instead of a tab character.
2558 * `minetest.request_http_api()`:
2559 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2560 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2561 otherwise returns `nil`.
2562 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2564 * Only works at init time and must be called from the mod's main scope (not from a function).
2565 * Function only exists if minetest server was built with cURL support.
2566 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2568 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2569 * Performs given request asynchronously and calls callback upon completion
2570 * callback: `function(HTTPRequestResult res)`
2571 * Use this HTTP function if you are unsure, the others are for advanced use.
2572 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2573 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2574 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2575 * Return response data for given asynchronous HTTP request
2578 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2579 * `minetest.hud_replace_builtin(name, hud_definition)`
2580 * Replaces definition of a builtin hud element
2581 * `name`: `"breath"` or `"health"`
2582 * `hud_definition`: definition to replace builtin definition
2583 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2584 * Gives a unique hash number for a node position (16+16+16=48bit)
2585 * `minetest.get_position_from_hash(hash)`: returns a position
2586 * Inverse transform of `minetest.hash_node_position`
2587 * `minetest.get_item_group(name, group)`: returns a rating
2588 * Get rating of a group of an item. (`0` means: not in group)
2589 * `minetest.get_node_group(name, group)`: returns a rating
2590 * Deprecated: An alias for the former.
2591 * `minetest.raillike_group(name)`: returns a rating
2592 * Returns rating of the connect_to_raillike group corresponding to name
2593 * If name is not yet the name of a connect_to_raillike group, a new group id
2594 * is created, with that name
2595 * `minetest.get_content_id(name)`: returns an integer
2596 * Gets the internal content ID of `name`
2597 * `minetest.get_name_from_content_id(content_id)`: returns a string
2598 * Gets the name of the content with that content ID
2599 * `minetest.parse_json(string[, nullvalue])`: returns something
2600 * Convert a string containing JSON data into the Lua equivalent
2601 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2602 * On success returns a table, a string, a number, a boolean or `nullvalue`
2603 * On failure outputs an error message and returns `nil`
2604 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2605 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2606 * Convert a Lua table into a JSON string
2607 * styled: Outputs in a human-readable format if this is set, defaults to false
2608 * Unserializable things like functions and userdata are saved as null.
2609 * **Warning**: JSON is more strict than the Lua table format.
2610 1. You can only use strings and positive integers of at least one as keys.
2611 2. You can not mix string and integer keys.
2612 This is due to the fact that JSON has two distinct array and object values.
2613 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2614 * `minetest.serialize(table)`: returns a string
2615 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2616 into string form readable by `minetest.deserialize`
2617 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2618 * `minetest.deserialize(string)`: returns a table
2619 * Convert a string returned by `minetest.deserialize` into a table
2620 * `string` is loaded in an empty sandbox environment.
2621 * Will load functions, but they cannot access the global environment.
2622 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2623 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2624 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2625 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2626 * Compress a string of data.
2627 * `method` is a string identifying the compression method to be used.
2628 * Supported compression methods:
2629 * Deflate (zlib): `"deflate"`
2630 * `...` indicates method-specific arguments. Currently defined arguments are:
2631 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2632 * `minetest.decompress(compressed_data, method, ...)`: returns data
2633 * Decompress a string of data (using ZLib).
2634 * See documentation on `minetest.compress()` for supported compression methods.
2635 * currently supported.
2636 * `...` indicates method-specific arguments. Currently, no methods use this.
2637 * `minetest.encode_base64(string)`: returns string encoded in base64
2638 * Encodes a string in base64.
2639 * `minetest.decode_base64(string)`: returns string
2640 * Decodes a string encoded in base64.
2641 * `minetest.is_protected(pos, name)`: returns boolean
2642 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2643 actions, defineable by mods, due to some mod-defined ownership-like concept.
2644 Returns false or nil, if the player is allowed to do such actions.
2645 * This function should be overridden by protection mods and should be used to
2646 check if a player can interact at a position.
2647 * This function should call the old version of itself if the position is not
2648 protected by the mod.
2651 local old_is_protected = minetest.is_protected
2652 function minetest.is_protected(pos, name)
2653 if mymod:position_protected_from(pos, name) then
2656 return old_is_protected(pos, name)
2658 * `minetest.record_protection_violation(pos, name)`
2659 * This function calls functions registered with
2660 `minetest.register_on_protection_violation`.
2661 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2662 * Attempt to predict the desired orientation of the facedir-capable node
2663 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2664 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2665 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2666 is an optional table containing extra tweaks to the placement code:
2667 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2668 orientation on the wall.
2669 * `force_wall` : if `true`, always place the node in wall orientation.
2670 * `force_ceiling`: if `true`, always place on the ceiling.
2671 * `force_floor`: if `true`, always place the node on the floor.
2672 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2673 the floor or ceiling
2674 * The first four options are mutually-exclusive; the last in the list takes
2675 precedence over the first.
2676 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2677 * calls `rotate_and_place()` with infinitestacks set according to the state of
2678 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2681 * `minetest.forceload_block(pos[, transient])`
2682 * forceloads the position `pos`.
2683 * returns `true` if area could be forceloaded
2684 * If `transient` is `false` or absent, the forceload will be persistent
2685 (saved between server runs). If `true`, the forceload will be transient
2686 (not saved between server runs).
2688 * `minetest.forceload_free_block(pos[, transient])`
2689 * stops forceloading the position `pos`
2690 * If `transient` is `false` or absent, frees a persistent forceload.
2691 If `true`, frees a transient forceload.
2693 * `minetest.request_insecure_environment()`: returns an environment containing
2694 insecure functions if the calling mod has been listed as trusted in the
2695 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2696 * Only works at init time and must be called from the mod's main scope (not from a function).
2697 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2700 * `minetest.global_exists(name)`
2701 * Checks if a global variable has been set, without triggering a warning.
2704 * `minetest.env`: `EnvRef` of the server environment and world.
2705 * Any function in the minetest namespace can be called using the syntax
2706 `minetest.env:somefunction(somearguments)`
2707 instead of `minetest.somefunction(somearguments)`
2708 * Deprecated, but support is not to be dropped soon
2711 * `minetest.registered_items`
2712 * Map of registered items, indexed by name
2713 * `minetest.registered_nodes`
2714 * Map of registered node definitions, indexed by name
2715 * `minetest.registered_craftitems`
2716 * Map of registered craft item definitions, indexed by name
2717 * `minetest.registered_tools`
2718 * Map of registered tool definitions, indexed by name
2719 * `minetest.registered_entities`
2720 * Map of registered entity prototypes, indexed by name
2721 * `minetest.object_refs`
2722 * Map of object references, indexed by active object id
2723 * `minetest.luaentities`
2724 * Map of Lua entities, indexed by active object id
2725 * `minetest.registered_ores`
2726 * List of registered ore definitions.
2727 * `minetest.registered_biomes`
2728 * List of registered biome definitions.
2729 * `minetest.registered_decorations`
2730 * List of registered decoration definitions.
2736 Node metadata: reference extra data and functionality stored in a node.
2737 Can be gotten via `minetest.get_meta(pos)`.
2740 * `set_string(name, value)`
2741 * `get_string(name)`
2742 * `set_int(name, value)`
2744 * `set_float(name, value)`
2746 * `get_inventory()`: returns `InvRef`
2747 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2748 * `from_table(nil or {})`
2749 * to clear metadata, use from_table(nil)
2750 * See "Node Metadata"
2753 Node Timers: a high resolution persistent per-node timer.
2754 Can be gotten via `minetest.get_node_timer(pos)`.
2757 * `set(timeout,elapsed)`
2758 * set a timer's state
2759 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2760 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2761 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2764 * equivalent to `set(timeout,0)`
2767 * `get_timeout()`: returns current timeout in seconds
2768 * if `timeout` equals `0`, timer is inactive
2769 * `get_elapsed()`: returns current elapsed time in seconds
2770 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2771 * `is_started()`: returns boolean state of timer
2772 * returns `true` if timer is started, otherwise `false`
2775 Moving things in the game are generally these.
2777 This is basically a reference to a C++ `ServerActiveObject`
2780 * `remove()`: remove object (after returning from Lua)
2781 * Note: Doesn't work on players, use minetest.kick_player instead
2782 * `getpos()`: returns `{x=num, y=num, z=num}`
2783 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2784 * `moveto(pos, continuous=false)`: interpolated move
2785 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2786 * `puncher` = another `ObjectRef`,
2787 * `time_from_last_punch` = time since last punch action of the puncher
2788 * `direction`: can be `nil`
2789 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2790 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2791 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2792 * `get_inventory()`: returns an `InvRef`
2793 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2794 * `get_wield_index()`: returns the index of the wielded item
2795 * `get_wielded_item()`: returns an `ItemStack`
2796 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2797 * `set_armor_groups({group1=rating, group2=rating, ...})`
2798 * `get_armor_groups()`: returns a table with the armor group ratings
2799 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2800 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2801 * `set_attach(parent, bone, position, rotation)`
2803 * `position`: `{x=num, y=num, z=num}` (relative)
2804 * `rotation`: `{x=num, y=num, z=num}`
2805 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2807 * `set_bone_position(bone, position, rotation)`
2809 * `position`: `{x=num, y=num, z=num}` (relative)
2810 * `rotation`: `{x=num, y=num, z=num}`
2811 * `get_bone_position(bone)`: returns position and rotation of the bone
2812 * `set_properties(object property table)`
2813 * `get_properties()`: returns object property table
2814 * `is_player()`: returns true for players, false otherwise
2815 * `get_nametag_attributes()`
2816 * returns a table with the attributes of the nametag of an object
2818 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2821 * `set_nametag_attributes(attributes)`
2822 * sets the attributes of the nametag of an object
2826 text = "My Nametag",
2829 ##### LuaEntitySAO-only (no-op for other objects)
2830 * `setvelocity({x=num, y=num, z=num})`
2831 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2832 * `setacceleration({x=num, y=num, z=num})`
2833 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2835 * `getyaw()`: returns number in radians
2836 * `settexturemod(mod)`
2837 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2838 select_horiz_by_yawpitch=false)`
2839 * Select sprite from spritesheet with optional animation and DM-style
2840 texture selection based on yaw relative to camera
2841 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2844 ##### Player-only (no-op for other objects)
2845 * `get_player_name()`: returns `""` if is not a player
2846 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2847 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2848 * `get_look_dir()`: get camera direction as a unit vector
2849 * `get_look_vertical()`: pitch in radians
2850 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2851 * `get_look_horizontal()`: yaw in radians
2852 * Angle is counter-clockwise from the +z direction.
2853 * `set_look_vertical(radians)`: sets look pitch
2854 * radians - Angle from looking forward, where positive is downwards.
2855 * `set_look_horizontal(radians)`: sets look yaw
2856 * radians - Angle from the +z direction, where positive is counter-clockwise.
2857 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2858 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2859 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2860 * Angle is counter-clockwise from the +x direction.
2861 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2862 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2863 * `get_breath()`: returns players breath
2864 * `set_breath(value)`: sets players breath
2866 * `0`: player is drowning,
2867 * `1`-`10`: remaining number of bubbles
2868 * `11`: bubbles bar is not shown
2869 * `set_inventory_formspec(formspec)`
2870 * Redefine player's inventory form
2871 * Should usually be called in on_joinplayer
2872 * `get_inventory_formspec()`: returns a formspec string
2873 * `get_player_control()`: returns table with player pressed keys
2874 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2875 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2876 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2877 * `set_physics_override(override_table)`
2878 * `override_table` is a table with the following fields:
2879 * `speed`: multiplier to default walking speed value (default: `1`)
2880 * `jump`: multiplier to default jump value (default: `1`)
2881 * `gravity`: multiplier to default gravity value (default: `1`)
2882 * `sneak`: whether player can sneak (default: `true`)
2883 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2884 * `get_physics_override()`: returns the table given to set_physics_override
2885 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2887 * `hud_remove(id)`: remove the HUD element of the specified id
2888 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2889 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2890 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2891 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2892 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2893 * pass a table containing a `true`/`false` value of each flag to be set or unset
2894 * if a flag equals `nil`, the flag is not modified
2895 * note that setting `minimap` modifies the client's permission to view the minimap -
2896 * the client may locally elect to not view the minimap
2897 * `hud_get_flags()`: returns a table containing status of hud flags
2898 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2899 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2900 * `count`: number of items, must be between `1` and `23`
2901 * `hud_get_hotbar_itemcount`: returns number of visible items
2902 * `hud_set_hotbar_image(texturename)`
2903 * sets background image for hotbar
2904 * `hud_get_hotbar_image`: returns texturename
2905 * `hud_set_hotbar_selected_image(texturename)`
2906 * sets image for selected item of hotbar
2907 * `hud_get_hotbar_selected_image`: returns texturename
2908 * `set_sky(bgcolor, type, {texture names})`
2909 * `bgcolor`: ColorSpec, defaults to white
2911 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2912 * `"skybox"`: Uses 6 textures, `bgcolor` used
2913 * `"plain"`: Uses 0 textures, `bgcolor` used
2914 * `get_sky()`: returns bgcolor, type and a table with the textures
2915 * `override_day_night_ratio(ratio or nil)`
2916 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2917 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2918 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2919 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2921 set animation for player model in third person view
2923 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2924 {x=168, y=187}, -- < walk animation key frames
2925 {x=189, y=198}, -- < dig animation key frames
2926 {x=200, y=219}, -- < walk+dig animation key frames
2927 frame_speed=30): -- < animation frame speed
2928 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2929 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2930 * in first person view
2931 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2932 * `get_eye_offset()`: returns offset_first and offset_third
2935 An `InvRef` is a reference to an inventory.
2938 * `is_empty(listname)`: return `true` if list is empty
2939 * `get_size(listname)`: get size of a list
2940 * `set_size(listname, size)`: set size of a list
2941 * returns `false` on error (e.g. invalid `listname` or `size`)
2942 * `get_width(listname)`: get width of a list
2943 * `set_width(listname, width)`: set width of list; currently used for crafting
2944 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2945 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2946 * `get_list(listname)`: return full list
2947 * `set_list(listname, list)`: set full list (size will not change)
2948 * `get_lists()`: returns list of inventory lists
2949 * `set_lists(lists)`: sets inventory lists (size will not change)
2950 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2951 * `room_for_item(listname, stack):` returns `true` if the stack of items
2952 can be fully added to the list
2953 * `contains_item(listname, stack)`: returns `true` if the stack of items
2954 can be fully taken from the list
2955 * `remove_item(listname, stack)`: take as many items as specified from the list,
2956 returns the items that were actually removed (as an `ItemStack`) -- note that
2957 any item metadata is ignored, so attempting to remove a specific unique
2958 item this way will likely remove the wrong one -- to do that use `set_stack`
2959 with an empty `ItemStack`
2960 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2961 * returns `{type="undefined"}` in case location is not known
2964 A fast access data structure to store areas, and find areas near a given position or area.
2965 Every area has a `data` string attribute to store additional information.
2966 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2967 If you chose the parameter-less constructor, a fast implementation will be automatically
2971 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2972 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2973 Returns nil if specified area id does not exist.
2974 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2975 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2977 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2978 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2979 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2980 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2981 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2982 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2983 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2984 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2985 or insertions are likely to fail due to conflicts.
2986 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2987 Only needed for efficiency, and only some implementations profit.
2988 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2989 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2990 Calling invalidates the cache, so that its elements have to be newly generated.
2993 enabled = boolean, -- whether to enable, default true
2994 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2995 prefiltered lists for, minimum 16, default 64
2996 limit = number, -- the cache's size, minimum 20, default 1000
2998 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2999 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3000 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3001 Returns success and, optionally, an error message.
3002 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3005 An `ItemStack` is a stack of items.
3007 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3008 an itemstring, a table or `nil`.
3011 * `is_empty()`: Returns `true` if stack is empty.
3012 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3013 * `set_name(item_name)`: Returns boolean whether item was cleared
3014 * `get_count()`: Returns number of items on the stack.
3015 * `set_count(count)`: Returns boolean whether item was cleared
3016 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3017 * `set_wear(wear)`: Returns boolean whether item was cleared
3018 * `get_metadata()`: Returns metadata (a string attached to an item stack).
3019 * `set_metadata(metadata)`: Returns true.
3020 * `clear()`: removes all items from the stack, making it empty.
3021 * `replace(item)`: replace the contents of this stack.
3022 * `item` can also be an itemstring or table.
3023 * `to_string()`: Returns the stack in itemstring form.
3024 * `to_table()`: Returns the stack in Lua table form.
3025 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3026 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3027 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3028 * `get_definition()`: Returns the item definition table.
3029 * `get_tool_capabilities()`: Returns the digging properties of the item,
3030 or those of the hand if none are defined for this item type
3031 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3032 * `add_item(item)`: Put some item or stack onto this stack.
3033 Returns leftover `ItemStack`.
3034 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3036 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3037 Returns taken `ItemStack`.
3038 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3039 Returns taken `ItemStack`.
3042 A 16-bit pseudorandom number generator.
3043 Uses a well-known LCG algorithm introduced by K&R.
3045 It can be created via `PseudoRandom(seed)`.
3048 * `next()`: return next integer random number [`0`...`32767`]
3049 * `next(min, max)`: return next integer random number [`min`...`max`]
3050 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3051 due to the simple implementation making bad distribution otherwise.
3054 A 32-bit pseudorandom number generator.
3055 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3057 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3060 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3061 * `next(min, max)`: return next integer random number [`min`...`max`]
3062 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3063 * This is only a rough approximation of a normal distribution with:
3064 * mean = (max - min) / 2, and
3065 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3066 * Increasing num_trials improves accuracy of the approximation
3069 Interface for the operating system's crypto-secure PRNG.
3071 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3072 be found on the system.
3075 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3078 A perlin noise generator.
3079 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3080 or `PerlinNoise(noiseparams)`.
3081 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3082 or `minetest.get_perlin(noiseparams)`.
3085 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3086 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3088 ### `PerlinNoiseMap`
3089 A fast, bulk perlin noise generator.
3091 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3092 `minetest.get_perlin_map(noiseparams, size)`.
3094 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3095 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3098 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3099 nil, this table will be used to store the result instead of creating a new table.
3103 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3104 with values starting at `pos={x=,y=}`
3105 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3106 of 3D noise with values starting at `pos={x=,y=,z=}`
3107 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3108 with values starting at `pos={x=,y=}`
3109 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3110 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3111 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3112 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3113 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3114 takes a chunk of `slice_size`.
3115 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3116 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3117 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3118 the starting position of the most recently calculated noise.
3119 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3120 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3121 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3125 #### About VoxelManip
3126 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3127 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3128 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3129 to with other methods of setting nodes. For example, nodes will not have their construction and
3130 destruction callbacks run, and no rollback information is logged.
3132 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3133 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3134 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3136 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3137 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3138 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3139 using both methods of map manipulation to determine which is most appropriate for your usage.
3141 #### Using VoxelManip
3142 A VoxelManip object can be created any time using either:
3143 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3145 If the optional position parameters are present for either of these routines, the specified region
3146 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3147 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3149 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3150 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3151 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3152 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3154 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3155 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3156 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3158 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3159 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3160 `VoxelManip:get_light_data()` for node light levels, and
3161 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3163 See section 'Flat array format' for more details.
3165 It is very important to understand that the tables returned by any of the above three functions
3166 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3167 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3168 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3169 otherwise explicitly stated.
3171 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3172 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3173 `VoxelManip:set_light_data()` for node light levels, and
3174 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3176 The parameter to each of the above three functions can use any table at all in the same flat array
3177 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3179 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3180 to the map by calling `VoxelManip:write_to_map()`.
3182 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3183 as being modified so that connected clients are sent the updated parts of map.
3186 ##### Flat array format
3188 `Nx = p2.X - p1.X + 1`,
3189 `Ny = p2.Y - p1.Y + 1`, and
3190 `Nz = p2.Z - p1.Z + 1`.
3192 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3193 the expression `Nx * Ny * Nz`.
3195 Positions offset from p1 are present in the array with the format of:
3198 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3199 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3201 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3202 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3204 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3206 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3210 and the array index for a position p contained completely in p1..p2 is:
3212 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3214 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3215 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3216 for a single point in a flat VoxelManip array.
3219 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3220 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3221 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3222 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3223 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3224 Note that the node being queried needs to have already been been registered.
3226 The following builtin node types have their Content IDs defined as constants:
3228 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3229 core.CONTENT_AIR (ID for "air" nodes)
3230 core.CONTENT_IGNORE (ID for "ignore" nodes)
3233 ##### Mapgen VoxelManip objects
3234 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3235 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3236 but with a few differences:
3238 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3239 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3240 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3241 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3242 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3243 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3244 consistency with the current map state. For this reason, calling any of the following functions:
3245 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3246 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3247 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3248 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3249 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3250 automatically after all on_generated callbacks have been run for that generated block.
3252 ##### Other API functions operating on a VoxelManip
3253 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3254 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3255 written all buffered data back to the VoxelManip object, save for special situations where the modder
3256 desires to only have certain liquid nodes begin flowing.
3258 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3259 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3261 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3262 except instead of placing the specified schematic directly on the map at the specified position, it
3263 will place the schematic inside of the VoxelManip.
3266 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3267 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3268 `VoxelManip:get_node_at()`.
3269 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3270 filled with "ignore" nodes.
3271 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3272 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3273 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3274 object in the same callback it had been created.
3275 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3276 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3277 buffer the function can use to write map data to instead of returning a new table each call. This
3278 greatly enhances performance by avoiding unnecessary memory allocations.
3281 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3282 the region formed by `p1` and `p2`.
3283 * returns actual emerged `pmin`, actual emerged `pmax`
3284 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3285 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3286 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3287 the `VoxelManip` at that position
3288 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3289 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3290 * returns raw node data in the form of an array of node content IDs
3291 * if the param `buffer` is present, this table will be used to store the result instead
3292 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3293 * `update_map()`: Update map after writing chunk back to map.
3294 * To be used only by `VoxelManip` objects created by the mod itself;
3295 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3296 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3297 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3298 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3299 * (`p1`, `p2`) is the area in which lighting is set;
3300 defaults to the whole area if left out
3301 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3302 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3303 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3304 * `light = day + (night * 16)`
3305 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3307 * expects lighting data in the same format that `get_light_data()` returns
3308 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3309 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3310 * If the param `buffer` is present, this table will be used to store the result instead
3311 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3312 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3313 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3314 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3316 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3317 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3318 * `update_liquids()`: Update liquid flow
3319 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3320 had been modified since the last read from map, due to a call to
3321 `minetest.set_data()` on the loaded area elsewhere
3322 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3325 A helper class for voxel areas.
3326 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3327 The coordinates are *inclusive*, like most other things in Minetest.
3330 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3331 `MinEdge` and `MaxEdge`
3332 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3333 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3334 * useful for things like `VoxelManip`, raw Schematic specifiers,
3335 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3336 * `indexp(p)`: same as above, except takes a vector
3337 * `position(i)`: returns the absolute position vector corresponding to index `i`
3338 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3339 * `containsp(p)`: same as above, except takes a vector
3340 * `containsi(i)`: same as above, except takes an index `i`
3341 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3342 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3343 * `iterp(minp, maxp)`: same as above, except takes a vector
3346 An interface to read config files in the format of `minetest.conf`.
3348 It can be created via `Settings(filename)`.
3351 * `get(key)`: returns a value
3352 * `get_bool(key)`: returns a boolean
3354 * `remove(key)`: returns a boolean (`true` for success)
3355 * `get_names()`: returns `{key1,...}`
3356 * `write()`: returns a boolean (`true` for success)
3357 * write changes to file
3358 * `to_table()`: returns `{[key1]=value1,...}`
3362 A mapgen object is a construct used in map generation. Mapgen objects can be used
3363 by an `on_generate` callback to speed up operations by avoiding unnecessary
3364 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3365 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3366 was called outside of an `on_generate()` callback, `nil` is returned.
3368 The following Mapgen objects are currently available:
3371 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3372 emerged position, in that order. All mapgens support this object.
3375 Returns an array containing the y coordinates of the ground levels of nodes in
3376 the most recently generated chunk by the current mapgen.
3379 Returns an array containing the biome IDs of nodes in the most recently
3380 generated chunk by the current mapgen.
3383 Returns an array containing the temperature values of nodes in the most
3384 recently generated chunk by the current mapgen.
3387 Returns an array containing the humidity values of nodes in the most recently
3388 generated chunk by the current mapgen.
3391 Returns a table mapping requested generation notification types to arrays of
3392 positions at which the corresponding generated structures are located at within
3393 the current chunk. To set the capture of positions of interest to be recorded
3394 on generate, use `minetest.set_gen_notify()`.
3396 Possible fields of the table returned are:
3402 * `large_cave_begin`
3406 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3407 numeric unique decoration ID.
3411 * Functions receive a "luaentity" as `self`:
3412 * It has the member `.name`, which is the registered name `("mod:thing")`
3413 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3414 * The original prototype stuff is visible directly via a metatable
3416 * `on_activate(self, staticdata, dtime_s)`
3417 * Called when the object is instantiated.
3418 * `dtime_s` is the time passed since the object was unloaded, which can
3419 be used for updating the entity state.
3420 * `on_step(self, dtime)`
3421 * Called on every server tick, after movement and collision processing.
3422 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3424 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3425 * Called when somebody punches the object.
3426 * Note that you probably want to handle most punches using the
3427 automatic armor group system.
3428 * `puncher`: an `ObjectRef` (can be `nil`)
3429 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3430 * `tool_capabilities`: capability table of used tool (can be `nil`)
3431 * `dir`: unit vector of direction of punch. Always defined. Points from
3432 the puncher to the punched.
3433 * `on_rightclick(self, clicker)`
3434 * `get_staticdata(self)`
3435 * Should return a string that will be passed to `on_activate` when
3436 the object is instantiated the next time.
3441 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3442 Often these bugs appear as subtle shadows in water.
3447 axiom, --string initial tree axiom
3448 rules_a, --string rules set A
3449 rules_b, --string rules set B
3450 rules_c, --string rules set C
3451 rules_d, --string rules set D
3452 trunk, --string trunk node name
3453 leaves, --string leaves node name
3454 leaves2, --string secondary leaves node name
3455 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3456 angle, --num angle in deg
3457 iterations, --num max # of iterations, usually 2 -5
3458 random_level, --num factor to lower nr of iterations, usually 0 - 3
3459 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3460 -- 2x2 nodes or 3x3 in cross shape
3461 thin_branches, --boolean true -> use thin (1 node) branches
3462 fruit, --string fruit node name
3463 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3464 seed, --num random seed; if no seed is provided, the engine will create one
3467 ### Key for Special L-System Symbols used in Axioms
3469 * `G`: move forward one unit with the pen up
3470 * `F`: move forward one unit with the pen down drawing trunks and branches
3471 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3472 * `T`: move forward one unit with the pen down drawing trunks only
3473 * `R`: move forward one unit with the pen down placing fruit
3474 * `A`: replace with rules set A
3475 * `B`: replace with rules set B
3476 * `C`: replace with rules set C
3477 * `D`: replace with rules set D
3478 * `a`: replace with rules set A, chance 90%
3479 * `b`: replace with rules set B, chance 80%
3480 * `c`: replace with rules set C, chance 70%
3481 * `d`: replace with rules set D, chance 60%
3482 * `+`: yaw the turtle right by `angle` parameter
3483 * `-`: yaw the turtle left by `angle` parameter
3484 * `&`: pitch the turtle down by `angle` parameter
3485 * `^`: pitch the turtle up by `angle` parameter
3486 * `/`: roll the turtle to the right by `angle` parameter
3487 * `*`: roll the turtle to the left by `angle` parameter
3488 * `[`: save in stack current state info
3489 * `]`: recover from stack state info
3492 Spawn a small apple tree:
3494 pos = {x=230,y=20,z=4}
3497 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3498 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3499 trunk="default:tree",
3500 leaves="default:leaves",
3504 trunk_type="single",
3507 fruit="default:apple"
3509 minetest.spawn_tree(pos,apple_tree)
3514 ### Object Properties
3519 collide_with_objects = true, -- collide with other objects if physical=true
3521 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3522 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3523 visual_size = {x=1, y=1},
3525 textures = {}, -- number of required textures depends on visual
3526 colors = {}, -- number of required colors depends on visual
3527 spritediv = {x=1, y=1},
3528 initial_sprite_basepos = {x=0, y=0},
3530 makes_footstep_sound = false,
3531 automatic_rotate = false,
3533 automatic_face_movement_dir = 0.0,
3534 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3535 automatic_face_movement_max_rotation_per_sec = -1,
3536 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3537 backface_culling = true, -- false to disable backface_culling for model
3538 nametag = "", -- by default empty, for players their name is shown if empty
3539 nametag_color = <color>, -- sets color of nametag as ColorSpec
3540 infotext = "", -- by default empty, text to be shown when pointed at object
3543 ### Entity definition (`register_entity`)
3546 -- Deprecated: Everything in object properties is read directly from here
3548 initial_properties = --[[<initial object properties>]],
3550 on_activate = function(self, staticdata, dtime_s),
3551 on_step = function(self, dtime),
3552 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3553 on_rightclick = function(self, clicker),
3554 get_staticdata = function(self),
3555 -- ^ Called sometimes; the string returned is passed to on_activate when
3556 -- the entity is re-activated from static state
3558 -- Also you can define arbitrary member variables here (see item definition for
3560 _custom_field = whatever,
3563 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3566 label = "Lava cooling",
3567 -- ^ Descriptive label for profiling purposes (optional).
3568 -- Definitions with identical labels will be listed as one.
3569 -- In the following two fields, also group:groupname will work.
3570 nodenames = {"default:lava_source"},
3571 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3572 ^ If left out or empty, any neighbor will do ]]
3573 interval = 1.0, -- Operation interval in seconds
3574 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3575 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3576 ^ The chance value is temporarily reduced when returning to
3577 an area to simulate time lost by the area being unattended.
3578 ^ Note chance value can often be reduced to 1 ]]
3579 action = func(pos, node, active_object_count, active_object_count_wider),
3582 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3585 label = "Upgrade legacy doors",
3586 -- ^ Descriptive label for profiling purposes (optional).
3587 -- Definitions with identical labels will be listed as one.
3588 name = "modname:replace_legacy_door",
3589 nodenames = {"default:lava_source"},
3590 -- ^ List of node names to trigger the LBM on.
3591 -- Also non-registered nodes will work.
3592 -- Groups (as of group:groupname) will work as well.
3593 run_at_every_load = false,
3594 -- ^ Whether to run the LBM's action every time a block gets loaded,
3595 -- and not just for blocks that were saved last time before LBMs were
3596 -- introduced to the world.
3597 action = func(pos, node),
3600 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3603 description = "Steel Axe",
3604 groups = {}, -- key = name, value = rating; rating = 1..3.
3605 if rating not applicable, use 1.
3606 e.g. {wool = 1, fluffy = 3}
3607 {soil = 2, outerspace = 1, crumbly = 1}
3608 {bendy = 2, snappy = 1},
3609 {hard = 1, metal = 1, spikes = 1}
3610 inventory_image = "default_tool_steelaxe.png",
3612 wield_scale = {x = 1, y = 1, z = 1},
3615 liquids_pointable = false,
3616 tool_capabilities = {
3617 full_punch_interval = 1.0,
3621 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3623 damage_groups = {groupname = damage},
3625 node_placement_prediction = nil,
3627 ^ If nil and item is node, prediction is made automatically
3628 ^ If nil and item is not a node, no prediction is made
3629 ^ If "" and item is anything, no prediction is made
3630 ^ Otherwise should be name of node which the client immediately places
3631 on ground when the player places the item. Server will always update
3632 actual result to client in a short moment.
3635 breaks = "default_tool_break", -- tools only
3636 place = --[[<SimpleSoundSpec>]],
3639 on_place = func(itemstack, placer, pointed_thing),
3641 ^ Shall place item and return the leftover itemstack
3642 ^ The placer may be any ObjectRef or nil.
3643 ^ default: minetest.item_place ]]
3644 on_secondary_use = func(itemstack, user, pointed_thing),
3646 ^ Same as on_place but called when pointing at nothing.
3647 ^ The user may be any ObjectRef or nil.
3648 ^ pointed_thing : always { type = "nothing" }
3650 on_drop = func(itemstack, dropper, pos),
3652 ^ Shall drop item and return the leftover itemstack
3653 ^ The dropper may be any ObjectRef or nil.
3654 ^ default: minetest.item_drop ]]
3655 on_use = func(itemstack, user, pointed_thing),
3658 ^ Function must return either nil if no item shall be removed from
3659 inventory, or an itemstack to replace the original itemstack.
3660 e.g. itemstack:take_item(); return itemstack
3661 ^ Otherwise, the function is free to do what it wants.
3662 ^ The user may be any ObjectRef or nil.
3663 ^ The default functions handle regular use cases.
3665 after_use = func(itemstack, user, node, digparams),
3668 ^ If defined, should return an itemstack and will be called instead of
3669 wearing out the tool. If returns nil, does nothing.
3670 If after_use doesn't exist, it is the same as:
3671 function(itemstack, user, node, digparams)
3672 itemstack:add_wear(digparams.wear)
3675 ^ The user may be any ObjectRef or nil.
3677 _custom_field = whatever,
3679 ^ Add your own custom fields. By convention, all custom field names
3680 should start with `_` to avoid naming collisions with future engine
3687 * `{name="image.png", animation={Tile Animation definition}}`
3688 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3689 tileable_horizontal=bool}`
3690 * backface culling enabled by default for most nodes
3691 * tileable flags are info for shaders, how they should treat texture
3692 when displacement mapping is used
3693 Directions are from the point of view of the tile texture,
3694 not the node it's on
3695 * deprecated, yet still supported field names:
3698 ### Tile animation definition
3699 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3701 ### Node definition (`register_node`)
3704 -- <all fields allowed in item definitions>,
3706 drawtype = "normal", -- See "Node drawtypes"
3707 visual_scale = 1.0, --[[
3708 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3709 ^ For plantlike, the image will start at the bottom of the node; for the
3710 ^ other drawtypes, the image will be centered on the node.
3711 ^ Note that positioning for "torchlike" may still change. ]]
3712 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3713 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3714 ^ List can be shortened to needed length ]]
3715 special_tiles = {tile definition 1, Tile definition 2}, --[[
3716 ^ Special textures of node; used rarely (old field name: special_materials)
3717 ^ List can be shortened to needed length ]]
3719 use_texture_alpha = false, -- Use texture's alpha channel
3720 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3721 paramtype = "none", -- See "Nodes" --[[
3722 ^ paramtype = "light" allows light to propagate from or through the node with light value
3723 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3724 paramtype2 = "none", -- See "Nodes"
3725 place_param2 = nil, -- Force value for param2 when player places node
3726 is_ground_content = true, -- If false, the cave generator will not carve through this
3727 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3728 walkable = true, -- If true, objects collide with node
3729 pointable = true, -- If true, can be pointed at
3730 diggable = true, -- If false, can never be dug
3731 climbable = false, -- If true, can be climbed on (ladder)
3732 buildable_to = false, -- If true, placed nodes can replace this node
3733 floodable = false, -- If true, liquids flow into and replace this node
3734 liquidtype = "none", -- "none"/"source"/"flowing"
3735 liquid_alternative_flowing = "", -- Flowing version of source liquid
3736 liquid_alternative_source = "", -- Source version of flowing liquid
3737 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3738 liquid_renewable = true, --[[
3739 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3741 ^ Block contains level in param2. Value is default level, used for snow.
3742 ^ Don't forget to use "leveled" type nodebox. ]]
3743 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3744 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3745 light_source = 0, --[[
3746 ^ Amount of light emitted by node.
3747 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3748 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3749 damage_per_second = 0, -- If player is inside node, this damage is caused
3750 node_box = {type="regular"}, -- See "Node boxes"
3751 connects_to = nodenames, --[[
3752 * Used for nodebox nodes with the type == "connected"
3753 * Specifies to what neighboring nodes connections will be drawn
3754 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3755 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3756 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3758 selection_box = {type="regular"}, -- See "Node boxes" --[[
3759 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3760 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3761 legacy_wallmounted = false, -- Support maps made in and before January 2012
3763 footstep = <SimpleSoundSpec>,
3764 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3765 dug = <SimpleSoundSpec>,
3766 place = <SimpleSoundSpec>,
3767 place_failed = <SimpleSoundSpec>,
3769 drop = "", -- Name of dropped node when dug. Default is the node itself.
3772 max_items = 1, -- Maximum number of items to drop.
3773 items = { -- Choose max_items randomly from this list.
3775 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3776 rarity = 1, -- Probability of dropping is 1 / rarity.
3781 on_construct = func(pos), --[[
3782 ^ Node constructor; called after adding node
3783 ^ Can set up metadata and stuff like that
3784 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3786 on_destruct = func(pos), --[[
3787 ^ Node destructor; called before removing node
3788 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3790 after_destruct = func(pos, oldnode), --[[
3791 ^ Node destructor; called after removing node
3792 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3795 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3796 ^ Called after constructing node when node was placed using
3797 minetest.item_place_node / minetest.place_node
3798 ^ If return true no item is taken from itemstack
3800 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3801 ^ oldmetadata is in table format
3802 ^ Called after destructing node when node was dug using
3803 minetest.node_dig / minetest.dig_node
3805 can_dig = function(pos, [player]) --[[
3806 ^ returns true if node can be dug, or false if not
3809 on_punch = func(pos, node, puncher, pointed_thing), --[[
3810 ^ default: minetest.node_punch
3811 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3812 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3814 ^ if defined, itemstack will hold clicker's wielded item
3815 ^ Shall return the leftover itemstack
3816 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3818 on_dig = func(pos, node, digger), --[[
3819 ^ default: minetest.node_dig
3820 ^ By default: checks privileges, wears out tool and removes node ]]
3822 on_timer = function(pos,elapsed), --[[
3824 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3825 ^ elapsed is the total time passed since the timer was started
3826 ^ return true to run the timer for another cycle with the same timeout value ]]
3828 on_receive_fields = func(pos, formname, fields, sender), --[[
3829 ^ fields = {name1 = value1, name2 = value2, ...}
3830 ^ Called when an UI form (e.g. sign text input) returns data
3833 allow_metadata_inventory_move = func(pos, from_list, from_index,
3834 to_list, to_index, count, player), --[[
3835 ^ Called when a player wants to move items inside the inventory
3836 ^ Return value: number of items allowed to move ]]
3838 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3839 ^ Called when a player wants to put something into the inventory
3840 ^ Return value: number of items allowed to put
3841 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3843 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3844 ^ Called when a player wants to take something out of the inventory
3845 ^ Return value: number of items allowed to take
3846 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3848 on_metadata_inventory_move = func(pos, from_list, from_index,
3849 to_list, to_index, count, player),
3850 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3851 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3852 ^ Called after the actual action has happened, according to what was allowed.
3853 ^ No return value ]]
3855 on_blast = func(pos, intensity), --[[
3856 ^ intensity: 1.0 = mid range of regular TNT
3857 ^ If defined, called when an explosion touches the node, instead of
3858 removing the node ]]
3861 ### Recipe for `register_craft` (shaped)
3864 output = 'default:pick_stone',
3866 {'default:cobble', 'default:cobble', 'default:cobble'},
3867 {'', 'default:stick', ''},
3868 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3870 replacements = --[[<optional list of item pairs,
3871 replace one input item with another item on crafting>]]
3874 ### Recipe for `register_craft` (shapeless)
3878 output = 'mushrooms:mushroom_stew',
3881 "mushrooms:mushroom_brown",
3882 "mushrooms:mushroom_red",
3884 replacements = --[[<optional list of item pairs,
3885 replace one input item with another item on crafting>]]
3888 ### Recipe for `register_craft` (tool repair)
3891 type = "toolrepair",
3892 additional_wear = -0.02,
3895 ### Recipe for `register_craft` (cooking)
3899 output = "default:glass",
3900 recipe = "default:sand",
3904 ### Recipe for `register_craft` (furnace fuel)
3908 recipe = "default:leaves",
3912 ### Ore definition (`register_ore`)
3915 ore_type = "scatter", -- See "Ore types"
3916 ore = "default:stone_with_coal",
3917 wherein = "default:stone",
3918 -- ^ a list of nodenames is supported too
3919 clust_scarcity = 8*8*8,
3920 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3921 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3923 -- ^ Number of ores in a cluster
3925 -- ^ Size of the bounding box of the cluster
3926 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3930 -- ^ Attributes for this ore generation
3931 noise_threshold = 0.5,
3932 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3933 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3934 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3935 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3936 random_factor = 1.0,
3937 -- ^ Multiplier of the randomness contribution to the noise value at any
3938 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3939 -- ^ This parameter is only valid for ore_type == "vein".
3940 biomes = {"desert", "rainforest"}
3941 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3942 -- ^ and ignored if the Mapgen being used does not support biomes.
3943 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3946 ### Biome definition (`register_biome`)
3949 The Biome API is still in an experimental phase and subject to change.
3953 node_dust = "default:snow",
3954 -- ^ Node dropped onto upper surface after all else is generated.
3955 node_top = "default:dirt_with_snow",
3957 -- ^ Node forming surface layer of biome and thickness of this layer.
3958 node_filler = "default:permafrost",
3960 -- ^ Node forming lower layer of biome and thickness of this layer.
3961 node_stone = "default:bluestone",
3962 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3963 node_water_top = "default:ice",
3964 depth_water_top = 10,
3965 -- ^ Node forming a surface layer in seawater with the defined thickness.
3967 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3968 node_river_water = "default:ice",
3969 -- ^ Node that replaces river water in mapgens that use default:river_water.
3970 node_riverbed = "default:gravel",
3972 -- ^ Node placed under river water and thickness of this layer.
3975 -- ^ Lower and upper limits for biome.
3976 -- ^ Because biome is not recalculated for every node in a node column
3977 -- ^ some biome materials can exceed their limits, especially stone.
3978 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3979 -- ^ top and at each of these surfaces:
3980 -- ^ Ground below air, water below air, ground below water.
3981 -- ^ The selected biome then stays in effect for all nodes below until
3982 -- ^ column base or the next biome recalculation.
3984 humidity_point = 50,
3985 -- ^ Characteristic average temperature and humidity for the biome.
3986 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3987 -- ^ and humidity as axes. The resulting voronoi cells determine which
3988 -- ^ heat/humidity points belong to which biome, and therefore determine
3989 -- ^ the area and location of each biome in the world.
3990 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3991 -- ^ diagram to result in roughly equal size biomes.
3992 -- ^ Heat and humidity have average values of 50, vary mostly between
3993 -- ^ 0 and 100 but also often exceed these values.
3994 -- ^ Heat is not in degrees celcius, both values are abstract.
3997 ### Decoration definition (`register_decoration`)
4000 deco_type = "simple", -- See "Decoration types"
4001 place_on = "default:dirt_with_grass",
4002 -- ^ Node (or list of nodes) that the decoration can be placed on
4004 -- ^ Size of divisions made in the chunk being generated.
4005 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4007 -- ^ Ratio of the area to be uniformly filled by the decoration.
4008 -- ^ Used only if noise_params is not specified.
4009 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4010 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4011 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4012 biomes = {"Oceanside", "Hills", "Plains"},
4013 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4014 -- ^ and ignored if the Mapgen being used does not support biomes.
4015 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4018 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4019 -- ^ This parameter refers to the `y` position of the decoration base, so
4020 -- the actual maximum height would be `height_max + size.Y`.
4021 spawn_by = "default:water",
4022 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4023 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4024 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4026 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4027 -- ^ If absent or -1, decorations occur next to any nodes.
4028 flags = "liquid_surface, force_placement",
4029 -- ^ Flags for all decoration types.
4030 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4031 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4032 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4033 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4035 ----- Simple-type parameters
4036 decoration = "default:grass",
4037 -- ^ The node name used as the decoration.
4038 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4040 -- ^ Number of nodes high the decoration is made.
4041 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4043 -- ^ Number of nodes the decoration can be at maximum.
4044 -- ^ If absent, the parameter 'height' is used as a constant.
4046 -- ^ Param2 value of placed decoration node.
4048 ----- Schematic-type parameters
4049 schematic = "foobar.mts",
4050 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4051 -- ^ specified Minetest schematic file.
4052 -- ^ - OR -, could be the ID of a previously registered schematic
4053 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4054 -- ^ and an optional table yslice_prob:
4056 size = {x=4, y=6, z=4},
4058 {name="default:cobble", param1=255, param2=0},
4059 {name="default:dirt_with_grass", param1=255, param2=0},
4060 {name="ignore", param1=255, param2=0},
4061 {name="air", param1=255, param2=0},
4070 -- ^ See 'Schematic specifier' for details.
4071 replacements = {["oldname"] = "convert_to", ...},
4072 flags = "place_center_x, place_center_y, place_center_z",
4073 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4074 rotation = "90" -- rotate schematic 90 degrees on placement
4075 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4078 ### Chat command definition (`register_chatcommand`)
4081 params = "<name> <privilege>", -- Short parameter description
4082 description = "Remove privilege from player", -- Full description
4083 privs = {privs=true}, -- Require the "privs" privilege to run
4084 func = function(name, param), -- Called when command is run.
4085 -- Returns boolean success and text output.
4088 ### Detached inventory callbacks
4091 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4092 -- ^ Called when a player wants to move items inside the inventory
4093 -- ^ Return value: number of items allowed to move
4095 allow_put = func(inv, listname, index, stack, player),
4096 -- ^ Called when a player wants to put something into the inventory
4097 -- ^ Return value: number of items allowed to put
4098 -- ^ Return value: -1: Allow and don't modify item count in inventory
4100 allow_take = func(inv, listname, index, stack, player),
4101 -- ^ Called when a player wants to take something out of the inventory
4102 -- ^ Return value: number of items allowed to take
4103 -- ^ Return value: -1: Allow and don't modify item count in inventory
4105 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4106 on_put = func(inv, listname, index, stack, player),
4107 on_take = func(inv, listname, index, stack, player),
4108 -- ^ Called after the actual action has happened, according to what was allowed.
4109 -- ^ No return value
4112 ### HUD Definition (`hud_add`, `hud_get`)
4115 hud_elem_type = "image", -- see HUD element types
4116 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4117 position = {x=0.5, y=0.5},
4118 -- ^ Left corner position of element
4124 -- ^ Selected item in inventory. 0 for no item selected.
4126 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4127 alignment = {x=0, y=0},
4128 -- ^ See "HUD Element Types"
4129 offset = {x=0, y=0},
4130 -- ^ See "HUD Element Types"
4131 size = { x=100, y=100 },
4132 -- ^ Size of element in pixels
4135 ### Particle definition (`add_particle`)
4138 pos = {x=0, y=0, z=0},
4139 velocity = {x=0, y=0, z=0},
4140 acceleration = {x=0, y=0, z=0},
4141 -- ^ Spawn particle at pos with velocity and acceleration
4143 -- ^ Disappears after expirationtime seconds
4145 collisiondetection = false,
4146 -- ^ collisiondetection: if true collides with physical objects
4147 collision_removal = false,
4148 -- ^ collision_removal: if true then particle is removed when it collides,
4149 -- ^ requires collisiondetection = true to have any effect
4151 -- ^ vertical: if true faces player using y axis only
4152 texture = "image.png",
4153 -- ^ Uses texture (string)
4154 playername = "singleplayer"
4155 -- ^ optional, if specified spawns particle only on the player's client
4158 ### `ParticleSpawner` definition (`add_particlespawner`)
4163 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4164 minpos = {x=0, y=0, z=0},
4165 maxpos = {x=0, y=0, z=0},
4166 minvel = {x=0, y=0, z=0},
4167 maxvel = {x=0, y=0, z=0},
4168 minacc = {x=0, y=0, z=0},
4169 maxacc = {x=0, y=0, z=0},
4174 -- ^ The particle's properties are random values in between the bounds:
4175 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4176 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4177 collisiondetection = false,
4178 -- ^ collisiondetection: if true uses collision detection
4179 collision_removal = false,
4180 -- ^ collision_removal: if true then particle is removed when it collides,
4181 -- ^ requires collisiondetection = true to have any effect
4182 attached = ObjectRef,
4183 -- ^ attached: if defined, particle positions, velocities and accelerations
4184 -- ^ are relative to this object's position and yaw.
4186 -- ^ vertical: if true faces player using y axis only
4187 texture = "image.png",
4188 -- ^ Uses texture (string)
4189 playername = "singleplayer"
4190 -- ^ Playername is optional, if specified spawns particle only on the player's client
4193 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4196 url = "http://example.org",
4198 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4199 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4200 -- ^ Optional, if specified a POST request with post_data is performed.
4201 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4202 -- ^ as x-www-form-urlencoded key-value pairs.
4203 -- ^ If post_data ist not specified, a GET request is performed instead.
4204 user_agent = "ExampleUserAgent",
4205 -- ^ Optional, if specified replaces the default minetest user agent with given string
4206 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4207 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4208 -- ^ that the header strings follow HTTP specification ("Key: Value").
4210 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4213 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4217 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4219 -- ^ If true, the request was succesful
4221 -- ^ If true, the request timed out
4223 -- ^ HTTP status code